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Has nobody noticed how ridiculously underpowered the Technicians PN-223 is?

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#1
reznog

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When the weapon was introduced, it was advertised as heat efficient, but i measured about 14 seconds to overheat, which is around the same level as the Assault Rifle. It deals less dps then the SA-Hawkins with a steep damage dropoff that would fit a shotgun. The upsite is a comparably high minimum dps, which would make sense if the gun wouldn't get less accurate after consecutive shots, heck the spread looks worse then the Vulcans after 3 to 4 bursts.

Heat generation needs to be reduced big time and wasn't the whole "sustained fireing reduces accuracy" idea taken out of the game when the Steam patch hit?

 

Well, this turned into a bit of a rant, but anyone spending real money on that gun is going to be heavily dissapointed, and that shouldn't be taken lighlty.


Edited by reznog, 31 March 2015 - 06:04 AM.


#2
Kopra

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Yeah, the PN is like a blast from the past with its low DPS and increasing spread.



#3
Elite_is_salty

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That weapon is a complete waste. IIRC it's like 12k HC. WTFFFFFFFFF


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#4
HugeGuts

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Considering there are (or were) multiple versions of this pistol weapon in the game files (similar to the Incinerator's Rotary Cannons,) I think this weapon was meant for an entirely different class and its implementation on the Technician is just lazy design.



#5
Dr_Freeze001

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#6
LaurenEmily

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Silly gun that looks so silly and does nothing but sound and look silly.

(i love it btw)


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#7
Amidatelion

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We have.

 

We have also commented on its out-of-left-field garish looks.

 

I think the idea was to give the Tech a degree of burst but boy howdy did that go wrong.


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#8
ticklemyiguana

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We have.
 
We have also commented on its out-of-left-field garish looks.
 
I think the idea was to give the Tech a degree of burst but boy howdy did that go wrong.

That was the plan? Jeez. If that's a burst weapon then so is... Like... Every other weapon in the game.

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#9
Brawler_Yukon

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I'm the only Tech player who like the PN-223? :sad: Also it's great for getting kills with, people really don't find you a threat until you shoot them through the head and get a Tech kill. I like it, I think it looks distinct and actually gives the Tech an offensive option that most people don't consider.


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#10
Amidatelion

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I'm the only Tech player who like the PN-223? :sad: Also it's great for getting kills with, people really don't find you a threat until you shoot them through the head and get a Tech kill. I like it, I think it looks distinct and actually gives the Tech an offensive option that most people don't consider.

 

Thing is, its worse than the RPR in every way.

 

As a cosmetic, sure its distinct, if that's your preference.


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#11
Hyginos

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Thing is, its worse than the RPR in every way.

 

As a cosmetic, sure its distinct, if that's your preference.

 

You could make an argument that the 3 round burst gives you a bit more damage if your a pocket tech with short and infrequent windows to get shots off.

 

It wouldn't be a very good argument, but you could make it.


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#12
nokari

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We've discussed this at length before. Statistically, it is between the dps of the Tech's two other primaries. It's neither the weakest nor the strongest, just middle of the road with a burst type of firing. Some people like that, some don't.


Edited by nokari, 31 March 2015 - 08:25 AM.

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#13
Panzermanathod

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I only use the default tech weapon purely for its effect. Since tech is a support class I will keep it support.

 

Besides, I've gotten a decent number of kills with it myself.


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#14
reznog

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So, you guys are saying, as underpowered the PN-223 might be, its still viable enough to use?

How about turning it into the Techs starting weapon, not much reason to complain if the gun doesn't cost extra.


Edited by reznog, 31 March 2015 - 11:37 AM.


#15
nepacaka

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but...it is red


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#16
MomOw

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It's purpose was to trade lower DPS for a lower Heat per seconds and it does. nope ?


Edited by MomOw, 31 March 2015 - 11:52 AM.

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#17
reznog

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Ok, lets just agree that the recoil mechanic is totally out of place and leave it at that.

Dont fix what isnt broken, right?



#18
6ixxer

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The PN-223 as I see it is supposed to make the Tech more survivable in corner peeking, etc

I was one of the techs who was posting suggestions that the Prestige be a burst weapon to fundamentally change the way a tech can be played by an experienced player without actually giving it a higher damage output.

 

RPR is sustain, PN-223 is supposed to be bursty.

