Squad Leader Archive

Thread: Why isn't SL a MELEE Profession?

KJFett3
Sat Oct 08, 2005 7:12 am
#40

Reason we have Assault armor...and only reason (its also the reason that BHs are assault).



Mando armor = assault


Mando certs are (MBH, MSL, Mcommando)


Since we have to have the certs to wear this armor that 99% of us will never own....


MSL = Assault = Mando


Sad really...that our armor is based on the need for 1% of the population to wear an armor that the majority of that 1% will wear as a BH.


Clearly Battle armor is what most SLs/Officers would wear. Assault is really more of a melee armor...yet they gave melee battle armor. /shrug Doesn't make any sense to me, but ohh well. I'm a MSL/MCarb so I still get to wear the battle armor like we all should be able to.




!Drevin of DROW!
!!
NjallParker
Sat Oct 08, 2005 11:24 am
#41

I'm a SL/commando and I would gladly give all my special attacks to be able to wear Battle armor.


(what ? I have no special attacks ? I know but don't say that to the devs )
Martimus
Sun Oct 09, 2005 2:55 pm
#42



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 requirement
REPLACE with :: Brawler 4000 or Medic 0040
and 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.



"If it aint broken, fix it until it is! (nge)"

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Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
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LiakyK
Mon Oct 10, 2005 6:53 am
#43






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...



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
TireeG2
Mon Oct 10, 2005 7:06 am
#44

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.





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LiakyK
Mon Oct 10, 2005 7:27 am
#45

Im lucky with armor, im a Riflemen as well so I can to choose between recon and assault.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Sylow
Mon Oct 10, 2005 8:03 am
#46

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.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
LiakyK
Mon Oct 10, 2005 8:10 am
#47






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.







How did you find out the PSG does nothing against Jedi? Its energy protection, and jedi do energy damage.

Message Edited by LiakyK on 10-10-2005 11:10 AM



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
KJFett3
Mon Oct 10, 2005 8:14 am
#48

I prefer battle and a PSG at all times. I pvp alot, and I come across a pretty good mix of ken and energy weapons being used. The PSG and assault might be a little better up front, but once that PSG pops,its protection tanks...nad a PSG will pop pretty fast in PVP.



!Drevin of DROW!
!!
Sylow
Mon Oct 10, 2005 8:36 am
#49






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.





nad a PSG will pop pretty fast in PVP.



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...


Message Edited by Sylow on 10-10-2005 05:38 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
LiakyK
Mon Oct 10, 2005 9:11 am
#50






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.






Wait... your telling me the devs actually did something that took some thought?




Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Loki_Ashaman
Mon Oct 10, 2005 9:20 am
#51






LiakyK wrote:






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.






Wait... your telling me the devs actually did something that took some thought?






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.






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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


KJFett3
Mon Oct 10, 2005 9:53 am
#52

Sylow...are you saying that testing has show that the PSGs are not popping? When did this start? They did used to pop back when I tested them after CURB hit.



!Drevin of DROW!
!!
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