Squad Leader Archive

Thread: Why fixing Squad Leader can fix other professions too.

Ixcon
Sat Mar 06, 2004 5:45 am
#79

First off I have to say Boost Morale by it's very name should heal mind .... you are inspiring your troops giving them the focus and willpower to fight on (or atlest give a heft boost to those two score which would speed mind regeneration).


Next Rally should go. Groupies hate it when you use it and it not only cost alot you fail way to much. Give us group status defence instead ... like group defence vs intimidate/knockdown or group counterattack bonus.


Retreat should either give speed or replace it with rescue .... I don't know how many times I would have loved to redirect the attacker to me instead of the medic or one of the less experinced member of my team.


Formup has it's uses. It's useful when the melee member are taking a beating cause of stun ... although wouldn't mind seeing it cure a few more status affects.


Steady aim would be useful if it had a better bonus to it.


Volley fire ...this one needs a damage mulitplier to it. When your commander yells at you to direct all fire to something are you gona use your normal shot or are you gona use your best damaging one?? .... it needs to give everyone the bonus of overcharge or burst shot.


Terrain and Burst Run bonuses where nice, but when speeders where added we lost the effectiveness of them. Cut these in half and add a group injury treatment speed bonus .... medics are able to get there faster cause the squad leader is directing them.


Lastly Master Squad Leader. The only real reason to get this skill is the title at the moment. I think the best thing in keeping in line with what we get now and the overall theme of the profession without being too overpowering, would be to add a 5 to 10 % group combat exp bonus..... you learn more when someone is teaching you.


well that is my two cents worth
gildrian
Tue Mar 09, 2004 6:02 pm
#80

Thul - nice post and great ideas


I am one month old to both swg and the intrepid server and mastered marksman, scout, and squad leader. I already broke up scout and about to for marksman.


However i dont want to break up Squad Leader, but i must admit I am very frustrated by how much mind these (in my opinion - lacking) skills require and then truly do not counter any enemies stregnth(s). The return on mind investment (RMI - LOL)is very low and I can now see why few master it and fewer keep it for long. We can only hopethat one day we can partiallyrepair our own minds...or you know what...let us play a basic instrument or something (i dont know...whatever).


To boot, we do not take advantage of other professions' skills, nor is any skill (retreat or steady aim especially)we canoffer a very intelligent solution to the problems we all collectively face hunting, badging, etc. These skills often ignore the stregnths and weaknesses of our respected group memebers, does nothing to enhance them,and does has very little real impact on the fight.


Go to your local dantooine mining outpost on any server and start asking around...do you prefer a squad leader over any other profession leading your group...nobody cares, heck I dont now that I have the master title. And why not skills that impact target npc's differently...creature vs. humanoid npc advatages/disadvantages in attacks or defenses...perhaps faction questing, badging, etc. will impact its effectiveness.


Im going armorsmith to make lots of cash and learn more about crafting in this game. I've decided to keep Master Squad Leader for awhile. Its the only one im keeping for awhile b/c it is my hope that it will get better over time and that I have something meaningful to offer when I am in a combat group. But Im afraid I wont be much help, but better than not having something like it at all? Not good enough...


And what a kool rp class, for those that do...not with anything else besides /sysgroup. Taking a bunch of professions that cant hold their own out there alonebut can when a Master SL is behind them...now that is storytelling, that is fun.


SOE developers...Please make Master SL more fun and worth playing...thanks again Thulium, I want every one of your ideas in a Master Squad Leader.



Darth-Revan
Wed Mar 10, 2004 7:08 am
#81

I think all the suggestions have been spectacular. However, I'm a simple kinda guy, and there is one thing that in itself would make me totally excited. I'm sure its been brought up before, but I'll do it again. Give Squad Leaders NPC Troops. What is a SL if not the Creature Handler of Humans, haha. The system could easily work like the CH, as you gain more skills you can control more troops. Weaker troops like foot soilders would have a low Difficulty level, while stronger ones like NPC Commando's would have a much higher difficulty. The Squad leader could use his normal abilities, even at times when he can't find a group. Plus, it seems to balance things a bit. Droid Engineers will soon have Combat Droids as Pets, CH's have a whole slu of pets to choose from, if the SL were given troops, it would seem to cover the three main bases. Droids, Creatures, Humanoids.


