Squad Leader Archive
Thread: Steady Aim, you say it steadies your squad's aim?!
"First it would make sense to tell us what Steady Aim does now, because very few of us understand it as is. Without understanding how it is now, there's really no rational basis for agreeing with you to change the entire effect. As far as I know, that could be how Steady Aim works now."
Well, to give you my viewpoint.. Im commando and i used to wield the acid rifle (group friendly, no smoke/explosion spamming) as well as lead the group.
I always kept myself at least 50m away from the fight. That meant my acid rifle had the -114 accuracy mod almost in full effect (icon accuracy indicator, when kneeling, was -50). Firing the rifle was 99% miss rate. Using my own /aim the accuracy modifier went to -45 (thats how bad the accuracy on that thing is at long range). miss rate was still in the high 90%'s.
Steady aim when used , had my acid rifle hitting 60% of the times.
As it is now, steady aim is great.. for those with acid rifles and low or no marksman skills.
Why do i say this? I used a pistol and a rifle for a good while... from 50m my pistol's accuracy, without steady aim or /aim, was still dang good. I rarely missed. using my spraystick (just as bad accuracy mods as pistol beyond 30m) i had the same results.On run-around fights the accuracy was still rather dang good. missing 1 out 6 shots on average. Without steady aim. Using steady aim the pistol and rifle would not miss.
Now, if you think about it for a second, that means that steady aim really gives a bonus to 'normal' gun users that is hardly noticed or effective. Anyone who has a combat profession that uses guns as their primary combat skill already has a really good to-hit rate with their weapons. So yes, steady aim helps..but just a wee bit. Not much.
How long it lasts, i'd say about3 or 4 shots (which my acid rifle was 4.5 spd so give it 16 seconds duration or so).
My comment on the artisans on the womprat hunt with cdef's was to illustrate. That artisan with a cdef receiving an SL's steady aim bonus would hit almost all the time..without it he would miss almost all the time. But an SL leading a pistoleer or a pistol4 player, the pistoleer/pistol4 player will hit the womp rat almost as many times with as he will without the steady aim bonus.
I suggested the steady aim just give free /aim to players because its visible, it works (range modifiers) and it actually has a nice animation on it ![]()
How do we get them to do it?
If there's one constant in the MMPOG universe, its that devs do not listen to players or their representatives (correspondents)...and any changes that may look similar to what players were asking will either not work or be a warped version of the same idea that will not work.
"At this point I'd guess the devs simply don't consider squad leaders a priority over more common classes."
Exactly. because SL's are NOW only bonus-givers. It would be very unwise to address the problems of a class that depends on all other classes and gives the other common classes BONUSES without addressing ALL the common classes first.
So like i said, get used to it.
Orange juice helps in the morning too. Rub it in your eyes and you wake up fast ![]()