HAWKEN

HAWKEN

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undhund's Guide to the Technician
By [NPKN] undhund
This guide is designed to help people new to the Technician learn to use it effectively.
   
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Introduction and Disclaimer
This guide was created to help ease players into the role of Technician. It also outlines some basics courtesies for others to follow.

Disclaimer: All advice in this guide is based on personal experience and current data. I am not responsible if anything is changed, buffed, nerfed, etc, but I will try to update things as neccesary. Don't get angry if something is made worthless; it's not my fault.
Overview of the Technician
Introduction
So, you decided to play as the Technician. Good for you! The Technician is one of the most important mechs in the game. It is your job to keep everyone alive, much like a medic. As the Technician, there are several things you need to remember:

-Don't get into a fight
-Healing before combat
-Don't get into a fight

The Technician
Cost: 792 MC or 7689 HC
Armor: 315
Ground Speed: 23.5 m/s
Acceleration: 35.2 m/s squared
Air Speed: 15.66 m/s
Max Thruster Height: 20 meters
Thruster Vertical Speed: 11.05 m/s
Fuel Tank Capacity: 100 liters
Fuel Regeneration: 10.36 L/s
Dodge Delay: 1 second
Radar Range: 120 meters
Overheat Recovery Time: 4.5 seconds
EU Capacity: 150

Please enjoy reading this guide as much as I did creating it! Take this advice to heart, and you will become a great Tech. You don't have to read the entire guide, but if you read everything, you will be that much better.
Weapons
While the Technician is not an offensive mech, it has two weapons: a primary offensive weapon, and a secondary weapon that is meant for healing, but can be used as an offensive weapon in a pinch.

Redox-02
Cost: Free
Unlocked at: Mech Rank 1
DPS: 57
Accuracy: 60
Rate of Fire: 29
Effective Range: 35
Heat Rate: 43
Summary: The Redox-02 is the starting primary weapon for the Technician. It fires small pulses that, when they hit the enemy, do two things. One, it does a small amount of damage. Two, it increases the amount of damage an affected mech will sustain if hit by another weapon. This can "stack up up to three times. However, the Redox-02 does have one major drawback. Due to the nature of its ammunition, the Redox-02 can damage both yourself and teammates, so it is not good in CQC.


Hawkins-RPR
Cost: 720 MC (468 at 35% off) or 5447 HC
Unlocked at: Mech Rank 3
DPS: 71
Accuracy: 89
Rate of Fire: 50
Effective Range: 25
Heat Rate: 33
Summary: The Hawkens-RPR is the alternate primary weapon for the Technician.The Hawkins-RPR is a good weapon for the Technician because it is good at CQC, which is the kind of combat the Technician most-often faces.



PN-223
Cost: 720 MC (468 at 35% off) or 5447 HC
Unlocked at: Mech Rank 5
DPS: 68
Accuracy: 52
Rate of Fire: 55
Effective Range: 20
Heat Rate: 33
Summary: The PN-223 is the prestige weapon for the Technician. The PN-223 is a good weapon choice because it excels at CQC, more than the Hawkins-RPR. However, it has slightly less range than the Hawkins-RPR.




Helix Repair Torch
Cost: Free
Unlocked at: Mech Rank 1
DPS: 15
Accuracy: 100
Rate of Fire: 50
Effective Range: 5
Heat Rate: 25
Summary: The Helix Repair Torch is the secondary weapon for the Technician. It has two modes, reconstruct and deconstruct. Reconstruct is used to heal a teammate, while deconstruct is used to damage enemies (see "Tactics" for more details).
Items
Like every other mech, the Technician can equip up to three different items. Below are some items I suggest you get for the Technician.

Blockade
Cost:
-MK-1: 216 MC or 2243 HC (comes with Technician free)
-MK-II: 288 MC or 3204 HC
-MK-III: 360 MC or 4165 HC
Unlocked at:
-MK-I: Pilot Level 4
-MK-II: Pilot Level 14
-MK-III: Pilot Level 28
The Blockade comes free with the Technician. It lasts for 30 seconds and can absorb up to 200 damage. The Blockade can come in handy when you need to block a chokepoint, cover a retreat, or create temporary cover.

Portable Scanner
Cost:
-MK-I: 216 MC or 2243 HC
-MK-II: 288 MC or 3204 HC
-MK-III: 360 MC or 4165 HC
Unlocked at:
-MK-I: Pilot Level 8
-MK-II: Pilot Level 18
-MK-III: Pilot Level 28
The Portable Scanner is, in my humble opinion, an over-powered item. It shows all enemies within the scanner's area on your minimap, even if they are standing still. This can help your team find the enemy and kill them before the enemy can spot your teammates.

