Squad Leader Archive
Thread: What Squad Leader Passive Bonuses Actually Do
Dracumas wrote:On the range that these abillites effect the group.
From what I have tested, there is no range. I have invited 4 people in my group and they all had no scouting skill at all, but they had to do their harvester runs. I was going to be AFK anyways so I just stayed on. They traveled to 4 different planets, all on different planets at one point. They continued to get the +60 terrain neg. even though their had traveled off planet. Not sure if this is by design because of the code, they are in the group so they get the bonus, or if they are planing to put a 64m range on it. Not sure about other MSL out there but if we really use our abilities in combat we need to be out side 64m of the enemy, or we are a guaranteed one shot kill.
Hmm, this is not consistent with my experience. I have found that all the bonuses - active or otherwise - work as long as your group is anywhere on the same planet (doing /retreat to help a guildie make a long run is interesting, if not horribly efficient), but do not work if they are on a different planet. In each of those cases however I (the SL) was the one to travel off-planet, rather than my group, so that might be the difference.
i dont bother with more than the first terrain bonus box.
Here's why:
Group consisting of:
medic (no terrain neg)
melee (only exploration1)
4 gun users (only exploration1)
crafter (no terrain neg)
ranger (high terrain neg)
squad leader (+25 group terrain neg only)
With this group, the medics and the crafter lag only a LITTLE bit behind, but they keep up, always staying inside 40m from the group.
Those with exp1 keep up 100% with ranger and squad leader.
To take +60 terrain neg is a waste of points. the ranger sure as heck does not need faster crawling speed.
Melee bonuses i ignore as well. most pvp does not involve melee (and if a gun user does get cought by a tkasi, he WILL die , bonuses or no bonuses) and big hunting places (krayts, dathomir) willnot benefit from melee defenses because said groups cannot have a player tank..thats what creature handlers are for.
Ranged defense I kept because gunbattles do last quite a bit in pvp, making it worthwhile.. and aim/volley is ratheruseful in any situation.
The problem I have with the mobility line isthat most people already have Exploration 4. Even our doctors in my PA haveit now.
I think Exploration 4 is one of those skills that all classes must have, particularly if they are considering PvP. I haveseenpeople who do not have Exploration 4 occaisonaly in a group, but they ususally smarted up and get it later. Its also probably the easiest skill to get in the game.
Mobility isnot as usefull of a skill as I once thought it was.
Shuyunh wrote:
The problem I have with the mobility line isthat most people already have Exploration 4. Even our doctors in my PA haveit now.
I think Exploration 4 is one of those skills that all classes must have, particularly if they are considering PvP. I haveseenpeople who do not have Exploration 4 occaisonaly in a group, but they ususally smarted up and get it later. Its also probably the easiest skill to get in the game.
Mobility isnot as usefull of a skill as I once thought it was.
Any thoughts on how this will pan out when vehicles and mounts are added?
Occamz
Ok guys I hope you have the answer to this VERY important question hehe.
I know the SL has to have a group for the passive Ranged and Melee defenses towork BUT do those defenses then work for the SL himself as well.. not just for the group?
Ishpur wrote:
Ok guys I hope you have the answer to this VERY important question hehe.
I know the SL has to have a group for the passive Ranged and Melee defenses towork BUT do those defenses then work for the SL himself as well.. not just for the group?
Yes.
im amazed at how accurate this still is. i never see Squad Leaders any more. Andi do mean leaders.
Thats why im takin back what is mine. Hey Imp! Over here.