Squad Leader Archive
Thread: Rebuilding the skill tree
Toxotes wrote:
DiLune wrote:
+50 is nothing. With master marksman and master pistoleer I would have a total of +130 to hit with my pistol. Cutting that down by 50from being a master SL isn't out of line. (this ignores the BH with only pistol lineadded to the master pistoleer/master marksman build, their bonus to hit is even grosser.)
I'm guessing you're trying to refute my post...I'm not sure what you're talking about...I am talking about the values for Ranged Defense and Melee Defense, I clearly said this in my post.
Master Marksman gets +19 Ranged Defense. If you cut that down to one specialization and master ranged support, it's +10, with ranged support accounting for 8 of that 10.
The Pistoleer tree by itself gives +13 Melee Defense and +5 Ranged Defense when fully mastered. So a Master Marksman and Master Pistoleer gets +32 Ranged Defense and +13 Melee Defense. Bounty Hunter gives jack squat to either of these values until you reach Master Bounty Hunter, when you get +7 Ranged Defense. Adding +50 to both those values just for being grouped with someone seems a bit crazy to me.
I dont think he was arguing the +defensive modifiers, he was talking about +to hit accuracy. I myself as a TKA have about +140 accuracy so 140accuracy - 50 squad leader defense - 30 defense (from whomever im hitting = 60% chance +/- a few to still be able to hit them. He was saying that +50 to defense isn't overpowered.
I like both ideas but I definatly want the group xp bonus that a squad leader could give.
Vol, Your Idea is UBER AWESOME. I think that every Dev should read this thread and make the necesarry changes to the SL tree (like the ones Vol hinted at....hmmmmmm...)
This is probably the best idea i have seen so far about the skill tree. GREAT WORK Vol.
Leror
Radiant
Novice SL and Novice Pistoleer
If you cant beat em', send in the droids!
Either tychus or vol's suggestions would greatly improve the worth of the sl. I think we are vastly underpowered now, and if Sony would just take your advice, it would greatly balance the class.
I hope ( this is definitely a hope) that one day the squad leader would be a noticeable class to a group. So noticeable in fact, that it would be hard to take out some of the harder mobs without him.
Balthamel
I wanted to add an idea proposed by Jammerdon in this thread:
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=1978&highlight=#M1978
Fire Support
A topic I'm intimately familiar with, I'd love to see some form of indirect fire support added to the squad leader profession. This ability would take advantage of the leader's true weapon of choice - the radio. While there isn't much precedent for indirect fire ballistic weaponry (mortars, cannons) in Star Wars (perhaps they're in the EU; I don't know), it's reasonable to assume such devices are in use, as they'rerelatively simple and effective. Additionally, there are other forms of standoff weapons prevalent throughout the SW universe that qualify as fire support weapons (atmospheric fighters, orbital lasers, etc).
The basic premise is that the squad leader would receive a new special command, such as /callforfire. Using this command would simulatedirecting distant fire support assets onto the SL's target. This command would be a damaging AoE attack, that should probably also force posture down, have a chance to knockdown, and have a chance to inflict one or more states upon the targets (intimidate, dizzy, stun, etc.). Presumably the attack would be blast damage.
That makes it rather powerful. It should be - getting hit with a Star Destroyer's turbolaser ought to ruin your day. To balance, there need to be some significant drawbacks:
1) It should be usuable only infrequently. No more than once per battle, and probably only once every few battles. This means it needs to be expensive (very high Mind cost), and/or have a long recycle timer (like burst run).
2) There should be a long delay associated with its use. Requesting fire from an orbital laser shouldn't be as fast as firing a burst from your gun. Using this action requires concentration, leaving the SL unable to immediately progress to the next command in the queue.
3) It should not be easily accessible. You don't want to put this at Novice SL, where anyone can pick up a devastating AoE attack they can use every few minutes.
Jammerdon suggested making fire support an entire tree, with the SL gaining access to bigger and more powerful assets as he climbed the tree. That's an interesting approach, and I can see the logic, butI think it's overkill. Actually I think it'd make a fine Master level skill - something to really set masters apart from others.
One of the nice things about this ability is that there's already artwork in the game to accurately represent the effects: the exploding lair art wouldwork prettywell as an artillery blast.
On the fire support idea...
Sounds interesting...one thing I'd add is making the AOE damage hurt friendlies and enemies alike. Not only is this more realistic (if we care about realism) it also would help limit its use.
--Ze'ev
I like Tychus's ideas but I dont think SOE will revamp the SL entirely, and if they do, they normally do it in a much different way. Usually for the worse