Squad Leader Archive

Thread: Group Ranged Defense Works

Ciaran_Gceilteach
Thu Sep 18, 2003 5:15 pm
#14

I haven't read the original thread, due to no link provided, but it makes a lot more sense to me that the abilities would be working, if only slightly effective, than that they are completely broken.


Let me give you a standing ovation for doing this work and figuring it out.


A consideration: The devs have acknowledged that there is a problem with how a player's 'to hit' works relative to 'higher' level mobs. They did not say at what level this really becomes a problem, but the nature of the problem is that the players' to-hit stats and bonusesdo not scale with the higher mobs' defenses. I believe this is the way they stated the problem. So the higher the mob, the less likely a higher-level player will successfully hit it.


How might this or similar behind-the-scenes problems also reduce the effectiveness of SL bonuses? Testing player-to-player may show that a benefit is present, and would certainly apply to PvP, but may tell us nothing about what we can expect an SL to benefit a group when the target is an uberKrayt Dragon.


Can you speak to how these findings relate to the player to-hit against high-level mobsproblem that the Devs have acknowledged? I.E., is it possible to estimate or make a guess onthe effect the Steady Aim ability really has against high-level mobs?


Thanks again for your work!




- Ciaran Gceilteach ("KEEL-tchock")

a_witty_signature_03
Page 2 of 2