 

I think the PN needs to be MORE bursty. A burst weapon that can't gain an advantage over a sustain weapon in the following situation isn't designed properly IMO. Example: Against another Tech with RPR they should both step out, while the RPR gets a couple of shots on, the PN should quickly land a triple and then allow you to dodge back. If the RPR can land 3, then the PN should land 3, however, with slightly more damage per round and then a slightly longer pause to mean the burst weap just got a slight advantage when fighting around cover. Out in the open, however, the RPR should fit in extra shots during the gaps where the PN isn't firing and therefore have the slight advantage in the open.

 

I also think they've overdone the bloom when firing multiple bursts. I know its designed to stop you landing repeated bursts at range, but it seems a bit much. The max spread could be halved and still not make it unbalanced.

 

I still <3 my PN-223. Devs, Please consider this change!

 

Cheers

6ixxer


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#19
Houruck

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but...it is red

Bright red that does not go well with red camos.


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#20
6ixxer

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Everyone also said 'don't worry, the devs will let people use it for a while, learn where it needs buffing, then update it.'

This is a logical method. Better than making it hardcore and then taking away what people become attached to.

 

...then updates stopped...


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#21
spinningchurro

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Considering there are (or were) multiple versions of this pistol weapon in the game files (similar to the Incinerator's Rotary Cannons,) I think this weapon was meant for an entirely different class and its implementation on the Technician is just lazy design.

Or desperate desing from the old devs trying to inject life into their terminally ill patient.



#22
hoghead

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but...it is red

That's what I like about you nep. you find the good in everything! :thumbsup:



#23
nepacaka

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that was a joke :D

thats not bad weapon, but i actually hate pn-223 design.

 

also, i think 223 should deal more damage and have slower fire rate. to be more burst. imho


Edited by nepacaka, 18 April 2015 - 06:29 AM.

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#24
Aregon

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The only thing beating it in weakling-level is G2 Assault.


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#25
6ixxer

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that was a joke :D

thats not bad weapon, but i actually hate pn-223 design.

 

also, i think 223 should deal more damage and have slower fire rate. to be more burst. imho

 

Yeah, like I've also said before, it needs to be MOAR bursty. Frontloading damage instead of sustain.

I want my enemy to be more afraid of peek-a-boo with a Tech; Flak Cannon level scared... cos right now it honestly sucks.



#26
SoldierHobbes11

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Everyone also said 'don't worry, the devs will let people use it for a while, learn where it needs buffing, then update it.'
This is a logical method. Better than making it hardcore and then taking away what people become attached to.

...then updates stopped...


This is one of the main reasons why the weapon stayed as it was. The devs ran into trouble soon after the release of the weapon. Also I kinda agree the weapon needs a bit more burst to it. Make the PN act like a magnum and we'd be golden.

#27
MomOw

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This is one of the main reasons why the weapon stayed as it was. The devs ran into trouble soon after the release of the weapon. Also I kinda agree the weapon needs a bit more burst to it. Make the PN act like a magnum and we'd be golden.

 

In fact I'd like just the opposite, I want a "poisonous darts" kind of weapon for my techie, make the PN223 a DOT weapon :-)


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#28
Nov8tr

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I  will agree the PN is a turdmobile. A worthless piece of tripe. A useless gun. And it is considered the "premium" gun? Why?


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#29
6ixxer

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In fact I'd like just the opposite, I want a "poisonous darts" kind of weapon for my techie, make the PN223 a DOT weapon :-)

 

In a game where time to kill is measured in a small number of seconds, a DOT weapon would be useless, besides, there is already the redox that applies a debuff.

 

I think that the burst weapon was the logical change to the Technician weapon line up. When you become an experienced player you make much more use of cover and pick your shots carefully. Having a weapon that gives benefit to the experienced pilot without being more DPS than the RPR links the prestige-ness of the weapon to the experience of the pilot. It needs a skill weapon to change up the gameplay. ie, without skill the prestige weapon is less effective than the noob weapon, with experience it is a level above, but you have to work for it. That is what I want for the tech.

 

I don't want to pull my tech because the other team just pulled one. I don't want to start with the tech on a fuzzy bunny team and feel like I should suicide and pull another mech because they don't know how to work with a healer (*cough* A-classes). I want to walk in with a prestige equipped mech and have the ability to draw lone enemies into some corner play where I can have a proper challenging skirmish.

