Squad Leader Archive

Thread: Top 5 Again

DiLune
Wed Mar 31, 2004 4:49 pm
#1

Here's the exercise: What are the Squad Leader top 5 issues? We have a revamp coming, of course, no need for that stuff here. Keep it to a couple sentences. Here are mine, off the top of my head:


1. SL xp is still ridiculous. Change SL xp from a linear return to a non-linear (diminishing return) system. Adding people to the group should still add xp but not at the optimal rate (group of 6-10 I would say.)


2. Remove the failure chances from SL specials. These are absolutely unnecessary for any perceptible game balance reason. They do not add to RP value. Remove them.
Yeraze
Wed Mar 31, 2004 6:08 pm
#2

Just a long list of questions that I think everyone has had for a looooooooooong time...


  • /rally stops rezzing, harvesting, & sitting (meditating). Is this by design or a bug?
  • Several months ago, TH mentioned a Dev was playing with putting markers over players heads for medics & such. At the time, we were already talking about such a system for calling targets. Whatever happened to this?
  • Loot Autosplit? It used to work, not in a long time tho.. Is it coming back? Loot notify helps us know who the ninja looters are, but without any way to force people to hand over loot so we can divide it up fairly, it's still ninja-looting time. So there's still no real reason to group, if you're out for big loot (force crystals, krayt pearls & tissues, NS layers, etc)
  • Burst Run Efficiency & Terrain Negotiation - basically made useless with mounts & vehicles..
  • Human Leadership modifier - Any use?
  • Steady Aim & Volley Fire SEA's - What exactly do they do? Reduce failure rates? Improve Accuracy? Are they just garbage?
  • /boostmorale - Is it supposed to work for Wounds or Damage? Primary or Secondary Stats?
  • Why must we be standing to use any of our abilities?
  • What exactly does /rally do? Accuracy bonuses, defense bonuses, damage bonuses, etc?
  • Are our abilities supposed to work on Pets? Only NPC Pets? Not on any pets at all?
  • Range - are our abilities supposed to work only locally, planetwise, or galaxywide?
  • How are Squad Leaders supposed to make money? With the mission payout nerf from a while back, trying to make any money in a mission group is a joke. After you master Squad Leader, and a simple combat Prof (Carbineer in my case), there's not really enough skill points leftover for a crafting prof. So basically we can be cash-poor combatants, or decent crafters who can't fight. Neither one is particularly enticing.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
irott
Wed Mar 31, 2004 6:45 pm
#3

The only question I have for the devs is this: What are your perceptions of whata Squad Leader is?


We in the community all have our ideas and share them often, yet the last time we heard anything from the devs was back in August...





[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

InquisitorPayne
Thu Apr 01, 2004 12:56 am
#4

Dogg's Top 5:




  1. "Boost Morale" rebalances wounds instead of Damage.

  2. The inability to rez, meditate, drag (especially drag) and entertain while "Rallied" makes this skill almost useless except as a last ditch action when you are about to succumb your enemy

  3. "/steadyaim" needs a timer, under who's period the effect works.A one-time "Steady Aim" is not particular usefull and reduces the effectiveness

  4. The miss-chance of "Volley Fire" is counterproductive and serves no real purpose

  5. The HAM costs for groups above 5 are crippling (a single Rally will cost me 2,400 action with no quickness Buff and 1,900 Mind with only a Musician and Dancer buff)

Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


gando
Thu Apr 01, 2004 5:31 am
#5

think mine are covered already

Message Edited by gando on 04-01-2004 04:39 AM

gando
Thu Apr 01, 2004 5:33 am
#6

I've bee able to use all my sl abilities from kneeling posture



Tearis-Lee
Thu Apr 01, 2004 6:09 am
#7

my top 5 issuse's


1. Grouped members have no visual to see what the bonus of SL lead groups are. Show our bonus modifer like a skill tape shows up.


2. Ham cost is outrageous, along with fail ratio.


3. /rally (prevents other proffessions from doing there job, and it does not seem to do anything useful for the group anyways.)


4. I agree with the above listed item on steady aim, need to be a for a set period of time not one shot, and perhaps a damage increase as well.


5. volleyfire should have a damage modifier included. seems silly to make ever one shot at a target for one round just to make it mad and aggro the SL who i might add has a hard time defending themself as is.


6. SL needs some modifiers for themself. (melee defense, ranged defense, dodge) i do beleave that seeing your Master SL fall as soon as they get back from cloning constantly is bad for morale. By the time we get back to use a command everything is dead by TKM and Comandos. Unless we want to stand back 80M+ and just bark out orders. I for one will not stand on the outside of fort tusken while the group does all the work inside.


7. SL specific craftable weapon. ( i dont know what thisshould bebut it sounds like a good idea)


8. /Digin ireally like the idea of a combat camp. adds defense mods for group members within boundries.


sry if i went off topic or anything.. but i have been waiting for this for awhile and wanted to speak my peace.