Radar Scrambler
Cost:
-MK-I: 216 MC or 2243 HC
-MK-II: 288 MC or 3204 HC
-MK-III:360 MC or 3204 HC
Unlocked at:
-MK-I: Pilot Level 8
-MK-II: Pilot Level 18
-MK-III: Pilot Level 28
The Radar Scrambler creates many false radar signatures on the enemy radar map, which may or may not confuse the enemy. This is helpful in Siege, when your team is all near the AA.

Repair Charge
Cost:
-MK-I: 288 MC or 3204 HC
-MK-II: 360 MC or 4165 HC
-MK-III: 432 MC or 5126 HC
Unlocked at:
-MK-I: Pilot Level 4
-MK-II: Pilot Level 14
-MK-III: Pilot Level 24
The Repair Charge is an item that drops a golden orb that, after two seconds, will repair a certain amount of damage (170?). You can use the repair charge to either heal yourself or a teammate.

Shield
Cost:
-MK-1: 144 MC or 1282 HC
-MK-II: 216 MC or 2243 HC
-MK-III: 288 MC or 3204 HC
Unlocked at:
-MK-I: Pilot Level 4
-MK-II: Pilot Level 14
-MK-III: Pilot Level 24
The Shield is a dome-shaped item that lasts for 30 seconds and can absorb up to 450 damage. The shield cannot be shot into or shot out of. This is useful for when you have to repair someone, or for protection. For example, you can put it up on the AA during Siege.
Internals
Every mech can equip internals. Internals are passive upgrades that can increase the performance of your mechs. Since some of the internals are worthless pieces of junk that do no good for the Technician, I decided to save you both time and money and have made a list of good internals for the Technician.

Shock Coil
Cost: 72 MC or 640 HC
Size: 1 slot
Unlocked at: Pilot Level 1
Summary: The Shock Coil decreases the amount of damage you receive by 100%. This is helpful for the Technician because when you have to get somewhere to heal someone, you need to get there fast. Now, you can jump off the AA on "Origin" without taking any damage!

Basic Extractor
Cost: 72 MC or 640 HC
Size: 1 slot
Unlocked at: Pilot Level 1
Summary: The Basic Extractor increases the rate at which you gain armor and EU from orbs by 15%. This is helpful when you have the repair charges equipped. However, I suggest you do not equip the Basic Extractor unless you have at least the MK-II Repair Charge.

Deflectors
Cost: 144 MC or 1280 HC
Size: 2 slots
Unlocked at: Pilot Level 11
Summary: Deflectors reduce the amount of damage you receive while boosting or dodging by 20%. This is helpful for the Technician for two reasons. One, as a Technician, you are always boosting to go heal a friendly mech. Two, people like shooting the Technician.

Evasive Device
Cost: 144 MC or 1280 HC
Size: 2 slots
Unlocked at: Pilot Level 11
Summary: The Evasive Device increases your speed by 15% when under 25% health, and by 10% when under 50% health. This is helpful because since you are always moving and always being shot at, the more damaged you are, the harder you are to hit.

Repair Kit
Cost: 144 MC or 1280 HC
Size: 2 slots
Unlocked at: Pilot Level 11
Summary: The Repair Kit increases the rate at which you gain armor from orbs by 15%. I suggest you use this only if you have at least a MK-II repair charge.

Advanced Armor Fuser
Cost: 216 MC or 1920 HC
Size: 3 slots
Unlocked at: Pilot Level 21
Summary: The Advanced Armor Fuser reconstructs 20% of max armor over 20 seconds if you get a kill, and 13% over 20 seconds if you get an assist. This is great for the Technician because if you are healing someone and they get a kill, you get an assist. This means you have increased chances of staying alive.

Replenisher
Cost: 216 MC or 1920 HC
Size: 3 slots
Unlocked at: Pilot Level 21
Summary: The Replenisher will reduce your ability recharge rate by 12.5% if you get an assist, and 25% if you get a kill. This is great for the Technician becuase if you are healing someone when they get a kill, you get an assist. This reduces the time you have to wait to use your Amplification ability again (which can mean the difference between life and death at times). (From Aksuko)
Abilitiy
Introduction
Like all mechs, the Technician has an ability that is used by hitting "F". The Technician's ability is called "Amplification". This section will discuss when and how to use Amplification.

What Is Amplification?
Amplification is an ability that rapidly increases the rate at which you heal an ally, yourself, or damage an enemy using the Helix Repair Torch.


