Squad Leader Archive

Thread: REVAMP FOCUS: Group Buffs

Giant2005
Sat Oct 02, 2004 7:58 pm
#1

personally I don't think these buffs are having a big enough effect - my complaints could be with the new uber mobs though. we had a full group of 8, a doc, a SL and 6 jedi all with pretty much capped sabres. I was using all my damage buffs and such, but between us all we couldn't scratch the overlord as we still weren't doing enough damage to get passed his healing. This could also be blamed on me for not having a rebreather so I couldn't spam called shot 100% of the time, but still there is something definately wrong



TASCA
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Darth_Sushi
Thu Oct 06, 2005 1:13 pm
#2

Post here.






UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


Loki_Ashaman
Thu Oct 06, 2005 1:45 pm
#3

The bonus from Steady Aim (+150 accuraccy)and Tactics (+150 defense) is listed in the buff icon, but not in the character sheet. It took along time to get the pre-revamp Rally to be calculated in the character sheet, might as well start on these now. Be nice to get any others with Accuraccy or Defense mods to update the character sheet too.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
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MailekEOC
Thu Oct 06, 2005 4:59 pm
#4

Group buffs should actually state how much of an increase they are doing. This will help determine how leadership works. Currently many of the group buffs only say things like:


Increased armor effectiveness of group members

Decreased armor on enemy targets etc.


We need to know numbers for all our specials.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


SmittyCent
Thu Oct 06, 2005 11:45 pm
#5






MailekEOC wrote:

Group buffs should actually state how much of an increase they are doing. This will help determine how leadership works. Currently many of the group buffs only say things like:


Increased armor effectiveness of group members

Decreased armor on enemy targets etc.


We need to know numbers for all our specials.





one problem with the group buffs right now is that they are bugged a little bit, and they all stack on everyone else in your team. Like you are only supposed to be able to have one active and when you activate another one it replaces the original; this is happening on yourself but on the other members it is just stacking and adding it to them along with the other buffs... which will lead to large imbalace if not fixed before going Live!
Sylow
Fri Oct 07, 2005 6:44 am
#6






one problem with the group buffs right now is that they are bugged a little bit, and they all stack on everyone else in your team. Like you are only supposed to be able to have one active and when you activate another one it replaces the original; this is happening on yourself but on the other members it is just stacking and adding it to them along with the other buffs... which will lead to large imbalace if not fixed before going Live!




I observed the very same with a small detail: The first three persons in group (me and two more) had only two buffs active at any given time, as far as i noticed. Having two SLs in group, this sure is "working as intended", but the second SL in group and everybody after him in the list was just adding up buff symbols. Considering that he was 0100, from what he said, i would say that it were my buffs (i was switching them a lot) which were adding up on the group.


About actual effects of the buffs i can't give a final statement yet (surprise, surprise...) but Volley Fire and Call to Arms seem to be far more valuable than any other group buff.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Sylow
Sat Oct 08, 2005 12:49 am
#7


Just did some testing... no SL in group, the teammate still, after i switched through them, had all buffs i am able to give listed under her name... so my hope/guess that it was because of the other SL in group definitely is wrong, it's a general problem.



Message Edited by Sylow on 10-07-2005 09:50 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
ShadowLightning
Sun Oct 09, 2005 8:25 pm
#8


Besides for the bug that the other members of the party get to keep the group buff after being changed, I think the group buffs are great!


At master, they are 30 minutes long with 10 sec downtime. At first that seems too long of buff and too short of recharge but the fact is you have 7 group buffs and only 1 can be active. That makes when and where to use them the stragity behind it. I think it will be VERY fun to play.


I do agree with the others that some of the buffs need to state how well they are working.




Danirent
Master Doc/Master CM

Emma
Master SL/Master Doc
Grozurr
Mon Oct 10, 2005 4:59 pm
#9






ShadowLightning wrote:


Besides for the bug that the other members of the party get to keep the group buff after being changed, I think the group buffs are great!


At master, they are 30 minutes long with 10 sec downtime. At first that seems too long of buff and too short of recharge but the fact is you have 7 group buffs and only 1 can be active. That makes when and where to use them the stragity behind it. I think it will be VERY fun to play.


I do agree with the others that some of the buffs need to state how well they are working.