TL


Master SL (from when XP was gained based on my combat exp, that wasa long master) / Master Pistoleer


Gorath (COH)

unde
Thu Apr 01, 2004 8:34 am
#8

Giveus a weapon and stat mitigation 1 at least; Wishful thinking.
Matadore
Thu Apr 01, 2004 5:09 pm
#9

Dilune,


I dont' even know what my top 5 are anymore. I've posted it so many times before.


I think my first question would be:


1. What did the devs have in mind when they created the name Squad Leader?


2. Why get a top 5 list of concerns if a revamp is coming? Is the revamp going to overhaul the profession or just try to fix the lackluster skills that currently exist?


Honestly, I think this thread, like so many before it, will spiral out of control and won't do much good. I recommend that the dozen or so SL who have been posting consistenly for the past few months try and get together and generate this list and a revamp idea list. We have dozens of post on this forum now that have long been ignored. It is a disservice to those who spent their time on those posts giving ideas to ignore them now and ask for a "new list". We need to do something else though. I know, personnally I'm so brow beat that I'm afraid that now that our turn at bat has come, I'm too tired to swing. Lets get together and examine the old posts, pull out the ideas that wedecide have merit, then post that list forthe entire group to ratify. (Gee, almost sounds like a job for a correspondant) If all the old ideas fail to resurface then we aren't going to end up getting what we have long been begging for. My fear is that the devs will come and look at the most recent posting which will include amessage from a guy who has been SL for about a day who says "gee, I'd like 4 faction pets" and they take that as our input.


THULIUM FOR GOODNESS SAKES WHERE THE HECK ARE YOU??!!!!!!





Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
DiLune
Thu Apr 01, 2004 5:50 pm
#10

Many of the good old threads are linked to on the corr forum by either me or Thul. Granted Thul doesn't have the kind of access he once did (firewalled at work) but the Devs are listening to SLs. Its just a one way communication street at the moment.


I also agree that it takes a lot of energy to post stuff over and over. The fire that motivates you to post it the first time really isn't there the second or third time around. Especially not the fourth.


But don't fear a faction pet SL revamp. I'll personally strangle that one if I have to. Maybe...MAYBE an NPC mercenary line. MAYBE. Even that is hard to justify because not enough CL and you might as well have nothing. To get enough CL you have to devote skill lines to it for balance purposes. Then you are taking up all your SP with NPC pets and nothing for "leading." No, as good as those ideas are I don't think this revamp will center around that. If the DH/DC process showed us anything it is that the devs are very aware of pet balance issues in regards to SP. If the best you can do is CL35 on two skill lines...you might as well not have a pet at all. You'll be half of one thing and not enough of another.


But this is turning into a revamp thread.


For this one...heck, just make the top 5 direct questions:


What does the +10 volleyfire bonus do?


What does /rally do?


etc.


We are getting a revamp pub 10 so many of our issues will simply vanish with extraneous abilities going away. Why not just use this to alleviate our pain or anguish in the short term?
Matadore
Fri Apr 02, 2004 4:00 pm
#11

Ok, I'll play.



1. What the heck does /rally do?


2. What is /volleyfire suppose to do and why does it have/need +10 modifiers?


3. Why couldn't the /sys messages be more user friendly to make them effective? i.e. why do I have to learn hex code and alias macros to change the color? Color change on this message is critical to its use and I hate that I needed to figure out coding to make it work.


4.Why do I need the Scout profession to be a SL?


5. What is the range of all of these bonus/skills and SL XP gains? i.e. How far can group members be from the SL to get the effects.


Ok, thats enough....anymore and I'll end up on my soap box again.


Cheers






Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
NarCranor
Sun Apr 04, 2004 1:28 am
#12

1.) Strategy tree is completely worthless as steady aim is not worth spamming (when you could be attacking) and vollyfire's damage is insignificant since it doesnt target specific ham or let combatants use special moves.


2.) Boostmorale should heal mind damage with an oratory speech instead of divide wounds, which only angers medics in the group. Another option would be having it divide damage equally instead of wounds, which would aid tanks.


3.) Ranged and Melee defenses are not particularly noticeable. At least have it show up when someone looks at their skill mods when grouped, so they can see their passive bonus.


4.) Usefulness of terrain negotiation tree significantly diminished after mount and vehicle publish, and combat medics getting terrain negotiation. Skill mods should apply to both vehicles and mounts to bring the tree back in line, OR the bonuses should be compressed into only two skill boxes, leaving room for new abilities or passives, perhaps a general accuracy while running modifier.


5.) Role Designation should be added, allowing the SL to designate specific jobs to specific professions within the group.



http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
DiLune
Tue Apr 06, 2004 9:36 pm
#13

If anyone else has anything to add to this please do so now. I'm gonna compile everything Wed or Thurs and turn it in to TH on Fri.
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