Squad Leader Archive
Thread: REVAMP FOCUS: Misc. Concerns
Grozurr wrote:
something to keep in mind with the called shot thing is that (and this is something darth sushi recently pointed out) there are alot of different changes going into the game right now, and while we dont want to get nerfed right away, these changes may be in line when a couple of the other revamps go in.
Additionally if we keep in mind that squad leader has NO direct attacks, for being a combat profession this is fairly rare. Instead we greatly enhance the group at the cost of not being able to solo as well, not having the same attack speed, not having the same defenses, not having the same offenses, etc. Our abilities are farly limited to enhancement. While you may say that some of the abilities are overpowered, doesn't it make sense that our abilities should create a group that is extremely effective? Such a sudden cool down on called shot may be a bit fast, but keep in mind that this may be the way we make up for the additional combat specials that other professions have--we are limited to whatever our 2nd profession may give us for attack specials.
I have to definately object to calls for a 1 minute cooldown on called shot. Even a 30 second cooldown is a bit drastic. If we are going to limit our options, i say be reasonable. to me, 10-15 sec is reasonable. no more. 4 of these shots per second allows us to cut apart a different group--as we should be able to--without becoming a buff bot. Many people in the SL community fear that with the new SL changes we will become buff bots. Should we cripple called shot to only be usable once per 30 sec or once per minute, this will encourage people to have a SL buff bot. 10-15 sec or less (even 5 sec might be ok imo, though more testing is needed) gives a good reason for Active Squad leaders to play. Any more than this and i feel that we are encouraging AFK SL's. The shorter times are actually an advantage to a well organized group and experienced squad leader. Take an unorganized squad with an unexperienced SL: with a rapid reuse timer the group can't adapt and move and react fast enough to utilize this ability to its full potential. If we lengthen the timer we actually bring these less-able squads onto the same plane as a better run, more experienced squad and squad leader, because the more able squads can only take advantage of the opportunity just as fast as the less able squads. For the better run and experienced squad the shorter timer allows these groups to be more effective, while the less experienced ones fall by the wayside.
Imagine two equally sized and uniformilytemplated groups, both with squad leaders. Group A is a poorly-run, inexperienced group, while Group B is very experienced and effective, with a strong squad leader. With a longer timer group A has just as good of a chance to rip appart group B as group B has a chance to rip appart group A. Use a shorter timer and Group B will tear appart group A because of group B's ability to switch between targets and become organized takes less time than A's. While in the first situation group A has 30 seconds to choose a new target and get everybody to attack that target, in the second situation they have less time and will fail to all target the chosen target by the time the timer is up. A may get6 people to shoot on the target in the first25 seconds while B may be able to get that same 6 people to target in 10 seconds. If both the timers have a cooldown that is 30 seconds then both squads have an equal opportunity and there is no reward for a better organized team. If the timers are in the 10-15 second range then SquadB can deal more damage faster than Squad A. in this example if the timer is 10 seconds then group B can deal about 2.5 times the damage of A in the same time. 30 seconds? they deal the same damage.
Granted, there are many other factors that can go into this, but my point is that there needs to be a reward here for squads which are more organized, and i think that a low cool-down timer is the perfect way to reward them.
Grozzer Agoutt
MRM/MSL
Good comment...Hence the profession " Squad LEADER"
Message Edited by Ziorwokie on 10-15-2005 08:45 PM
Mavhawk wrote:
So say you are a Master Brawler and Master Dancer. Once you reach Master Brawler you're what, CL50? If you keep fighting and gaining all that Combat XP your Combat Level should increase based on that, not on what you've learned as a skill, but from how you are able to use your skills. And if you drop a skillset to pick up something else, why do I get weaker? The CL should always go up to 80, but not go down.. Well maybe over time if you don't gain combat XP for a while, like 1 CL a month if you don't get XP, or 1 a week of online game play if you don't get XP.
OR... 1) We throw the entire level system out the window and put +health mods in boxes and let players if they so choose to health stack or 2) we can just based on Skill Points used. 245+ Skill points used = lvl 80. The Health Bonuses can go into the combat boxes but not in the crafting/entertainer boxes. So, someone can play a lvl 80 crafter with 1000 Health and not be One-shoted for just going to their factory with a random spawn in their factory.
How about if SL Xp is required, but the Devs convinently forget to turn on the how to gain SL xp?
Sylow wrote:
Ackehece wrote:
anyone notice we lost focus on a primary concern lately?
SL experience vs Pistol experience.
I don't know, this was something which actually never bothered me so much.
SL XP would be a nice to have, but the grind is over after a few evenings. Balance issues or bugs on the other hand can torture us for a long time.
Ackehece wrote:
anyone notice we lost focus on a primary concern lately?
SL experience vs Pistol experience.
I think SL XP was completely thrown out the windowwhen our requirment to lead the group was tossed.
Hhow about if SL Xp is required, but the Devs convinently forget to turn on the how to gain SL xp?
Sounds like a plan...
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I've been steadily grinding, solo,through the new and improved squad leader on TC. I had originally expected this to be a pain since SL is based on pistol exp now, and my other combat prof is carbineer. The two have gone together without any major issue. The big issue I'm seeing ahead of me is 340,000 combat exp for the master box (would prefer 1,000,000 pistol exp or 100,000 combat exp, but 340,000 combat exp is still doable). Even without any specific pistol mods in my build (other than pistoleer 0001 for stopping shot) the use of a decent pistol and steady aim has made the advancement in SL as smooth as the advancement in carbineer.
I admit, i followed my SL nature and did my grinding in group... and i also can confirm, the combat XP was the only painful part. I was Carb 0110 when i had the combat XP for novice SL together, and i went from Carb 0110 to something like 4430 or so till i had the combat XP for mastering the SL. The pistol XP based parts of SL were done in no time...
Giant2005 wrote:
It only takes 2 lairs to get the combat xp if you nade....
Do you have any idea how expensive that is?!?!?
and especially for those of us who are cheep?!?!?!? (not poor...cheep)
BTW bravo on catching my mistake earlier. I assumed (wrongly, apparently) that the pvp level situation worked the same way as the pve, and from my own experience at least when there is a large level difference (20+) there seems to be some difference (i hit harder on the lower levels than those of even level).
The situation still worries me a bit, as there aren't many chances to test out a 5-10 level difference in pvp (nearly all players i meet in pvpare level 80) and as such we dont' know how it would affect the game. Regardless it's only in that "idea" stage and imo any ideas for a decent end-game are good ideas.
Grozzer Agoutt
MSL/MRM
"You can not Rally Point while Piloting a Ship."
Umm.... I thought that ability was supposed to work in space? ![]()
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Regarding CL in PvP and duels.
- Low level (lvl 1-40) character have only very low defenses. As accuracy will increase your damage when your accuracy is higher than your opponents defense you certainly are hitting low level characters much harder as when you would hit a high level character.
So characters combat level DO matter in combat and regarding damage, because a high level difference between attacker and defender will also indicate a high difference in accuracy vs defense, resulting in a higher base damage.
Regarding how accuracy works.
- I know form TAfirehawk that accuracy is affecting your changes to hit. The higher your accuracy the less often you will miss. We also know that depending on your accuracy compared to the defenses of your opponent you'll do more damage if your accuracy is higher than your opponents defenses.
So this is only an assumption, but my take on this is, that the bigger the difference between your accuracy and your targets defense is the close your base damage in combat will be to your max damage of your weapon. If your accuracy is lower than your opponents defends your damage done will be more based toward your min damage of your weapon.