If this were to be considered, they already have a template to base it off of in the Faction Troops. Just make them Generic, and give us a few more of them, haha. Thanks


RenKesson
Tue Mar 23, 2004 10:36 pm
#82



/Bump!


Okay, this isa great thread! Being a Master Squad Leader myself, I have a great appreciation for the dedication, commitment, and loyalty to the cause that even a Novice in the profession has already shown (anyone who can camp through Survival IV has, in my opinion, already shown those qualities in abundance!) I'll agree that this profession has, sadly enough, been severely neglected. While I might not go so far to say that it should be the premier Hybrid profession in the game, I will add my voice to those who declare that it should be among the most desireable character types in any combative group, which, at the moment, it isn't. Most groups, in my experience, would rather have a MCH for their tanking pets, orTKM for their great damage and similar tanking abilities, or a Master Commando for their 13k flamethrower damage (Lol!)


I've put together a list of the best commands I've heard on this thread thus far, and they are:


/PaintTarget : creates a mobile waypoint over the SL's designated target that every group member can see and attack in unison

/Declare : allows group members (imo, only of the same faction as the SL) within a certain distance from the SL to declare overt status

/AimFor : Brilliant! I will gladly add my support to this skill, and elaborate on my vision for it below

/GetInPosition : A good idea in theory; select your target with /painttarget, then use /getinposition which then creates a waypoint that only the appropriate player can see for them to go to. Trouble is, what if the target moves? Will the waypoint move also? I think this is asking too much of our designers, not to mention the players who will feel obligated to follow these randomly moving waypoints! (lol)


/PaintTarget, /AimFor, and even /Declare (if it's properly balanced) are great skills for a Squad Leader. Here are a few of my suggestions.


/Charge : Gives a speed and attack (perhaps also damage?) bonus to melee fighters. Basically, this does for offense what /retreat does for defense. Big difference in this, though (here's the catch): significant defense reduction for balance. Your TKAs, Fencers, Heavy Swordsmenand Pikemen get a good, initial offensive preemptive strike, or perhaps deliver a devastating surgical blow to finish off the enemy.

/Duck : The opposite of /charge. Mostly like the proposed /digin command, except your group also suffersa penalty to their attack mods (maybe we can add an addition to range for this?)


This one is my personal favorite here:


/TargetSecondary : This would build on the proposed idea for /aimfor (or, what some have termed the proper application of /volleyfire), which would be to concentrate your group's fire on a specific HAM bar. The radical difference with this command, however, is that it deliberately seeks to deliver a Wounding strike to a secondary attribute (eg. Strength, Constitution, Quickness, Stamina, Focus, or Willpower). Just imagine! You've got a Rifleman camping at the rear of the battle, behind enemy lines (64 m. away), just picking off your TKAs with Headshot2. What do you, as the Squad Leader do? /TargetSecondary Willpower! In a couple of well-placed volley, you've effectively wreaked havoc on his regen pool!A group-oriented /MindShot which allows you, as the Squad Leader, to not only enhance your own team's ability to fight, but also to strategically limit your opponent's options and foil his own strategies (personally, the Rifleman at the back of the combat zone is a special favorite of mine!). Not to mention the fact that most people's secondary attributes are far lower (and therefore weaker) then their primaries. Imagine coordinating with your Medic to /Diagnose an enemy and then target his weakest secondary attribute (don't know if /Diagnose would work in combat, but it might be worth finding out!)


