Squad Leader Archive

Thread: Squadleaders, wot are we expecting? Revamp or Fixing? A discussion thread......

Short_Timer
Tue Aug 30, 2005 4:01 am
#1

I dunno about anyone else, but I honestly cant see us getting too much of a revamp. Instead I think we will get "quick-fixes" to the exisitng skills/mods/abilities. Fundamentally most of our stuff works, its just that itis less effective (read useless) in post-cu SWG.


Our mods work, our skills work and our specials work. They just need bringing into line with the combat values and setup in the current combat model. Of course we have stuff like our SEA's not working and the xp issue, so these definately need fixing, but I wouldnt call any of this a revamp.


There have been many discussions proposing the idea of increasing group size, but I firmly believe it aint gonna happen. The devs have stated previously that the current content is designed for 8 players max, and that it would be game-breaking to increase this. I feel pretty sure that this alone kills that idea. Also the fact that in a group of 4 my guild has completed just about all the PvE content would lend credence to the devs viewpoint.


PvP becomes a different matter with regard to group size, it would be incredibly useful to control bigger groups but how would the game distinguish between PvE and PvP for grouping. Another killer to our idea


Now the group sizing is possibly the no.1 issue most SL's want, so with the probability that the Devs arent gonna change the whole combat model around us what can we realistically expect to receive?


The initial "tease" by JFreeman was that we could expect something in Pub 24/25? At the rate of publishes this could be anywhere between 4-8 weeks, which isnt a lot of time for huge changes. I predict a set of tweaks to our inherent/passive mods to bring them in line, similar with skills such as rally/steadyaim/volleyfire, fixes to SEA's and the retreat/boostmorale, plus (i hope) something for the Master Box.


So where does this leave us? We basically need to focus on the following: -


1) What level we want our mods, whilst ensuring we keep them balanced

2) What we actually want at master

3) What we replace/alter boostmorale etc with


If we can keep it focused and propose sensible and realistic changes we may stand a chance of getting what we want. If we focus on potentially game-breaking items like bigger groups and airstrikes we run the risk of getting stuff forced on us that nobody really wants.


_scout_
Tue Aug 30, 2005 4:40 am
#2



No Im not stalking you.

Looking at your Register date you should be a long time player, but looking at your forum post your not a long time poster so you might havent noticed this :

There are already several different threads open and still in discussion where exact your proposel and discussion fits into, among the stickies is one called the State of the Profession - 05 AUG 2005 and especially the If ever a DEV woudl post here where as well our current state is discussed as well as that there are several proposels for different fixes for boostmoral as well as how high our stats should be or what else we should get in either quick/hot fixes or ina complete revamp. Read past the trolls, there are several links posted in that thread to ideas and proposels form the Squad leader communty collected there, its a long thread I know.

I pls ask you to read those first and you can see that most of your questions will be discussed there and if you need to refresh the discussion pls do that in those threads so you dont wear out the older squad leaders on the forum by having us repeat and repost everything time and time again.

You know old geezers get lazy, thats why they sometimes seem so short bound and harsh to younglings who seem to have a new idea.

Another scource for more ideas which are and have been floating around the squad leader profession is the Squad Leader Issues thread at the wiki where I tried to collect all ideas and put them into a more easy to read forum than rather have to browse hundreads of posts.

There you can even edit, alter and add your ideas to the current stack of ideas proposed from several oldtimers as newbies on the SL forum.


EDIT:
Mate I ll do you a favour these are the numerous links but you still have to read that thread alone for the other ideas:






Message Edited by _scout_ on 08-30-2005 01:42 PM



- 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

Short_Timer
Tue Aug 30, 2005 5:09 am
#3

Errr, yes I'm a pre-euro launch veteran. Yes I read those posts u highlighted, but I was after something more..........


Look at most of those threads and they are populated by people asking for bigger group size, which as I discuss aint gonna happen (imho) due to combat model restrictions. All those threads are populated by lovely ideas about what we would like in an idea scenario etc etc. but what I was trying to get across is that with relatively little time until the alleged "revamp" what do we think we are going to get.


I realise many of the ideas have been discussed to death, but not in the context of it happening quickly. Example: they arent gonna be able to expand grouping without rebuilding the whole combat model in 4-8 weeks!!


