Squad Leader Archive

Thread: Group Terrain Negotiation Question

Nyase
Wed Aug 06, 2003 2:11 am
#1

If they already have a speed of 50, then all the group terrain bonus gives them is a faster crawl speed. Their normal movement speed remains unchanged. And it's my personal opinion that this is not a usless skill. I had a friend who started a character over and he was thanking me that I was granting him that ability. Also, if you've got the faction pets, it's rather nice to not have to wait on your storm troopers to catch up with you.



Imperial Col. Nyase Haunter, 432nd Division.
Master SL/Rifleman.
"I hate you all."
The Empire herby orders all to visit http://swgtales.com/forum/index.php Violators shall be executed to the painful extent of the law.
OrodiasDessett
Wed Aug 06, 2003 12:21 pm
#2

I'm questioning whether or not I should get Mobility I next, or not. My issue concerns Group Terrain Negotiation, and the fact that currently without it, there are a few non-scouts who sort of get left behind (not dramatically, but they slowthe groupdown a little bit, having to wait for them). Now if a group DID have GTN, would it just bump everyone up the same amount, so while the group, in all, is negotiating terrain at a faster pace, the people who were fastest before are still fastest now...and therefore people are still lagging behind. OR, does GTN basically even everyone off to a max Terrain Negotiation of say 50? So anyone whose Terrain Negotation is bumped to 50 or higher (which would be most people) would be negotiating terrain at basically the same speed?


The reason I ask is because, if the former is true...it's not as useful to me because it doesn't solve the issue of people in the group with lesser Terrain Negotiation dragging behind. It would simply make them drag behind at a slightly faster pace. Any insight on this would be appreciated.




Orodias Des'sett
Mos Eisley, Tatooine
Bloodfin
Jameyfresh
Fri Feb 27, 2004 9:57 pm
#3

I'm hoping that some people who are experienced with this can answer my question. I am really considering dropping MSL, but keep a partial Squad Leader template. I want to keep the group terrain negotiation tree, as that seems to be the most beneficial bonus I have to offer a group. Can anyone tell me how much difference that +10 to group terrain negotiation makes at the master box? I know that there are a lot of others who only have the group terrain negotiation tree and not the master box so this is a call to them. I'm sure that there is some kind of a difference, but my question is how noticeable is it. Thanks in advance for the help.


Tierce the Master Squad Leader on Tempest
Strength In Numbers
NalfeinQ
Fri Feb 27, 2004 10:05 pm
#4

All you really lose out on by dropping the master Terrain Negotiation bonus is crawl speed, and perhaps a tiny bit of climb speed. Since Climb Speed is affected by the mod from 1-50, anything over that affects drawl speed. If you really need that crawl speed, go for it. Otherwise, you aren't missing much, and niether are your groupmates, at least form my point of view. Hope this helps!


-Nalf




Nalfein - Dancer/Tailor
Patron Saint of Purple
Glass Howitzer - Lone
BlkTom
Sun Feb 29, 2004 2:09 am
#5

I noticed something interesting with my Terrain Navigation bonuses....


When on bikes (not swoops), fast critters can actually keep up with you to a certain extent, depending on how fast they are. I found that a Narglatch could keep up with it's master over short 500m-1000m without having to walk or make a camp to re-summon it. Anything longer and the creature will drop off the radar and need to be re-summoned.






Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
BlkTom
Sun Feb 29, 2004 2:12 am
#6

Err...my bad. Should have had this with the above post.


You are probally better keeping the range/melee defence trees than the Terrain Navigation tree. This is debatible, but I have faith (some) that these may actually matter in the long run.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
Jameyfresh
Sun Feb 29, 2004 3:02 am
#7

I'm going to wait till publish 7 regardless before I start dropping stuff. Just to see how the combat system as a whole changes and what their needs will be for SL abilities. I find that the players I lead usually like the terrain negotiation the best because they are all pure combat builds with no scout skills. The rangedand melee defenses dont' seem to show very much and I often wonder if they are even working. Formup also seems to be a command that I use a lot, so I figured I'd keep that. Who knows, maybe with the cap on defeses from the other professions, the SL defense mods will begin to show more. Maybe they will be the only thing that stacks and in that case, I might be more likely to keep MSL. But at this point, I really want to try some other things because it doesn't seem worth the skill points to be MSL.


Tierce the Master Squad Leader on Tempest
Strength In Numbers


irott
Sun Feb 29, 2004 3:47 am
#8

There is nothing in pub7 that really relates to us (unless you are a carbineer/SL ). The defense hardcap is something that still needs to be tested. I will ask one of the devs to help me out next time I see them on TC.



[irott and the full effect]
Master Squad Leader


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

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