So the Weapons Tech gets played a ton and Mods Tech gets played never. Not unlike the Order Flamer/Pyro Flamer, this is because Weapons is awesome and Mods is super janky, so I'm going to fix that. [align=center]The Weapons Technician[/align] [align=center]Required Changes Things that I view as super important and "need to happen".[/align] Targeting Array/Surveillance Drone Should be moved from the Technician to the Surveillance Drone. Considering the Drone's bird-eye view, this is far more contextually appropriate. It also lends significantly more importance to the Drone itself which currently has a habit of being destroyed because players have Floodlights to extend their vision. Mad Spark Mad Spark is extremely powerful. It is currently as good as a 3.5/7 second stun no matter how you use it, so Mad Spark should be broken (see: killed by a single attack) by bosses. Considering that most bosses now have low turn rates, players will be required to use Mad Spark intelligently against them. This will fix the problem of Mad Spark "solving" bossfights, something that it was never intended to do. It will also cut down on Dual Technician Cheese which is always a plus. [align=center]Requested Changes Things that I view as kind of important, and "would be nice", but not wholly necessary.[/align] Floodlights Floodlights has always supposed to be the replacement for the erstwhile Engineer's Field Nexus, but somewhere along the way it got a little... sidetracked. Due to the difficulty of coding a cone-reveal attached to a character that reveals for the entire team based on proximity, I've come up with an alternate proposal that accomplishes the same task without the coding frustration and increases the energy management requirement for the Technician with Targeting Array moved elsewhere. The Floodlights skill will build a 1x1 building with no pathing footprint that has a directable reveal that is a channeled ability, I.E., permanent until interrupted or redirected. While it is no longer as easy to use as the current Floodlights (easy because it's passive), it stands to be more useful by calling attention to important areas rather than swinging all over the place because the Technician is shooting at things. Floodlights - 50 energy cost, 30 second cooldown, casting range of 6 The Technician erects a collapsible pole topped with a pair of floodlights that can be directed towards an area like a spotlight, revealing it to allies, detecting invisible units, and slightly slowing all enemies within the harsh light. Level 1 - Reveals an area of 4 and slows for 5%. Level 2 - Reveals an area of 5 and slows for 10%. Level 3 - Reveals an area of 6 and slows for 15%. [align=center]The Modifications Technician[/align] [align=center]Required Changes[/align] Ballistics Ballistics is kind of in an odd place, all things considered. It's just kind of there, and doesn't really mesh with anything else in the Technician's arsenal. It's an unfortunate relic of a bygone age, when I had no idea what to replace Burrow with. Nowadays, I have a bit of a better idea. Bite was a decent skill, and there is a unique opportunity to chain it together with Drones. Also gives the Mods Tech the ability to give OWs so it is no longer a major reason to avoid it and choose Weapons instead. Also, just to clarify - the "increased efficiency" bit is in reference to and based upon Nanites Upgrade. If NU is at Level 1, it's +1 hp for 10 seconds, if it's at Level 2 it's +2, and so on. Consume - 35 Health Cost, 5 second cooldown, 3 casting range The Technician sends his nanites surging forward to tear into a target, dealing damage, stunning them, and inflicting an Open Wound. Upon returning to the Technician, the nanites use the stolen biomass to increase their efficiency by 50% for 10 seconds. If Consume kills a Crawler Drone, the Technician will also be instantly healed for 85 hitpoints and the Drone will not drop any scrap. Deals 50% damage to non-mechanical allies. Level 1 - Deals 75 damage, inflicts 1 Open Wound, and stuns for 1 second. Level 2 - Deals 150 damage, inflicts 1 Open Wound, and stuns for 2 seconds. March of the Machine Just needs to function properly, really. No fancy targeting system or interrupts - just set the player in question to "unallied to all" for the duration of the skill, and reset alliances when it's off. In addition to that, needs to lose the attack speed loss and movespeed loss - both make it easier to keep the Technician in-line. If anything, I'd suggest a movespeed bonus (or charge effect that only works on heroic) to make him that much harder to control around allies. I would also suggest making sure the marines' threat rating is much higher than that of the zombies, so A-Moving while MOTM is active is essentially a death sentence if your teammates are present. In addition to this, to make it a bit more team-friendly and warning-heavy, MOTM should feature a "windup time" of three to five seconds where the Technician is immobile (and potentially covered in flashing lights), but the bonuses of MOTM still apply. This is to prevent accidental hotkey presses leading to the Technician turning around and murdering the team. The windup can of course be canceled if triggered in error. [align=center]Requested Changes[/align] Nanosteel Net Net is a bit lackluster. You just snare a dude, and that's not all that interesting. I'd like to have it be more interesting, and open it up as a potential tool to save (or troll?) allies. Who needs a taunt when you've got a mechanically assisted flying giant robot tackle? Nanosteel Net - 15 energy cost, 10 second cooldown The Technician fires a strong net at a single target, snaring it in place. Air units are dragged down, able to be fired upon as if they were ground targets. This also grants access to the skill Tow which allows the Technician to rapidly retract the net, pulling nonmassive targets towards him and pulling himself towards massive targets. Tow activates automatically if Nanosteel Net is used on an ally. Level 1 - 3 second duration, Tow pulls units a distance of 2. Level 2 - 4 second duration, Tow pulls units a distance of 3. Level 3 - 5 second duration, Tow pulls units a distance of 4. Tow - No energy cost If a non-massive unit is caught in the Nanosteel Net, the Technician will drag them a distance of [2/3/4] towards him. If a massive unit is caught in the Nanosteel Net, the Technician will launch himself a distance of [2/3/4] towards them.