When to Use Amplification
When should you use Amplification? Should you do it when someone is one the verge of death? Or when someone is in dire need of aid? Perhaps for combat? All these are good uses. However, Amplification should be used on heavily damaged friendly mechs that have a chance of survival, or enemy mechs in a last-ditch scenario. Example: you are playing a game of Siege on "Frontline". A friendly Bruiser is standing next to the AA. He is holding off a Berserker, a Reaper, and a Vanguard. You start to repair him, but he is be damaged too quickly, and you are being hit, as well.. So, you use your Amplification ability. Suddenly, his health shoots up, and you start being repaired. The Bruiser takes out the Vanguard and Reaper, and you both destroy the Berserker. The rest of your team arrives at the AA after collecting EU. (A real example that happened to me.)

Another example: You are playing a game of Missile Assault on "Bazaar". You are separated from your team, so you head over to them. Suddenly, an Incinerator steps around the corner. So, you use your Amplification ability. You start taking health away from the Incinerator and shoot himk with your primary. Since the Amplificatin ability rapidly increases the rate at which you damage him with the Helix Repair Torch, you start taking away his health. Since you are light and fast, you fly circles around the Incinerator and never let him get you in his crosshairs. Finally, you destroy him, without too much damage. (A real example that happened to me.)

How to Use Amplification
Here's how to use Amplification when healing and attacking.

Healing: Use this only when a friendly mech is heavily damaged. Focus the beam on the mech, and keep it there; you want to make sure to use as much of the ability as possible. Also, don't worry about getting shot. Remember, you can heal yourself while healing someone else, and Amplification will heal you more quickly.

Combat: Make sure to focus the beam on the enemy mech and stay close. The Helix Repair Torch has 100% accuracy, but horrible range. Constantly fly around so they can't get their crosshair on you.
Suggested Setups
Below are some suggested setups for your Technician.

Setup A
Primary Weapon: Hawkins-RPR
Secondary Weapon: Helix Repair Torch
Items: MK-I Blockade, MK-I Shield, MK-I Repair Charge
Internals: Shock Coil, Evasive Device, Advanced Armor Fuser
Summary: This setup is a good all-around setup. It can cover just about any emergency.

Setup B
Primary Weapon: PN-223
Secondary Weapon: Helix Repair Torch
Items: MK-II Shield, MK-II Repair Charge
Internals: Basic Extractor, Repair Kit, Advanced Armor Fuser
Summary: This setup focuses on self-preservation. The items can protect your teammates and heal them, while the internals can increase the chance of survival. It is also good for CQC due to the PN-223.

Setup C
Primary Weapon: Hawkins-RPR
Secondary Weapon: Helix Repair Torch
Items: MK-I Shield, MK-I Radar Scrambler, MK-I Portable Scanner
Internals: Shock Coil, Deflectors, Advanced Armor Fuser
Summary: This setup is meant more for the offensive Technician player. The items can help the team find the enemy and confuse the enemy, while the internals will help the Technician in combat.
Tactics
Alright, so you've learned about the weapons, items, and internals of the Technician. You've studied the suggested setups. You're probably thinking, "All right! I'm gonna go play!" Well, hold your horses, bucko. First, you need to learn how to play as the Technician.

Movement
The Technician is an A-Class mech, A.K.A. a light mech. As a light mech, it is important to remember to keep moving. You will die if you stop moving. Also, make sure to use cover when moving. Boost when possible, but save some fuel for a quick escape, if needed.

Healing
Healing is the main job of the Technician. The healing is done with the Helix Repair Torch. Now, as a Technician, you don't heal just anyone. You have to do what I call triage, which is picking out the mechs that need healing the most. Here are the priorities:
-Mechs in combat, with a light amount of damage.
-Mechs in combat, with a moderate amount of damage.

Combat
The Technician should not get in a fight. Repeat: do NOT get into a fight. Ever. However, people will want to get into a fight with you because you are an easy target. So, this part will discuss how to survive combat.

If you have the element of surprise:
First, why are you trying to attack a mech? The Technician is not offensive. But if you are itching for some kills, here's how. First, get in close. Use Amplification and start shooting them with the Helix Repair Torch, while firing your primary in short burst, so you don't overheat. Make sure you stay close, as the Helix Repair Torch has horrible range. Also, try to boost in the air when fighting heavy mechs, as they are less mobile. It also will sometimes work against medium mechs, but rarely against light.

If you run into another mech:
Follow above instructions. But be ready to make a quick run for it, just in case.

If another mech has the element of surprise:
You're going to the great big Garage in the sky.


