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Faction - Technoflux


Technoflux

This faction is only available on the Dark Nebulae core.

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 Logo

Technoflux is the second faction that was made entirely by an Allegiance player, Vegeta. To read Vegeta's Technoflux backstory go here.

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 one single, multifunctional capital ship, the flagship, which 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.

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.

View screenshots of this factions unique Ships & Stations

The following "Faction Perk" post was written by Shizoku, with minor edits.

Technoflux (TF)

Technoflux Logo
Faction Perks
  • Excellent ship turn rate (1.1) and ship turn torque (1.15)
  • Great Hulls(1)
  • Has a modifier of (1.3) ship shield repair
  • All TF ships weigh 20% less than normal, further enhancing their good acceleration
  • Light boost mountable on scouts (a must buy!)
  • Good Station Hull (1.1)
  • Good Sensors (1.1)
  • Great PW (1.1) and EW (1.3) range
  • Quick Ripcord (1.3)
  • Great econ, yield (1), mining speed(2), cheaper tech (.75)
  • Mines are replaced by plasma generators (not a perk, but different)
  • Scouts have dual Gatt's, Heavies have 3
  • Perfect accuracy weapons (not always a perk)
  • Adv Figs have 4 gunmounts, Adv SF's have 3 gunmounts, Heavy Ints have great hitboxes
  • Available rescue beacons ($100 each)
  • SC tower drones replace AC and Caltrops

Faction weakness
  • Firing rate of PE weapons reduced by 20%
  • Slow speed (.9)
  • 6 min research time
  • Small capacity miners (.55) as well as small paydays (-.15), starting money (-.2)
  • Scouts and Figs have large hitboxes
  • Lack of mines adds difficulty to camping Alephs
  • All weapons use energy, making Light Ints not as useful since energy is consumed so quickly.
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 LB 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

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