Squad Leader Archive
Thread: I'm really worried about our Role Definition post CU...
- But I started thinking that I haven't seen anybody dizzy or stunned yet at all. And I haven't really seen anybody with a state effect on them except one person bleeding. So /formup doesn't seem so useful if I don't have a state to clear.
- Then I started looking at the melee and ranged defenses and I started wondering will they really do much good? It seems this new level system rewards your defense ability not so much on your skills, but rather what the CL is of who you are grouped with. But maybe rally will be cool.
- The mobility will be as useful as before, so that is fine.
- And the strategy line has personal defenses (which are nice, but I'd rather have more for my group)
Message Edited by Sylow on 04-14-2005 05:29 PM
Heres hoping mods will matter in PvP.
I'm more than in favor of delaying the release of the CU if it means a better quality product.
I think this is the mayor problem at the moment. Marketing dictates the timeline, quality control has to step back. To still create a more or less playable system within the limited time, they have to surrender elegant game mechanics and reduce it to a level-system. The fact that SLs again fall victim to this all is just a "side-effect", as we're few in numbers, the Devs ignore us and give in to the whip from marketing. ![]()
[Yes, i've read more than once that levels are not new but already in a hidden form existed in SWG. But such an internal level didn't directly influence game mechanics up to now... (For me it seems very weird that a few levels of difference result to the same weapon doing several times the damage. Guess the same NPC uses a bigger gun when firing at targets of lower level... or how do you explain the higher damage?)]
Message Edited by Sylow on 04-15-2005 12:37 PM
Interesting post lifted from the Expansion forums
and my interpretation of that here
I dont have the feeling that this is a beta, it doesnt fell like an alpha at all.
It just doesn't feel like that.
For a beta there is still too much going on, in a beta you try to balance and bug fix it, not do major changes and have abilities disappearing and severall prof. not working at all.
They are still doing too much major work in the background for that.
And for an alpha they are to fixed on bringing this out even though it isnt near ready to go live.
*sigh*
I hope so bad that Im wrong ...
EDIT:
added since it belonged more here than in the other thread
Soda_Jedi wrote:I hope that things will change for the better, as things always change. I remember that in the JTL beta, they were making a lot of changes on practically a daily basis. Hopefully, the final product will turn out nice, at least I'm praying that it will be.
I havent been in the JtL beta but dont you think that the closer we get to release day the less is changed and the more is broken in this CU?
E.g.
Noticed how they keept asking us how we did liked the new icons on a daily base?
How do you like the new icons?
What do you like about the new icons?
Was it easy to use the new icons?
Were they easy to use ?
....
And they only showed us one set of icons.
Not three different.
Our opinion never matter in that point.
The new icons, as objectively bad they are design from a practically point of view (too complex, too colorfull, not suitable for a high tec/sci-fi setting, indistinguishable from each other (e.g. placed shot - ranged shot - survey).
They just push it through
and that only in a very nonrelevant topic.
Nothing about the lvl system was officiall announcent.
They just put it in and let the testers find out how it works, they tried to hide it from us.
And where is the daily blog?
*sigh*
I realy hope im just to pessimistic.
.
Message Edited by _scout_ on 04-15-2005 02:45 PM
Novock wrote:
1. They need to fix our specials and make the more viable
a. fromup --> lessen the action mind cost and make it do something. I note ranged profs don't have the ability to get off the ground. If Formup could help hasten recovery from a knockdown it would be valued. "Stop sleeping on the job, maggots!"
b. rally ---> make it do something other than preventing docs from reviving and people from skinning. In fact those limitations have no cause. It should also have a greater success rate. I've failed 8 times consecutively at Master.
c. steady aim ---> let it work on a 30 sec modifier rather than a shot modifier (give it a long cool down so it cannot be spammed continually) This is good
d. volley fire -----> make it fir 3 shots at the target rather than 1 (this would allow the SL to help bail out a squad emmber in danger) This is good
2. Give us some new stuff:
a. Cover Fire ---> a SL special where a SL can lay out cover fire temporarirly removing his members from overhead map and radar. Target the group member and initiate cover fire. Everyone who has that person targetted looses the target until they can reaquire.
b. reinforcement drop ---> drops a small contigent of NPC trops to aid the battle (works of a long timer say maybe only useable once an hour) Perhaps at master. A little tricky
c. Battle Cry ------> Gives a temporary reduction in armor movement hindrances and a 5 sec pause on any enemy combatants within a 15 meter radius This sounds cool
3. Give us ability to set group waypoints, rally points and retreat points. Let us function as a squad leader
This would be a useful tool.
4. Give usa few more general speed points 10 ponits would be good. Add to master box
Don't see the harm of this.
This is what I believe we are missing. I know we have supposedly a SL revamp coming up but that doesn't mean we should be ignored in the CU.
This was just my thoughts others may have better ideas as I'm sure they do but man the devs need to give us something.
Fidgiter wrote:
Novock wrote:
1. They need to fix our specials and make the more viable
a. fromup --> lessen the action mind cost and make it do something. I note ranged profs don't have the ability to get off the ground. If Formup could help hasten recovery from a knockdown it would be valued. "Stop sleeping on the job, maggots!"
b. rally ---> make it do something other than preventing docs from reviving and people from skinning. In fact those limitations have no cause. It should also have a greater success rate. I've failed 8 times consecutively at Master.
c. steady aim ---> let it work on a 30 sec modifier rather than a shot modifier (give it a long cool down so it cannot be spammed continually) This is good
d. volley fire -----> make it fir 3 shots at the target rather than 1 (this would allow the SL to help bail out a squad emmber in danger) This is good Maybe insteadmake it fire for 5 or 10 secs as people speed maybe be different
2. Give us some new stuff:
a. Cover Fire ---> a SL special where a SL can lay out cover fire temporarirly removing his members from overhead map and radar. Target the group member and initiate cover fire. Everyone who has that person targetted looses the target until they can reaquire. hmm thats a slightly different way of working it but I like it either way.
b. reinforcement drop ---> drops a small contigent of NPC trops to aid the battle (works of a long timer say maybe only useable once an hour) Perhaps at master. A little tricky My friend is in Iraq a Squad Leader for the guard. When they get in trouble he can call in air support it seems that calling in reinforcement would be praticle though you're right it maybe tricky. but the mechanic is already in place with the faction scans so maybe it wouldn't be to bad.
c. Battle Cry ------> Gives a temporary reduction in armor movement hindrances and a 5 sec pause on any enemy combatants within a 15 meter radius This sounds cool
3. Give us ability to set group waypoints, rally points and retreat points. Let us function as a squad leader
This would be a useful tool.
4. Give usa few more general speed points 10 ponits would be good. Add to master box
Don't see the harm of this.
This is what I believe we are missing. I know we have supposedly a SL revamp coming up but that doesn't mean we should be ignored in the CU.