Squad Leader Archive

Thread: Hey fellow SL quick question

Ubahvamp
Sat Oct 18, 2003 1:24 pm
#1

Im semi-new to SL and im wondering how many of our skills actually work (Passive and Activated) and how many are broken?



226k,214k,219k ,223k
,225k,221k ,226k,213k,225k,38k =(,196k, 221k,225k

UHF.
Master Bounty Hunter - Pre NGE FTW. The fun in taking these pics will never be again I fear- Kettemoor
ExuroAether
Sat Oct 18, 2003 1:30 pm
#2

LOL... funny. He said "actually work".


-Ex




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Exuro Aether
Retired General
Freedom Alliance (FA)
Ubahvamp
Sat Oct 18, 2003 1:33 pm
#3

That wasnt very helpful I was being serious



226k,214k,219k ,223k
,225k,221k ,226k,213k,225k,38k =(,196k, 221k,225k

UHF.
Master Bounty Hunter - Pre NGE FTW. The fun in taking these pics will never be again I fear- Kettemoor
ExuroAether
Sat Oct 18, 2003 1:43 pm
#4

Nothing other than the /sysgroup message command seems to be working. Most skills were busted in the last patch.


Ther is one thing you can do with /sysgroup that you can't do with /group messages. You can use %TT in macros. Yeah, i know, no biggie.


-Ex




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Exuro Aether
Retired General
Freedom Alliance (FA)
Moonkat
Sat Oct 18, 2003 2:49 pm
#5

Steady aim is working great for me.



There is only one boss. The customer. And he can fire everybody in the company from the chairman on down, simply by spending his money somewhere else. Sam Walton
Darth_Sushi
Sat Oct 18, 2003 5:57 pm
#6

As far as I have been able to verify, the only part of SL that works right now is /sysgroup and /steadyaim. However, I can't even really say with any confidence that /steadyaim is actually working -- rather just that it isn't actively reporting an error the way /rally is. Group Terrain Navigation might actually be working too -- but most of my regular team has Exploration anyway, so we're not sure. Basically, anything above novice SL is a complete waste of points this week.






UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


Barrel
Sun Oct 19, 2003 4:50 am
#7

Who said %TT wouldnt work in /group chat?



==================================================================

I sense a disturbance in the source code

Asp

KnghtHammr
Mon Oct 20, 2003 2:51 pm
#8

/steadyaim is 'apparently' working. It is reporting as +Steady+ above group members. I have not tested out 'to hit' bonusesin order to notice a dramatic decrease in miss percentage. A good test would be to group a novice commando who misses a lot witha flamethrower to see if his hit percentage increases.


/sys is working.


/rally is not working. "You must be theleader of the group to perform this action" gets displayed despite the fact that you are the leader of the group.


I have not yet obtained /volleyfire or /boostmorale so can't say if they are working or not.


I just attained Mobility I, so I will see if the often slow pets start gaining any speed. Will update later.


HTH


Devs, when you get a chance, the Squad Leader profession might need a looking into. Thanks. :-)




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Because the swgprofcalc said so.
Bash_Darkmoon
Mon Oct 20, 2003 3:14 pm
#9

Terrain Negotiation the only worthwhile skill atm. Only non-scouts will notice though.


Steadyaim shows to work, BUT it is a HAM killer. Sign your death warrant if you use it over and over. There is no way of telling how long the blasted thing even works and if it is actually doing anything at all. Doesnt' even put up an icon showing that it is in effect.


Melee/ranged defense, I don't know what to tell ya there. No one in any of my groups have notice reduction in damage. I can't tell if it is even working. Some kinda of message in the combat box showing how much damage it prevented would be nice. At least group members could see a plus to haveing a Squad Leader in the group.


Rally/Volly = broken. Not that they were worthwhile to begin with.


Sysmessage = what can I say? Wow a message, cool for about 5 minutes. Only semi helpful at best. If your using Teamspeak then it is totally useless.


We as Squad Leaders are becoming increasingly bitter. Sorry if this came off so bleak.



Bash Darkmoon

Moonkat
Mon Oct 20, 2003 5:42 pm
#10

What I did with my stats is make myself mind heavy with the intent to have medic skill to heal my action cost. I am a Twi'lek so my mind maxed would be only 1100/500/500. Right now I have 1050/500/500 - or would if food hadn't severely screwed up all my HAM secondary stats, but that is another topic.


Steady aim Does work - I have switched to the combat tab and while it is going Nobody misses the target. I would never suggest being a SL and a carbineer because of what the guns do to you with special move costs. Pistol is totally the best if you want to havea gun because rifle competes with mind cost too much as well and all the pistol weapons are fairly decent on HAM cost.


Bounty hunters, commandos, and carbineers will notice the biggest difference with steady aim because of the lack of aim modifiers for some of their weaponry especially at lower level. I even noticed that pets never miss. The best way to tell when you need to do it again is to monitor the combat tab and see when people start missing again.




There is only one boss. The customer. And he can fire everybody in the company from the chairman on down, simply by spending his money somewhere else. Sam Walton
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