For me, “proper” techno is the Detroit kind. The Cycles works very well for that, since FM synthesis and 909 kicks is the basis of the Detroit sound.
For industrial techno sounds, don’t be afraid to overload the output (ala Blush Response). It makes a huge difference for the sound. You don’t need to max it out; subtlety might work best. I also tend to almost max out Dist on most tracks just so that they don’t sound so tame (particularly the Hat an Kick).
After going through some of my patterns and taking ideas from the more industrial-sounding ones, I can give the following tips:
The Snare machine is good for metallic plonks.
The Tone machine can also make good snares and hats. It can make anything, really. It’s worth it to explore all the in-between settings and different sweep parameters. Interesting dirty bass and lead sounds can be made with the Tone machine with color settings like 0.25, 0.5, 1 or 2. Slightly detuned (like 2.020 or 1.001) it makes the sound more nasty. Modulating the shape is usually a good idea. Max distortion recommended.
IMO the golf clap preset (In the folder Factory->CP) is the best one for claps. Punch on, max dist, maybe longer decay, and tweak sweep (if I remember correctly) to change the tone.
The metal machine is useful all kinds of weird noise stuff and strange industrial hats.
If you’re at all into chords in your techno, using the Chord machine with parameter locked retrigs with fade in/out (or just using ENV LFO to create a long attack for certain steps) can make interesting patterns. I also like to parameter lock multiple parameters for different steps to make the chord pattern as interesting as possible. With max Dist, the chord machine can sound dirty.