I would also like to propose a little bonus for /AimFor (I think the /targetsecondary idea could be put into this, but if not here's another). Basically, we combine the group /SupressionFire which was proposed earlier into this skill, but add to it an effect of the massive wave of blaster fire impacting the target: affecting a nasty KnockDown! Imagine: you, the Squad Leader, notices two enemy unarmed brawlers ganging up on your TKA. You target one of the opposing brawlers and hit your /AimFor F-key. A severe volley of allied blaster fire converges on the enemy brawler, and even if it doesn't do a whole lot of damage (as /volleyfire seems to do right now---by the way, why don't we add a x1.5-x2 damage modifier to /VolleyShot or /AimFor, or whatever we finally get!?), you get the warm, satisfying feeling that comes with watching him be lifted up over the ground, and land HARD! on his back, with a TKA's worst nightmare: a STUNNED status! That should take the pressure off your lone TKA for a while.


I've been a master Squad Leader for less than a week now, but almost all of my gaming combat up to this point (been playing since September, with the exception of a five-month hiatus) has been grouped (and I've been at various levels of Novice Squad Leader for the vast majority of my playing time), so I think I'm pretty familiar with what a group wants in their team leader. I'm part of one of the largest guilds in the game, and the people I play with are efficient, well-coordinated and have lots of in-game experience to begin with. They love my melee/ranged defense mods, they love the terrain negotiation, and they love the /formup command when we're hunting Krayts. We never use /Retreat because we simply never have to retreat! I hadn't thought of using it for a tactical offensive tool up until reading this thread tonight (thank you, whoever suggested that!) /BoostMorale is mostly only useful when we're all sitting in camp after taking on three Rancor nests, watching our Entertainer dance to clear mind wounds. Being able to distribute Mind wounds evenly means that we spend less time waiting for someone with 250 wounds to heal up.


Frankly, I'm disappointed that my group hates /Rally. Since we're a neutral PA with players who are Rebel, Imperial and Independent on every group hunt, /Rally makes it impossible for Doctors to resurrect or some such; has to do with TEFs, I believe, but all I know is that they always ask me not to use it in our fights for the sake of our healers. I'd like to see this ability (/Rally) fixed, if at all possible too, so it would be more useful.


Thank you so much, Thulius, for leading this dicussion! Absoutely brilliant ideas from many voices here, and I'm super excited to hope that this profession which we've all put so much into just to get to the Novice level may be considered worthwhile to warrant thecomplete overhaul it deserves. Thanks to our Devs for the work they're already putting into it (even though we can't see them, and might not want to believe that they are:smileyhappy. And thanks to everyone else who cares enough about the profession with the awesomest titles in the game to post here and let me know that I'm not the only one in the game who mastered this prof because I wanted to, rather than because my holo said to (I swear, I think there are only three MSLs on Tarquinas, myself included!)


I'm sorry if I've just regurgitated what everyone else has already said, but I wanted to add my voice to all of yours. I especially agree wholeheartedly with the gent who commented about getting non-SL onboard with our requests/demands. It's true that the revamp we want will come through game-wide desires, not just profession-specific griefing. Everyone has something to grief about in their chosen profession, it seems, but let's try and get even them on board with us for this one. Fixing Squad Leader WILL fix SW:G!


Thanks!



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
whippet
Wed Mar 24, 2004 1:35 pm
#83

Hey everyone, I'm not a squadleader, but i hunt with renkesson. I notice while working with him that he can use his /boostmorale to share my mind wounds (I'm a CM/DOC) which I get alot of as i like tanking brawlers vs krayts/Nightsisters /giggle.


But it only seems to share out my primary pools wounds and my focus and willpower still wind up trashed completely, is it mean't to work like this? Or should it distribute wounds to the secondry pools as well? It would be great if it did and would allow the basically crappy CM mind heal to become a heluva alot more useful, I find its only really viable atm with entertainer buffs so that you can max out your wounds and then still have your normal ammount of pool leftover. Trouble is getting entertainer buffs is hard work with only AFKentertainers left in the game, at least they're all AFK when you need one!.


How about a change to this so that it would share the focus/willpower wounds I accumulate so damn fast?


Krys'fyr, GoRE Tarquinas
cydonia
Wed Mar 24, 2004 4:38 pm
#84






whippet wrote:

Hey everyone, I'm not a squadleader, but i hunt with renkesson. I notice while working with him that he can use his /boostmorale to share my mind wounds (I'm a CM/DOC) which I get alot of as i like tanking brawlers vs krayts/Nightsisters /giggle.