Summaries
Here are some short summaries of how to play each mode:

Team Death Match
When the game starts, wait for your teammates to leave. Follow in the middle of the group so you are protected. If you are on a good team, everyone will stick together,making your job easier. If your team splits up, stay with one group, and only switch if the groups get close. Don't go on the offensive unless you have to.

Missile Assault
This is a bit harder, as people are more split up. Basically, follow the Team Deathmatch advice.


Siege
Playing as the Technician on Siege is a bit easier (in my humble opinion). When you first start, follow one group to one of the EU trees. Stay with them until everyone has EU; then return to the base. When a battleship launches, get to the AA as fast as possible. Stick with your team and heal those inside the AA perimeter first, then those outside. After the battleship is destroyed, repeat the process.

Deathmatch
Why are you playing as a Tech in Deathmatch?! Go play as the Berserker or something!
Tips for the Technician
Here are some tips for the Technician:
-Try to avoid combat when you can.
-Always keep moving. If you move, it's harder for the enemy to hit you.
-The patient is the priority. Everything else is secondary, including your life.
-Your life is second. Everything else is third.
-Use cover. You won't last in the open.
-Alternatively, if there is no cover, use your patient. It's better than nothing.
-If another mech is in "stealth mode", i.e. Predator and Infiltrator, don't heal them. It will give them away. (From Silversword123)
-Make sure you know where the enemy is in relation to where your patient is. (From Silversword123)
Courtesties
Outlined below are some basic courtesies for the Technician's teammates to follow.

-Don't boost away while the Technician is healing you.
-Don't get angry if you died and the Technician didn't heal you. They were probably healing someone else.
-Don't repair while the Technician is healing you. It may go faster, but it leaves you both vulnerable.
-Don't boost away while the Technician is healing you.
-Just because the Technician is healing you doesn't mean you are invincible. The Technician can and will overheat (the only exception is with the Incinerator; they will take the Technician's heat). I can't tell you how many times I have started healing someone, then have them run into the open on a suicide mission.
Updates and Credits
Updates
26 July 2014- Added image for PN-223.

4 September 2014- Added Replenisher to "Internals". Thanks to Aksuko for pointing out I forgot this.

1 November 2014- Added hints to "Tips". Thanks to Silversword123.

Credits
Thanks to the HAWKEN Wiki for some of the stats and pictures.
11 Comments
Sierra 17 Apr, 2015 @ 1:34pm 
Just a quick update for people:
As of some patch a while back, the Amplification ability no longer boosts the damage of the repair torch in deconstruction mode. It does, however, still boost the self-repair rate when in deconstruction mode.
BisKit on Wifi :( 5 Apr, 2015 @ 12:08pm 
Sandwich...
[NPKN] undhund  [author] 1 Nov, 2014 @ 6:09pm 
tommin: I'll have to try your HUD setup. And I agree that it is almost impossible to help a team that won't stick together. Non-Technician players *cough*pay attention*cough**cough*.

Silversword123: I'll definetly add your ideas top the guide. Thank you for suggesting them.

paul: No problem. That's why I created the guide, to help people.
paul 24 Oct, 2014 @ 2:10pm 
thank you for helping me to understand i have not got the game running yet
Silversword113 18 Oct, 2014 @ 7:42am 
Great guide! Some Ideas:
1. Dont heal a mech using stealthmode when enemies can still see them, its a give away
2. Be aware of where enemies are relative to you and your patient ie. Get behind them
tommim 15 Sep, 2014 @ 3:38pm 
Awesome guide. Thank you! The Tech is really a great choice and IMHO easier to master than most mechs. Only trouble is that you need to keep your eyes on your team more than anything and need to know at any time where your folks are. Which is why I moved my radar to the upper left and even changed the HUD colors (which have a low contrast by default) just to get a better view.
Which works - Except... when your team-mates don't stick together. In that case you as the Tech are the one left with the task of trying to herd cats. That is the only part that can get real frustrating at times.
Aksuko 20 Aug, 2014 @ 5:45am 
No problem. Using replenisher + deflector + composite armor -combo right now. Composite armor because I die a lot.
[NPKN] undhund  [author] 19 Aug, 2014 @ 3:25pm 
Ah, so that's what I was forgetting... (when I created the guide, I knew I forgot something, but couldn't remember what.) Replenisher is a good choice because if you are healing someone when they get a kill, you get an assist (so you get a lot of assists). Thank you for point that out.
Aksuko 17 Aug, 2014 @ 10:16am 
What about Replenisher?
Badger 28 Jul, 2014 @ 7:11am 
Awesome guide and well done! I wish there were other guides such as this one.