Wow sounds great to me as well (bugs/exploits aside). IMHO this is the sort of thing that is ideal for the group buffs, though I haven't gotten onto TC to test it myself.
ShadowLightning
Tue Oct 11, 2005 5:47 pm
#10

Played a bit more in test center and tested a few things and have come to a HUGE realization...


There is NO way to balance the game if you allow multipule SL to be active in a single group.


The basic question is where do you aim for the balance?


Do you make all the skills effective for a group with 1 SL? If you do that and you have a group of 3 or more SLs then they have too great of an advantage. People will cry for Nerfs.


Do you scale down the skills assuming all groups will have 3-4 SL? Then the lone SL in the group will drop it because of how uneffective it is because of its dependence on more than one.


Because of the group buff bug that doesn't clear it from other members, I am unable to see if 4 SL = 4 active group buff.


I really hope that is NOT the case because that would lead to the unbalancing problem mentioned above.


I hope it is as discribed in the skill box where "only one group buff can be active at a time" regardless of who it came from. This makes multipule SL almost pointless because they will cancle each other's group buffs.


So, why not just make it easy for everyone and balance SL as if onlyone SL can be active and make it so by requiring Group Leadership... it's in the title... I wouldn't think it any other way.




Danirent
Master Doc/Master CM

Emma
Master SL/Master Doc
Darth_Sushi
Tue Oct 11, 2005 7:40 pm
#11

I have a real hard time interpreting the Squad Leader community's calls for pre-emptive nerfing, Look,a quick scan of the boards the last few days indicates there are a lot more changes coming down than just the Squad Leader revamp. Healing takes more action. Movement pools and root/snare have been consolidated and the buff/debuff issue is being revisted. Mob AI is getting beefed up. Tanking is being restored. Commandos are getting some much need attention, and the Rangers and Smugglers are in the pipeline for revamps of their own. I need you guys to stop declaring that the sky is falling because wemight look overpowered in the context of the current game and start to consider the possibility that perhaps we are getting the boost intentionally because the rest of the game is about to get a whole lot smarter and folks are actually going to need our services.





UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


AlienEntity
Tue Oct 11, 2005 11:14 pm
#12



Darth_Sushi wrote:
I have a real hard time interpreting the Squad Leader community's calls for pre-emptive nerfing, Look, a quick scan of the boards the last few days indicates there are a lot more changes coming down than just the Squad Leader revamp. Healing takes more action. Movement pools and root/snare have been consolidated and the buff/debuff issue is being revisted. Mob AI is getting beefed up. Tanking is being restored. Commandos are getting some much need attention, and the Rangers and Smugglers are in the pipeline for revamps of their own. I need you guys to stop declaring that the sky is falling because we might look overpowered in the context of the current game and start to consider the possibility that perhaps we are getting the boost intentionally because the rest of the game is about to get a whole lot smarter and folks are actually going to need our services.





Hence why I haven't commented boss.



Colonel Talley Darkstar, Master Squad Leader, Alliance Ace Pilot-Crimson Phoenix Squadron, Rifleman
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Sylow
Wed Oct 12, 2005 4:34 am
#13






Darth_Sushi wrote:
I have a real hard time interpreting the Squad Leader community's calls for pre-emptive nerfing, Look,a quick scan of the boards the last few days indicates there are a lot more changes coming down than just the Squad Leader revamp. Healing takes more action. Movement pools and root/snare have been consolidated and the buff/debuff issue is being revisted. Mob AI is getting beefed up. Tanking is being restored. Commandos are getting some much need attention, and the Rangers and Smugglers are in the pipeline for revamps of their own. I need you guys to stop declaring that the sky is falling because wemight look overpowered in the context of the current game and start to consider the possibility that perhaps we are getting the boost intentionally because the rest of the game is about to get a whole lot smarter and folks are actually going to need our services.




Under this assumption, i premtively declare Bounty Hunter, Pistoleer, Carbineer, Rifleman, Smuggler, TKM, Fencer, Swordsman and Pikeman to be broken.



Edit:
I am forgetful. Jedi of course also would be broken, i assume. Even those have no way to compete with the new SL, if things (group buff bug ignored) are working as intended.



Message Edited by Sylow on 10-12-2005 01:38 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
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