Pistoleer Archive
Thread: FANSHOT! I love it!! Dont make it into another Doubletap!!!
Not sure why I am even writing this. Devs wont read it. This post will probally attract the legions of people that haven't figured out how to use an AE attack. But I dont care.
This is the first and ONLY AE attack we have as pistoleers. It has been a long time since I have had so much fun as a pistoleer. With a little planning and crowd control fanshot is a superb attack. Used properly and in the right situations in both pve and pvp you cant beat it.
But because enough of you have not figured out how to use it properly it's going to get nerfed and turned into another glorified single target attack. Because god forbid that you add some variability to the pistoleer profession that requires a little thought besides spamming an attack.
Fastgun
If fan hits the same target multiple times, it can potentially do some devastating damage if the multiple attacks all hit the same pool. And if it doesn't all hit the same pool, it's more likely that you'll hit the mind pool, which is a good thing.
Damage multiplier on fanshot is still 4x on live, it seems. My damage output didn't go down at all when the cone effect was added. Damage multiplier on stoppingshot is 4.7x. Even if fan did 3x or 2x multiple times, that's better than stoppingshot and quite possibly better than last ditch.
I do like the new fanshot though. I really missed the area damage of disarmingshot2, and it's nice that fan does cone damage. Great in a lot of situations. I usually use stoppingshot for single targets, so in PvP, I'll often use fanshot, stoppingshot and bodyshot3 depending on the circumstance.
>if they fixed the cone effect so that it actually damages creatures that are not agro on you, then it would be >even nice. tbh it will probobly be nerfed, since if used properly you can take down ridiculious amounts of >targets at once
It does damage creatures that are not aggro on you. 2,3even 6mobs all aggroed on my pet and I can hit them all with fanshot, and do awesome damage to everyone of them. Basically it's made my pistol up 6 times more powerful. I don't see any theoretical limit to it either, 'cause if I could get evem more mobs grouped I could do even more damage. Of course, no way this is realistic.
Oh yeah, to not aggro distant lairs, I rotate the camera higher and downward (to an overhead view) so that I can only see, and thus only select, the group I'm interested in. Yeah, the pistol is still shooting "flat", but here I've figured out how to create a wall that blocks stray shots. It will be nerfed.
I'll keep pointing this out:
Fan Shot is supposed to hit a SINGLE TARGET multiple times.
Multi-Target Pistol Shot is supposed to hit MUTLIPLE RANGED TARGETS.
In other words, Fan Shot is now doing what MTPS should be doing. Don't kid yourselves, this is yet another example of a half-arsed fix by the devs. I love the Area of Effect Cone. It's just that it's supposed to be used by those who have made Master Gunfighter.
CornCake wrote:
I'll keep pointing this out:
Fan Shot is supposed to hit a SINGLE TARGET multiple times.
Multi-Target Pistol Shot is supposed to hit MUTLIPLE RANGED TARGETS.
In other words, Fan Shot is now doing what MTPS should be doing. Don't kid yourselves, this is yet another example of a half-arsed fix by the devs. I love the Area of Effect Cone. It's just that it's supposed to be used by those who have made Master Gunfighter.
You keep pointing that out, and I'll keep pointing this out:
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
It aint "fixed". I do a lot more damage to a target with fanshot than I do with stoppingshot.
I couldn't care less if the specials match the descriptions either. Change the descriptions! All I care is that the specials become more powerful as I move up the tree.