Squad Leader Archive

Thread: SL CU bugs *eddited May 31 2005

Rogue03
Mon May 16, 2005 10:29 am
#27

not long after RotW, i was on a different planet from some of my group. I used rally, and they told me it buffed them! how bizzare!

Ackehece
Mon May 23, 2005 4:52 pm
#28

Group Terrain Negotiation attachements granting the terrain skill to those who lead a group and are not SLs



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Edgar_Figaro
Tue May 24, 2005 4:28 am
#29


I didnt notice any problems with SL. 0404 myself so i havent seen all the moves but everything worked how it said it would. I didnt miss on any of my moves also.


edit: I have read that some peopleare wondering ifpistol exp for SL boxes is a bug. I used my pistol exp to train in it. Dunno if its temp or if they are gonna switch it back or not.

Message Edited by Edgar_Figaro on 05-24-2005 04:33 AM



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Hass1234567
Tue May 24, 2005 4:42 am
#30

rally and steady aim work, but not always. I used rally and waited 5 minutes and after that it still failied to initialize. Same with steady aim. It really is hit and miss and ont help when you are in a battle



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Sylow
Tue May 24, 2005 4:59 am
#31







Volley fire dont work at all




It works, that much even i tested... there's just an issue with disabled graphical options, pixel shaders or something like that, that the mark is not displayed. And it creates too much agro, of course.










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_scout_
Tue May 24, 2005 8:07 am
#32

regarding steady aim and rally.

I switched my template and lost about 60points in accuracy and since then my rally and steady aim seem to fail more often then before.
I dont want to mess up my template and respec now the respec time finally ends but regarding testing you might want too have a look at this.

Volley fire IS at least showing the crosshair if your comp does support the grafic options. It its effect is working (15% damage bonus to attacks to this targets) I dont know.

I think the cooldonw/recharge of volleyfire is darn to long. I would like to paint more targets and have a lesser effect rather then have just one with good damage bonus.

Painting two or more targets encueueing them would give us the option to realy guide our group to a higher effectiveness.



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Sylow
Tue May 24, 2005 8:17 am
#33







Volley fire IS at least showing the crosshair if your comp does support the grafic options. It its effect is working (15% damage bonus to attacks to this targets) I dont know.




I still have to do some numbercrunching, but i think that damage dealt is more with volley fire on.





Ithink the cooldonw/recharge of volleyfire is darn to long. I would like to paint more targets and have a lesser effect rather then have just one with good damage bonus.

Painting two or more targets encueueing them would give us the option to realy guide our group to a higher effectiveness.



Hmm, i only partially can agree with that. Painting more than one target at the same time seems "cheap" to me. About lesser effect, do you think of shorter duration or less damage dealt? A reduced duration would be acceptable, as no target i mark survives the duration, anyways. (Though, only PvE experience, might look otherwhise in PvP...) A reduced damage bonus would be a nerf which i would hate.


If duration would be reduced, the cooldown also would have to be reduced so it would be possible to keep a target marked all the time, just needs regular refreshing. [cooldown=duration would be very helpful, especially with lower cooldown and duration, so you can react more flexible on the situation...]


Also, volley fire should definitely create less agro. Sure, i currently can use it to draw hostiles from my teammembers and to pull creatures. While this sure has it's use, i don't think that it makes sense.











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SoupViking
Tue May 24, 2005 11:44 am
#34

Volley Fire scared the mess out of me the first time I used it. We were picking off one Reb at a time and I decided to try it for the first time. BAM! Every Rebelstarted shooting... all nine of them. Well one incap later I decided never to use it again. Is that the way it was suppose to work? Painting a target on a single mob and getting attacked by them all seems a little steep in its cost.


I like Rally. Only wish it lasted longer, but it's fine the way it is. The Charge on Steady Aim is friggin long.The wait seems only to irk the players, since they really get no damage with the amount of armor and the combat medic we have with us. I hit it every now and then when the pounding we are dishing out is so bad I really don't have to work hard.


Retreat is good. I like it and understand the cost which is fine. I like the abilities that they get but they are useless when by themselves. But I do enjoy being a SL. Wish I knew what most of you guys were talkign about. I wasn't an SL until after the CU. I find them okay.


Hadius - Eclipse
Combat_Medic_to_be
Sat May 28, 2005 9:58 am
#35






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.)






Could they not make it have a special attack cost of 90% (just a nominal value, could be whatever gives best balance)of your remaining action and mind so that at the end of a battle the SL can use this ability to get his troops out of combat whilst still leaving themselves crippled enough not to be able to attack.



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DragooCC
Mon Jun 06, 2005 11:41 am
#36


Can anyone tell me if this is a bug or what..?


I look at my char sheet "ctrl+c" and had other people do it before and after i invite them to group.


Here is what is seen: melee defense-no change


Ranged defense-no change


Accuracy-no change


Speed-no change


All this after a passive bonus of +30 melee defense and +30 ranged defense


Rally description: +80 defense


Increase accuracy


Increase in something else


Char sheet only shows an increase on mine and other peoplein accuracy of +40 and nothing else


Are the bonuses there and just not showing on char sheer or is at all just broke?




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AlienEntity
Mon Jun 06, 2005 3:49 pm
#37

Dunno what to say but no it's not supposed to show up on other chars, but it does exist for them.



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DragooCC
Mon Jun 06, 2005 3:55 pm
#38

Yeah i hear ya...but the accuracy does show up as a +40



Age Wrinkles the Body, Quiting Wrinkles the Soul.
Gen. Douglas MacAurther
Started as Master Rifleman / Master Squadleader / Medic 4-0-4-0 / Novice Doctor / Freelance Pilot 3-3-3-2

Tried Master Rifleman / Master Doctor/ Combat Medic 4-0-0-0 / Freelance Master Pilot
I just could not stay away from Master Rifleman / Master Squadleader / Medic 4-0-4-0 / Novice Doctor / Master Freelance Pilot
Now Officer / Master Freelance Pilot
Lupercus
Sat Jun 11, 2005 4:37 am
#39

Hers one for you all, as a MSL, you can offer a group a max of +65 melee and ranged defence, but in the bizarre SOE tradition, they capped it at +30, so whats the point of ever being a MSL? The only good thing they offer is the +60 to terrain negotation now. Rally works ok if youir in a ranged group, and Form UP no longer removes negative status effects or is that just me? And why oh why is volley fire considered to be an area attck when its supposed to be a command for the group to FOCUS thierFIRE POWERon ONE target! SL's are really due some Dev love as were a few and far between on any servers across the board, and now we really are usless in groups as we have our passive bonus capped and what good skills we had nerfed.

Maybe SOE should give us the option to call more then 1 faction pet like a MCH can call 3 pets to a max of level 70, surley a squad leader should be able to call 3 faction pets as a squad......anyone agreeing with me on that? I for one would love to call out 3 commando pets and boom theres my squad.......

Bottom line, SQUAD LEADER NEEDS THE REVAMP MORE THEN ANY OTHER PROFESSION!
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