Whilst I realise you were trying to point me in the right direction to find these answers, I was after something more, but maybe didnt come across that way. Its easy with long posts to start in one direction and end up at a different place


I merely wanted to convey the idea that we are possibly gonna get fixed, not a large revamp that would be our ideal scenario, and then see what people thought we would get. The purpose wasnt to discuss old and worn out issues, more to have a discussion about what we think we will get.


My apologies if it didnt seem that way. I guess I got distracted by work (or my boss coming into the office) and the post turned into summink else...........


Sowwy



_scout_
Tue Aug 30, 2005 5:30 am
#4


Short_Timer wrote:

Errr, yes I'm a pre-euro launch veteran. Yes I read those posts u highlighted, but I was after something more..........

I merely wanted to convey the idea that we are possibly gonna get fixed, not a large revamp that would be our ideal scenario, and then see what people thought we would get. The purpose wasnt to discuss old and worn out issues, more to have a discussion about what we think we will get.

My apologies if it didnt seem that way. I guess I got distracted by work (or my boss coming into the office) and the post turned into summink else...........

Sowwy






Welcome aboard and thank you for readin those post.

As Keldarin is currently working on SL fixes, as Tiggs noted and Darth Sushi is holding us back some information he has but we dont

/poke Darth Sushi

it certainly is interesting to guess what we might get ...

So guessing what we might get (taking into account that only the alpha class and their pets (aka BHs) are allowed to have revamps and all other profession only to have quickfixes, see current alpha class whining in Tiggs thread that they wont be affected by the new buffs, yeah the alpha class is sooo focused on crafting) ...

  • A passive buff icon
  • slightly increased passived mods
  • slightly changed timers, which some are already in effect, especially regarding windups and cooldowns
  • boostmore changed into something that probaldy is usefull but wont work and when its works, gets nerfed by the alpha class
  • steady aim lasting the whole 30 seconds and an adjustment of the bonus in accuracy it gives


This was estimated by the amount of work they can do in a reasonable time and the changes the DEVs did to other profession in the past.

Though the CH pet revamp and now new entertainers buffs fall total out of line with this estimation, that leaves us open to get .... anything ...


*start dreaming*
/slap self
sorry to much brandy...

I wont guess anything, since I only believe something to be working after the alpha classed has nerved it ...

Sad but true ....









- 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

Short_Timer
Tue Aug 30, 2005 6:35 am
#5

Oooohhhhhh, buff icons. I had honestly forgotten about them. Yes, definately a requirement, as is displaying our bonuses on teammates sheets!!! (personal pet peev tbh)


I agree with the increasing our mods for sure. Lets be honest, that should be the easiest fix to do as its been done many many times to other professions.


I would like to see the warmup timer sorted for Rally at the very least. Its far too long and unless I use the alarm addin command in my macro I keep breaking it. When compared to duelist stance for BH we really suffer with that


Whilst chatting to BadgerSmaker the Pistoleer Corro he thought that Retreat should come with defensive bonuses for just us, so that we can truly "hold the hordes back" whilst our compatriots do a runner. This sort of fits asaccording to the original CU schematic for the combat professions Squad Leader comes under tank, however I've found that I often become a lame sacrifice when using retreat. So I guess that some defence bonus for the SL would be a nice addition to Retreat.


Boostmorale is the biggest headache for me as I honestly can see little use for the skill at present but I'm also not sure wot to expect from it as an alternative............. Maybe like a short term inspiration buff? Actually scrub that.......awful idea


I would hope we get our xp sorted out as its crazy that someone can master SL without ever leading a group, and where's our craftable SL rifle?


I think the key is to be realistic in our expectations. We dont wanna become uber overnightor become some bastardised FOTM template



Sylow
Tue Aug 30, 2005 7:30 am
#6






Boostmorale is the biggest headache for me as I honestly can see little use for the skill at present but I'm also not sure wot to expect from it as an alternative............. Maybe like a short term inspiration buff? Actually scrub that.......awful idea



60 seconds of increased attack speed (like +15 general ranged speed and +15 general melee speed) for the complete team.2Seconds warmup, 60 seconds cooldown, low action costs.


