Squad Leader Archive
Thread: Official Discussion: Strategy
Following is the description of theStrategy tree from the Prima's Official Strategy Guide. Please submit your comments as to the success or failures of skills from the Strategytree here. Use this area to report any bugs, or issues you find with the Strategybranch of the Squad Leader Profession
From the Prima's Official Strategy Guide:
The Squad Leader learns the steady aim command, which increases the team's ability to hit its target, and the volley fire command.
StrategyI: Cost: 175,000 Squad Leader Experience - Commands Granted: Steady Aim
StrategyII: Cost 250,000 Squad Leader Experience - SKILL MODS: Steady Aim Bonus +10
StrategyIII: Cost: 350,000 Squad Leader Experience - Commands Granted: Volley Fire
StrategyIV: Cost 450,000 Squad Leader Experience - SKILL MODS: Volley Shot Bonus +10
We need a maser/Strategy IV box that allows one of two things:
1) All shots hit the same HAM bar. this would be a HAM specific volley, compleate with the whole "no specials" "bug".
2) A better volleyfire that uses specials. Call it advanved volley, or something.
(actually, implament both)
So far my groups have found this branch to be less than usless. We use TeamSpeak and work together far better than this branch allows. Either trash it or give an option to ask every one to target and use specials on the same target.
As things stand I ask them to focus on me and use /assist after I target our opponient. The concentrated fire and damage from our meelee fighters takes down a target the way it should be done.
Yeah this is a pretty useless line. Volley Fire would most definetally be a better skill if they gave it either a damage bouns, or allowed us to trarget one HAM etc etc.
Also I think volley fire needs to be expanded to heavy weapons. Nothing would feel better then vollying 4 commandos with rcoket launchers into a kryat and I see that being one of the best uses for this skill.
/steadyaim gives a nice bonus to hit...for one shot. For that nice one shot bonus to hit I am often draining 25-30% of my HAM. That does not scale with the utility of the ability. It makes no sense that this ability costs so much.
/volleyfire is another quandry. You might as well let your group do their default attack on the target, it does more than /volleyfire. Instead of wasting HAM on this ability I can use Stoppingshot from pistoleer. Same tier. Same random HAM hit, but my stopping shot does upwards of 1800 dmg to my target and costs less HAM. Go figure.
Every profession has that line you go up last and this is ours. I didn't put any SP into this line til I had tier IV in the other three and was ready to head to master.
Maybe the idea with volly should be droped have one activated skillthat give a few second buff for everyones wep...say there special uses less ham, hurts more, mor accert...speed..
Just an idea
I like the idea of an "aim for" in place of volley fire. This would give the SL an ability to direct fire towards a specific HAM bar of a target. For more than one shot would be nice as well. This coupled with a more detailed "examine" so the SL can see which HAM depletion would be more effective..
On a side note...There are strong opinions against having abilities that other players have no choice but to follow and thus "puppeting", or even controlling AFK players. The prevent this, why not make puppet-like commands require a keystroke from the players to follow it.. Sort of a Yes or No decision to obey the SL. Default would be no, but say a "/obey" to carry out a SL order...?...
i could work with them
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I guess my view on the point is SL could be one of the "There one is" professions like Commando, Ranger ect. but all these classes have uber skills...SL skills can be counted on one hand. Look at the Req. Sl needs Survial xp....and we dont even have a special camp..
back to strategy...Also an idea would be to have SL have maybe a longer Radar spread. or a special on screen map.
1st of all what do the +10's realy do? does it make us fail less often? Is so, drop them and add them to the command so that we can use that skill for somthing else.
Novice: +2 Group Alertness, +5 Group Defensive Acuity
/paint target, target should chagne in color( red, green, yellow, blue, etc) based on priority
Skill level one: +2 Group Alertness, +5 Group Defensive Acuity
/steadyaim should be changed to last 2 rounds. And the Squad leader should be able to take advantage of the increaded accuracy as well
/paint2 second target with changed color from 1st one
Skill level two: +2 Group Alertness, +5 Group Defensive Acuity
/volly target should be move down to this skill level. But I agree with most of the mod's suggested for the updated command
/paint3 a 3rd target angain change the color
Skill level three: +2 Group Alertness, +5 Group Defensive Acuity
/coverfire*selected player*This is same as volly fire except, it targets a mob that is attacking the selected payer, and temperaly reduces the argo on the selected player ( good for medic's or low combat players to help get them out of trouble )
/paint4 a 4th target to paint, again chage the color ( don't repeat colors )
Skill level four: +2 Group Alertness, +5 Group Defensive Acuity
/improved volly, Volly last 2 rounds and uses most damaging special based on range that a player in the group can use.
/paint5 a 5th target to be patined
Master: +2 Group Alertness, +5 Group Defensive Acuity
/cover2 same as coverfire but i done for 2 rounds and provideds a 4 sec brust run to the selected player
/paint6
again all passives should be usable by the SL regaudless of the group status, and when in a group with another SL in the lead, use the best of the 2, buffs do not stack with 2 SL's in the group
Let squad leaderorder special attacksfromsquad members.
EXAMPLE:
In this casemove can be called "order stun".
Click on a singleally, then you "order stun", his next attack is stun capable. The squad leader loses ham pointsat the time he gives the order.
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It doesn't have to only be stun we can have mind bleed,health bleed,action bleed,dizzy, posture down, posture up, snare, fire,knockdownbasicly all the specials of the combat classes. And it would stack any present special move the squadmate was already going to perform.
To nerf itoutsquad leader cannot do these powers to himself, it costs ham and you can even have him delay his own attacks.
So if I ordered a bleed shot from arifleman it would be almost no differ if I had taken up pistoleer myself and did a bleed shot. The advantage as a pistoleer is the extra damage,since the squad leader is not shooting. And the advantage of the squad leader is the wider range of specials that is available to him to use through someone else.
To not leave the melee guys out.......
We can also give the melee specials as well.
Also the chance of failure can be added.
And its possible to work this in as part of the squad leader grind by giving light xp for successfull use.
I posted this in another thread, but I decided that it should be here, as well. I like oranges. and crowbars. I wonder why crowbars taist like purple... ![]()
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/steadyaim works, other than the HAM cost,but the fact that it is the most "benificial" skill in the tree is pathetic. /volleyfire is pointless. If it were to allow people to use their special, and give them a 1.75 dmg modifier, it would be worth the bantha crap, specifically, HAM cost. New skills need to be added to that line. I envision that branch (and a skill to mster)looking something like this:
Master: HAM specific attack. /volleyfire, as it is now, except with a 1.25 dmg modifier, that can be targeted against specific HAM pools. It's in the master box for a reason.
Strategy IV: Advanced volley fire. 1.75 dmg volleyfire, with specials. HAM costs the same as /volleyfire is now.
Strategy III: /volleyfire. 1.75 dmg, but other than that, the same as it is now (reduced HAM costs, though).
Strategy II: Extended steady aim. This steady aim holds for around ten-fifteen seconds. HAM costs the same as /steadyaim is now.
Strategy I: /steadyaim. Same old, but with reduced HAM costs.
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