Squad Leader Archive

Thread: Irott, is retreat supposed to cause Jedi not to be able to forcerun?

Danison
Fri Dec 17, 2004 12:57 pm
#1

Hello Irott,

This has been an issue for some time and I have not seen it mentioned here much other than people stating the fact that this is the case. What I am wondering is if you have any feedback from devs one way or the other to indicate that this is working as intended or if it is, in fact a bug. Thanks in advance.

- Danison

Message Edited by Danison on 12-17-2004 12:15 PM



We don't care, we don't have to care. We're SOE.
irott
Fri Dec 17, 2004 8:52 pm
#2

Quick question for you (everyone)?

How do you want it to work?



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Loki_Ashaman
Fri Dec 17, 2004 9:09 pm
#3






irott wrote:
Quick question for you (everyone)?

How do you want it to work?






Hmm... I vote that /retreat not prevent a Jedi from using forcerun, unless someone can put forward a really convincing arguement for why it should. The two should NOT stack, a Jedi who is under the affects of both Forcerun and Retreat should get the benefits of the better of the two. Forcerun should not cancel Retreat either - if a Jedi affected by both turns off Forcerun, he should still be under Retreat.






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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Darth_Sushi
Fri Dec 17, 2004 9:57 pm
#4







irott wrote:

How do you want it to work?








I'll take a shot at that. It seems to me that a Jedi should have such an amazing force of willpower ("These are not the droids you are looking for") that they should be immune to the powers of suggestion of such a mere mortal as a lowly Squad Leader, and thus receive none of our group advantages.


Work with me here - you really think Skywalker gets any tougher if there's some grizzled ol' Sergeant screaming at him to get his scrawny hide up that hill? I doubt it. Squad Leaders lead soldiers, not wizards. And, as much as I'd love to be the guy that gets to lead 19 bad-ass force-running, saber-throwing Jedi Knightsintobattle, this benefit should be something they lose at Padawan.


I'd even go so far as to suggest thatonce a Jedi reaches a certain power level, he can no longer even group witha non-Jedi, thus reflecting the path of solitude they must walk. I don't expect this to fly, so what the hell - give it to them, just don't let it stack.

Message Edited by Darth_Sushi on 12-17-2004 09:37 PM




UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


VoltaDarkCloud
Sat Dec 18, 2004 5:58 am
#5

If the toon is jedi enabled then the Server should Filter the Ability of /retreat...


HOWEVER! The /retreat Command is being exploited.

When spamed every 21 Seconds it is unlimited Burst run.

This IMO shouldnt be used in this way.. it should be on a 5 Minute timer.

Useable every 5 Minutes.

Its a RETREAT. Not a BURSTRUNFOREVER

I am Master SL and for me to say this I guess kills my professions usefulness, but its true.

When Macroing Loops are nerfed maybe this will be fixed with it for the most part, but I am sure you all agree.

Now removing Stun and Dizzy... yea I can see this being a Spamable event. Since everytime I use it I cannot Fire my Rifle. But I do believe that it is a TEFable Item Like /Rally but it isnt.



________________________________________________________________________________________
Volta Darkcloud - Rebel - True Elder Jedi
Volta' Darkcloud - Rebel - Elder Bounty Hunter
CHECK' - Imperial - Elite Starship Crafter - Ithorian 17 Point

________________________________________________________________________________________
Baciacca
Sat Dec 18, 2004 6:20 am
#6

The way that it should work is that a higher level enhanced run should overwrite a lower level enhanced run. The problem does not solely exist with Squad Leader, but with enhanced running altogether. STARTING retreat does not cause the jedi to lose Force Run. The jedi will in fact continue on their normal force run after a retreat is initialized, but when the retreat fades and the player "slows down", the effects of force run end. However, if you had a burstrun going (which lasts longer than the 20 second retreat, especially if you are a scout) you will slow down when the retreat ends in 20 seconds and you will no longer have burstrun ability.


It's not as big of a deal with burstrun as it can only be utilized every so often already, but it is with force run because it's supposed to be an unlimted enhanced run for jedi. When they slow down from the retreat, the system thinks they are still on force run and the modifier shows up on their modifiers window. They cannot initialize another force run until their previous force run timer runs out. They also cannot be effected by a retreat from a squad leader or burstrun on their own.


