Squad Leader Archive

Thread: Proposed HAM changes Good/Bad?

THE_Grendel_Prime
Sat Dec 06, 2003 1:31 am
#1

So once these HAM changes go into effect does this mean, that instead of a SL damaging his mind pool to next to nothing for useless skills....that w/ the propsed changes SL's will have little to NO mind HAM left after they have tried to use his/her specials to no effect?


Granted its supposed to regenerate back...but still.....I get this mental picture of SL's that have Health and Action HAMS.....but the Mind HAM being temporarily capped at like 10 or something after trying to get specials to work.


On a side note....on TH's post about the new Art of Combat thats coming down the pipes....he mentions that every profession should have a strong role...... I guess that means they will have to overhaul SL completely...unless being required to shut down Player Faction Bases is considered a 'strong role' by SOE.

JEAUX_ZUF
Sun Dec 07, 2003 2:44 pm
#2

dude the new HAM changes ROCK!!!!!!!!


i can solo ANYTHING with a ranged weapon


also it will get you up from incap if you were using specials-which is why they removed it-




Jeauxzuf
TKO - Sensei GAT Quarterspondant
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Thulium
Sun Dec 07, 2003 3:45 pm
#3

The HAM change that we saw on TC was different than what we see when this goes live, that's why it was pulled. The overall concept will probably continue, but the specifics are very likely to change.


On TC, any points spent on a special move were not healable by Stimpack, but instead automatically regen and a different pace. Regardless of the HAM cost, it would regen in 25 seconds. So if your special cost 25 points, you'd regen 1point every second; or if your special cost 250 points, you'd regen 10 points every second. The effect of this is that instead of specials actually doing damage to you, it just reduced your available pool points making you temporarilly vulnerable to incapacitation/death.


PanzerGR
Sun Dec 07, 2003 4:54 pm
#4






Thulium wrote:

The HAM change that we saw on TC was different than what we see when this goes live, that's why it was pulled. The overall concept will probably continue, but the specifics are very likely to change.


On TC, any points spent on a special move were not healable by Stimpack, but instead automatically regen and a different pace. Regardless of the HAM cost, it would regen in 25 seconds. So if your special cost 25 points, you'd regen 1point every second; or if your special cost 250 points, you'd regen 10 points every second. The effect of this is that instead of specials actually doing damage to you, it just reduced your available pool points making you temporarilly vulnerable to incapacitation/death.








the problem i see........


is thta most combats dont last that long. Your gonan e depleting your stats, not be able to heal them (if i understand it correctly) and youll be dead before you can *regenerate*. If im engaged in a battle with a beast, and i use 6 stopping shots @ 85-100 points of action each thats 600 points of my action gone. 2 hits from most of the monsters I fight thta hit me in that pool will take me out...and many creatures have attack speeds (and most non-rifle players do) of less than 2 seconds. SO ... so what if I regen a littl ebit every second, not liek its gonan keep me alive.


and in the middle of nowhere......where are you going to run to find a "safe zone" to regen at. ESPECIALLY being the group leader I have found i get atatcked by monsters at an extraordinary rate when in combat. Ive had groups of 15 people PLUS pets engage lairs before....and 80% of the creatures completely ignore everyone else AND the pets and come straight for me...... im sure regenning aint gonan help me much, and if you cant heal the damage normally then it's kinda retarded.


ofc i havnt used the system.....maybe im wrong





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