Squad Leader Archive

Thread: Squad Leader CU Skill Tree

emmlemaudit
Tue Apr 05, 2005 8:19 am
#40

Totaly agree with landorin.

Didn't read it that way first of all, but You're right!!! Oo


WHat does that mean SL being able to "grind" his profession with out being ever once grouped....


I thought CU woth reinforcing grouping ?!?


So Why do they go backward especialy with the ONE profession whitch was going the right way all the long before this strange change?!?



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Landorin
Tue Apr 05, 2005 9:38 am
#41

Well, it means theoretically you could grind SL now without being forced to be grouped, so theoretically you could solo grind this as any other profession. This whole weapons xp concept is the total opposite of a true "squad leader" concept. Whoever enjoyed hunting groups, leading groups or grinding SL probably knows the fun of grinding and playing that profession.
If there is any profession about grouping then it's this one. I say leave the SL xp concept the way it is, just give less xp (I personally don't mind if people grind it in 2 hours but I can understand if the majority wants slower SL xp gaining) and I hope Irott as our correspondent has a similar point of view.
Novock
Tue Apr 05, 2005 11:15 am
#42

Yea a form of SL xp needs to be brought back. Put caps on the xp to keep it under control, tone it down whatever makes it fair but don't make it pistol xp thats going to be highly restrictive.



Novock
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Sylow
Wed Apr 06, 2005 2:51 am
#43






Landorin wrote:
Well either this thread got bumped to page 2 immediately or there is no official (correspondent) interest to this SL xp (not pistol xp) issue. :/





Considering that there are several elite classes wondering why they have "all pistol XP" requirements, i assume that this is a bug which is not going to make it into the final...






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LiakyK
Wed Apr 06, 2005 8:44 am
#44


Landorin wrote:
Well either this thread got bumped to page 2 immediately or there is no official (correspondent) interest to this SL xp (not pistol xp) issue. :/


Havent they mage a few posts on this subject?

Message Edited by LiakyK on 04-06-2005 11:45 AM



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Voluptua
Wed Apr 06, 2005 11:07 am
#45

Does it still require 0004 scout and 0004 marksman or have they removed the camping (finally) requirement?




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Kharast
Wed Apr 06, 2005 11:26 am
#46

yup...SL's are still happy campers



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NarCranor
Wed Apr 06, 2005 10:39 pm
#47

alright, my big question here is does this CU skill tree actually count as our SL revamp? is that still on the schedule somewhere or not? Because really all I see are a list of abilities that are already in game (and dont work, and even if they did all work as originally intended, they were still pretty weak and useless). Now so long as we are still getting a full revamp somewhere down the road, great. But if this is supposed to count as our revamp as well, well then lets say im mighty dissapointed in the skill tree.



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NarCranor
Wed Apr 06, 2005 10:42 pm
#48

whoops, BTW, I totally agree we should be a combination of SL xp and combat xp, to keep it open for SLs of all elite combat profession types.



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Ackehece
Wed Apr 06, 2005 10:48 pm
#49








NarCranor wrote:
alright, my big question here is does this CU skill tree actually count as our SL revamp?


No


is that still on the schedule somewhere?


Yes


Because really all I see are a list of abilities that are already in game (and dont work, and even if they did all work as originally intended, they were still pretty weak and useless). Now so long as we are still getting a full revamp somewhere down the road, great. But if this is supposed to count as our revamp as well, well then lets say im mighty dissapointed in the skill tree.


You are looking at names not at what the abilities do aren't you? They have changed....










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irott
Wed Apr 06, 2005 11:10 pm
#50

The Squad Leader Revamp does not fit the scope of the Combat Upgrade.


What is the scope of the combat upgrade you ask? Well that is a very good question.


The scope of the Combat upgrade is ***NDA*** combat.



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NarCranor
Thu Apr 07, 2005 2:14 am
#51

well what have the existing abilities changed to then?



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_scout_
Thu Apr 07, 2005 2:54 am
#52

I once wrote this:

_scout_ wrote:
p.s.
There was once a friday feature where they talked about different weapons modes which weapons could be set to.
...
Maybe they dropped this idea...


and found the answere to this from helios_soe posted in the commando forum

Helios_SOE wrote:

garvin wrote:

Helios_SOE wrote:

Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes..... The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. ..


Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.



Hey Helios...

Is it possible that our Heavy Weapons could have "settings" that come up in the radial menu? I'd love to be able to see us turn on and off the AOE effect of our weapons. ... it would be MUCH MORE cool if we could turn that AOE effect on and off on the fly (even if it was OUTSIDE of combat only).




Today, I don't see adding any "switches" to the weapon. It complicates the user interface and gives the benefit of the AOE without the trade-off of generating alot of aggro. The current implementation also forces tactical decisions about which weapon to use in various situations. Additionally, it implies an interesting group pve/pvp dynamic. Commandos are the masters of destruction as well as the special weapons experts. As such, they must learn to control their firepower on the field appropriately. Misuse of such power could be detrimental to the Commando. This is intentional.
The actual numbers of it all might (most likely) need to be tweaked, but right now this is exactly how it was intended. Whether or not it turns out to be fun for most people is also yet to be determined.




just wanted to clean up, what I brought here...



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