An all rounder. However, each tech teaming up with another tech makes the techs exponentially stronger.
An ordinary, run of the mill blaster… But with a twist. The shots bounce off walls, and can even take down enemies hiding around corners. The shots bounce quite a few times before disappearing. A pulser can also be used effectively as a sniping weapon at medium range. Remember, you simply do not have the DPS to destroy someone at full health quickly, so aim at the old, the weak, and the dying.
Healing gun (2)
A healing laser. Don’t ask how it works, but it heals anyone within close range. It can chain heal many people at the same time. This gun mostly used for healing the turret. Now, this is where the class gets interesting. If another tech set up another turret and healed with you, the beams would stack. Now you have 2 turrets and double the healing power! If another friend joined you, congratulations, you have a blockade! These blockades are nearly impossible to destroy, and will without a doubt piss off the opposing team. Once a team of 6 techs made a blockade (me as one of them). Nobody had a chance and everyone resigned within minutes.
Suppressor Turret (Q)
A turret that you can place basically anywhere and upgrade. Most of the Techs “Oomph” comes from this. It is the only special in the game that you can upgrade. Move close to the turret and hit Q again to upgrade. With every upgrade, the turret earns more HP and its beam becomes more powerful. Remember to upgrade, or else the turret can be destroyed very easily!
Quick Heal (E)
Well, it is pretty obvious what this does. It immediately gives you and your teammates in the vicinity 1000 hp instantly. Quite useful for immediately healing turrets and teammates around you when sh*t hits the fan.
Frag Mine (F)
One of the most nasty surprises the tech has to offer. These are great to put in places you know your enemies will step on. I prefer putting them around me and the turret. Extremely effective anti-scout/assassin.
Hyperheal ( R)
After using the healing gun for a while, you have the option to use hyperheal. If you hit R every ally in your beam will be repaired at extremely fast speeds.
Combat (if fighting by yourself)
Hand to hand combat: Poor. You are quite likely to die as a lone tech in hand to combat. If taken by surprise and without a turret, techs are extremely frail and the pulser does not have the DPS to kill the enemy before it is killed. If frag mines and an upgraded turret are put into place, your survival will depend on who the enemy chooses: you or the turret. If you have mines around the turret, the enemy will most likely die unless they are shooting from long distance. Long story short, you often cannot survive an attack without one ally helping you out.
Medium Range Combat: Okay
The pulser can be used moderately well as a medium ranged sniper weapon. Fighting at medium range in corridors is more effective, however.
Long Range Combat: N/A
N/A (Not applicable)
Anti-Tech Classes from most annoying to least annoying:
Assassin, Blazer, Scout/Tank/Blaster, Gunner, Tech, Shocker.
Quick, agile, invisibility, and nasty poison. Even after your death, you often can have revenge on your murderer. However, the assassin is not nearly as quick as the scout, and the needler (1) is not very powerful.
Like the scouts submachine gun, except underpowered. It has extremely low DPS, and a pathetic dab of poison to boot. Seriously, you are better off using the Ambush blades.
Ambush blades (2)
Every assassin worships their sleek, poisonous and deadly blades. They deal quite good DPS by themselves, but every hit stacks yet more poison to the enemy.
Like a freaking ninja, become invisible and sneak up on enemies. Well, not completely invisible. The air will shimmer just the slightest bit, your footsteps can be heard, and your jetpack booster flames can be seen and heard. Not much to see and hear, but some players can see/hear an assassin (however, this skill is quite rare). Another thing assassins need to be wary of is the blazer. One of the specials of the blazer can see everything, even you. Even though you are invisible, still approach enemies from the back!
Still, most cannot see/hear an assassin coming. You can still approach things from the front and 95% of the time nobody will see/hear you. And if they do, well… It is often too late.
On another note, invisibility makes it impossible for gunners to target you and it will shake off even the most persistent enemy hunting you.
Instant poison (E)
One of the assassins nasty surprises up their sleeves. Instead of the poison slowly seeping into the enemy and destroying them, activate all the poison instantly! Once the poison has stacked to about 200 per second, you can safely say anyone will die once activating it. Activating this special is your decision. Only 2/3 or so of the poison will immediately be activated. Activating it prevents the enemy from getting to a healup and deactivating the poison.
Confusion bomb (F)
This bomb injects a healthy dose of poison into everyone in the blast radius. The person who the bomb was shot at can only see in black and white now, unable to tell who is the ally or the enemy. If the victim attacks an ally, they die. Also nice to stack more poison onto the enemy and activate the instant poison.
Kryphoon ( R)
Perhaps the most powerful weapon the assassin has. The player spins around and slices the opponent like a tornado. If you are moving while doing this special, you will continue moving in that direction, so try to be still while doing this special so that the enemy takes all of the damage.
This class are great for combos. The best ones are listed below.
Combat (if fighting by yourself)
Hand to hand: Arguably the best in the game, even outstrips scout in power.
Really, the best way to handle the class is just to use the blades
Medium Range Combate: Poor
Technically you can use the needlers for this. Needlers suck.
Long Range Combat: N/A
Anti-Assassin Classes from most annoying to least annoying: Blazer, Scout/Assassin/Tank/Blaster, Gunner, Tech, Shocker.