Squad Leader Archive
Thread: New Squad Leader Has a Question:
Howdy Squad Leading types. On tempest, I decided to pick up SL with my BH, because, well, he was just a BH and needed something to make him unique...so I did. I've heard nasty things about SL, like they suck and their stuff doesn't work...so my question is simple:
What works?
What doesn't?
What trees should I skip until I've mastered everything else?
and so on and so forth.
I'd appreciate your input.
what works: /sysgroup
what doesnt work: pretty much everything else
sad isnt it? but welcome to the ranks, the more voices we can get on this board the better
Howard Johnson is right.
I think we should come up with a frustration rating for the 4 SL trees.
Well i made strategist the other night, useless, doesnt do anthing because volley fire and aim are broken.
im hoping mobility gives my group the speed bonus because thats what im working on next
Formup does work. The fact that the other skills work is either a myth or the differences they make are so miniscule you'd think it was myth anyway. Heck, on some occassions even /sysgroup doesn't work ![]()
/formup works
/steadyaim works, but it's HAM cost is high enough that it's difficult for many people to use it repeatedly.
/rally works, though I'm not quite shure what it does. Also, it rairly sticks, so you will end up attempting it multiple times, and your mind bar will go streight to white.
/volleyfire kindof works. It should do one thing, but it does an almost useless thing. You just have to try it to know,
/retreat works, but when does one run away? I'd use it for offence, if I had it...
/boostmoral is useless if you have even a novice medic in your group.
Our passives work, but one really has to look to see their effect.
Believe it or not, every ability works, just not the way everyone thinks it should. I'll probably get flamed for this, but I can prove it.
Group Terrain - look at your crawl speed when you are grouped....Yes, I said your prone crawl speed...It's comparable to some of the rifle crawl speed bonuses.
Group Burst Run - Lowers the cost of each burst run. Does not shorten regen time, or lengthen run time.
Group Melee/Ranged defense - Lowers your chance of getting hit by melee/ranged attacks, respectively.
Steady-aim - similar to /aim, but if you can time it right, your group members can use specials with this. As fore-mentioned, HAM costs are high.
Volley-fire – DOES work; look at your combat spam. “%TT’s volley hits %TT for X amount of damage” Not really worth it, but it does work…It doesn’t really give any damage bonus that I’ve noticed, and most Squads never even know that the skill is working, because it doesn’t re-target the SL’s target, it just auto-shoots the target (Probably could have been clearer, but hope this helps)
Rally – I was a little confused when I first read about this ability – I thought that it meant that you got a slight damage bonus, and that the damage that you take was lessened. What this bonus does is increase accuracy, as well as increase what is easiest to describe as your “dodge” rating…
Boostmorale – one of the few specials that you can take at face value…it does indeed re-distribute wounds amongst the group…however, I wouldn’t use this in a random hunting group…most people get pretty upset.
Form Up – Does indeed clear dizzy and stunned; does not work on pets. You must also be within 70(I think) meters for this ability to work.
Retreat – A short burst run given to the OTHER members of your squad. *NOTE* this is a short extra burst run, and does not count against their actual burst run.
Is there anything I missed? I can’t log in right now; the motherboard on my gaming computer is down, so I don’t have the full skill tree in front of me…