The problem is with two different ehnanced runs being utilized at the same time. What I believe should happen is that a lower level retreat should not effect someone on a higher level retreat. They should have no effect. If the retreat is higher than the run currently being used by the player, it should cancel that run, reset the timer for it, and put the player on the higher level run. Also, something needs to be changed with "slowing down". If the retreat ends, the positive effects of it should just end. There should be no negative end of "slowing down". If a force run is active, a player should not "stop" when they "slow down" from a force run.




G u a a r r
Jedi Guardian
(ggggggggggg9WXnnln[[[[nnnn}}}}nlnnWX9ggggggggggg)
..Forever Guiding and Last Correspondent of the Jedi Profession ..


irott
Sat Dec 18, 2004 8:28 am
#7

And just to make sure...

Its Forcerun 1 that is equal in speed to Burstrun/retreat? And its when the /retreat group speed bonus ends that the jedi's forcerun is forced to end as well?

Also... I think this falls under one of my biggest annoyances that has been around since launch. Being in water, or performing some sort of action like dancing, meditation, etc... Hitting burstrun, getting the message that you cannot burstrun at this time. Then standing on normal ground and hitting burst run again.

You are too tired to burstrun

*gets angry*



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Danison
Mon Dec 20, 2004 9:46 am
#8


Baciacca wrote:
The way that it should work is that a higher level enhanced run should overwrite a lower level enhanced run. The problem does not solely exist with Squad Leader, but with enhanced running altogether. STARTING retreat does not cause the jedi to lose Force Run. The jedi will in fact continue on their normal force run after a retreat is initialized, but when the retreat fades and the player "slows down", the effects of force run end. However, if you had a burstrun going (which lasts longer than the 20 second retreat, especially if you are a scout) you will slow down when the retreat ends in 20 seconds and you will no longer have burstrun ability.
It's not as big of a deal with burstrun as it can only be utilized every so often already, but it is with force run because it's supposed to be an unlimted enhanced run for jedi. When they slow down from the retreat, the system thinks they are still on force run and the modifier shows up on their modifiers window. They cannot initialize another force run until their previous force run timer runs out. They also cannot be effected by a retreat from a squad leader or burstrun on their own.
The problem is with two different ehnanced runs being utilized at the same time. What I believe should happen is that a lower level retreat should not effect someone on a higher level retreat. They should have no effect. If the retreat is higher than the run currently being used by the player, it should cancel that run, reset the timer for it, and put the player on the higher level run. Also, something needs to be changed with "slowing down". If the retreat ends, the positive effects of it should just end. There should be no negative end of "slowing down". If a force run is active, a player should not "stop" when they "slow down" from a force run.




I would agree with this. Always allow a greater burstrun to take over, when that is done let the passive burstrun (retreat) kick in when appropriate. Never allow a new retreat effect a higher level run.

On another note, it would be nice to hear something from the devs on this. I realize they are focused on the CU, but I took a look back at patch notes and I realized that with the exception of the spatial delay (which is something for the benefit of other players mostly as it really has no inherent value for us aside from not getting kicked to 0 0 on the map) we have gotten no fixes that I see. We onlt have a handful of specials when compared with other combat classes and most of them are broken or have a broken aspect. It seems reasonable to push in whatever way we can. Has a dev ever visited this section other to announce a new correspondent? When I looked back at the patch notes it seems like we are the red headed step children of SWG.

- Danison

Message Edited by Danison on 12-20-2004 08:48 AM



We don't care, we don't have to care. We're SOE.
DiLune
Tue Dec 21, 2004 8:01 pm
#9






irott wrote:
Quick question for you (everyone)?

How do you want it to work?