But it only seems to share out my primary pools wounds and my focus and willpower still wind up trashed completely, is it mean't to work like this? Or should it distribute wounds to the secondry pools as well? It would be great if it did and would allow the basically crappy CM mind heal to become a heluva alot more useful, I find its only really viable atm with entertainer buffs so that you can max out your wounds and then still have your normal ammount of pool leftover. Trouble is getting entertainer buffs is hard work with only AFKentertainers left in the game, at least they're all AFK when you need one!.


How about a change to this so that it would share the focus/willpower wounds I accumulate so damn fast?


Krys'fyr, GoRE Tarquinas






I remember when i was a SL (about 7 months ago)There was a bug where if you were grouped with a droid you could share wounds with a droid but the wounds wouldnt go into the droid. so effectivelyyou boost morale a few times and you can fully heal your group (cept for like 10 wounds). You could also use this to heal an AT-STs wounds.I am sorry to say thiswas the only useful SL skill. That worked for about 3 days before they hotfixed it (strange thats some bugs in this game last for for MONTHS (singing mountain clan cave, defense stacking) while others are insta hotfixed) but after that if you were grouped with a TKM he could meditate and suck up woulds that way has the same effect just takes longer.



Why are you wearing that stupid man suit?
Zal'hanan
HavocX17
Thu May 13, 2004 3:49 pm
#85

/up
Therascalking3
Fri May 21, 2004 6:57 am
#86

I didn't actually read this whole forum because it is too long and i dont have time but what i have read is some great ideas on how to make this profession worth something.


I am a master squad leader and a master carbineer ( i know look at this idiot who picked the two bugged professions that suck at the moment) but my hope is they will get better as the devs realize what is wrong and hopefully make notes on all these great ideas that people such as us in this forum have been spitting out. I chose to become a squad leader from the very beginning not knowing what abilities it actually gave and when i reached it i was completely disappointed, but it can change and i am hoping the devs will really listen to our suggestions for the profession. We arent running around saying oh make squad leaders the new CM so we can be the almightly lords of the game, but give them some useful abilities such


(i know many of these were said already by the way and i liked them when i read them):


-small group buff

-ability to group heal mind

-possibly that 'tougher' idea at master level

-and please make our abilities not interfere with medic abilities so i can actually use rally without getting scolded by a doc

-and group vehicle terrain negotiation because i should not be able to climb a mountain faster than a speeder can


PLEASE DEVS READ OUR IDEAS AND FIX OUR LOVED PROFESSION LOL!


/bump



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
boucher6
Mon Jul 19, 2004 1:09 am
#87

/sign



ZiekFleid
~ HOUSE OF ELDARIE ~
~ WARMASTER ~
"Who is more foolish?, The Fool? Or The fool who follows."

Landorien
Tue Jul 20, 2004 11:19 pm
#88


Well said, fellow squad leaders!


I'm new to the game, but have always enjoyed the classes that sacrifice the most, to benefit the more, so naturally I went the same way as many of you; suffering my way through Survival which I just don't see as a logical prerequisite to squad leader, as there is no mention of any similar skills in the SL profession. So, ranger yes, squad leader WHY??


Now, unlike a lot of you I'm combining swordsman with squad leader, because I feel while in the fray of things you get a better idea of what we're not hitting but should be. So, imagine my disappointment when volleyfire is just.. utterly.. USELESS as it barely itches any selfrespecting monster and using it a few times all but drains my mind, even when heavily intoxicated on quality beverages.


Rally is hated. Steady Aim is a joke, form up is virtually useless, and so far RETREAT is the only really usefull skill I have.


The Squad Leaders greatest strength is to make hasty retreats.. well, not what we use it for but you get the point.


That's just wrong.


A lot of SL enthusiasts have come up with some downright ingenious suggestions which I would be surprised not to see in the next major patch.


Now, add to the fact that SL literally SUCKS UP skillpoints you would expect a little more for your money, wouldn't you?


