Pistoleer Archive

Thread: new fanshot = help us jaegen and philosopher

Coastromo
Thu Oct 09, 2003 10:28 am
#14






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.






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BladeMaster
Master Brawler


Kettemoor
gunner4life
Thu Oct 09, 2003 12:40 pm
#15

hi , us pistees rely so much on your opinions and analysis that we dont know wether to celebrate or be angry about any change in our profession. i tried the new fanshot and got very varied results. at times it was like the old fanshot. most times it aggroed everything in the vicinity but only damaged the creature i was aiming at and once it damaged two creatures at the same time. please shed some light on these new developments at your earliest convenience.



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lll sepaku lll
EasyMcRhinopants
Thu Oct 09, 2003 12:47 pm
#16

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.

gunner4life
Thu Oct 09, 2003 12:52 pm
#17

why cant the developers be upfront and more descriptive about the changes they implement, i hate this uncertainty. for instance they mention that weaponsmiths will have bonuses in repairing weapons but they give no clue as to wether this will drastically or only marginally effect chances of a successfull repair. whyyyyyyy.



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lll sepaku lll
SaruBrue
Thu Oct 09, 2003 1:26 pm
#18

Right now it may be all great and happy but the mobs armor is broke as well as yours so when its fixed the aggro will most likly kill you. That will change a few peoples tunes about liking it.

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



-----------------------------------------------------------
What Would Vader Do?
(for a KLONDIKE bar?)
-----------------------------------------------------------
Lil Bill: You sir just shoot and murdered an un-armed man!
William Munny: He shoulda armed himself!
Holbach
Thu Oct 09, 2003 1:59 pm
#19

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.






------------------------------------------------
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ChunkyMunky
Thu Oct 09, 2003 2:00 pm
#20

OK, this is dumb logic. we have MultiTargetPistolShot, why do we need cone attack again? Is this the equivivelent of /ThrowRightShoeAtTarget vs. /ThrowLeftShoeAtTarget? Gimme back my old fanshot



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
EriskBosann
Thu Oct 09, 2003 2:09 pm
#21

Multitargetshot... is AOE... not Fanshot. It still says hits SINGLE target MULTIPLE TIMES... ugh. And you notice the devs do oposite of what we say? Lower cost of pistolwhip 2... they RAISE it (patch before)... now do nothing to fan it's our only attack that works... they change it... and at least say something!!!



" I see your Schwartz is as big as mine... "

Erisk Bosann
Elder Jedi-
A Leader/Founder of LXB (League of eXtraordinary Beings)
Redissk Bosann - The Purple red eyed Trandoshen Armorsmith
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ChunkyMunky
Thu Oct 09, 2003 2:21 pm
#22

Do wookiees have toenails? If so it's really gonna hurt when I shove my foot in the dev's ass



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
KruddMan
Thu Oct 09, 2003 2:31 pm
#23

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...

ChunkyMunky
Thu Oct 09, 2003 2:43 pm
#24

If I tried to kill myself with fanshot, would I end up killing 3 other people instead?



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
TheSkankinSpiv
Fri Oct 10, 2003 12:37 am
#25

Ugh, I hope sony had fun making my only decent skill absolutly worthless except for certain situations. I'm about as effective right now as a novice brawler.



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electricnomad
Fri Oct 10, 2003 12:44 am
#26

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





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
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