Squad Leader Archive
Thread: The Squad Leader, why Overlooked doesnt mean Terrible, and the SL's guide to PvP
Novice Warrior-leader:
- e-web certification
- "at ease" ability
- /sysgroupAOE
- +dodge/block/counterattack bonuses (see previous post)
- +group terrain negotiation
- +group burst run efficiancy
- /retreat
- the possibilty of adding a group vehicle once its coded into the game (shug_nix hinted thatthe devs are trying to work out a way to code this)
- AOE +dodge/block/counterattack bonuses
- /boostmorale
- lead by example - a passive ability that increases group accuracy & speed for 10mins everytime you DB an enemy (does stack)
- group e-web speed & accuracy bonuses
- cert: advanced e-web?
- decreases to e-web setup time
- /rally
- /forumup
- auto-group assist ability
- /takecover - group members considered to be out of LOS to all enemies for 15 seconds
- group cover bonuses
- /targetweakness - increases ap of your group by 1 for 25 seconds
- AOE +dodge/block/counterattack bonuses
- group intimidation bonuses
- e-web bonuses
- at ease bonuses
- Start command group - allows you to start a command group.. like a group, only you are able to be in both a group & a command group. That way several group leaders can interact easily without having to use spatial (SL abilities & mods do not apply to the command group)
- Place command structure
- /sysgroup
- + group ranged/melee def mods
Strategy Tree:
- /volleyfire (as it is now, but with the ability to focus on specific pools)
- /steadyaim
- bonuses to both
- increases to the number of targets you can mark
- bonuses to command structures
- /ambush - used while not in combat, this ability adds "stun" state affects to the first special used by each group member next time they enter combat
Planning Tree:
- + group ranged & melee defense mods
- "mark targets"
- role designation - abilty to designate one of three roles - tank, healer, damage dealer (with respective bonuses) toone member of the group
Intel Tree:
- allows use of over head maps
- increased radar
- maybe ways to utilise scouts/rangers to gather information?
- /hidetarget - removes a single player or npc from all player's radar for 3mins
Leadership tree:
- gives you command of npcs which are focused more on dealing damage than acting as meat shields.. that way, the line will be niether supperior nor inferior to CHs.. just, different
Master Strategist:
- /dropship
- /airstrike
- npc bonuses
- + group ranged/melee def mod
Now dont get me wrong, these are by no means perfect skill trees. What they do is illustrate what I'm saying & show that there are enough ideas floatingaround to makehaving two SL proffesions, both with different focuses, not only achievable but very useful.
Message Edited by DanteCalvert on 04-21-2004 09:32 PM
InquisitorPayne wrote:
LOL!
Okay, oriellien. It just sounded like 60-80m rather than 10-20. Maybe we are not that different after all (except that i stil like shooting people rather than spamming /steadyaim)
Dogg
Now theres no point in being 75m back... you should be far enough back so that the first tab target isnt you, but you dont want to be away. Or, you can just run right behind enemy lines when the battle starts, did that in Justice. No one shot at me, I just walked up to some SoJ guys and did my SL skills when they were fighting, most people dont pay attention to the "novice squad leader" (im a master but novice hides what you are better then novice medic or nothing) without armor on, even if hes right next to you.
DanteCalvert wrote:
InquisitorPayne wrote:
LOL!
Okay, oriellien. It just sounded like 60-80m rather than 10-20. Maybe we are not that different after all (except that i stil like shooting people rather than spamming /steadyaim)
Dogg
Now theres no point in being 75m back... you should be far enough back so that the first tab target isnt you, but you dont want to be away. Or, you can just run right behind enemy lines when the battle starts, did that in Justice. No one shot at me, I just walked up to some SoJ guys and did my SL skills when they were fighting, most people dont pay attention to the "novice squad leader" (im a master but novice hides what you are better then novice medic or nothing) without armor on, even if hes right next to you.
Well, maybe you feel better knowing that i will kill you whenever you step into my reticule ![]()
Dogg
Yeraze wrote:
Might wanna specify that came from the Army Ranger's handbook.. if anyone on the ranger forums sees this, we'll never hear the end of it
Well, i see the SWG Rangers more like the Texas Rangers ![]()
Or wildpark rangers ![]()
Dogg
JamGod wrote:
& just for clarification, I was talking about staying 10-20m behind the lines tooof course you need to be with your squad.. was just talking about the difference between someone who holds back & doesnt engage in combat, & someone who is in the thick of it, showing everyone how its done...
LOL! If you stay 10-20m back, you engage in combat, trust me ![]()
If you dont want to, then the other team's meleer will ![]()
Sorry if i came off a little harsh, but what a "Squad Leader" is is already defined pretty well. Now we just need to make SOE realize that and do it the right way!
Thus we must not spread out into 2 new professions, distributing our abilities amongst it. You cannot be a successful leader if you have only half of your tools.
Dogg
"Never expect those you lead to undertake an action you will not undertake yourself."
Well this might have been suggested already....
1. I like all the suggestion's for the e-web
2. for artillery: a squad leader would allow commandos to deploy a long range canon this coud be set in in fortifactions. This would be good for commandos for it would support their idea that they're the heavy weapons experts and give them a weapon that is good in pvp other than Ft.
Also for the revamp perhaps we could ask the devs to change the name of retreat to "double-time"
I really like the discussions in this thread very constructive and stimulates good thoughts
-Tex