Squad Leader Archive

Thread: Passive skills do they work?

adfhadhadfhketkl
Mon Dec 08, 2003 9:11 am
#1

just wonder if our passive skills works, They dont seem to affect the modifers shown in the Skill window. Anyone know anything about this?



Also wonder what rally do. (beside give you an flag that looks cool after every group members name) i mean they must have some fixed figures or?


I find it very disturbing to get skills that i havent a clue how good they are how should i be ale to see if they are worth using.




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Alki Von'Fronkensteen (Farstar)

Rifleman Motto: Of all the things i lost, I miss my mind the most
Playing SWG on God Mode
DarthLithic
Mon Dec 08, 2003 9:41 am
#2

Therein lies the problem



Chalekazza Shipworks - Chilastra - outside Mos Eisley 3124 -6036
GrimWeasel
Mon Dec 08, 2003 10:21 am
#3

The mobility skills work, but it's hard to guage whether there's any benefit to the defense modifiers, since you only get a total of +25 for both ranged and melee. I suspect they do, because when I get a bonfide noob, they tend to claim they last longer than they do alone. Too many variables to say for certain, tho. I should find a noob and experiment.


Rally's supposed to give to hit bonuses. The descriptor of it also claims defensive bonuses, but I have no idea if either functions. Since I have roughly 66-75% failure rate for trying to rally (and volleyfire, for that matter), tho, and since it keeps ppl from harvesting, it's presently more of liability than an asset.


Retreat and boostmorale do work, however. Boost morale only works on pool wounds tho. Boostmorale is actually quite useful if your group is relying on camps to heal wounds. Certainly wouldn't recommend using it in combat tho. Use it during camp time, if there isn't a wound healer present.

DarthLithic
Mon Dec 08, 2003 10:53 am
#4

Boost Morale's only benifit right now is for Combat Medics. As they heal mind dmg, they take mind wounds. I level this out amongst the group. CMs LOVE me.



Chalekazza Shipworks - Chilastra - outside Mos Eisley 3124 -6036
adfhadhadfhketkl
Tue Dec 09, 2003 12:40 pm
#5

Hmm there aint much Skills and modifers in the Squad leader proffesion


The one i find most usefull is the /sysgroup comand =) is it even worth climbing any higher, i think im gonna remove all except novice,




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Alki Von'Fronkensteen (Farstar)

Rifleman Motto: Of all the things i lost, I miss my mind the most
Playing SWG on God Mode
Indicant
Tue Dec 09, 2003 12:54 pm
#6

I linked someone's analysis of the SL passive defense bonuses under the Novice/Master official thread from Thulium I think. Follow the link, it gives a decent bit of insight. They work, just not very well. About 15% reduction in hits taken seems to be the maximum benefit at master level.
irott
Tue Dec 09, 2003 2:15 pm
#7

The terrain ones are easy to test and see a differece (just go prone and crawl around ungrouped, then group and crawl and you can see the difference, unless you are a ranger). But the defense modifiers are much harder to test, since these stack with the other defense mods of the same type its difficult to get hard numbers.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

gordon_wood
Tue Dec 09, 2003 6:18 pm
#8








adfhadhadfhketkl pondered:


The one i find most usefull is the /sysgroup comand =) is it even worth climbing any higher, i think im gonna remove all except novice,



I would keep up to Mobility III, but that's because I spend a whole ton of time with my people on Dathomir, which is like hills 'n' mountains 'r' us.




Ionian Gessinger
Funkiest Brother In The Galaxy
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