Squad Leader Archive
Thread: Official Discusion: Novice/Master Squad Leader
From the Prima's Official Strategy Guide:
Novice Squad Leader: The Squad Leader learns to manage groups of individuals in combat: boosting morale, directing special unified attacks against enemies, and easing leader-to-group communication. The Squad Leader's abilities are powerful, but take effect only if the Squad Leader is in charge of the grup. By using the /sysgroup command, the Squad Leader can send a system message to their group-mates.
Master Squad Leader: The Master Squad Leader can command other fighter's attention and respect. She can move a team quickly and direct a strike efficiently. A team with a Master Squad Leader at its head strikes fast and hard.
From Character Builder v0.9 by puraLogiki and Vixenar (available HERE)
Skill Points: 135 of 250 used. (54%)
Experience needed
Apprentice 620 (0.01%)
Combat 38,050 (0.76%)
Scouting 31,000 (0.62%)
Squad 4,900,000 (97.89%)
Wilderness Survival 36,000 (0.72%)
--------------------------------------------------------------------------------
Total EXP 5,005,670
Skill mod Summary:
Alertness +10 Burst Run Efficiency +40 Camouflage +30 Camping +40 Carbine Accuracy +10 Carbine Speed +5 Creature Harvesting +15 Creature Knowledge +5 Foraging +35 General Ranged Aiming +30 Group Burst Run Efficiency +60 Group Melee Defense +30 Group Ranged Defense +30 Group Terrain Negotiation +60 Melee Defense +2 Pistol Accuracy +10 Pistol Speed +5 Ranged Defense +6 Rifle Accuracy +10 Rifle Speed +5 Steady Aim Bonus +10 Terrain Negotiation +40 Trapping +5 Volley Fire Bonus +10
Schematics Summary:
Basic Camp Kit Improved Camp Kit Lecepanine Dart Multiperson Camp Kit Wire Mesh Trap
Ability Summary:
Aim Boost Morale Forage Form Up Harvest Corpse Mask Scent Overcharge Shot 1 Point Blank Area 1 Point Blank Single 1 Rally Retreat! Steady Aim Suppression Fire 1 System Message To Group Threaten Shot Tumble To Kneeling Tumble To Prone Tumble To Standing Volley Fire Warning Shot
Certification Summary:
D18 Pistol DH17 Carbine DLT20 Rifle
Skills Summary:
Intermediate Ranged Weapon Support Abilities Advanced Ranged Weapon Support Abilities Expert Ranged Weapon Support Abilities Ranged Weapon Support Ability Specialist Novice Marksman Exploration I Fundamentals Exploration II Advanced Principles Exploration III Harsh Environment Training Exploration IV Alien Exploration Training Survival I Rudimentary Techniques Survival II Advanced Techniques Survival III Harsh Environment Techniques Survival IV Special Techniques Novice Scout Mobility I Terrain Guidance Mobility II Flexibility Mobility III Advanced Guidance Mobility IV Advanced Flexibility Strategy I Planned Action Strategy II Decisive Action Strategy III Unified Strike Strategy IV Improved Unified Strike Leadership I Enforced Discipline Leadership II Command Directives Leadership III Exemplary Behavior Leadership IV Battlefield Authority Tactics I Battlefield Support Tactics II Ranged Defense Tactics III Retreat Tactics IV Defensive Form Novice Squad Leader Master Squad Leader
Message Edited by Thulium on 12-01-2003 09:35 AM
Alright, I need feedback on this one, please run any field tests you can and report results...
How exactly does the the group ranged/melee defense bonus work? I've heard that the Master bonus of +30 equates to a 15% reduction in your opponents chance to hit meaning that if your opponent has 100% accuracy, if you're in a group with a Squad Leader, that accuracy is dropped to 85%.
But here's the question, does this literally mean that your enemy will hit you a flat 15% less, or is there another game mechanic at play?
Does the hit system actually work on a d200 roll system where the attacker has to get a "roll" of a certain numberor higher? For example, if the attacker had a 100% accuracy, they would only need to roll a number higher than 0, but if the defender has +30 group ranged/melee defense, the attacker must roll a number higher than 30..therein resulting in the 15% accuracy reduction. However, if this is the case, then an attacker with only 50% accuracy would actually see a 30% overall reduction, and an attacker with 15% accuracy or less would never land a hit.
I suspect the latter is not so because this probably would have resulted in Squads lead by Master Squad Leaders seeing a more appreciable effect. The devs *might* throw us a clue on these metrics, but then again they may not, so in the meantime, can we get some field results?
An interesting post concerning the defense mods;
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370&highlight=ranged+defense+squad+leader#M14370
Thulium wrote:
Alright, I need feedback on this one, please run any field tests you can and report results...
How exactly does the the group ranged/melee defense bonus work?
Message Edited by InquisitorPayne on 05-22-2004 08:30 PM
DanteCalvert wrote:
If you ask me, Advanced squad leaders should ahve the ability to make a group overt (only works on 100% factional groups).
This is one of the things that I really want to see happen. It would make SLs a much bigger part of the GCW.
Kaili wrote:
DanteCalvert wrote:
If you ask me, Advanced squad leaders should ahve the ability to make a group overt (only works on 100% factional groups).
This is one of the things that I really want to see happen. It would make SLs a much bigger part of the GCW.