Squad Leader Archive
Thread: Squad Leader CU Skill Tree
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.
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...
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
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....
_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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