Squad Leader Archive

Thread: Do you guy sthink /volleyfire should pull a target?

captiansarcasmo
Wed May 04, 2005 12:21 pm
#14

yes a debuff,






jailyn

JRL
Thu May 05, 2005 2:48 pm
#15


volley even pulls if you are not in a group. (dont ask me why i did that) but when i was un-grouped and hit the volleyfire, the friendly creature aggrod me. ofc the volley did not hit.


i find that a little weird


Message Edited by JRL on 05-05-2005 02:49 PM



JRL/fjellgeit
RenKesson
Fri May 06, 2005 7:20 am
#16

VolleyFire doesn't "hit", it's a buff effect, not an attack.



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"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Cochba
Fri May 06, 2005 7:36 am
#17


I like the pull option...but could take it either way.


I do about 200 more dmg per shot with it activated. from say 900dmg to 1100dmg on critical shot.


What is the range of Volley? Is it weapon specific?


I have a Rally question...I will start a new thread.





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Sun City, Talus
Blackferne
Fri May 06, 2005 7:41 am
#18


Volley is dependent on the weapon you have equiped.


*note to self: get a long range rifle*



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


Envoy3113
Fri May 06, 2005 8:00 am
#19

NO



Because if volleyfire is gaining aggro, then why not make rally gain aggro...ohh, wait...It does.


Ok, ok, no problems having creatures focus on a Squad leader, take out the head to make the body drop. Yet, having tanks that cannot tank, makes the whole aggro system self defeating. So, in summation, SL abilities should not create aggro, when there is no practical means of aggro control availible. When aggro control is more balanced, then reintroduce it. /Sigh...that would be likely huh?



There comes a time in every mans life when 86 years is just too damn long...
RenKesson
Fri May 06, 2005 8:36 am
#20

Tanks get agro back by using Taunt. One starting special from the SL will not generate more agro than the rest of the group dousing it with DPS. Taunt is what tanks are supposed to be using to hold agro so that Squad Leaders can work their specials, just like anyone else.



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"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Glynnis
Fri May 06, 2005 9:24 am
#21






Blackferne wrote:


Volley is dependent on the weapon you have equiped.

*note to self: get a long range rifle*



Exactly like my thought process. I got myself a 65m carbine. Wow, that's far away compared to 35m! Is 65m the longest you can pull a target with /volleyfire?




Envoy3113 wrote:

Because if volleyfire is gaining aggro, then why not make rally gain aggro...ohh, wait...It does.



Oh, /rally pulls targets too? If that's true, then let me change my answer. Sounds more like a bug if /volleyfire and /rally can pull targets.



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Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
DiLune
Fri May 06, 2005 10:54 am
#22

It shouldn't pull. If I want to pull a mob I'll use my beam rifle.
RenKesson
Fri May 06, 2005 11:18 am
#23

I like being able to pull with it. Gives me a reason to be in the dungeon now that everyone has Stun/Dizzy Recovery.

Message Edited by RenKesson on 05-06-2005 11:19 AM



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Blackferne
Fri May 06, 2005 5:53 pm
#24






Envoy3113 wrote:

NO



Because if volleyfire is gaining aggro, then why not make rally gain aggro...ohh, wait...It does.


Ok, ok, no problems having creatures focus on a Squad leader, take out the head to make the body drop. Yet, having tanks that cannot tank, makes the whole aggro system self defeating. So, in summation, SL abilities should not create aggro, when there is no practical means of aggro control availible. When aggro control is more balanced, then reintroduce it. /Sigh...that would be likely huh?





He does have a point though. The tanks I've been with have had a real tough time pulling gurks off of me. The /volleyfire serves as the means I use to fish a gurk from the lair one at a time, but I'd love for my TK friend to get them off me quickly.



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


Blackferne
Sat May 07, 2005 6:18 pm
#25

Fun with volleyfire today. I was out with two guildies. One was a Jedi working on his jedi XP, the other was a MCommando/MBH using a Flamethrower. I am a MBH/MSL/0430 Carbineer.


The plan was Jedi boy hit the gurk with a force tug or whatever and do a little damage, pull it towards us. I use volleyfire to pull it to the MCommando and I.


Well it worked well, Jedi boy got lots of Jedi XP. But here is what I noticed about the hate system, Volleyfire trumps a MCommando/MBH using the same specials as me with a flame thrower. Checking teh combat logs he outdamage me by 10-20% shot for shot, yet all the gurks rage was directed at me.


I think the volleyfire's rank on teh hate list may need review.





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


AlienEntity
Tue May 17, 2005 9:42 am
#26

My experiences have shown that it pulls and I think it's great. In a group of hurm...jedi (won't go into that), I end up pulling it towards me, which is fine with me. If I didn't want that, I wouldn't have gone SL/Pistoleer, I would've gone to dancer or something non-combat orieented.



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