Weekly Poll 9/02/19 - Techies!

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Techies!


  • Total voters
    50
Let's talk about techies. The quiet class so far, not too much attention. Obviously this makes them better. Better than us! Disgusting.

What do you think lies in store for the Techie class? In the PnP, a vital Role. Modify, create and maintain gear in a tech-based future. All those things you want? A Tech can make them. That limb you just lost? A Medtech can save your life and then make it..better! Or at least more cybernetic. Which is better. Sooooo much better.

Obviously there will be limits. There are in real life! Techs and mechanics aren't out there today making cars that run on water and fly. Not yet anyway. That takes a whole Musky team!

So what think you?

Other Polls here, for your voting pleasure: https://forums.cdprojektred.com/index.php?threads/collected-weekly-polls-thread.10984601/
 
This one is good!

Ideally, there should be insentive for me to spend skill points on my tech skill, but not punishing me for spending in other areas. I think everyone will be able to modify guns, armor/clothes, cars, etc. But the best results and perks can only come from focusing on your tech skill, and that will get me to spend my skill points there.

It's a cybernetic world after all. It'd be hard to believe you couldn't modify everything you wanted.
 
I never played the Pnp (Didn't even know there was one lol)...but are techie..like a healer class ?

and I mean, not just heal..but crowd controle ? Support ? instead of say be in your face like other class .
 
Yeah, class that uses gadgets that you can, as a Techie, craft and upgrade, modify. Even more than other classes can.

For example instead of hacking the door, you craft some thingie, throw it on the door panel and it will do it's thing.
I'm guessing Flathead might be customizable. Upgradable. And Techie will get the most of it.
I'm also thinking Techie could have access to weapon modifications that are... smart. Creative. Or just best of all options. Like for example solo might be able to craft mag with faster reload speed or more rounds. But Techie can craft mag with both stats.
Also the augment modification... that might be also Techie's work. If augmentations are customizable. I think color might be but boosting them somehow? Not sure.
 
2 & 5.

I've always been a bit skeptical about the apparent implementation of the Tech in CP2077. It always seemed to be little more then a "pet" class alternative to the direct-action Solo or backdoor-approach Netrunner.
 
based on what I've read so far about 2077:

4 = pet class already confirmed with the flathead (you can also modify it)

5 = see 4 and of cousre they'll have a bonus at crafting, we'll see the skill tree and crafting can be only under techie

7 = they said you can modify cyberware on your own as well, so see 5

During the demo we also see netrunner V having the option to steal prototype schemes from de animals, so that goes under crafting.

I really hope it's not 2, 3 and 6.

P.S. I don't want to see any macgywer shit, like 3 nails, a lemon and a pack of fire matches = a bomb.
 
I want Techie to be a practical, standalone class in its own right, and not purely supplementary. All of this sounds supplementary to me.

Why put this emphasis on a "fluid class system" where you can be a techie, netrunner, or solo, but only really have two viable methods for progressing through the game, with a third as a "eh if you want" (like Alchemy in TW3)?

Techies should be all about fiddling with stuff, up close and personal. Sneak or fight your way up to a turret, and quickly rewire it (Yes! With enemies nearby! Risk for reward). Move your cursor in a direction or at specific enemies, hit a key, and the turret will fire that way. Maybe techies are the only ones that can manually physically use (not yank off) specific mounted guns?

The spiderbot is neat, though it's sad that you don't have much direct control over it. Drones would be nice, to give you a better view of an area, or as flying weapons.

Rig up explosives, or short-circuit wall panels so that enemies will get blown to bits (or electrocuted) if they come near and try to interact with them.

Basically, make it a distinct playstyle from Netrunner and Solo. Netrunner is all about hacking into systems and remote control, Techie may have a teeny bit of overlap, but generally, there's lots of ways to differentiate the two. I do think Techies should be the best at crafting.

Let Techies improve their cyberware, beef up their cars, or perform various other actions.

Just my 2 cents.
 
In Rainbow Six Siege every operators have some unique gadget, for example Fuze have Cluster Charge you put it on the wall and it insert 5 bombs in next room that explode, almost all have Breach Charge that you place on wall and you make new way in to room, but you can't destroy reinforced doors and walls with that normal charge, but Thermite have Brimstone BC-3 Exothermic Charges who destroy even that, so Techies can be something like that skill engineer with different tools to do job for him.
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Plus a spider robot :D
 
I have posted before but Techie sounds boring to me . It`s not a stand alone play thru like Solo and Netrunner for me , it`s a back up roll / skill in one of the other play thru .
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I voted 2 ,5 and 8
 
I associated Techie with Engineering. So, design and modification to weapons, cyberware, drones, etc. A good way to describe it would be to consider a watch. Every character would understand how to use a watch. A Techie would know how the watch works at the fundamental level and build, modify, repair or dismantle it.
 
4, 5, 6, and 8. Especially crafting, I think that’s something that should be easy to learn to every V but difficult to master unless the players focus more on the techie mechanics than on the netrunner and solo ones.
 
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"eh if you want" (like Alchemy in TW3)?
Alchemy was arguably the strongest build in TW3 and acquired tolerance was by far the best skill in the game. Allowing geralt to use Ehkidna and Ekimmara concoctions at the same time basically makes him immortal unless hit by something way over his level. So dont underestimate techies till we can check them out. Sometimes supplemental looking stuff can be devastatingly effective.
 
Alchemy was arguably the strongest build in TW3 and acquired tolerance was by far the best skill in the game. Allowing geralt to use Ehkidna and Ekimmara concoctions at the same time basically makes him immortal unless hit by something way over his level. So dont underestimate techies till we can check them out. Sometimes supplemental looking stuff can be devastatingly effective.
Yeah, but it was pretty boring and supplementary as far as gameplay goes. Which is why I made the comparison. Not talking about effectiveness.

If they'd said "You'll basically be able to play as a netrunner, solo, or something in between, and have Techie stuff as complementary skills..." it'd be one thing. But since day one, they've presented these three options as distinct playstyles. So I'm hoping that's still the case.
 
I'll likely be dipping a decent amount into techie just to keep my equipment and cyber in order and because I love the flathead, it's a cutie :love:
 
1, 2, and 8.

Knowledge is power, and knowing about stuff should grant advantages (1 & 2) when it comes to that stuff.
Vehicle modification is something I always like and it would be cool to be able to do it without needing to visit a (work)shop if specialising in similar things anyway.
 
I always hated techies. The only more useless class in PnP was med tech :) The idea behind it was solid, the game, however, did nothing to support it. But it can shine in adaptation as a support subclass for solo or netrunner builds.
 
I picked 2, 4, and 6

I would like the idea of having a drone and drone control but at the same time we already have the Flathead. I think CD Projeck should get some ideas from WD 3 and The Division 2 tech gadgets that they use.
 
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