Whilst under the command of a squad leader as opposed to not, I would expect:


Overall high temporal buffbonus to all statistics for the melees during combat, call it Legion. You have to be pretty damn inspiring to tell a fencer to go poke that sleeping Krayt Dragon, even for an imperial SL. Maybe make it more efficient if there are skilled chefs among you. A wellfed army is a strong army.


Higher rate of fire, more action points and higher focus for the ranged ones, call it Precision, a leader should inspire order, at least an imperial one, so higher precision + maybe greater output of weapons shouldn't be shunned either.


Greater range and speed for healers, call it Readiness, A SL, at least an imperial one, would have superior control over the battlefield and what flanks have fallen and are in dire need of medics.


And for the love of god, don't kill the SL's for doing their jobs. On a sidenote, the carabiners seems to be having the same problem , so if anyone should understand our pain it's them.


Can't you just imagine the starting scene on Gladiator when Maximus is peptalking his troops and all that.


"What we do today will echo through eternityyyyyyGAAH" - *PLUMP*, Maximus falls incapacitated to the ground exhausted by his heavy endeavour.


The End.




Landorin,
Leader of the Iron Gauntlet,
Imperial Inquisitor,
In service of the Empire.
Kurhian
Fri Jul 23, 2004 2:17 pm
#89

Hah, Squad Leader was my first master because my guild really needed one. Outside of the terrain negotiation and the defense vs. melee mods (really helpful for your riflemen), I got very bored of it. Sure, /steadyaim and rally were cool, but the abilities received for all the SP were insufficient. After I mastered fencer and had little medic, I was out of SP. MSLs are scouted for really only in raids, and that's more for the demo team than their abilities.


To fix this, I propose more powerful commands. For example, /volleyfire should require the highest special attack of each group member on the fixed target, at a severe HAM andBF cost to SL , instead of regular attack. Also, /formup should cure dizzy, stunned, blind, and posture changes. It's get really old spamming /rally and /steadyaim.


As of now, I'm glad I switched profs.


Kurhian

Project Twilight



Kurhian
Spec
Varcan
Mon Oct 11, 2004 5:28 am
#90






Thulium wrote:

Got another idea to throw out there. Yes, this does come close to the squad "puppeteer" type idea, but bear with me...


/getinposition


This new Squad Leader skill allows the Squad Leader to direct a member of his/her squad to a position at the ideal range for their weapon.


Melee fighters usually have the idea of getting into range as their first priority already, so perhaps a quick burst of speed is what would help them the most. But for all the ranged combatants, this command would move them forward or back from their target until they are at the ideal range for their currently equipped weapon.


A smart fighter may already know what their weapons ideal range may be, so this will most greatly benefit inexperienced people in your group...but speaking as a Pistoleer, I think I would appreciate if my Squad Leader had the ability to push me in the right direction to get the most out of my gun.





I like the idea but I think that instead of actually moving other players the SL should provideevery groupmemberwiththeideal rangeof thierweapon (i.e. with a message saying "you ideal ranger is 32m. You are 20m short"). or something like that. Some of the group members might stay back because of low HAM and wouldn't like to be "pushed" forward.

Varcan
Mon Oct 11, 2004 6:07 am
#91






irott wrote:

Well john... here is how I see the /aimfor command working (Thulium might have a different view ^_^ ).


Say you have a group of 5 people in your group including yourself. 3 of your squadmembers use pistols while one uses a carbine. The pistols are dropping the Health HAM bar but with with carbine packing more of a punch its dropping the Action HAM at almost the same rate as the Health. So do a /aimfor on the action or leg or whatever it would be set as and watch that green bar drop. All it is, is a /vollyfire (one use) that targets a specific HAM bar. Its not high damage so its not going to be overused. It just gives a tactical advantage in certain situations. SLs need to know their groups abilites so they can direct... and lead.


Thule you might want to explain your version in detail if it is different than mine.







The /aimfor command could also make all group members target one pool (health because of the larger target i.e. torso) for 5-10 secs. Then in those 5-10 secs every shot would hit health (even headshot and legshot). I know that would make a powerful ability and maybe it should be limited to once per 10 mins. It would be great for those almost impossible targets
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