Squad Leader Archive
Thread: Where's the 60 gunner
Page 10 of 10
Blamj
Wed Oct 06, 2004 8:50 pm
#118
DarthLithic wrote:
I was thinking that a special weapon, and some skills to use it would be a good idea. Since the Mobility tree is about dead, how about replacing it with a Heavy Weapon tree? like the squad heavy gunner position. Give us a cool new weapon, like a Squad Automatic Pulse Cannon. All the specials for this weapon could be AOE skills, like Area Bleed, or Area Leg shot. something like that. I can see my wookie standing at the read of the group formation, laying down NASTY covering fire for the squad, and helping each of my squad members with their individual targets. this way, I'm helping each of them defeat whatevers comming at them. Have the ability work only when grouped, but I think it's a good idea.
I wouldn't mind having Squad support weapons aslong they deal a good amount of damage and has some kind of ablitiy to that when a person gets shot, they get a posture change *Would work wonders with Melee users
*
Just my opinon
ZallusNuranxis
Tue Oct 12, 2004 2:31 pm
#119
Flookmastah wrote:I agree that putting a skill like this in one line will lead to the Creature Handler's folly that people just took that line. Now I know at one time this game was designed to skill dabble, but with the modification to CH ions ago and the recent update to merchant, I am not sure dabbling is considered okay
yup this would be cool... but one word of warning: we couldn't have a powerful SL only weapon in only one skill tree. It would have to be at master, or require top tier skills in all 4 trees or else we would have dabblers come get the SL profession solely for the purpose of using these uber weapons and NOT to be actual leaders of a squad.
Blamj
Tue Oct 12, 2004 4:22 pm
#120
irott wrote:
My favorite of the ideas is the group state givers such as group bleed, and group stun or even group KD though I think that's asking too much. I did want to mention some other ideas I haven't heard yet that would be just as effective for support and yet not be considered overpowering:
These are Carbineer specials... Chargeshot 2 is supposed to work as a AoE KD right now, but it is bugged. And we are working on getting action shot 2 as a AoE bleed (currently it bleeds your target but hits everything else around it in a cone, no bleed)
That has to be the worse idea, group AOE... PVP should be based on tactics rather then the current type of pvp that supports classes that has the dizzy and Kd combo (Primary TK) and don't get me started with Carbiner... we barely land Dizzy with Full Auto and the change to knockdown someone with Charge Shot is lesser then a Tk KD
devanate03
Fri Dec 03, 2004 2:33 pm
#121
I love the idea of deployable battle structures (things like sandbags could be an extension of the scout/survival skill that SLs could make themselves, while more advanced structures like pillboxes or turrets would require a weapon smith and LZs could be built by shipwrights). Maybe that's getting too complicated? Just brainstorming here.
Another idea I've had is an SL specific combat capability. One that would not be particulary powerful, but would provide support capability for the group. Like military officers often carry a colt .45 sidearm, an SL should have some enhanced small firearm capability which would branch from the Marksman/Ranged Weapons Support prerequisite. More like combat control abilities than damaging abilities. Maybe just enhancements to suppression fire, aim, threaten and warning shot to make these playable abilities again (let's face it, few really use any of these aside from suppression fire).
Omin
Imperial Squad Leader
ShadowFire
Another idea I've had is an SL specific combat capability. One that would not be particulary powerful, but would provide support capability for the group. Like military officers often carry a colt .45 sidearm, an SL should have some enhanced small firearm capability which would branch from the Marksman/Ranged Weapons Support prerequisite. More like combat control abilities than damaging abilities. Maybe just enhancements to suppression fire, aim, threaten and warning shot to make these playable abilities again (let's face it, few really use any of these aside from suppression fire).
Omin
Imperial Squad Leader
ShadowFire
Landorien
Thu Dec 09, 2004 2:22 am
#122
Actually I was thinking of the old 60gunner the other day..
Currently, or actually for quite a while now,one of therangers big ideas have been camp modules.
How is this interesting for squad leaders you ask?
