Which pickup tech for which faction?

Tactical advice, How-to, Post-mortem, etc.
illBIOSurBUTT
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Post by illBIOSurBUTT »

I was just wondering if some expert Samaritan would help a poor ignorant sole like me and post a list of what pickup tech I should pickup given a faction. Then other noobs can read this post and help their teams out more. I will at least separate the pickup techs into their needed tech bases (taken from http://www.allegacademy.org/cadet/cadet1/floatingtech.shtml ):


Garrison Tech
* Nan 2
* Seeker 2
* Quickfire 2
* Lt Boost 1 (If you are TF MAKE EXTRA SURE YOU PICK THIS UP since their scouts can use it, also very useful for Belters, or Giga if you have patrollers)
* Aleph Res 1 (will give you $1000 when you bring it in since that is how much these missiles cost to purchase)

Expansion:
* Prox Mine 2
* Minigun 2
* Retro Booster 1
* EMP Cannon 1

Supremacy:
* Dumbfire 2
* Gattling Gun 2
* Disrupter 2
* Booster 2
* Probe 2

Tactical:
* Sniper 1
* Hunter 2
* Util 2
guitarism
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Post by guitarism »

Always get Nan2. Always get the guns. Always get the missiles, unless your Rix or TF. Don't bother with Retro Booster.

Otherwise, pick it all up at the start of the game. You never know what tech your gonna go.
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Evincar
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Post by Evincar »

if you are belters, pick up EVERYTHING (even retard booster), if you know your comm's techpath choice, get all the garrison tech, all the probable prereqs that you would eventually need (see gatt2, prox2, sniper1 for nix cheese), and general purpose tech (gatt2, dis2, dumb2, mini2) that might come in handy at later stages of the game.

There is no golden rule, just pick up as much as you can, but focus on what your comm and team can use
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BlackViper
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Post by BlackViper »

Please people, read the Cadet I material online.

http://www.allegacademy.org/cadet/cadet1/floatingtech.shtml
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illBIOSurBUTT
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Post by illBIOSurBUTT »

but arent some of these disabled for some factions? like for example: gt cant use qfs
Adept
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Post by Adept »

Where's the love for the Retro Booster?

I spend a lot of time in scouts, and I absolutely love finding retro booster. Many a bomber run would have had time to come through unproxed if it weren't for those underappreciated beauties.

Retro booster may not be worth researching, but it sure as hell is worth picking up and using. Heck, I'd even like to see it researched if money is not a problem...
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cashto
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Post by cashto »

illBIOSurBUTT wrote:QUOTE (illBIOSurBUTT @ Feb 17 2008, 04:47 PM) I will at least separate the pickup techs into their needed tech bases (taken from http://www.allegacademy.org/cadet/cadet1/floatingtech.shtml ):
BlackViper wrote:QUOTE (BlackViper @ Feb 17 2008, 05:27 PM) Please people, read the Cadet I material online.

http://www.allegacademy.org/cadet/cadet1/floatingtech.shtml
Anyways ...

GT can't use qf? I had no idea. Shows how little I know / care about quickfire I guess. Undoubtedly there's some faction that can't mount retro booster either, but no one would ever know ...

Other mistakes I have made:

* Picking up small shield when I'm Belters.
* Picking up any missles (qf, seek, hunt, ab) when I'm Rix or TF.

If I'm not mistaken, when TF picks up PW gatt 2 and brings it home, it becomes PE plasma gatt 2. Similar with prox 2 / minepack 1.

Nan2 isn't as important when you're nix (it can still be used on miners and cons however).
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blackrob
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Post by blackrob »

One thing I didn't see on the academy is: try not to get podded with the tech. I wouldn't go after their op con at home if I was carrying mini2 or utl2.

Of course, you could be much better at surviving than I am /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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TeeJ
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Post by TeeJ »

blackrob wrote:QUOTE (blackrob @ Feb 17 2008, 07:29 PM) One thing I didn't see on the academy is: try not to get podded with the tech. I wouldn't go after their op con at home if I was carrying mini2 or utl2.

Of course, you could be much better at surviving than I am /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Actually, it is in the cadet material. Not sure, but should be somewhere around "running isn't always a bad idea".
Death3D
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Post by Death3D »

EMP cannon really has no use (even if you're Exp, Mini outperforms it unless you switch from EMP the *second* the shield is down, which in itself isn't worth the 5 sec gun switch). Who TTs Giga ops anyway (EMPs only real use). Just mini that base down, or get a couple of dis/dumb scouts.

Also, try to get a feel for what your commander will go.
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