Squad Leader Archive

Thread: Here is some fun I had while trying the new SL buffs!

Loki_Ashaman
Fri Oct 21, 2005 12:47 am
#66

123%? Did you just use called shot, or called shot and paint target? All other testing so far has shown a Master Level Called Shot to be at 110% since it was reduced during TC-testing, and Master Level Paint Target to be just short of 15%.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


TireeG2
Fri Oct 21, 2005 12:59 am
#67


I could be mistaken, but I believe the damage increase I saw was more like 110%. Considering that effects one shot only, and it takes an attack round, the damage output isn't that unbalanced.


I'd like to also mention, as I did in another post, called shot is really not going to be that effective for as some say, "real pvp". The problem is, with multiple people hitting the same target, there's no telling what shot is going to get the double damage. It may be a ranged shot, it may be a KD, in either of those cases, more than likely the SL would have caused just as much or more damage to the target by using a straight damage shot.


Even in duel situations it's not that effective. Say you have the action to keep up Crit Shot/Called shot, you're dps is only going to be ~5% higher than say legshot/Crit shot.



The only time called shot is good:


When you are certain that the next hit you do is going to be very strong to begin with. So, to use it effectively, stack up your damage modifiers and use your best shot. This way you get a large total damage multiplier, whether or not this is raising your dps is questionable as the time it takes to do all this is very high. (I can hit someone for 6k before armor, but it takes about 10sec of prep). The only reason doing this is useful, is to try and incap before they can heal. Sometimes it works, sometimes it doesn't.


If you are a jedi being hunted: The bounty hunter is not going to jump off the swoop and one hit you. If you let him get on the ground and stay there for 10sec painting/aiming/calling/sniping, maybe he will. If you see someone do this, charge them or run, they're only going to get one shot at one of these "uber damage shots". If they do get one off, be ready with the heal, because they cannot hit like that twice ina row.





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Alastor_Ragna
Fri Oct 21, 2005 3:59 am
#68

Call to arms works with JEDI and TK armor , doesnt do a thing with other templates , The individual buff that also affects armor rating does the same . Tactics gives only a minor damage soak . And tbh , Called shot isnt unbalaced , you are skiping a round of attack and theres no way in hell a jedi would let you just stand there and wait for a BH to drink pyro , take ADV aim and then pull that Improved Sniper ( to even Adv , there will be no points on a template to pull that special ) for those amazing 10k hits . I tried that yesterday against a non defender jedi and could even reach the 1.6k after armor ... hardly unbalanced .
Now talking about unbalanced ... just nerf those freaking droids with repair modules and that can be healed by a CM those things are a extra 100 dps that cant be killed ... and snares also tbh.



When you get to hell tell them that i've sent you .... you'll get a group discount.
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