Technician repairing weapons

I was not lucky enough to have weapons destroyed in any BB2 playthrough so far. So I wanted to ask others - can the technician repair destroyed weapons?
If not what are your thoughts on it being possible?
I would like that, but probably with some penalty. E.g. weapon doing 1/2 damage because it had to be nerfed so it does not misfire. Or even better with a probability of misfire that disables soldiers hand(s) :smiling_imp: so there would be a risk associated with using such a weapon.

No, no and no. I hope this will be never possible…
I would understand that I would get 1/2 of the materials back from the destroyed weapons after I successfully completed the mission. As well as being able to destroy additional weapons and armor if I have too much in the stock so i can build something from these materials what I need more.

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I was not lucky enough to have weapons destroyed in any BB2 playthrough so far. So I wanted to ask others - can the technician repair destroyed weapons?

No, and they are not inteded to. Like stun, technician heal and repairing vehicle is not enough :slight_smile:

Since we will have geoscape and real engeenering unit there in base (hopefully) maybe weapons could be repaired or salavaged in materials.

Idea or being risky to use is nice, but its dead as dudo. And you can find replacement firearms in crates.

As always, apply same mechanics to enemies. Instead of feeling lucky you have destroyed crabs weapon or granade launcher, how would you like them to still be able to do risky shoots or have some alien technician repair em?

Its nice to see both enemies and foes can be deprived of weapons and abilities with right shoot. That is a real tactial next level!

I don’t want to have technician repairing weapons during missions.

But I also don’t like the idea of destroying them completely (unless enemy will be using some antimatter or plasma weaponry). I would prefer them to become damaged and unsuable, but still in soldiers inventory. After mission we would take them to base and repair just like the other equipment with enough time and resources.

Crates are temporary solution for Backers Build, until geoscape and briefing of the team will be available. Of course they will probably stay in the game but without spare weapons and ammunition, unless we will be doing mission in some military place. They will probably contain some materials to scavenge. Or am I wrong? :slight_smile:

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Crates are temporary solution for Backers Build, until geoscape and briefing of the team will be available. Of course they will probably stay in the game but without spare weapons and ammunition, unless we will be doing mission in some military place

There might just be some place for them. I would love if some (this fort similar) out-of-order missions (or specific map locations) do have crates/lockers/equipement on map, but e.g. something related to that other fraction, something new and strange (better granades, tazers, lasers …) or that you could operate some cannon, defence system, turret … in that fort. Extension of vechilce system to fort weapon systems and some scattered stuff not so often found or easy to research. In science facilities you could rob some armours, energy shields etc. in medical facilities additional medikits etc.

Back on topic, repairing weapons YES, but in combat its better to have alternatives. I liked how in old Xcom you could bring weapons on Skyranger floor, not loading soldiers too heavy and coming back for supplies.

Saying you don’t want the technician to be able to repair weapons is all well and good, we are all entitled to opinions on the matter. However, what happens when you get unlucky and half or more of your weapons get wrecked and you can’t fight back? Currently we have no work around for that, except spamming Armadillo ram and technician melee attack. We might not always have those options though. So saying you don’t want the technician to repair weapons is fine but what would you suggest as an alternative? The loot found in crates can be very random, sometimes there are weapons sometime there are not. And it’s already been stated that these crates will not be making a major appearance in the main game like they are now. I don’t feel that the technician being able to repair weapons in the field is bad idea overall. Maybe just repairing them to a usable state but still requiring full repair or dismantle for parts after the mission is over?

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I don’t feel that the technician being able to repair weapons in the field is bad idea overall. Maybe just repairing them to a usable state but still requiring full repair or dismantle for parts after the mission is over?

I dont like jamming a class with too many options, altough rethinking it, we could swap STUN ability (which could be traded to STUN CLASS WEAPONS as it used to be) for this FIX WEAPON thinggie.

Currently to me seems to be enough crates with weapons, but I tend to forget everything gets random. Plus sometimes way to crates can be very dangerous.

Yeah to be fair I kinda feel the technician is a tad overburdened with skills already. Too much on one class makes that class too vital and therefore too damning if they get killed in some unlucky fashion.

I was thinking about this earlier - maybe the technician should be able to repair weapons but not have a special heal ability. The healing crippled limbs ability could be given to another class (support, field medic, what ever you wanna call it). That way the technician would be more mechanical focused with the turrets, armadillo repair and weapon repair. Having the healing ability seems like the odd one out of his current skill set, to me at least.

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That way the technician would be more mechanical focused with the turrets, armadillo repair and weapon repair. Having the healing ability seems like the odd one out of his current skill set, to me at least.

Really seems like a “test mix up” class. I would expect him to be able to repair Armadillo or turret, but stunning and heavy healing I find kind of stealing from, like you say, medic class / skipping to introduce advanced medikit or more fillings / just testing stun in game before stun weapons are introduced.

Games arent supposed to be logical, but having same heal and animation for fixing a human and a machine is a bit strange. Unless they are mech cyborgs :slight_smile:

What of our concerns, ideas and askings will end in next betas / final game - remains to be seen.

Hopefully some if not most, those that are good and doable!

I think it won’t be usual for a weapon to get destroyed. If enemies in Backers Build didn’t have machine guns ripping off armour from weapons we wouldn’t loose those weapons. And even if we loose them, then what? Well bring your toys with you and retrieve to base.
BUT. With Armadillo you can see that it’s inventory is capable of holding 100 units of weigth. It is enough to bring 20 additional weapons with you. :wink: So I don’t see any problem here.
And about technician - he is really powerful now. And you want him also repair weapons on the field? Maybe when he will be at the top of advancement, but definitely not in the beginning and middle of the game. He should also have some battery to charge his mech arms allowing him to use them maximum of 5 times (of course you can bring many of those batteries with you) - now he can spam his abilities like crazy.

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I never said I wanted him to be more powerful, I think we can all agree he is a bit OP at the moment. I’m just saying that (to me) weapon repair makes way more sense for him than limb repair. Otherwise this dude is setting up automated defence turrets, repairing armoured vehicles and…performing field surgery? His training must’ve been a nightmare to get through! Fixing weapons though is at least approximately in the same field (notice the word ‘approximately’).

Yes you will be able to bring extra weapons along, that is true. Feels a bit clunky to me though. Currently if a soldier gets their weapon destroyed they are all but useless. Having to take a whole bunch of spares along for every mission just in case you get unlucky doesn’t sit right with me. We have people that can fix up crippled limbs in one turn in the field but nobody knows how to sort out a busted assault rifle out? Hmmm…sounds a bit odd to me. If balance is a problem, extended cooldown. Or something similar to the battery system you described would work well.

Funny thing is, I’m arguing this point having never had a weapon destroyed on me :joy: despite having played BB1 and BB2 many times over now. Didn’t even know it was possible until I read the forums. But I can understand some peoples frustration with it.

Anyway, it’s all a matter of opinion at this point. I’m sure we are in for a lot of changes moving forward.

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