Technoflux
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Technoflux - AI at its best. Originally created by the Iron Coalition to strike at no cost of men, the Technoflux project was abandoned when risks were judged too high and the public opinion was opposed. Unfortunately, the project managed to survive in remote research areas and eventually attacked any and all factions it encountered, including the Iron Coalition. They pursue no goal. They seek no vengeance. They simply obey their programming. Whether a third party managed to take control of them is not known.
Technoflux is the second faction that was made entirely by an Allegiance player, Vegeta.
Their ships are often described as "whore" ships since they clearly specialize in small-class ships, having very slow and inefficient middle-class ships and a single multifunctional capital ship, the flagship. The flagship can serve as a cruiser as well as an assault ship.
These small killing machines consist in all varieties of drones with guns mounted upon them. The ships correspond to the classic classes: scouts, fighters, interceptors, etc. However, the AI was programmed uniquely for weaponry, not missiles. As such, the faction uses nothing more than weaponry to attack ships and stations. They use a variety of unique energy weapons, and use plasma weapons in place of regular particle weapons. The plasma does not disperse in space, and so accuracy remains the same at short and long range.
The ships also lack any kind of minefields. Instead, Iron Coalition designers thought of using proximity detonators that inflict area damage to nearby ships. Also, because they cannot build caltrops, TF have the ability to build two drone layers at once.
The ships of the faction are particularly slow. The reactors on the ships aren't very sophisticated, making medium-class ships particularly vulnerable during assaults.
Financially, Technoflux is a little difficult to manage. They were meant to support IC assaults, not lead them on their own. As such their economic means are limited to slow miners with a poor carrying capacity. Fortunately, the He3-extraction technology is the most advanced and TF miners can strip a Helium asteroid in less than a minute.
Like their mother faction, the Coalition, TF uses a pilot retrieval system. The sophisticated, adaptive programs can be retrieved if the pilot unit flies in an eject pod to a pod beacon, where it is loaded back to the nearest station, along with everything that it has learned.
TechnofluxInformation taken from CC_16. Updates for AC02 Starting ship(s) |
Faction statistics
Health | Ships | Weapons | Economy | ||||
Ship hull[1] | 100% | Top speed | 90% | EW range | 120% | Starting money | 80% |
Ship shield | 100% | Acceleration | 102.5% | PW range | 100% | Payday | $510 |
Ship shield repair | 130% | Turn rate | 110% | PW damage | 100% | Mining speed | 200% |
Station hull | 110% | Torque | 120% | Missile tracking | 100% | Miner capacity | 55% |
Station shield | 110% | Sensors | 110% | Missile damage | 100% | He3 yield | 100% |
Station hull repair | 100% | Signature[2] | 100% | Energy | 100% | Research time | 6 minutes |
Station shield repair | 100% | Ripcording[3] | 130% | Research costs | 75% |
1 · Standard ship hull is 90%.
2 · Note that ship signature is divided by this number, so a higher number is better.
3 · Note that ripcord time is divided by this number, so a higher number is better.
Faction unique traits
- All TF ships weigh 20% less than normal, further enhancing their good acceleration.
- Light boost mountable on scouts (a must buy!)
- Mines are replaced by plasma generators.
- SC tower drones replace AC towers and caltrops.
- Lack of mines adds difficulty to camping alephs.
- Faction does not use missiles. Instead:
- Scouts have a 2nd gatt mount. Adv scouts can mount dual nans. Hvy scouts have a third weapon mount.
- Adv Figs have 4 gunmounts, Adv SF's have 3 gunmounts, Heavy Ints have great hitboxes.
- Weapons have zero dispersion (can be a disadvantage for laggy players).
- All weapons use energy and most use ammo too. This is critical for light interceptors as they have low energy reserves.
- Mk I versions of all ships available on construction of the respective techbase.
- Scouts and Figs have large hitboxes
- Available rescue beacons ($250 each).
- All technoflux stations and constructors can rescue eject pods.
- Unique capital ship, the Flagship, which replaces all capital ships except the freighter, corvette, and attack carrier.
Ideal settings
- Techno can survive fairly well on low money settings, but with starting money at very high it allows you to purchase 2 SC towers and light booster along with your initial Cons. With higher total money, their miners can pull a lot of cash very quickly with well placed refineries.
Faction strategies
- Investing and Expanding - Technoflux has incredible mining speed. The only reason that they are slow is because they often have to travel large distances and the faction's slow speed will slow your cash flow. So how do you combat this? Simple, plan your econ with as many ref's/OP's as possible, if your miners don't have to travel far to unload you have one of the best econs in the game. TF's investments are a little different, because you have 6 min to get your tech you always have to keep it going, though its almost too quick for a partialer so my technique is to invest in the small things first, then put whatever is left over into the ship and station upgrade.
- Supremacy - Technoflux Adv Fig's carry 4 front guns and hold Heavy Plasma Gens which allow this Fig to combat Heavy Int's with relative ease. TF Heavy scouts have 3 front Gatt's making them incredible miner killers If you purchase the rip GA's, your figs will rip in 5 seconds, making them very versatile. This rip also makes TP2 drops incredibly effective, ripping bombers in within a few seconds.
- Tactical- TF TAC is the most susceptible to bomb runs in it's early stages. Tower spam and heavy probing will allow you to live to the incredible Adv stage. The Adv SF can mount 3 Snipers which with the EW range GA allow it to shoot over 1600m which will absolutely devastate a bombing run before the SF gets into turret range. Purchasing an EXP after Adv tech is reached for the PW Dmg and range will give the Ion cannon more power and range for the SB's to take out most small bases with ease. On tech bases TF SB's are a bit lacking so large numbers are required.
- Expansion - TF's more underestimated tech. With the incredible accel, flat hitboxes and perfect accuracy miniguns, the TF Hvy Int is a good pilot's ideal Int. The slow speed really hurts Techno's HTT, so it's not really a viable tactic. However, the amount of money you should have after researching all of this should make getting SB's really quite easy, with the PW Dmg, range, and Sig GA's, their SB's are quite good