Squad Leader Archive
Thread: Top Five?
in this instance, I think he is representing them.
TH: Hey, I've got this report from the SL rep.....{gives to Dev team}
DEV team: WOW there's alot of words, and problems there......I can't give them that much time.....Tell them we only want 5.
TH: but they got alot of issues here. shouldn't we look at them, and try to help?
DEV: no, they're less than 1% of our customers,how much time do you think they deserve?
TH: ok, I'll tell them only 5. {feels rejected as he posts on SL board about top 5 problems}
That's about how that conversation went.
Cap'n,
I just took a quick look at the report and here were the first 5 issues:
I guess this is a decent starting place, but I'm a bit concerned with #5. I agree that SLXP is now coming to quickly, but I *really* hope this doesn't spark ANOTHER slxp fiasco. Until there is a compelling reason to be a Squad Leader, I think any adjustment to slxp at this point should be toward the BOTTOM of the priority list.
Instead, I would replace this with some sort of plea for NEW abilities to address the core issue: Squad Leader is the most useless profession in the game.
OmegusNeo wrote:
Thulium wrote:
Instead, I would replace this with some sort of plea for NEW abilities to address the core issue: Squad Leader is the most useless profession in the game.
NO!!!! BAD IDEA ADDING BAD!!!! ADDING VERY BAD!!!!!
do you know what happends when stuff is added to a profession that is bugged to hell? new buggs get added on top of old bugs
and thats the last thing we need is more useless skills that dont work.
i think the DEVs need to fix what we have now and then add new stuff
Problem is, what we have now ISN'T broken, it's just DUMB.
Squad Leader specials are SUPPOSED to scale the amount of HAM cost based on the size of the group. /volleyfire does basically what it's supposed to, but the effect is not what you or I expected. /steadyaim is working as intended. /rally fails too much, but even when it works there's hardly a noticeable difference. /boostmorale works, but not as advertised (spreads wounds instead of damage like the guide suggests). /formup works, but how often do you need that when you'd rather keep your HAM and survive? /retreat works, but again it's a very limited application. and the mobility passives work, well, KINDA.
If all we get is fixes what do we have?
1. /volleyfire costs less but still does less damage than a Novice Marksman special.
2. /steadyaim costs less but still has hardly a discernable effect, and is meaningless to a person who already has a high accuracy rating.
3. /rally gives you a tiny boost that will still probably go unnoticed until someone tries to harvest.
4./boostmorale spreads damage instead of wounds, but still doesn't do anything and gives our medic friends a more tedious task.
5. /formupgets the HAM cost decreased, but how often were you using it before??
6. /retreat is working as intended. Gripe all you want about the HAM costs, that's what it's meant to be.
The saddest thing about the profession is that it is so worthless, we can't even tell when something works!! ![]()
You've got it. Even if they boosted what we have we are a joke. Needs a complete rework. Just like the BH got...those in Beta remember what the BH was before...and then 6 days before release they completely re-worked it into what it is now. Who will argue that BH is weak? (I am not referring to the investigation xp grind here, just abilities.) That's what SL needs.
Thulium wrote:
Instead, I would replace this with some sort of plea for NEW abilities to address the core issue: Squad Leader is the most useless profession in the game.
NO!!!! BAD IDEA ADDING BAD!!!! ADDING VERY BAD!!!!!
do you know what happends when stuff is added to a profession that is bugged to hell? new buggs get added on top of old bugs
and thats the last thing we need is more useless skills that dont work.
i think the DEVs need to fix what we have now and then add new stuff