I want it to cause the group to form a barrier between my enemies and me so I can get away and then make them move slower than I do. I mean, its about time those worthless maggots did something for me, right?
cydonia
Wed Dec 22, 2004 12:28 am
#10

Just to clear things up:


/retreat DOES NOT cause the jedi to not be able to use force run. What happens is this: Whena jedi hits force run (1 2 or 3 it doesnt matter) it lasts for 2 mins. When retreat is called the retreat bouns stacks with the Force run. Now when the retreat wares off it brings force run down with it. BUT the server still thinks you are force runing so if you try to hit it again you get a system message that tells you you are already useing force run. Its not until the force run timer (the 2 min timer) reaches zerothat you can activate it again. When i pvp and use my SL and i have jedi in the group they tell me to turn retreat off on my macro and i do. I had on jedi that had retreat take down his force run 3 s after he activated it. I never knew the guy could speak french



Why are you wearing that stupid man suit?
Zal'hanan
Blackferne
Wed Dec 22, 2004 7:52 am
#11






cydonia wrote:








irott wrote:
Quick question for you (everyone)?

How do you want it to work?




I would like to see /retreat as some kinda "take one for the team" ability that the SL can use. It helps the group excape but the SL is probably going to die.





That is how it works. The group gets burst run, but you don't.


I found this out when my group burst run away from the Acklay spawn in teh vbasement. Everybody was faster than me, even if they had no scout.





Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


cydonia
Wed Dec 22, 2004 11:13 am
#12






Blackferne wrote:





cydonia wrote:








irott wrote:
Quick question for you (everyone)?

How do you want it to work?




I would like to see /retreat as some kinda "take one for the team" ability that the SL can use. It helps the group excape but the SL is probably going to die.





That is how it works. The group gets burst run, but you don't.


I found this out when my group burst run away from the Acklay spawn in teh vbasement. Everybody was faster than me, even if they had no scout.






Yeah youmaybe at a small disadvantage in a "excape from the bottom of a cave" situation but i feel thats a pretty rare use of the skill.The fact that it works up to like 2000m out you dont even need to be in or near the cave.So you being alittle bit behinddoesnt effect your commands on the group.But in PvP with no TEF on SL skills it being a little slower is hardly "taking one for the team".

Message Edited by cydonia on 12-22-2004 01:43 PM



Why are you wearing that stupid man suit?
Zal'hanan
cydonia
Wed Dec 22, 2004 1:09 pm
#13








irott wrote:
Quick question for you (everyone)?

How do you want it to work?




First off it shouldnt be /retreat cause i use it to get into battle as much as out. unless its changed.


What i would like to see it this.I see SL as having this "A captain goes down with the ship" mentality. Currently in PvP as it is /retreat really doesnt help you "excape" death. Like a retreat should. Now some people will come here and post a story where they actually retreated and got away with this. But i dont think its true in general. Also if the other team has a SL (which if SL works after the CU they most likely will assuming its worth a dam) then the idea of geting away is really nil. I would like to see /retreat as some kinda "take one for the team" ability that the SL can use. It helps the group excape but the SL is probably going to die.


I will do my best at an example but there could be many:


Maybe like a battle charge that frezys the enemy into attacking him drawing more fire so friends can excape.Inspired by the sacrifice of their leaderthis give the players burst run and 50% damage reduction but a 50% damage nerf for excaping players. Now SL commands dont tef the SL but make it so that when this command is used the SL gets TEFed(the only command that will do so this will help to keep it "last resort"). Now as long as the SL is alive the group get the bonus but if he dies(or say 2-3 mins pass)they loose it (or maybe they loose it 30s or a min after he dies) Sothe enemy is going to want to kill the SL asap hence the "take one for the team part of it" Now in 20 person PvP with jedi a SL will get insta killed if they all target him. So maybe give the SL the damage reduction to keep him alive longer (adrenalin rush keeps him up). Now wewould want to prevent abuse to a command like this so maybe giveita 30 min timer or something like that.Also make it work only for people in range (like 30m this prevents the SL from activating it from far away and since no one can find him no one can kill him). The 30 min timer also prevents people from pveing withthe SL and useing this 50% damage reduction to tank elders or somethinglike it.Sure, youmight be able to do itonce but then you got to wait 30 mins which is not very efficient. Also if your side retreats and the other side has a SL the way it works now he would just hit it and chase after you. With this his side gets a 50% damage nerf againstyour 50% damage reduction. That would probably not be a very good idea.


Maybe something along these lines?


Sound at all resonable?



Message Edited by cydonia on 12-22-2004 02:16 AM



Why are you wearing that stupid man suit?
Zal'hanan
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