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Been a while, didn't manage to do 16 and 20 but these classes don't seem to get anything revolutionary at those levels anyway so I doubt it would change the results of this all that much.
I do not like the idea of having a playtest with incomplete core rules, particularly when a few aspects of these classes are hampered by the uncertainty of things changing, but it is what it is.
We just reused the same encounters we did for level 3, level 8 and level 13 here.
Three mechanics (mine, drone and turret) and a technomancer. Not a real party composition, so I expected some struggles, but there was so, so many struggles.
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Mechanic
This class has a lot of major issues.
1) Action economy. Modify + X (Co-ordinated fire for drone/turret mechanic) is often 3 actions for this class, leading it to turreting. Mine mechanic is often doing the same thing for round 1 and 2, that being throwing out as many mines as possible by (double) deployment and (double) detonate, then it is... a completely vanilla martial.
2) Flying. For these playtests we ruled that mines could be placed airborne. I do not know if this is meant to be allowed, if not, the mine mechanic has absolutely no way to use their class features against flying enemies. Even with that, the 30 foot range limitation is a pretty substantial one in Starfinder.
3) Feat Tax. So much feat tax, every single subclass feels relegated to taking 4 feats. All of the drone upgrade ones for drone mechanic, or you might as well not have a class. Co-ordinated Fire to make the turret do something, and self-destruct so if it breaks mid combat you can destroy it to redeploy it. Auto-fire feels mandatory as a 30ft range AoO (yes it doesn't have the manipulate or ranged attack trigger, moving within 30ft is still huge). Mine mechanic needs at minimum critical explosion, double deployment and double detonation.
4) Money. Drone and turret mechanics need to buy 2 weapons, one for them and one for the drone/turret. This is extremely expensive with PF2e gold.
5) General power level. The mechanic just didn't really feel like it did anything. Modify slowly became relatively worse and worse over time, not justifying the action cost to use it (particularly at level 13 where aside from the permanent modify it wasn't used at all). Aside from that, what does this class even have? The drone and turret mechanic just felt like martials without class features by then.
There were other more minor issues as well. Mine mechanic was absolutely the strongest of the three (if the mines could be deployed airborne), because the combo of Gravitic Mines and Proximity Alert Mines allowed it to dump out five mines (Instant Deployment + 2x Double Deployment) and explode them all in a single turn. This dealt about 3x the damage of a 7th rank blast spell, which seems incredible....
... but it still wasn't very good. Because the mines' blast zone is limited to a 10ft burst. Which, in the context of Starfinder 2e, is very small. Stellar cannon soldiers know the pain of trying to ever get more than 1 enemy in the burst when enemies do not need to group up. Sure it worked fine against melee enemies but against ranged ones? The mechanic could spend nearly all of its per-fight resources to take out maybe half to three quarters of a lower level enemy.
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Technomancer
There's a few major problems with this class as well.
1) The requirements on Overclock Spell. You have to cast a spell, from a spell slot, then spend another action in the same turn to Overclock. Given the 30ft range on most spells (unsure if this will be fixed in post release), this means you have to start your turn within 30ft of an enemy and not move. Even with a longer range spell, you have to not move or do anything else for benefits that wholly do not feel worth it in the slightest. Overclock was just difficult to use.
I don't know how this class is supposed to play at level 1-2 when you have very few slotted spells, you might as well not have class features.
2) Spellshapes and jailbreak. Technomancer's focus spells are very slightly better than your average Spellshape feat in return for costing a focus point and meaning you don't have any other focus spells on your 3 slot class. The Jailbreak effects are also pretty minor. Overall, it doesn't feel like this class actually does anything that another class can't do better, 3 slots and 6 HP are both serious drawbacks relative to the mystic and the witchwarper for practically nothing in return.
The only unique Spellshape I cared about was Grenade Spell as that was something the other classes couldn't do, but its so incredibly difficult to use, not only because of the small burst area (or high monetary cost) when using grenades, but also because round 1 overclock round 2 jailbreak is not good tempo, and things change drastically.
I just want more unique things out of this class really. Let me feel like I'm altering my spells in ways that no other class can, instead of just giving me numerical stuff. More Grenade Spells, less slightly better reach/widen/nonlethal spells.
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Encounters
Here I'd usually write about the encounters and where the classes did well/struggled.
But the truth is, they struggled in almost every single encounter. Nearly all of the encounters at level 8 and 13 they lost. I don't think there was a single encounter where I could say the party as a whole did well. I certainly couldn't pick up any unique contributions from the turret mechanic, drone mechanic or technomancer. Nothing that made me say "oh no one else could have done this".
The Mine mechanic, yes, if there was a number of melee enemies they could do a lot with their mines.