 

I'd happily accept a lowering of the team healing ability to make the tech more survivable solo (not vamp though, with lower HP you gotta give us something). Surely others would accept that kind of compromise?

 

Cheers,

6ixxer



#30
SoldierHobbes11

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In a game where time to kill is measured in a small number of seconds, a DOT weapon would be useless, besides, there is already the redox that applies a debuff.

I think that the burst weapon was the logical change to the Technician weapon line up. When you become an experienced player you make much more use of cover and pick your shots carefully. Having a weapon that gives benefit to the experienced pilot without being more DPS than the RPR links the prestige-ness of the weapon to the experience of the pilot. It needs a skill weapon to change up the gameplay. ie, without skill the prestige weapon is less effective than the noob weapon, with experience it is a level above, but you have to work for it. That is what I want for the tech.

I don't want to pull my tech because the other team just pulled one. I don't want to start with the tech on a fuzzy bunny team and feel like I should suicide and pull another mech because they don't know how to work with a healer (*cough* A-classes). I want to walk in with a prestige equipped mech and have the ability to draw lone enemies into some corner play where I can have a proper challenging skirmish.

I'd happily accept a lowering of the team healing ability to make the tech more survivable solo (not vamp though, with lower HP you gotta give us something). Surely others would accept that kind of compromise?

Cheers,
6ixxer


I was thinking about the revolver style weapon as this. It can do six very rapid shots but be in the verge of over heating on that last shot. Each shot does 50 damage so it's good to finish of hurting mechs up close since it's not very accurate. A hard hitting desparation weapon is kinda what I was going for. That or the gun can do less damage and have less heat gen. I think a pistol type weapon for the tech could really work since the tech wasn't made for sheer damage output so a sidearm mentality would be a good thing. That an the revolver style weapon would have more burst to it that the current PN. Even though I actually like the current version as is.

#31
Hyginos

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In a game where time to kill is measured in a small number of seconds, a DOT weapon would be useless, besides, there is already the redox that applies a debuff.

 

I'm not convinced. If you have weapon that applies a DOT that refreshes instead of stacking you can make a weapon that has a high rate of fire and a high damage per shot without giving it a high sustained DPS. Becasue of how damage impacts the tech heal rate it would be extrememly strong against techs, and if the DOT is long enough it would effectivly disable repair for some time. Putting it on a tech would give you a niche weapon that you can use to try to whittle down a C class line from your own C's pocket.


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#32
6ixxer

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I'm not convinced. ... a niche weapon that you can use to try to whittle down a C class line from your own C's pocket.

 

So you want the 'Prestige' tech to only be good in a C's pocket? no ability to fight on its own??

 

fuzzy bunny Dat.



#33
Hyginos

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So you want the 'Prestige' tech to only be good in a C's pocket? no ability to fight on its own??

 

fuzzy bunny Dat.

 

That's what the PN appears to be trying for already, except its awful at it. Its awful at everything actually.


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#34
Goretastik

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Large Big Red Gun-----very little stopping pwr.

 

Needs a buff up, Hot red is ok if you like hot red.

At-least its not Hot pink  and called the penetrate-r. LOL

 

Still Tecky is fun to play.



#35
WastingTime

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In fact I'd like just the opposite, I want a "poisonous darts" kind of weapon for my techie, make the PN223 a DOT weapon :-)

+1 for interest in a DOT item


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#36
MomOw

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Humm I've just re-tested this weapon in-game, holly crap, the figues in salty salt were wrong, it has a 7.5HPS (not 2.5) so it overheats as fat as an AR and faster than the RPR.

 

So this weapon is just crap XD


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#37
Grollourdo

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I bought it cuz I thought it was unique to the tech and all.... Yes it was unique.... No It wasn't useful .... Yes I keep the redox....

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#38
System64

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DPS=68?

What a complete lie.

(sorry if necro)


Edited by System64, 17 May 2015 - 12:40 AM.

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#39
Meraple

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I had it on Reaper once, and with the Ability on it was pretty amazing to use.

Easy to hit with, it felt unique and it wasn't too bad either.

..Without the Ability it was pure shat though.



#40
System64

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Uh... this is the PN-223, not the Hawkins-RPR. PN-223 is on Technician only.


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