Squad Leader Archive

Thread: Squad Leader CU Skill Tree

joekakstod
Sat Apr 09, 2005 5:54 pm
#66

Who came up with this genious idea of pistols XP? They need a /backhand.



Kakidian / Dynamite
... still grinding
Ragnaat
Mon Apr 11, 2005 2:42 pm
#67



Jyeoi wrote:
Yes we need SL xp back!!! just modify the formula man... and then change the FS conversion rate to reflect it...


With the change down to a max 8 person group you've already trimmed down the max XP rate quite a bit. But I agree. As I mentioned above it just doesn't make any sense to create a system where one can be a MSL without ever being in a group with another player.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
MisterLeebo
Tue Apr 12, 2005 10:55 am
#68

Betweenhealers and Squad Leaders, they're removing all the 'unique' forms of Experience so everything levelsthrough combat. Pretty soon you will need Combat Exp to level Architect.


Squad Leader exp wasa highlightedaspect of SWG, the ability to gain experience doing what your class was meant to do, just like medics getting XP for heals.The formula needed adjustmentsbut this DOES NOT FIX ANYTHING.



v Leebo v
Need someone whacked?
I can stuff them down their own Food and Chemical
Processing Unit and make it look like an accident...
DiLune
Tue Apr 12, 2005 11:31 am
#69

While I would like to see the xp changed for SL I will never ever claim the old SL xp system was unique at all. The first was a formula based on personal combat xp multiplied by number of players and pets in the group. Then it went through a transition and landed on group combat xp multiplied by number of players in the group. SL xp has always been based on combat xp and never on using SL abilities. Ideally it would change so that it is based on using your SL abilities.
MisterLeebo
Tue Apr 12, 2005 5:52 pm
#70

True, but what I was getting at was being a "combat profession" that didn't have to personally deal damage in order to advance. You could focus on your role. However that way of life is gone forever, my previous point about all professions advancing through combat alone has just gotten proven yet again.


... Scouts and Rangers no longer get scouting exp based on how muchof an animal resourcethey harvest, the formula has been changed so it's based on... (drum roll) COMBAT LEVELS! Sorry squad leaders, but I don't think SL exp is coming back.



v Leebo v
Need someone whacked?
I can stuff them down their own Food and Chemical
Processing Unit and make it look like an accident...
_scout_
Wed Apr 13, 2005 3:12 am
#71


DiLune wrote:
While I would like to see the xp changed for SL I will never ever claim the old SL xp system was unique at all. The first was a formula based on personal combat xp multiplied by number of players and pets in the group. Then it went through a transition and landed on group combat xp multiplied by number of players in the group. SL xp has always been based on combat xp and never on using SL abilities. Ideally it would change so that it is based on using your SL abilities.





Initially a good idea, but how would you reward a Squadleader who is coordating his group but not using his SL abilities.
I often see me in the role of coordinationg the different ppl in my group, hand out targets, objectives with the occasionally forum up when I see ppl dizzy or stuned.

Im often very busy with checking targets, watching my groupmember HAM bars ... . That I dont use very much SL abilities.

And as Im not very experienced in PvP so far (im currently trying to take out bases as much as I can) I sometimes am group leader but not leading the group, helping the more experienced Player in coordinating attack and defenses.

SL is a social combat profession, like entertainer, its less what abilities we use, but more what we as players put into it.

I would relate the SL xp on the combat XP gained by the group.
A good SL will turn his group in to a high effective team gaining XP thus combat XP rather fast.
SL abilities should help coordinating attacks (painting targets, setting wps for groupmembers) as well as give some passive abilites to support the overal group.

This whole LvL based XP gains is in my humble opinion total bull crap, as well as the idea damage is based on lvl.

I read on the forum from someone who tested it, that the damage you deal is based on the lvl difference rather than on your equipment.

I understand everything is still in work but the current direction is a very very very large dissapointment for me as a SL and I was a strong supporter of the posed concept ideas, which still are very good, but the stuff they didnt offered to the community are very very very alarming.




.