Well, imagine being out with your platoon, far behind enemy lines, rangers pops a special overt stealthhigh tech fieldcamp cloaking your group from view, docs enhances the group with steroids, entertainers sing an inspiring little song, andsquad leaderdropsan artillery module(think howitzer)
*Call artillery has been enabled*
Group moves1-2km away from the base,against the enemy emplacement, grinning evillyas the enemy has no squad leaders among them to potentially pick up transmissions, and they haven't noticed the group that has the advantage of subradar camouflage(master ranger)
*cccrkt* "commence artillery".
Estimated time of Arrival, T-10-9-8-7-6-5-4-3-2-1-Have a nice day!
The enemy encampment buzzes to life as the wailing mortars rain fiery death and confusionfrom the sky, causing the perfectchaotic panic to mark the attack for the main group.
None of the above is possible today, but one day, it might be.
Strudle
Fri Dec 10, 2004 4:03 am
#123
DarthLithic wrote:
I was thinking that a special weapon, and some skills to use it would be a good idea. Since the Mobility tree is about dead, how about replacing it with a Heavy Weapon tree? like the squad heavy gunner position. Give us a cool new weapon, like a Squad Automatic Pulse Cannon. All the specials for this weapon could be AOE skills, like Area Bleed, or Area Leg shot. something like that. I can see my wookie standing at the read of the group formation, laying down NASTY covering fire for the squad, and helping each of my squad members with their individual targets. this way, I'm helping each of them defeat whatevers comming at them. Have the ability work only when grouped, but I think it's a good idea.
special group guns would be a great addition to the game, just not for squad leader....
commandos are the heavy hitters and should be the guys who deploy and use it.
irott
Fri Dec 10, 2004 8:12 am
#124
Strudle wrote:
DarthLithic wrote:
I was thinking that a special weapon, and some skills to use it would be a good idea. Since the Mobility tree is about dead, how about replacing it with a Heavy Weapon tree? like the squad heavy gunner position. Give us a cool new weapon, like a Squad Automatic Pulse Cannon. All the specials for this weapon could be AOE skills, like Area Bleed, or Area Leg shot. something like that. I can see my wookie standing at the read of the group formation, laying down NASTY covering fire for the squad, and helping each of my squad members with their individual targets. this way, I'm helping each of them defeat whatevers comming at them. Have the ability work only when grouped, but I think it's a good idea.special group guns would be a great addition to the game, just not for squad leader....
commandos are the heavy hitters and should be the guys who deploy and use it.
The proposal was never meant to allow SLs to use this themselves. Since the E-Web is a group weapon it kinda makes sense to give this to a profession that deals only with groups. Why would you give a weapon to a commando to use himself if it requires other players to set it up and use it?
It could even be as simple as: anyone could carry the parts required to set this thing up, but the SL has to be the group leader and activates a command that gives a special sort of waypoint to the team, and thats the only position the E-Web could be set up.
The E-Web is not a heavy weapon... it is a team weapon.
Agt-Orange
Wed Dec 15, 2004 12:59 pm
#125
The E-web blaster is what in the army would call a crew served weapon.
Zaxxon05
Wed Dec 22, 2004 1:47 am
#126
First time posting to one of these, but this topic really clicked.
What I'd like to see is the SL set up a small fortifcation. Something that looks like sand bags with a gun. Something that can be picked up like a harvester, but perhaps built by a Archtect/Weaponsmith.
The gun wouldn't do massive amounts of damage, but just a area cone of very small damage. You can't do specials with it. The whole point of the support gun is to cause affected targets to run away. Every tick, does like 10 pts of damage, and makes a intimidation check. Like the Ranged Support: Threaten shot, but in a cone. The higher up the tree you get, the larger your intimidation bonus and the more Damage per Tick gun you can get.
The point behind this is to discourage melee attacks and get this back to more of a shooting game. No sane person is supposed to charge a gunner nest. Carbiners and Riflemen can get off more shots at their effective range with this gun keeping them at bay.
You don't put any special attacks for the gun, since SL just needs to concentrate on his Squad special abilities. Also, HAM cost on the gun itself is either zero, or extremly low.
No SL would solo with this, as he/she is only doing like 5-10 pts per shot. It's there to keep targets back, and provide some range defense bonuses. Eventually some creature/ect will make the intimidation checks enough to do some damage.
Page 10 of 10