Weaker than the corresponding doctors buff, lasts shorter than the doctors buff, but can be applied to the complete team, it's sure a nice way to slightly increase firepower without being unbalanced.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
_scout_
Tue Aug 30, 2005 7:36 am
#7



Sylow wrote:



Hmmm

I think to many ppl are capped to close to the soft speed cap of their weapon anyway, so that would probaldy just make boostmorale another workin as intended but useless skill when we run the math on it.

I would rather have it a short, action and mind buff that increase the regenerations and if that is to close to the doctor buffs what about just refilling it with the amoung of action and mind the group has?

Or maybe do what it did previously with wounds with mind and action?

So it divided all mind and action within the group (although a lot of PvP players certainly wont like it since it would heavily interfere with their next planned action.

So far i like the most the idea of it beeing an action/mind regernation buff.






- 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
Tue Aug 30, 2005 7:56 am
#8




I think to many ppl are capped to close to the soft speed cap of their weapon anyway, so that would probaldy just make boostmorale another workin as intended but useless skill when we run the math on it.




Can be. But if that's true then i don't understand why people are spending millions of credits to get a SEA like that...


But, alas, higher regeneration rates are also fine with me.








So it divided all mind and action within the group (although a lot of PvP players certainly wont like it since it would heavily interfere with their next planned action.



Not good. It creates the temptation to make the worst mind-and-action burner template, get a gun which is made for damage and speed only with not caring for action cost and then simply leech from the team whatever you need...

Message Edited by Sylow on 08-30-2005 04:59 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Short_Timer
Tue Aug 30, 2005 7:59 am
#9

Actually that fits really well...............


Morale is your teams confidence. If their confidence is high they will fight better. How can we make people fight better? We have accuracy and damage covered, we have defences covered so a stat regen buff is the next logical option.


Good shout fella




GrievousAngel
Tue Aug 30, 2005 9:38 am
#10

Honestly, a short term mind and action regen buff would be nice for boostmorale. I'd like to see something along the lines of +100 regen on each stat lasting for say 30secs-1min. Nothing unbalancing and paired with a decent cooldown timer would prevent it from being spammed. I answered a guildmate's question regarding boostmorale by saying I'd never use it unless I really wanted to piss off my entire squad. Add to the fact that it is useless if a good doc is handy during downtime between raids/bases and I can say I've never once used the skill.



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Sylow
Tue Aug 30, 2005 10:01 am
#11

I used it a few times... usually when in an XP-gathering group who, due to several people playing the "lone warrior" fighting style, lost lower level members. As soon as the lower level member was back from the cloner, his wounds went over to the complete team.


Some people consider it to be the SLs "whip" on the team, and in some way, i used it like that. (Oki, i also used it a few times when hunting in guild and a low level member died... there it's just a mathematical thing, 100 wounds of 1200 matter more than 15 wounds on everybody in team where some people have over 3000 health...


The few rambos who actually were able to understand what i did then seemed to care a bit more for the team. (Guess they realized, letting the youngsters die again would just increase the number of wounds they will have...)







Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
maximum_markus
Tue Aug 30, 2005 10:05 am
#12



GrievousAngel wrote:
Honestly, a short term mind and action regen buff would be nice for boostmorale. I'd like to see something along the lines of +100 regen on each stat lasting for say 30secs-1min. Nothing unbalancing and paired with a decent cooldown timer would prevent it from being spammed. I answered a guildmate's question regarding boostmorale by saying I'd never use it unless I really wanted to piss off my entire squad. Add to the fact that it is useless if a good doc is handy during downtime between raids/bases and I can say I've never once used the skill.


A buff would be really cool, imo. I think that's a pretty good idea. It would make a SL a great find for a PvP group.
Rock on
Wystery
Tue Aug 30, 2005 7:25 pm
#13

We won't get a revamp. Back when it was still possible, albeit a very small chance, the devs and/or irott told us that they really don't know what to do for a revamp. Our profession isn't like any other, and so they can't just give us the regular stuff. The things we want added to our profession aren't worth the time to code. Especially for the least-played class in the game .
There isn't much to fix, our skills generally work. I wouldn't know what little things they would add to us like they do some other professions, we've never been a profession that does little things.



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