Squad Leader Archive

Thread: SL CU bugs *eddited May 31 2005

EnderUK
Mon May 02, 2005 7:51 am
#14






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.)


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.






Maybe retreat could be worked out to be something like the current Last Ditch smugglers use. The lower your Health Action and Mind are (or that of the group) the more effective it is.




I too use to have a fancy sig, then it got pwned - Kenney Ender
Amoteiu
Mon May 02, 2005 9:03 pm
#15

Steady aim wind up and cool down take too long and can be interrupted way too easy, I'm assuming the other specials have the same wind up/cool down timer. This needs to be addressed as it cripples a squad leader's effectiveness to respond quickly in the field and still be allowed to do actual combat for exp.




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_scout_
Tue May 03, 2005 1:08 am
#16

/steadyaim buff icon is displayed but no stats are with it, windup is to long to time it

/passive buffs should show up as buff icon

/volleyfire does paint but its indistinguishable from all other particale effects

/formup should cure root, snare and KD

/boostmorale should cure stun dizzy and intimidated

/rally windup is to long compared to the duration of the buff rally applies, either tone down the windup or increase the duration of the buff



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Glynnis
Thu May 05, 2005 3:52 am
#17

At least one bug fixed.
Squad Leader should now appear in the Marksman Tree.
(According to patch Live - Version 0.122039)


Now if only I could edit I would fix the stickie.19 more posts and counting...



-----
Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
Blackferne
Thu May 05, 2005 6:58 am
#18

/formup not clearing stun


/boostmorale only spreads wounds when I have wounds





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


Reardo
Thu May 05, 2005 10:37 am
#19

My SL is my alt, so I'm certain all this is mentioned elsewhere, but...


/boostmorale is borked, needs to just be changed to distribute health across the group or work as a health buff - it's useless with the CU changes


/rally seems to fail more than it should at MSL


/volleyfire cool-down seems a bit too long, but I am getting the targeting reticle particle effects. I like that in that I play MSL/Smuggler, so I root the non-targets and paint the primary target with volley fire. Very effective targeting control.


I'd like some sort of visual confirmation that /steadyaim has applied, unless I'm just missing it.


I'm not certain group mods are applying, I'm not seeing a noticable difference between when I'm group leader or not.


Overall, I hope they're still forthcoming with a SL revamp.







Cinan
WOOK

Badname0291
Fri May 06, 2005 4:40 am
#20



TsothaLanti wrote:
I am Master Squad Leader and yesterday I was testing my skills while being leader of a group.
1. It would be good to see the bonuses applied in the Character Sheet.
2. I was not earning any sort of Squad Leader experience (I am Rifleman and I was using my rifle). So, what's the story here? Is this the only combat profession that does not let you save XPs when using it?
3. I did not see any of my group members going dizzy or stun in about two hours of combat. So, what's the Form up command for now?
4. I think that the Master Box should be worth more.





SL exp doesnt exist anymore, the first 3 branches now are for pistol exp and the last combat exp.



SHUNO
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Sulsakan
Fri May 06, 2005 3:45 pm
#21






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.




Yeah, I'm getting the same thing now. A few days ago the whole group would get it, but in the last couple of days only I have gotten the rally icon. The fact that I am getting the icon would indicate that the rally was successful, but then why do the group members not get it? I wonder if one of the recent hotfixes broke this...

DiLune
Fri May 06, 2005 3:47 pm
#22

What is your range to group members? Its fairly close range.
InfluenzaSWTA
Fri May 06, 2005 4:03 pm
#23

I can use Retreat from the upper levels of the Rryatt Trail and it will effect members on lower levels, despite them being very far away according to the group window.



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Iceovekan
Sun May 08, 2005 2:41 pm
#24

Re: Form Up Command.


This really works well, especially if you have a group attack a Rebel Surface Marshall base or hunting down a level 90 krayt dragon.


There's been plenty of times when my squad has been stunned or dizzy, and this is the quickest way of preventing them from getting knock down, and highly effective.


As a squad leader this is the following I use for combat.


1st - Rally Command, right before the Tanker gets in range.

2nd - Root / Snare from other profession

3rd - Your damage shots.

4th - When everyone is engaged, Use a Volley Fire (This works great when you have 6 ranged and 2 tankers)

5th - Use Form Up as necessary or Rally as necessary.


For hunting big game, it's slightly different. You want the root/snare not to miss. so


1st - Steady Aim

2nd - Root/Snare.

3rd - Same from above...


Now for Boost Morale, I have no idea how this works. It's suppose to redistribute's party's wounds. And for awhile I thought it was party's health. So this is of questionable value. Now redistributing health would be excellent.



Now for the intended or unintended (bug?)-


Retreat - Does not seem to work on myself. The rest of the squad gets the /burstrun bonuses, except for myself. Is this intended or is this a bug. I find myself being the last of my squad when I order retreat.


That is all....


Ice
Blackferne
Sun May 08, 2005 3:31 pm
#25






Iceovekan wrote:

Re: Form Up Command.



Now for Boost Morale, I have no idea how this works. It's suppose to redistribute's party's wounds. And for awhile I thought it was party's health. So this is of questionable value. Now redistributing health would be excellent.



Now for the intended or unintended (bug?)-


Retreat - Does not seem to work on myself. The rest of the squad gets the /burstrun bonuses, except for myself. Is this intended or is this a bug. I find myself being the last of my squad when I order retreat.


That is all....


Ice





Boost Morale has always been just wounds. Now that wounds seem to happen so rarely it has marginal value. However I have noticed it only worked when I also had wounds. If I was clean and wanted to "take one for the team" it didn't work.


And retreat has never applied to the SL. We have such great TN and Burst run efficiency from the mobility line that if we /burst right afterwards (assuming you have the energy to do so) you should keep pace with teh group.





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


Yeraze
Tue May 10, 2005 9:35 am
#26



Iceovekan wrote:
Now for the intended or unintended (bug?)-
Retreat - Does not seem to work on myself. The rest of the squad gets the /burstrun bonuses, except for myself. Is this intended or is this a bug. I find myself being the last of my squad when I order retreat.
That is all....
Ice





That's how retreat has always worked. It's meant to be a type of "Self Sacrificing" maneuver, where you laydown cover fire while your squad escapes. Therefore, they get the burst run and you don't.



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