they need a version log thing.
As for techs and melee weapons it more pression to give them acces to energy based ones so their could use specials that not working otherwise.
where the design document for uveto anyhow.
Both offensive skills for Tech Specialist suck.As of 0.6.3, there are three more Melee Energy weapons in the game, quite strong too.
I suppose, since Overcharge is nowhere as good as it used to be, it's not so crazy to make a Melee Tech anymore...
Pre-level 8, Overcharge is a pretty strong candidate for the best boss-slaying move in the game, as you can throw it over and over until the boss goes down without ever taking a turn. It's hampered, of course, by Tech Specialists lacking an energy recovery move, and they still lack any kind of melee techniques.
It's been noted that all of the damage multiplier specials need to get a boost either at level 8 or at level 9 to match the increased damage potential of normal attacks.
I've never seen Overcharge not connect having run at least ten different Tech Specialists and used Overcharge spam dozens of times on bosses. If there's an accuracy check it's piss-easy to pass.
I just don't like the uncertainty of not knowing if the extra attack will hit (since it's got reduced accuracy), so I still kinda like Overcharge; it gives me reliability on damage (150% instead of 100% or 200%) and the possibility of a Stun, but given that it costs energy while Double Attack doesn't, I realize it's probably weaker than regular attacks in the long run.
But like I said, the upside of Overcharge being kinda crap is that you can play a Melee Tech now, when before it would have been mostly unthinkable.
I do think Techs are a little weak. I mean, the +20% damage to Energy weapons doesn't compare to the Merc's +20% damage to Kinetic weapons, armor piercing and free +10% crit chance in the first place... I'll agree that once you consider that the Tech's active skills are all pretty bad or too situational, it just doesn't look good for them.
Ah well, game's still in alpha, it'd be abnormal for balance to be perfect. And we do get to make a couple interesting choices; even Techs get to choose between Attack Drones VS Shielding, which change combat style quite a lot. I love perks like that, simple to implement but that let you customize your character in a fun way, I'd like to see more like it.
I could see, like, a perk that gives your Smuggler character an Evasion and Tease bonus equal to your level if you don't wear armor, versus another perk (at that same level) which equally affects the way you gear up or play your character.
Game's still young, I'm anxious to see what can be done with its perk system.
It still is unthinkable. Going by the description the game gives you about Tech Specialists, long range weapons are going to be their main combat option, so don't go running into Melee Tech Specialist and get mad because the future skills are for ranged weapons only.
I don't know...
At some point, because of the level 3 perk, you had to be crazy not to go Ranged, that much is true. It was the only viable path for Tech Specs.
But with Second Shot, suddenly the level 3 perk is almost irrelevant, so Ranged lost its advantage. Additionally, there are now perks like +20% melee energy damage and Second Attack. It looks like considerable efforts are being made to make Melee Tech Specs a thing. Those last couple perks wouldn't exist if the class wasn't meant to have a viable melee path, would they?
Right now, the big thing with the Tanis Bow nerf is that as of right now and for who knows how long, it is essentially a Myrellion-tier weapon. Savin is only about half-done with SyriQuest, which he says he'll work on after KaraQuest is done, which it still isn't.