Squad Leader Archive

Thread: Devs: Squad Leader Status, Issues, Suggestions

blackplastick
Mon Jul 07, 2003 7:26 pm
#14

Well if there was one good thing about DAOC it was the well constructed encouragement of grouping. Almost every class had a group buff, and XP was better for groups. SWG devs might take a look at the DAOC grouping system and analyze why it worked. MMORPG's are supposed to be social games, not solo.



Until the group system is improved, SL's are going to be a gimped class.




-------------------------------------------------------------------------------------------------
In-Game:
Newb
Newb-


RESTUSS SUPERMALL 5290 6426 - 250m north of Restuss Starport
-------------------------------------------------------------------------------------------------
Volatris
Tue Jul 08, 2003 8:34 am
#15

Nagorak,


Have you skilled up a few skill boxes in Squad Leader yet? Do so and let me know if you still think its fine




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Chogun
Thu Jul 10, 2003 1:55 am
#16

Volatris that is a very good post. Well though of and well put together. Thanks for speaking out for the Squad Leaders.



------------------------------------------------------------------------

If your intentions are really good, I'll never understand them.

Rocksteady
Ahazi
Broken Sanity, Press Secretary
Nagorak
Thu Jul 10, 2003 2:42 am
#17

Volatris, I was just looking at the exp required to train skills in SL and I now agree with you that the class is underpowered. The amount of exp required is insane... It also sucks that we get nothing good till so late when it's going to cost so much exp just to get there.
gamingguy
Thu Jul 10, 2003 7:12 am
#18

I have the perfect solution to the failure ratw of Squad Leader commands. Lower them some what and that way it is a little easier to gain some xp for SL. Then when the person makes Master Squad Leader there would be no failure rate, because the person is not just trying to get xp any more, they are fully trained squad leaders.
DarthMustang
Wed Jul 16, 2003 10:27 am
#19

Well, allow me to also vent my frustration here on this thread. When they first began releasing info for SWG professions, there was nothing that interested me more than being an Imperial Squad Leader and running around with a band of my Imperial friends in the battlegrounds or just general PvP to do some rebel killing. That being said, I became a Pistoleer/Squad Leader. One of those professions has minor power structure issues (BHs are better with pistols for some reason) but is still a viable and playable profession, and the other profession is Squad Leader. First of all, no one wants to group anyways, xp is terrible, and you can only really find useful mobs on Endor, Lok, Dantooine, and Dathomir. Secondly, people pretty much scoff at the idea of the Squad Leader wanting to lead a group. In most cases people ask me what (if any) my secondary profession is, and would rather I being doing body shots with my pistol anyways. Thirdly, I continue to look at these boards, and the skills allowed by a Squad Leader, and find myself asking "is this really worth it?" In conclusion, I am beginning to think it is not worth it. I can gain xp 10x as fast soloing, do a substantial amount of damage with my pistol (and when I get Pistol Melee Defense, knockdowns all day long) and I don't HAVE to group if I don't feel like it.





Staff Sergeant Erwind Draccor
Killing rebel scum one day at a time...
Palitrine
Wed Jul 16, 2003 5:25 pm
#20

i'd like to see boost morale do DAMAGE instead of WOUNDS (I actually thought it was damage till i read this thread). It should be a full group equilabrium type skill. This would be very useful if it had a good reuse timer and in larger battles when 1/2 people are always tanking.



---------
Trent - Master Squad Leader, Master Teras Kasi Artist
Palitrine
Wed Jul 16, 2003 5:31 pm
#21

oh and i also agree: leave the "magic" stuff in, squad leader needs more, not less. Don't use them if they seem far-fetched to you



---------
Trent - Master Squad Leader, Master Teras Kasi Artist
Aydam
Wed Jul 16, 2003 10:45 pm
#22

As far as I am concerned I am glad that we don't get any worthwhile skills until later in the class.

It is a good way to weed out the less effective combat leaders from those who are dedicated to this profession.

The way I see it is the people who want to be Uber133t are the main threat to this class. I am quite happy for them to stick to thinking their Bounty Hunter "ownz joo" while I don't see much of a noticable benefit being a low-level squadleader. When it comes to the end game - we shall see.

You also need to be able to look at the ratio of combatants to squadleaders. If you start giving this profession extra benefits without similarly upgrading other combat roles then we will have a problem.




Aydammrr
Wookiee - Novice Squad Leader/Novice Carbineer/Master Scout
[The Celestial Order]

Valcyn


Surdanis
Thu Jul 17, 2003 5:56 am
#23

I concur!


Ha-Jin Zenari, 51st Corellian Rangers, AMC




Ha-Jin Katsu Zenari
James7504
Thu Jul 17, 2003 6:28 pm
#24

It seems to me that Squad Leader isnt a good class at all. The PLAYER is the one that has the skills, not the CHARACTER.


a marksman gets weapon skills, and dancer gets dancing skills, an artisan gets crafting skills, a squadleader gets....um.....nothing, its the player with the skills not the character, and that is soooooo very wrong.

Eduardio
Sun Jul 20, 2003 8:55 pm
#25

I think that when you become SL you should get a yellow mark on your right arm and mask like on Star Wars 2 Attack of the clones
Streamweaver
Sun Jul 20, 2003 10:16 pm
#26

This really is a very good thread and I hope it gets noticed by the Developers, though I'm not holding my breath.


I'd like to add a few more suggestions as well:


1. /boostmoral: a passive ability which lets a group with a squadleader heal BF in camps as long as there is a dancer or musician preasent, or increases the effectivness of entertainers. This makes a squad of operatives much more leathal.


2. /quartermaster: a passive ability that increases the benefits of medical healing.


3. /strikeleader: This passive ability slightly increases the faction points recieved for missions and killing faction enemies.


4. /directfire: Active ability lasting several minuites that makes specials used by group members cost less.


That's all I can think of. I really hope this professions gets some notice by the devs

Page 2 of 4