Squad Leader Archive
Thread: Best proffesion to go with squad leader.
yes, BH missions are kinda borked ATM, but that is supposed to change w/ publish 20. in the meantime, you can grind up SL, BH x444, and two other combat trees to get toCL80. that will take care of getting marks to tough for you. that is EXACTLY what i did ![]()
Damage? -> rifleman
Crowd control? -> Smuggler/pistoleer/Carab
Healer? -> CM or Doc
Since i often play solo, i choose damage and healer (Mrifle CM 4000) so i can choose if i heal my teammates or if i blast every critters around me.
A little reflexion
MBH alone isn't a good mix with SL because it means you have no weapon speed and accuracy. Only general mods (155 accuracy and 55 speed).
If you choose to be Mbh + Msl, get rifle 4004 or carabineer 4400 or pistoleer 4400 (accuracy and speed)
Eulbobo wrote:
With squad leader, the only thing to ask yourself is "what else do i want to do for my group?"
Damage? -> rifleman/carbineer
Crowd control? -> Smuggler/pistoleer/CarabHealer? -> CM or Doc
Sylow wrote:
Eulbobo wrote:
With squad leader, the only thing to ask yourself is "what else do i want to do for my group?"
Damage? -> rifleman/carbineer
Crowd control? -> Smuggler/pistoleer/Carb
Healer? -> CM or Doc
Corrected. (Sorry, carbines now are very good damage dealers, but their crowd control is rather low... knockdown is good,the rest of the little CC abilities are worthless when grouped.)
Wow, that is WAY off. Carbine not a crowd control? Full Area Auto? Largest AoE in the game at 90 degrees. Hits for good damage, and when the group gets in trouble, it can really whittle down groups to a managable level. Advanced Suppression Fire? Meant to be spammed, and adds a snare to everything in the zone....works really well now as everything in the zones ends up walking and never get out of it. Both very good for crowds. Carbine is actually BOTH. It deals the damage with leg shot. can snare with cripple. can snare groups with Suppression. can KD with charge. Can deal group damage with FAO.
Alternate between FAO and ASF and tell me thats not a good group control setup.
In fact, It is the only "crowd" control in ranged. Smuggler and Pistoleer are both single Mob control....they have very little that can deal with a crowd as well as a Carbineer. Smuggler and Pistoleer only beat carbines when they pick up the AOE wpns in commando....which when added to carbine specials are still beat.
I went Carbine back a long time before CURB, and remain a Carbineer. Its crowd control is far better than any other in the terms of crowds.
Wow, that is WAY off. Carbine not a crowd control? Full Area Auto? Largest AoE in the game at 90 degrees.Hits for good damage, and when the group gets in trouble, it can really whittle down groups to a managable level.
Not crowd control at all in my book, unless you aim for selfsacrifice. Sure, the large damage helps in cutting down low level enemies, on real targets, it just makes you the very big target. [ Which i actually used more than once already. When too many targets hit on a "more important" party member, i hit FAA to draw the agro on me... gets me incapped or perhaps even killed, but if that saves the life of the doc, definitely worth it.]
Advanced Suppression Fire? Meant to be spammed, and adds a snare to everything in the zone....works really well now as everything in the zones ends up walking and never get out of it. Both very good for crowds. Carbine is actually BOTH. It deals the damage with leg shot. can snare with cripple. can snare groups with Suppression. can KD with charge. Can deal group damage with FAO.
Blame it on me or on my team... snare is genuinely helpful when fighting alone, but i never saw any positive effect on it as soon as the team has only one person who's going melee. And i still have to see a ranged only team with more than 3 people in it. (The very only use of snare in a mixed group which i found up to now was when retreating... and even then, only versus melee only enemies.)
Alternate between FAO and ASF and tell me thats not a good group control setup.
It does the job well, as long as i fight alone, when tried grouped, it only lead to trouble.
[...]only beat carbines when they pick up the AOE wpns in commando....which when added to carbine specials are still beat.
Aye... which basically means, Commando, officially prime damage dealer, in my book is best choice for crowd control. (Ranged area knockdown anybody?)
