Squad Leader Archive
Thread: Squad Leaders: Top 5 Issues
1] Sysgroup is not a real skill. It is easily replaced with formatted alias commands (Red all caps works fine) or with free utilities like teamspeak which are superior for speed and ease of use.
2] Failure rate for rally. It is too easy to decimate the mind pool without sucessfully rallying. Impotence of volleyfire. If volleyfire causes people to use autoattacks instead of their queued special skills it actually reduces the amount of damage done that round both in HAM and in status effects.
3] Boost Morale: aside from having nothing to do with it's name this skill is not worthy of a tier 4 box. Spreading wound damage increases the number of patients that medics have to work on and does not actually reduce the overall amount of wounds. If this balanced damage it would be a sought after skill as it would significantly increase a parties ability to keep all players on the field.
4] The passive defenses seem overly mild, they have tested to approx. 15% effectiveness at master level. This is a minor bonus which appears entirely negligible at lower levels. Compare their potency to stat buffs and/or advanced heals and they don't come close to stacking up.
5] Overall the skills lack in substance, potency and tangibility. The SL does not impact a group strongly enough to be noticed except through roleplaying which could be as easily accomplished while playing a doctor with the bonus of having an extremelypotent skill set. Some SL abilities are diminished in value by their heavy overlap with common skills. Player speed caps for instance reduce the terrain navigation bonuses' merit significantly for a large portion of the player base. The skillset is simply lackluster and underwhelming when seen in action.
6] Where is the human leadership bonus?!