Aliens: Fireteam Elite - Technician Anti-Synth Build (For 2-3)
Been toying around with Anti-Synth builds a bit lately, as imo Technician is probably the worst possible class to bring on Giants in the Earth: Evacuate. I don't usually do "build videos" or what have you, but I figured I'd share this one as its so niche and specific.
Explained a lot of my reasoning for the build and components of it while walking people through it, but I'll write it up here as well for each reference.
Agree? Disagree? Speak up. :)
Handgun: Frontier Revolver
Vented Flash Hider + Rapid Dispersal Unit + Hybrid Sight
CQW: Pump Shotgun
Assault Brake + Priming Magazine + Hybrid Sight
(Something I didn't mention specifically in the video is SMGs kind of also require you to be exposed to keep shooting enemies, and they're often closer range, which is again why I've gone with a shotgun for high damage quickly, in and out of cover without having to focus something. AOE weapons also risk shooting yourself when you're in or close to cover.)
Perks: Doc Handgun Training + Phalanx Mastery + Technician Mastery
Bedside Manner + Surgeon's Hands
Compatibility Matrix + Maximized Retention + Disruptive Technology
Particle Turret + Dynamic Delivery Systems + Parasocial Relationship + Real-Time Resource Reclamation
Creative Pain Point Solutions
00:00 Going over the build...
00:39 Why Technician on 2-3? (And why is Tech bad for this map?)
03:04 Handgun and Attachments reasoning
07:16 CQW and Attachments reasoning
08:32 Perks and reasoning
17:10 Opposing comments from some other players when asking them to comment on this.
21:03 Intro to gameplay
21:39 Giants in the Earth: Evacuate (2-3) - Insane
51:39 Aftermath
Playing with redtiberius and ApexDropbear
Challenge Card: Draw Three
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