Squad Leader Archive

Thread: Why isn't SL a MELEE Profession?

Darius501
Mon Oct 10, 2005 10:07 am
#53

I understand ranged support as one of the 2 trees required for SL, but not sure the current scout skills are what I would consider the ideal pre-req. But then again I cant really think of another tree that would be proper, maybe pistols. I might change this thought after I get to see the new upgrades coming. Im very suspect on these individual buffs by a squad leader, it seems to ignore the whole group leader idea.



Darus Zanthar - 85 Year Old Jedi
PoE
Pathos Zanthar - Worthless Slave ALT

Politics has taught me there is a time when you get beyond being upset over changes you don't want, except them, then either adapt or move on. My time has come. Be safe and God's speed!
Sylow
Mon Oct 10, 2005 10:13 am
#54






KJFett3 wrote:

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.





Follow the link i inserted in my first response about PSGs. It goes to the Carbineer forum, where TAFirehawk something like two weeks ago did some extensive testing on PSGs.


Follow the thread down there is much information to be found in it about those toys. And testing is done by TAFirehawk, and i know few people who can compete with him in testing game mechanics, so i trust the results he presents.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
LiakyK
Mon Oct 10, 2005 10:15 am
#55






Darius501 wrote:
I understand ranged support as one of the 2 trees required for SL, but not sure the current scout skills are what I would consider the ideal pre-req. But then again I cant really think of another tree that would be proper, maybe pistols. I might change this thought after I get to see the new upgrades coming. Im very suspect on these individual buffs by a squad leader, it seems to ignore the whole group leader idea.






Ive noticed something the Devs seemed to do with all the elite skill is to require two Novice trees and none of them using the same two trees.


I dont mind the camping requirement we have, but at least make it so we can make some sort of base or "meeting area" where we can group up for an attack, even possible to put in a faction recruiter there making it a temporary base to launch attacks from. Wont be hard to find as something I recently found out, if you are SF and throw down a camp, it is put on the map, which makes it even seem more ideal for a meeting area.





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 10:24 am
#56


Now... a recruiter wouldn't be my choice... i mean, hey you take out your camp set and set it up and find a recruiter wrapped into the camping equipment?


So, i would change a minor detail, there's no humanoid recruiter but the place rather has some terminal to do that. If you use it, you just get the menu to "sing up for combatant / SF" or "go on leave" and that's it... no more functionality in it, would do the job perfectly well.


Edit:

Though, either the high tech field base has to be placeable already at Survival IV, or the terminal also has to be available at a lower grade camp... requiring the SL to be master scout to do that sounds contraproductive to me. [The system, placeable at Survival IV, produceable at Master Scout would be fine with me... i'll simply get a master scout to make me a schematic and an artisan to run me some crates of the stuff... ]

Message Edited by Sylow on 10-10-2005 07:26 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
TireeG2
Mon Oct 10, 2005 11:04 am
#57






KJFett3 wrote:

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.





For a long time once CU hit I didn't bother with PSGs. When I first tried them, I'm fairly certain they only survived for a small handful of hits, with slow recharge. I'm not sure why but that seems to be changed now. These things can really take a lot of hits. Unless you've got some real good healing on you, I'd bet you'll go down first.


One thing I like to do though, just to get an idea, is to throw it up on my toolbar. That way I can monitor how bad of a beating it's taking. Extended battles with no resting can get the efficiency pretty low, I guess it would be good for everyone to just try and see just how well it holds charge for their fighting.



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KJFett3
Mon Oct 10, 2005 11:11 am
#58

I have a crate of precurb Imperial prototype PSGs with the +10 to ranged accuracy. They are 1900ish energy and the condition on them is about 9600/9600. They last about a week even in heavy PVP.


Is it still possible to ADK a PSG? I know that was a trend for a while.





!Drevin of DROW!
!!
Loki_Ashaman
Mon Oct 10, 2005 11:15 am
#59






KJFett3 wrote:

I have a crate of precurb Imperial prototype PSGs with the +10 to ranged accuracy. They are 1900ish energy and the condition on them is about 9600/9600. They last about a week even in heavy PVP.






I go out of my way to find the +10 ranged / melee accuracy PSGs, I'll continue to use a 0 condition non-functional PSG just for the bonuses if I haven't been able to find a replacement.




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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


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