I went Carbine back a long time before CURB, and remain a Carbineer. Its crowd control is far better than any other in the terms of crowds.
I'm only on the game since a bit over half a year and all the time had Carbineer in my Char. Carbineer Pre-CU was definitely crowd control, stunning several targets, then chargeshot 2, anybody?
Sylow wrote:
True, we were more crowd control back then, but my point is that we are still crowd control...just not to the level we once were. I would love to have Charge2 back. Shame they took it out.
Wow, that is WAY off. Carbine not a crowd control? Full Area Auto? Largest AoE in the game at 90 degrees.Hits for good damage, and when the group gets in trouble, it can really whittle down groups to a managable level.
Not crowd control at all in my book, unless you aim for selfsacrifice. Sure, the large damage helps in cutting down low level enemies, on real targets, it just makes you the very big target. [ Which i actually used more than once already. When too many targets hit on a "more important" party member, i hit FAA to draw the agro on me... gets me incapped or perhaps even killed, but if that saves the life of the doc, definitely worth it.]
You just described crowd control there buddy.
Advanced Suppression Fire? Meant to be spammed, and adds a snare to everything in the zone....works really well now as everything in the zones ends up walking and never get out of it. Both very good for crowds. Carbine is actually BOTH. It deals the damage with leg shot. can snare with cripple. can snare groups with Suppression. can KD with charge. Can deal group damage with FAO.
Blame it on me or on my team... snare is genuinely helpful when fighting alone, but i never saw any positive effect on it as soon as the team has only one person who's going melee. And i still have to see a ranged only team with more than 3 people in it. (The very only use of snare in a mixed group which i found up to now was when retreating... and even then, only versus melee only enemies.)
I have been in many all ranged groups, but regardless..the ability to be more mobile than the opposition is very important, and if they are all snared, your group can be using the better specials to do damage, not messing with snares and roots. All why having the abiltiy to move and flank better. Snare isnt all about the melee.
Alternate between FAO and ASF and tell me thats not a good group control setup.
It does the job well, as long as i fight alone, when tried grouped, it only lead to trouble.
Its designed to crowd control. Its used when the crowd needs to be controled. Not all the time.Sounds to me like you are not using it at the right times then.
[...]only beat carbines when they pick up the AOE wpns in commando....which when added to carbine specials are still beat.
Aye... which basically means, Commando, officially prime damage dealer, in my book is best choice for crowd control. (Ranged area knockdown anybody?)
Their damage sucks right now, and alone, a commando with no other skills is in very bad shape.
I went Carbine back a long time before CURB, and remain a Carbineer. Its crowd control is far better than any other in the terms of crowds.
I'm only on the game since a bit over half a year and all the time had Carbineer in my Char. Carbineer Pre-CU was definitely crowd control, stunning several targets, then chargeshot 2, anybody?
You just described crowd control there buddy.
Much crowd, little control... ![]()
I have been in many all ranged groups, but regardless..the ability to be more mobile than the opposition is very important, and if they are all snared, your group can be using the better specials to do damage, not messing with snares and roots. All why having the abiltiy to move and flank better. Snare isnt all about the melee.
What NPC you know where flanking has any value? (Sorry to limit it to NPCs, but suppession fire only works there...) And considering the damage output of a good carbineer, i dare to say, let others care for roots, the carbineer easily outdamages most of them...
Its designed to crowd control. Its used when the crowd needs to be controled. Not all the time.Sounds to me like you are not using it at the right times then.
Maybe. I see good use in several of my SL abilities when grouped, i see good use in most of my carbineer abilities when fighting alone, just the combination of grouped and carbineer in my book is mostly damage dealing.
Their damage sucks right now, and alone, a commando with no other skills is in very bad shape.
True... and even when combined with other classes, their damage output is still too low. But the ability to inflict states on area effect can be very helpful. ![]()
And on the core of the topic (this is just disagreeing on the theme, which functionality the carbineer can give to the SL) i also agree... there is no perfect choice, you just have to pick depending on what you want to do. ![]()