Squad Leader Archive

Thread: SL CU bugs *eddited May 31 2005

_scout_
Sat Jun 11, 2005 5:42 am
#40


Lupercus wrote:
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 thier FIRE POWER on 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!






a.) I so far havent noticed that the melee and ranged defense bonus the MSL provides is capped.
Bonus from skill enhancing attachements like armor or clothing attachments are capped at +25 you wear but the bonus from the SL to ranged and melee defense were never capped at 30 and are reported by several other MSL and SL to work pretty good.

b.) Volleyfire is a single target special, that draws a lot of hate, what is the reason why in several MOBS will be attacking you. It is NOT an area attack. Volley fire is working, as it does paint your target with a huge crosshair and all attacks do 15% additional damage.

c.) Forum up does remove stun and dizzy, but only those two stats are removed. If it is working in PvP is currently under investigation as there was a publishing saying it wouldnt remove it in PvP anymore but a DEV at Fan Fest said they didnt changed anything.

d.) No we are not useless, since it is been always the player leading the group who makes the differnce. Yes we could certainly use some DEV love and some specials which would make coordination better but we are far from being useless.

e.) Im a leader of players, not mindless MOBs or NPCs. If you want to pull more pets try out the CH.

f.) This should be the BUG thread.









- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Sylow
Mon Jun 13, 2005 4:35 am
#41

Aye, this is the bug thread, and i wonder if we'll in the next time give a top5 to the Devs again. I plead to add these two in there:


1. Steady Aim only improves one attack per person and then is removed from the player.

2. Modifiers don't show up in character sheet.


I think that fixing these two things along would help the profession a lot. (The first should be very easy to fix, the second is important because i too often hear people doubting that the SL-bonuses work at all as they don't see it in t heir character sheets. Would the numbers show up there, people would doubt less and would finally accept and believe that SLs are good for something. This probably would help the SL profession a lot in the long run, as people would find trust into the profession again and would actually use it.)






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
_scout_
Mon Jun 13, 2005 4:58 am
#42


Sylow wrote:
1. Steady Aim only improves one attack per person and then is removed from the player.
2. Modifiers don't show up in character sheet.




@ 1.) I fear we will be getting a working as intended for this. Your observations that it only affects one attack is pretty good and estimating the amount of having it implemented to work over a long time vs. just on one attack, the timing of this as it is, is to accurate, and I guess this is their intention for the skill. A more significant bonuse, which are appropriate to the windup and the long cooldown would be nice.
Still with damage caps tied to levels and accuracy affecting to hit as well damage (I STILL HATE LEVELS), the difference might be to low to make it a realy good skill. Thus this still will be just a mediocre usefull skill.

@ 2.) These should show up as buff icons on the characters when they are grouped with the SL IMHO. It is far more visible and ppl would immediatly notice them if a SL becomes leader of the group again making the usefullness of a SL far more obvious to non SL.









- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Lupercus
Fri Jun 17, 2005 4:28 pm
#43

a.) I so far havent noticed that the melee and ranged defense bonus the MSL provides is capped.
Bonus from skill enhancing attachements like armor or clothing attachments are capped at +25 you wear but the bonus from the SL to ranged and melee defense were never capped at 30 and are reported by several other MSL and SL to work pretty good.


OK, I may stand in error on this, but, my skill sheets shows my ranged and melee defence capped at +30 to the group, but terrain negotation is set at +60. Im on the farstar server, maybe its just us, i saw a thread and gave my opnion and my observations.


I do regreat the NPC hadler comment, the more I think on it, the sillier the idea gets.

Still bottom line, Dev Love please, and do check your skill sheets and tell me if you have a skill line saing:

'group ranged defence +30' ratehr then +65/70 what ever it is, same applies to melee, I new and Im sure you guessed, go easy on us newbies, slatings hurt
clupus
Sat Jun 18, 2005 8:25 am
#44

1. 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?

As a MSL you can only give a +30 group ranged/melee defence. This is what shows up on your skill mods sheet as a group ranged/melee defence under the group burst run efficency of +60 and the group terrain negotiation of +60. The rest of the ranged/melee defence bonuses are just general ones for your character. Does this clear up this question?

2. @ 2.) These should show up as buff icons on the characters when they are grouped with the SL IMHO. It is far more visible and ppl would immediatly notice them if a SL becomes leader of the group again making the usefullness of a SL far more obvious to non SL.

This is a GREAT! idea _scout_.

Steady Aim- this skill is one of those skills that a squad leader should use right before a squad attacks, so it makes sence to have it as a one time use. To this end I agree with the action costs, the warm up time, and the cool down time. I do think that it should last longer though befor the first shot is fired. You should be able to get your squad in place, use the steady aim and everyone, for that first attack, would get the bonus. The only reason I feel it should last longer is so that it would be useful in PvP, as most players dont stand around when they see red on their radar, so the squad leader would have to use this ability before the squad got inplace. It would be nice if the accuracy bonus was greater.

Calling Faction Pets- i have to say that it would be nice to call more faction pets, but I really hate this idea. I like it only becouse it would give me an unfair edge, which would soon be lost as more people became squad leaders.

Rally- I do like this skill, and I feel that the bonus are good. I have a problem with the warm up time. As squad leaders we have to be able to react to the battle. Rally, which seems to me as a reaction type skill, has a way to long of a warm up time to be usefull in a fast changing battle. Once the rally works, the situation that you called rally to address is over.

Overall I feel the squad leader prof doesn't need alot of work. Tweek a few skill like steady aim, rally, and boost moral (this one for sure) and possably add some more to the master box as squad leaders dont seem to get much to master.
Keep the ideas coming.
Fanjita
Wed Jun 29, 2005 9:45 am
#45

Pretty regularly now, I'm seeing that if I join an existing group, then get made leader, my SL buffs are not being activated.


Most obvious is terrain negotiation - I have zero TN in my own template, so the +50 group bonus is easy to see. These days I only seem to get that +50 if I am the one that forms the group. Makes it a pain to have to disband existing groups, just so I can reform it to do my job.





---
Fanjita Ovem [Combat Medic/Squad Leader]
Scratchen Sniff [DE/Artisan/TKM]

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Sylow
Thu Jun 30, 2005 1:05 am
#46



Fanjita wrote:

Pretty regularly now, I'm seeing that if I join an existing group, then get made leader, my SL buffs are not being activated





It's interesting, i tested the same issue in Pub 17 and found that the defensive modifiers actually applied, when i was leader, no matter if i formed the team myself or was made leader via /makeleader.

I didn't test for terrain negotiation, though.






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
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