Pistoleer Archive
Thread: new fanshot = help us jaegen and philosopher
Jaegen88 wrote:
Wow, you mean they changed it, even though no one wanted or asked for this change, and even after every communication we gave them after we saw the suggestion said "don't change fan shot"?
lol.
As to knockdown lasting forever, the smuggler correspondent I saw personally tested that and posted it probably a week ago, and they still released it broken? Good grief.
I'll go check some of it out, see what I can fnd out.
Heh...yea...out of that big list of suggestions from you, the one the got implemented was the one from the Combat Systems Dev....
Ahh well. Hopefully they are working on the rest of them and we'll see something at some point.
I also noticed it aggroing lots of things, but not damaging them. (was just testing against local chubas and whatnot).
I noticed a similar problem when throwing a grenade into a crowd of enemies as an initial attack.
My suggestion is that this is a tier4 four skill that was our best and most useful attack in combination with the other Pistoleer skills.
It might be wise to make it a choice with 2 attacks. Fanshot single as it is described in the template or Fanshot Cone.
Give us a choice with cone attacks PLEASE
Two things:
1. I can understamd why non-master pistoleers are upset with the fanshot change, as they don't have sufficient speed modifiers to make stopping shot shot once per second (or close to it).
2. For Master Pistoleers however, the change is actually great. If I want to hit one target I use stopping shot, wiith no risk of aggroing.If on the otherhand I am in a good position and will not aggromore mobs than desired, I can use fanshot, andcause anywhere from 2-10 TIMES as much damage than if I was attacking only one target at a time.I personally love the change, although I am a master pistoleer.
Basically, the change has diminshed the power of dabblers and non-masters marginally, while increasing the power of Masters immensely. Depending upon which side of the fence you sit on, determines your attitude toward this change.
New fanshot works great for me.
I don't see what's the complain about. We got stopping shot for single targets and fanshot for multiple...
Here's whatHolo passed along to us on September 16 after we kept a protest thread alive for 11 pages. The link is included below.
Here is a more detailed response from the pistoleer designer (who is reading the thread, btw, so be nice.
Fanshot vs. Stopping Shot:
Problems:
Fanshot is a 4x damage ability.
StoppingShot is a 5x Damage Ability.
Fanshot is gained after stoppingShot.
Solution:
Fanshot has been changed to be a cone attack. So it does less damage, but will hit multiple targets.
MultiTargetPistolShot:
Problem:
It was broken, and kinda confusing.
Solution:
It has been fixed.
Questions:
This move can either target all enemies within 32 meters (truncated to 10 targets), or attack all enemies who are currently attacking/targeting you. The first option is a more effective and useful attack, but can potentially pull enemies that you do not wish to fight. Which is preferable?
Disarming Shot:
Problems:
Broken.
Solution: I will track down the problem with weapon damage not working properly. I will also investigate potential replacement moves/effects. If the weapon damage is not particularly useful, I am not averse to using one of Jaegen’s suggestions. The intimidate, or panicshot variant are both appealing.
Defensive moves:
Problems: These do not scale properly from marksman to master pistoleer. They seem to "turn off" as you fight more difficult creatures.
Solution:
This is a global problems with our defensive rolls (passive post-hit moves). The mods for controlling this do not scale at the same rate as the toHit rolls of your enemies. We are gradually increasing these bonuses to make them more useful. However, we are adding to these rolls slowly to avoid major disruption if we mess up our calculations.
Pistoleer Speed Issues:
So I read the thread, but I also looked at the backend data. I see a potential issue with the way that our mods are handled.
Currently, a master pistoleer (assuming they just got the pistol/marksman skills), has a pistol speed bonus of 79. That equates to a 79% speed savings, capped to a minimum speed of 1 second.
The last 20% of those speed bonuses happen at the master box.
I don’t think I like this. Pistols are supposed to be very very fast. My proposal is to move down the mods, and raise them. The end result is that pistoleers will hit the speed cap earlier, allowing them to use the slower/more powerful pistols with the higher level moves.
This will give me a better platform to differentiate the special moves, especially at higher levels.
-Raph Koster, Creative Director
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=554019