- 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
Wed Apr 13, 2005 4:22 am
#72








I read on the forum from someone who tested it, that the damage you deal is based on the lvl difference rather than on your equipment.

I understand everything is still in work but the current direction is a very very very large dissapointment for me as a SL and I was a strong supporter of the posed concept ideas, which still are very good, but the stuff they didnt offered to the community are very very very alarming.




I have the very same oppinion. From all i see and read, you'll help your team several times more by becomming anything but an SL, things like "melee defence" or "ranged defence" are just numbers on the sheet and have virtually no impact compared to the significance oflevel.


Now the SL doesn't modify the levels of the players in group, he only gives skill modifiers which now are more worthless than ever before, the only reason to get more than 0010 SL are certificates for armour and weapons. Though, these can be better obtained by other professions.


I understand that they want chars to get more powerful. SWG up to now had an elegant solution which effectively gave players improved damage absorption by "ranged mitigation" and "melee mitigation", dropping those and giving the players more health looks crude to me in comparison. Still i can understand why they made this change, many players didn't fully understand the mitigation and thus didn't realize that their chars with mitigation actually were significally more resistant to damage than without. Also i assume they had to do the "increased health" trick, otherwhise the removal of buffs would have had too many people crying. (The "perfect" solution in my eyes would've been not to touch health at all... rather put something like "1.5% general damage reduction" cummulative into each and any box of combat professions and put a cap of 66%. That way you'd have the very same effect like increasing health by 200% while players would still "look" the same. But i guess that would again overstress the understanding of some players. )


What i fail to understand, though, is that the game still needs damage modified according to level difference. I would say that defence modifiers and increased HAM should do the job very well. (Perhaps it's just me, but i think a master of two combat classes with defences over 150, 3k of HAM and armour which takes away 50% of all damage should have a significant higher chance of survival than a novice marksman with 1k of ham, no armour and minimal defences...)


I really hope that the system will be changed, we don't need damage and chance to hit based on levels, the skill modifiers should do the job well enough. Additionally i very much hope that players can't determine levels when the thing goes life. The "levels" perhaps might be kept internally for the CON-system, but no player should be able to see that, they are badly immersion-breaking.

Message Edited by Sylow on 04-13-2005 01:31 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Glynnis
Wed Apr 13, 2005 7:56 am
#73





_scout_ wrote:
SL is a social combat profession, like entertainer, its less what abilities we use, but more what we as players put into it.


I think this is very insightful and perfectly describes the way I like to play squad leader. I enjoy meeting many different people and collecting them together to go hunting or complete quests or (my current hobby) destroy the vette.

I would like the CU to keep a type of SL xp based on group combat xp. It should definitely be more difficult to gain SL xp than currently. I think it's reasonable if one SL tree is based purely on combat xp similar to ranged support in marksman.

I really like the idea of painting targets and setting group waypoints. That would make commication with the group much easier (and more fun for me too).




-----
Glynnis Kerrigan : Pistoleer - Squad Leader : Kettemoor
MailekEOC
Wed Apr 13, 2005 6:11 pm
#74

Looks like they think it works in the new combat system to have pistol xp. Is it that hard to make it one line of combat or 2 and the rest SL xp?



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


Lorianna_Aliishyn
Sat Apr 16, 2005 3:12 am
#75


I'm sorry...what are these two other certs we're getting? I don't see any weapons certs in the skill boxes on TC. Is one of them the E5 carbine?

Also, is there any posting that gives details about this pistol we're certified for at Master, the E5 and whatever the 3rd one is?

Message Edited by Lorianna_Aliishyn on 04-16-2005 05:44 AM



Lt. Cmdr. Lorrianna Aliishynn _________________________________

"Vigilo Astrum"

_________________________Imperial Naval Intelligence, Naboo Det.

Loki_Ashaman
Sat Apr 16, 2005 9:16 am
#76

E5 carbine and beam rifle. All weapon certs have been removed from the skill trees, you have to examine the weapon to see what it requires.




XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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


Page 6 of 6