Squad Leader Archive
Thread: Why isn't SL a MELEE Profession?
ShadowLightning wrote:When was the last time you ever saw a battle scene when the leader/general/commander/king takes his men out to war with a Gun or a Bow?? Leaders grab their sword and go into battle!Squad Leader needs to be a MELEE based profession. The game is already FULL of elite ranged professions.DELETE :: Marksman 0004 SL requirementREPLACE with :: Brawler 4000 or Medic 0040and while you're at it...remove Multipult Squad Leaders in a group.
Ranged professions have a clear advantage in this category. Melee is getting a shaft on Ranger, CM, and SL. The fact that we have to take extra marksman skills (which are good for nothing for melee professions) often makes it strategically undesirable to mix hybrid professions with melee. I would like to see the requirements for one of those professions changed to melee/medic to balance things out.
Sylow wrote:
Tell that to commandos and smugglers, they cry for having the melee requirement removed.
So, i am really glad that we don't have that requirement and it would make absolutely no sense to have it on either of the professions you named.
I heard commando has some sort of TK weapon they use and smuggler actually get some increases in their unarmed skills, but it seems a little odd with the rest of the profession builds...
No TK commando weapon as far as I know, I think that's true about smuggler though.
I'd also like to mention thatI rather like being able to use assualt armor for the kinetic resist. More and more ranged fighters are using kinetic weapons now and the need for balanced protection has gone up. The PSG adds a lot of important protection against energy, it more than makes up for the penalty seen on assualt armor. With a set of assualt armor and PSG I would expect to see a higher total energy resistance, with a still good kinetic resistance, maybe about 55%. This seems to make it an all around good choice to me.
The TKM-Weapon for Commando was a design in the CU beta. The weapon later was recertified and is not commando specific any more.
I'd also like to mention thatI rather like being able to use assualt armor for the kinetic resist. More and more ranged fighters are using kinetic weapons now and the need for balanced protection has gone up. The PSG adds a lot of important protection against energy, it more than makes up for the penalty seen on assualt armor. With a set of assualt armor and PSG I would expect to see a higher total energy resistance, with a still good kinetic resistance, maybe about 55%. This seems to make it an all around good choice to me.
For ranged combat, your conclusion is perfectly true. For those who are not convinced, please go to the carbineer forum and read this thread.
PSGs are very powerful, so as long as your enemy is ranged, you fare best with assault armour and a PSG. Against a Jedi, the PSG does nothing, though, so assault armour is a disadvantage here. Anyways, most people are certified for more than one armour, so evaluate your fighting, check your odds, choose accordingly.
I personally go with Batte and combine it with a PSG in PvP,but it's more for the looks than for effectivity, my shock trooper armour also served me prettywell.
Sylow wrote:
The TKM-Weapon for Commando was a design in the CU beta. The weapon later was recertified and is not commando specific any more.
I'd also like to mention thatI rather like being able to use assualt armor for the kinetic resist. More and more ranged fighters are using kinetic weapons now and the need for balanced protection has gone up. The PSG adds a lot of important protection against energy, it more than makes up for the penalty seen on assualt armor. With a set of assualt armor and PSG I would expect to see a higher total energy resistance, with a still good kinetic resistance, maybe about 55%. This seems to make it an all around good choice to me.
For ranged combat, your conclusion is perfectly true. For those who are not convinced, please go to the carbineer forum and read this thread. PSGs are very powerful, so as long as your enemy is ranged, you fare best with assault armour and a PSG. Against a Jedi, the PSG does nothing, though, so assault armour is a disadvantage here. Anyways, most people are certified for more than one armour, so evaluate your fighting, check your odds, choose accordingly.
I personally go with Batte and combine it with a PSG in PvP,but it's more for the looks than for effectivity, my shock trooper armour also served me prettywell.
Message Edited by LiakyK on 10-10-2005 11:10 AM
How did you find out the PSG does nothing against Jedi? Its energy protection, and jedi do energy damage.
Because a PSG is specified to work only against ranged attacks, not against melee. And the lightsaber unfortunately is a melee weapon.
Read the thread i mentioned. There is a small but significant difference between what it should do and what it does. It should break soon but it according to testing does not...
nad a PSG will pop pretty fast in PVP.
Message Edited by Sylow on 10-10-2005 05:38 PM
Wait... your telling me the devs actually did something that took some thought?
Sylow wrote:
How did you find out the PSG does nothing against Jedi? Its energy protection, and jedi do energy damage.
Because a PSG is specified to work only against ranged attacks, not against melee. And the lightsaber unfortunately is a melee weapon.
LiakyK wrote:
Wait... your telling me the devs actually did something that took some thought?
Sylow wrote:
How did you find out the PSG does nothing against Jedi? Its energy protection, and jedi do energy damage.
Because a PSG is specified to work only against ranged attacks, not against melee. And the lightsaber unfortunately is a melee weapon.
Yeah, took thought and they got it to work right too. Weird huh?
Now wouldn't it be funny if PSGs were suffering from the same issue as melee / ranged defense, ie if YOU'RE holding a ranged energy weapon it works, but anything else it doesn't. That's more how I would have expected it to end up coded. ![]()