Squad Leader Archive
Thread: Any fixes incoming?
Ok excellent
CaptainVemnox wrote:
I concur with you 101% on this. This is what I am aiming for.
/emote smacks thread back on topic.
Okay, sorry to spill my rant here, but it seems any Squad Leader fixes in the near future looks dim...
The devs have a biased "favorites list" that they are going to fix 1st: mostly "Creature Handler". As though the class wasn't overpowerful enough, they are spending all of their precious time fixing THIS class, instead of classes that are completely broken (Commando & Squad Leader)...
Just my 2creds, but it IS very rediculous...
Im just glad I havent gotten SL yet... I love playing support classes (Im a Bard player normally), but not if I am completelly WORTHLESS
#1) Is it more reasonable that SL get exp from leading a group. YES. (BUT I will note the current system is preventing twinkleing of SL's, you can't just sit around and inherit SL exp.)
#2) Should begin a SL confer NO benfit to the char when by themselves. NO. (You should get something that applies to going solo for being a SL, obviously MUCH more for a group setting.)
#3) Is SL a profession that needs to get any harder or crappier. NO. (Appling the SL abilities to pets and droids, is almost the ONLY good thing we have.)
#4) Should the corespodant be telling SOE ANYTHING, without getting rection from us. NO. ( CaptainVemnox your causing panic man, you need to post your suggestions and get reaction. People want communication from the devs/csrs and corespondents.)
You seem to be doing a fine job so hang in there.
My basic premise from earlier still stands though. That is that EXP, while distasteful, is at least working while there are so many other aspects of this profession that flat out don't work at all. Let get something worth gaining experience for, then return to fix this issue.
Perhaps you all missed the thread back when I first got here when we talked about pets in groups. If you think I am doing a poor job, feel free to report it to SOE. =)
Otherwise, send me a PM and tell me what you think is wrong. Despite what you think, I develop a concise set of things wrong with and additions to the Squad Leader based on what the community is saying. I am not generating random ideas, but I believe just as you do I have a right to state my personal opinion. You are wrong in assuming I am dragging my personal opinions right to the Dev's. That is beyond untrue. I am taking what I see the majority of people saying, reitterating it, then if reaction stays the same, recording it.
Just because I post "blah is overpowered" doesn't mean I am running to the Dev's telling them that.
"So name another class that HAS to have another player to get xp (under your formula). Name a way you can still become a squad leader if you do not play at prime times or if you play on a unpopulated planet of a lower server?"
Shadowleader3
Ok, Medic.
You get no xp for healing self, droids, pets, NPCs.
The only xp you get is healing other Players.
Now, as for the Initial issue, it sounds like Squad Leader needs some major loving before anything is taken away. Some advice; I was a real life squad leader in combat. (They call em Fire Team Leads now, slicks called me a "sarge")
Calling out in combat "Fire at this one" is a total joke. What you do in real life is
1) Pick positions
2) Decide on advance/withdrawl timing
3) Select an engagement range
4) call in other support.
I suggest the 4 verticals be Emplace Skill, Charge/Retreat Skill, Range benefit skill, and Indirect support skill.
Emplace should progressivily add m,elee/ranged defense each step in a manner that stacks with all others the individuals have learned.
Charge/Retreat should begin GROUP involuntary movement twords away from enemy (call it auto follow) with each player having the right to break it. It should add bonuses to terrain nav and burst run in small invrements for FREE to grouped players. (Ie skill one gives a 3 second free burst run to all grouped ) The top skill in this line should be Rally-ALL
Ranged benifit is again extra small decreases in range penalty to all grouped (5% 10% 15% 20% 25% sounds right)
and indirect support calls in additional AE attacks on selected targets provided the SL takes no other action. (imagine 60mm Mortar, 81MM mortar, 120 MM mortar, and 155MM howitzer as the 4 skills).
The Novice Squad Leader should get the lowest skill in all 5 verticals so he can immediatly be a benefit. Done this way the Squad Leader would be sought after but no so overpowering as to change group dynamics.
Jammer
Jammerdon, I encourage you to check out this thread:
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=1072
Charge/Retreat should begin GROUP involuntary movement twords away from enemy (call it auto follow) with each player having the right to break it.
I don't really like the idea of any ability that involves involuntary control over other players.
and indirect support calls in additional AE attacks on selected targets provided the SL takes no other action. (imagine 60mm Mortar, 81MM mortar, 120 MM mortar, and 155MM howitzer as the 4 skills).
As a former FSO, I have to say "Why didn't I think of that?"
This would be pretty cool. A damaging AOE posture down attack with a chance for knockdown, stun, dizzy, and intimidate. Since it's a pretty powerful maneuver, I'd make it fairly expensive (HAM) and put it on a timer.
The artwork for this is already done, too (think exploding lairs).