Squad Leader Archive

Thread: Light at end of tunnel, or freight train?

Loki_Ashaman
Tue Apr 26, 2005 6:55 pm
#14

Doesn't increased accuracy result in higher damage to some extent?




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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


Loki_Ashaman
Tue Apr 26, 2005 7:00 pm
#15

Hmm, I supposed if I had ever missed on TC this would impress me more. Will have to do more PvP, players should have higher defenses, hehe.




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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


xulEnix
Wed Apr 27, 2005 5:49 am
#16

When I tried /volleyfire the other person in my group said he did see the red circles around the fambaa, so I believe its working as intended and all group members see the 'marked' target that the SL is attacking. I didn't see an icon for it in the groups HAM bars, but then I don't think there ever was one. I didn't get a chance to ask the other person to check combat logs as 1) there was a bug with the fambaa, it was CL 55 the baby was CL 1, the 2 of us were 80, but before we attacked the adult went down to CL 22 and the baby went UP to CL 22 ; and 2) he had to go shortly after we took care of the lair.

/rally no longer shows the word '-rally-' float over players heads, and I only saw the flag icon for it in my HAM bar. Like influenza said it lasts for thirty seconds, provides a nice boost to ranged and melee defenses according to the mouse over on the status indicator, but I think the warm-up is too long. It used to be almost instantaneous. Did not get a chance to notice what kind of a hit it places on mind or action, and there's no way to comfirm the defenses are applied to group members as it doesn't show up on char sheet.

So they finally fixed /rally and /volleyfire, after its been bugged over 3 weeks ago, and /volleyfire actually paints the target like they said it would in the profession doc.

We're not so broken now.



Secoot Eci: beta3 TC survivor
Master Marksman / Scout /Squad Leader /Novice Bounty Hunter
Seare Eci : Master Brawler/TK/Pikeman
Kharast
Wed Apr 27, 2005 5:54 am
#17

but what about XP? is it still pistol?



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xulEnix
Wed Apr 27, 2005 6:52 am
#18

Yeah still pistol xp, all I was getting when I formed the group was pistol and combat xp, NOT SL xp.



Secoot Eci: beta3 TC survivor
Master Marksman / Scout /Squad Leader /Novice Bounty Hunter
Seare Eci : Master Brawler/TK/Pikeman
Helter-Skelter
Wed Apr 27, 2005 7:00 am
#19

So it seems that taking up SL isn't such a waste anymore post-CU.


Volley fire - fixed

Rally - fixed

Steady aim - fixed

Def mods - fixed


Am I wrong in this assesment? Anything else on the list that needs addressing?


Starting to warm up again to adding SL to my CM/Pistol template.




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_scout_
Wed Apr 27, 2005 7:34 am
#20

rumors from the smuggler forum say that everything is pistol xp to easier respec the skillpoints.

Lets hope this is right, we might get back our SL xp after the two weeks everybody is going to mess around with their templates on live.



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Ackehece
Wed Apr 27, 2005 7:58 am
#21






Loki_Ashaman wrote:

Doesn't increased accuracy result in higher damage to some extent?







How does accuracy work in the new system? It seems like the to-hit is affected more by difference in CL than it is by profession mods.


Accuracy does two things:



  • Determines probability of hitting the target.
  • If your accuracy is greater than defensive skills of your target, you do additional damage.

Level difference between the player and the target also has an effect on hitting and damage done.




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xulEnix
Wed Apr 27, 2005 9:08 am
#22



Helter-Skelter wrote:
So it seems that taking up SL isn't such a waste anymore post-CU.
Volley fire - fixed
Rally - fixed
Steady aim - fixed
Def mods - fixed
Am I wrong in this assesment? Anything else on the list that needs addressing?
Starting to warm up again to adding SL to my CM/Pistol template.





Should be pretty close. Still need hard numbers/proof that the /rally defenses do add to group members' defenses, and maybe some tweaking with /steadyaim and /volleyfire. Last I checked the +30 range/melee defenses of a master SL are not working since when someone joins my group their range/melee defenses don't go up. If we get a chance and a good group i'll try to get some numbers.



Secoot Eci: beta3 TC survivor
Master Marksman / Scout /Squad Leader /Novice Bounty Hunter
Seare Eci : Master Brawler/TK/Pikeman
MailekEOC
Wed Apr 27, 2005 3:47 pm
#23



xulEnix wrote:


Helter-Skelter wrote:
So it seems that taking up SL isn't such a waste anymore post-CU.
Volley fire - fixed
Rally - fixed
Steady aim - fixed
Def mods - fixed
Am I wrong in this assesment? Anything else on the list that needs addressing?
Starting to warm up again to adding SL to my CM/Pistol template.





Should be pretty close. Still need hard numbers/proof that the /rally defenses do add to group members' defenses, and maybe some tweaking with /steadyaim and /volleyfire. Last I checked the +30 range/melee defenses of a master SL are not working since when someone joins my group their range/melee defenses don't go up. If we get a chance and a good group i'll try to get some numbers.




Rally and steady aim don't always stick, when they do the icons do not show up on other group member windows sometimes so its hard to tell if they are getting the bonuses. The passives seem to be working and volleyfire works nice.



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InfluenzaSWTA
Thu Apr 28, 2005 1:29 am
#24

I know Rally has a start-up timer, so it's possible you're moving (or the server at least thinks so) at some point during the startup. I haven't had any problems with it not sticking, but I admittedly haven't tried much.



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Glynnis
Thu Apr 28, 2005 4:29 pm
#25


On Patch 15 (CU Live) this is what i found for the skills:


- rally: defense +80, ranged accuracy +40, melee accuracy +40

(Group members that are rallied can harvest. Horray!)


- volley fire: 15% increase on damage for me and my group

(No indication to the group which target though or at least none that my group members noticed. I wrote a macro with /sys Target %TT; /volleyfire. That seemed to help people.)


Both seem to be useful skills! It's a bit more difficult to test /steadyaim since it deals with accuracy and the icon information is broken. Also I had no reason to use /formup since no N|PC or creature made us dizzy or stunned. Maybe that's reserved only for PvP now?


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Who feels like a jet getting ready to take off with the SL warm-up noises?



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Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
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