FaN has actually recieved a 12.5% damage increase. Not 10%.

I saw this exact same post on gamefaqs...phoenix are you the one who posted it on there or did you serve up some copy pasta?
 
Well, it's awesome for me because I love using the FAN. In terms of movement, you're so much more versatile, and it really lets you take down those Heavies and Pyros you really couldn't deal with directly before.

But now, it's just overpowered, because that extra damage really makes a difference to classes like the Soldier, which, from two close-range FAN shots, used to go into the red but not yet dead. Now, they pretty much just die.
 
Well, the scout wasn't a really good class for fighting ( only if you were excellent at it) so now it actually makes it better !
 
I've been one hit killed by that gun as a spy so many times now. Its getting rather annoying.

At full health, that should not be possible, the spy has 125 health, the FaN does around 100 damage, at point blank range...unless of course it's a crit.
 
yeah it was impossible to play blackmesa the other night because even has a pyro the guy would be right next to me and I couldn't hit him cause i kept getting knocked back
 
when i saw they gave the the damage on the force a bump, i was very sad. now that math power has determined the damage is more than originally anticipated, the cloud of sadness grows :*( i kinda thought it was powerful enough already, and can't think of a reason why it would need a bump.
 
its still underpowered

2 shot cartridge makes it much more unforgiving
blowback from 1st shot causes too much of a damage reduction from the 2nd cause your target is too far away.
loss of in-air mobility due to blowback is a big negative.

normal scattergun is still a better option because you can still 2 shot almost any non overhealed class
mobility of the scout remains intact in mid air allowing for more accurate aiming
larger cartridge allows you to miss once, and still finish off your target without having to reload

imo FaN is only good in very specific situations, like those where the blowback can cause an environmental death (steel point E) or where it can be used to push people off the point (gravelpit C)
 
its still underpowered

2 shot cartridge makes it much more unforgiving
blowback from 1st shot causes too much of a damage reduction from the 2nd cause your target is too far away.
loss of in-air mobility due to blowback is a big negative.

normal scattergun is still a better option because you can still 2 shot almost any non overhealed class
mobility of the scout remains intact in mid air allowing for more accurate aiming
larger cartridge allows you to miss once, and still finish off your target without having to reload

imo FaN is only good in very specific situations, like those where the blowback can cause an environmental death (steel point E) or where it can be used to push people off the point (gravelpit C)


Took the words straight from my mouth...er..fingers.
 
Sasha eats scouts for dinner. Bring it on.

FAN scouts will make Sasha cry.

its still underpowered

2 shot cartridge makes it much more unforgiving
blowback from 1st shot causes too much of a damage reduction from the 2nd cause your target is too far away.
loss of in-air mobility due to blowback is a big negative.

normal scattergun is still a better option because you can still 2 shot almost any non overhealed class
mobility of the scout remains intact in mid air allowing for more accurate aiming
larger cartridge allows you to miss once, and still finish off your target without having to reload

imo FaN is only good in very specific situations, like those where the blowback can cause an environmental death (steel point E) or where it can be used to push people off the point (gravelpit C)

But you neglect to mention the mobility advantages, which are huge on some maps, the ability to more effectively one-on-one basically any opponent now, and the sheer speed of the shots.

The overall DPS of the FAN is actually higher than the Scattergun if you hold down fire, provided you can hit with every shot, which is a skill that needs to be mastered.

And the blowback is amazing if you're running with the intel. A Heavy blocking your way around the corner? Blast him away then run off. An enemy blocking your door with his frame? Blast him away then run right through. It's really awesome to be able to control the enemy so substantially while doing substantial damage.

The major cost is the fact that you can no longer fire the gun while reloading. All the "load-one-at-a-time" weapons let you interrupt the reload animation by firing, which is essentially for a Scout caught in a huge fight. FAN does not qualify as one of these guns, so it's best to not be caught off-guard with it.
 
This can get very annoying in mesa vents when they 2-shot you and you have little time to react. Especially if you're playing demoman, it throws you aim off sooo much. :(
 
This can get very annoying in mesa vents when they 2-shot you and you have little time to react. Especially if you're playing demoman, it throws you aim off sooo much. :(

+1
If a scout catches you in the vent off guard no matter the class you are as good as dead. Unless you're Salty and have 15 medics with you. :P
 

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