Squad Leader Archive
Thread: SL CU bugs *eddited May 31 2005
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FORM UP- This skill isn't used much, but when needed is a great skill. When fighting Sith Shadow Thugs ect. it comes in handy for the group.
RETREAT- Since damage is no longer done to action and mind, this skills is less of a sacrificing action. Jedi seem to like it when BH's come along, and it is handy for those mass mobs when you mess up pulling one.
BOOST MORAL- with the CU this skill no longer has much use. Maybe usefull for low level characters, but with high combat level characters, 100 wounds dont make too much of a difference.
STEADY AIM- Not sure what sort of an accuracy bonus this gives, but it does seem to give a bit of a damage bonus. Could this be do to the increased accuracy? For me I do about 30 more points of damage with steady aim.
VOLLEY FIRE- Again, not sure about the accuracy bonus, but the damage is 155 points higher for me. Interesting note, volley fire seems to give the bonus's to pets as well. About 14 points of damage more for my pet. This is nice, as the rest of the SL commands do not have an effect on pets. Since patch 17, I no longer see the "painted target" on the creatures. Anyone else having this same issue?
RALLY- When used the General Ranged and Melee Accuracy skills under "My Skill Mods" go up by 40 points each. This is also shown in the character sheet under the character attributes section. No other skill mods are altered. Damage goes up by 14 points; most likely do to this increas in accuracy. The skill states that combat defence is boosted too, but this is not evident in the "My Skill Mods" or "character attributes" sections. Also, the rally seems to be hit or miss now. I always get it, but the group members do not. This is even if they are surrounding me within about 5-10 meters. Before patch 17 rally seemed to work almost all the time, not it’s not working for the group. Anyone have more info on this?
GROUP RANGED/MELEE DEFENSE- This is a bonus to all group members of a squad leaders group. I do not know if these are working. The skill mods are always in the "My Skill Mods" window, wether your in a group or not, no other skill numbers change, and I've heard that group members do not get any indication of these bonuses. This does seem to have some sort of modification. In a group the high damage hits are less often, and the average attacks to 3 points less damage.
GROUP TERRAIN NEGOTIATION- This mod does work. In a group I can crawl fast, when I can not when out of a group. (note, nice for concealed riflemen)
GROUP BURST RUN EFFICENCY- This also is working. When grouped and I use burst run, it costs me nothing (this doesn't seem correct) whereas when ungrouped, I do have an action and slight mind cost.
Message Edited by clupus on 05-31-2005 02:28 PM
clupus wrote:
-Group bonuses:group members do not seem to get the bonuses when in group. SL group leader gets the bonuses (under skill mods all bonuses are there) but group members do not have this listing under skill mods.
SL bonuses never have appeared in the group members' list of skills (Ctrl-S). They do appear in the SL list of skills, as you mentioned. However, the bonuses do affect the group members. (Or at least they did. I didn't confirm this in the CU yet.) Iwouldn't be surprised ifthe situation wasthe same in the CU (Patch 15).
clupus wrote:
-Rally:is it just hit or miss with the group, or are they not get'n it at all. Again, SL group leader gets the rally icon, but rest of group does not.
I had no problem with the /rally command in my group. I was always with between 2 and 4 people. Every time I did the rally command the little icon appeared underneath everyone's name including my own. Pre-CU /rally would fail a lot. I didn't get any failures at all tonight. I'm MSL though. I don't know if that makes a difference.
I hope that helps you and good luck with the testing, er, playing. ![]()
-Hamminaptu- wrote:
-Volley fire doesnt work.
-Melee defense isnt being added into my or my group members defense.
These are the ones I have been able to test and dont work at all for me.
Volley fire will give a one line message in the combat logs. I have not seen a particle affect or had anyone in my group report on (I've heard there's one, just never seen it). If you compare your damage before and after using volley fire, you'll notice you are doing 15% more now and so should everyone in your group.
I got the big red target deal so that was working for me. Retreat is also on a 1 min timer now and just puts everyone into a burstrun state. Still takes almost all your action and mind so its likely something you will use at the beginning of combat rather than at the end (as at the end you won't have enough action or mind to activate it and if you do it is probably going badly because you aren't doing anything that would drain your action or mind.)
Steadyaim buff shows up as ui_buff steadyaim (or something to that effect.)
SL xp didn't turn into anything so I still have 900k banked.
Not bugs but:
Master box is still master box light. It has very minimal mods in there and the 2 new guns. It needs more. for 340000 combat xp you'd expect more.
Boostmorale isn't very useful in its current form. Don't "Fix" it. Change it.
Formup is much the same. I rarely saw dizzy or stun stick to people. Given the special HAM cost and the warmup it needs to work on more states than just those two.
DiLune wrote:
I got the big red target deal so that was working for me. Retreat is also on a 1 min timer now and just puts everyone into a burstrun state. Still takes almost all your action and mind so its likely something you will use at the beginning of combat rather than at the end (as at the end you won't have enough action or mind to activate it and if you do it is probably going badly because you aren't doing anything that would drain your action or mind.)
Formup is much the same. I rarely saw dizzy or stun stick to people. Given the special HAM cost and the warmup it needs to work on more states than just those two.
I wanna see the big red target
Wonder if it has to do with my settings... Hmm..
I saw alot of dizzy, stun, and blind last night. I didn't bother with formup until the end of the fight, or just used state recoveries for myself - formup during the fight didn't seem worth it.
Rogue03 wrote:
Rally wont stick to people who are spec forces, if you are combatant, and so on. it should last longer imo too, at least as long as its cool down/recharge period is
The spec forces / combatant thing is working as intended, this was part of the GCW changes, same way a combatant doctor can't heal a special forces. I don't think any of your SL specials will help a SF if you are only combatant. Wanna help the team, gotta be willing to take the risk.
Message Edited by Loki_Ashaman on 04-29-2005 04:49 PM
Rally applies to the group when it works. Sometimes when it warms up though you'll here a click sound and that will tell you if it fails or not. I don't think its intentional though. Steady aim warm up timer is too much, its longer then rally is and it doesn't give as much benefit or last long to be like that. It also doesn't say how much accuracy increase you receive.
Retreat is ok, I can live with the huge action/mind costs now since its a 1 minute burst ru.
Boost Morale has no benefit at all, rarely do I see wounds like I did pre CU. They need to completely revamp this skill at a later point.
TaranDraconise wrote:
In the Template it calls for pistol XP, but Pistols is not a required tree in Marksman. Ranged in Marskmans and Scout 0004 appear to be but thats it. Can anyone tell me if this is a bug?
Yes, there is a bug. Squad Leader should appear at the top of the "Ranged Support" tree in Marksman. Right now it's a hidden requirement. The requirements are Marksman Ranged Support IV and Scout Survival IV.
There is no requirement for a Squad Leader to be a pistoleer right now, at least not for skill requirements. It's just an implied requirement because to get pistol xp you need some pistols skills. I guess technically this is not a bug.