Pistoleer Archive
Thread: new fanshot = help us jaegen and philosopher
My original vote was for:
DA1: SINGLE Intimidate + damage (low chance or short duration intimdate)
DA2: CONE intimidate + damage (better chance or duration intimidate)
MTPS:CONE health targeted or AOE Random HAM
PBAOE2: CONE 24-32m range (from 12m) - makes this a viable random HAM AOE attack, that is reached BEFORE mastery so that non-masters can get a useful AOE attack
Stopping shot damage changed to 6x (leaves last ditch still a better special), or delay changed to 3.2 so that it does less damage than fan shot, but more damage than double tap, OR (and/or) a state effect added to it). Either way, this would put stopping shot basically in between double tap and fan shot, with stopping shot being better if you get a pistol cranked down to 1.2 at mastery stopping shot is better.
I still think that was the better route, it solved all the problems I thought...
If they must make MTPSa random HAM make it DOT on what ever HAMbar it hits. High HAM cost and delay time should blance it out.
Jaegen88 wrote:
PBAOE2: CONE 24-32m range (from 12m) - makes this a viable random HAM AOE attack, that is reached BEFORE mastery so that non-masters can get a useful AOE attack
Stopping shot damage changed to 6x (leaves last ditch still a better special),
Yes, because a Smuggler should be better with a pistol than a pistol master. I mean I'm a master smuggler, but even I don't think smuggler should have a attack more powerful than pistoleers (Same reason I think we should be able to use a scatter pistol, because we are masters at PISTOLS) but thats another rant
Disarming shot 1 is great.... for killing bases. I'm only about to do the grips tree so can't comment on the other stuff. Having a cone that does all health for master, and a random for lower would be good (I personally don't like cones really. I prefer having control over what I hit) or at the very least, better than having sub par skills are you go up a tree heh. Just don't punish or nerf people. Since most shoot at minimum time anyway, making the delay shorter, but do less damage only hurts them.
Philosopher1976 wrote:
FanShot was worse than BodyShot2 before the patch, so no loss there. The only time you should use random HAM is (1) if the enemy has very low action or mind or (2) if you are in a group and care about maxing your XP and aren't worried about how fast you kill the creature. Random HAM specials are more valuable to Carbine and Rifle, because it gives them the ability to target Health (albeit poorly). Since we already target Health, we don't gain as much by targetting it more weakly (by hitting it 55% of the time instead of 100% of the time).
Well normally I had a tank, so fan seemed better. Even when I was soloing. Though after using body for a bit, maybe it is better. I think I was just won over by the seemingly higher damage.
OK.. my question is this... If fanshot is gonna be AoE...then what the hell are they gonna do with "Multi-target shot"??? that is if they EVER fix that skill..
And JEEZ...pls either fix Disarming shot 2 or give us a newskill worthy to use as a Master Pistoleer.
Vertygo Soul
Master Gunfighter
Stopping shot should be a ranged knockdown, ie STOPINg shot = a shot that stops someone. Random ham, very very powerful.
Leave the delay and damage the same and add the KD effect, that will fix SS.
Disarm 1 = add intimdate effect same for DA2, more damage. Low damage, little delay.
Touble tap = targets the body and the head as the name implies, but for average damage. Not useful over 20m.
Fan shot = multi target AOE, random ham.
Hello
Second post in the pistol forum! They are my favorite line of weapons in the game (favorite weapon is the T21 and my favorite pistol I cannot use, the Scatter, but I digress).
Here are my thoughts.
Disarm I and Disarm II - Both shots should do normal damage. Both Shots should return any equipped weapon to the inventory for a varying amount of time. They should be 5 seconds for disarm I and 10 seconds for disarm II. They cannot equip a weapon in that time...so Teras Kasi will still be scary but that is about it. They can however perform all other actions. Whether or not the weapon auto equips after the time limit is up to the devs.
Double Tap - Leave as is as no one seems to have a problem with it.
Stopping Shot - Leave everything as is but add a delay like Panic Shot...it is supposed to stop them.
FanShot - Leave as is but clean up the code.
MultiTargetPistolShot - Here is where I am a little torn. Keeping with this attack you could go to the spin attack route where it hits a ton of stuff (like Q was saying) or a more powerful fan shot. The other more maverick move would be to rename it and give an attack that has the focused damage of Body Shot 3 (when fixed) or Stopping Shot that also putsa bleed.
Body Shot 3 - Fix itif not already done ![]()
I am new so take it for what its worth but those are my prelim ideas.
To this date, I still don't understand why Stopping Shot doesn't have a chance to apply a +Posture Down+ state change on it.
It would fit the description PERFECTLY.
Then welcome Arch!!
Disarm I and Disarm II - Both shots should do normal damage. Both Shots should return any equipped weapon to the inventory for a varying amount of time. They should be 5 seconds for disarm I and 10 seconds for disarm II. They cannot equip a weapon in that time...so Teras Kasi will still be scary but that is about it. They can however perform all other actions. Whether or not the weapon auto equips after the time limit is up to the devs.
Sounds good, but if intimidate isn't cool enough/good enough, we want something slightly more effective, but on the same lines as that.
What will take it's place if intimidate isn't good enough is 10s delay on ANY attacks,not just a single weapon, more like shooting their hand so they can't use anything, rather than shooting the gun.
Thanks for the input, glad you're posting here ![]()
I love fanshot now. If you have a tank, you just send it in and target the highest hp critter, fan it, and watch em all drop. Absolutely beautiful sight.