Squad Leader Archive
Thread: a 'YAY, SQUAD LEADER' story
Hmm, let's see... the first part, about coordinating the team and having fun and everything, sounds great to me. Head and thumbs up and keep going. ![]()
Though, small sidenotes:
the real fun, however, started on our second round of missions. after the first two or three, the group started loosing people. one guy died and became bugged so that he could not clone. another had to logoff, and shortly after our jedi had to split as well. that left myself and the recruit (a MBH/MCH) to finish up 7 missions built for a 5 man group.
Forget the"built for a 5 man group" part. You were lv. 80, your second man was lv. 80. If either of you would have picked the missions in your group of two, or even alone, you would have gotten the very same difficulty. So, you didn't finish missions for a 5 man group, you finished missions for one or more persons at your level. (Believe me, i tried it. I spent several days doing solo-missions to grind Carbineer when the CU hit. Didn't want to be the most incompetent teamleader the people ever had, so i had to figure some things out... teammate or not, a lv. 80 mission always is a lv. 80 mission, only with team it's much easier to do...
)
Also i dare to ask, you are sure that it were 7 missions the two of you did alone? Without hitting a mission terminal in between? This would indicate a very recent change, usually when teammembers leave the group, the open missions they still have get lost from the group... if they stay in group and just go afk, the missions sure would still be available, but missions have the habbit of not being at the very first waypoint, but rather to have the waypoint updated when you get close. This update again only happens when the person who has the mission goes there, not for another teammember. Thus the 7 missions seems like a slight exageration to me.
using the /sysgroup tips above i would let him know which guy i was targeting. i pulled out my Dawnsorrow and went prone. each fight started w/ me using Duelist Stance (bounty hunter, adds to defense), Rally, Steady Aim, and then a Sniper Shot (rifleman special). the recruit said that he figured out my pattern, at least in regards to when he should start shooting, based onthe 'Stay on target' message I yelled w/ SA. he told me that when he saw that, he would wait a couple seconds then open fire.
Dawnsorrow... yay, i also want one... *grin* Anyways, this sounds like a solid and combination of abilities, in this very specific situation steady aim even had some limited value.
morale of the story, we are extremely flexible! not only can we direct our troops to make them efficient killing machines without even firing a shot ourselves, but we can also get in there and take point when the situation requires it.
man, i LOVE being a Squad Leader!
Message Edited by Sylow on 06-23-2005 05:11 PM
YOWCH, sylow! youripped me good :smileyhappy
well, let me respond...
Sylow wrote:
Forget the"built for a 5 man group" part. You were lv. 80, your second man was lv. 80. If either of you would have picked the missions in your group of two, or even alone, you would have gotten the very same difficulty. ... teammate or not, a lv. 80 mission always is a lv. 80 mission, only with team it's much easier to do...
i understand that lvl 80 is always lvl 80, but the game will increase the number of opponents based on the size of the group too. missions by myself will get two or three lvl 80 opponents. w/ 5 guys in the group, we got 6-9 opponents per mission. difficulty of our enemies didnt increase, just their quantity. so instead of the two of us fighting only a couple NPCs at each waypoint, we had several because the game generated the missions to compensate for a 5 man group.
Also i dare to ask, you are sure that it were 7 missions the two of you did alone? Without hitting a mission terminal in between? This would indicate a very recent change, usually when teammembers leave the group, the open missions they still have get lost from the group... if they stay in group and just go afk, the missions sure would still be available, but missions have the habbit of not being at the very first waypoint, but rather to have the waypoint updated when you get close. This update again only happens when the person who has the mission goes there, not for another teammember. Thus the 7 missions seems like a slight exageration to me.
no exageration. as i said, one guy died but could not clone due to a bug, so he didnt LEAVE the group. and we picked all the missions with only 1 direction: north. when i drove the squad to the nearest one, it would 'jump' with the message 'updated waypoint'. they all 'jumped' in this processallbasesspawned. it is true that as the other two players left the groupthe mission aborted and we did not get paid, but the NPC's were there along w/ their camp. we got faction and loot cash from them, but not on the base's destruction.
morale of the story, we are extremely flexible! not only can we direct our troops to make them efficient killing machines without even firing a shot ourselves, but we can also get in there and take point when the situation requires it.
Here i have to say, it seems like you did some nice coordination and helped your team a lot. Though, the second part where you speak of taking point rather accounts on your other professions, not so much on the SL.
you are correct. other than Rally and SA, the second part of the story relied on my MBH and Rifleman prof specials. my point though was that SL helps to accentuate those abilities just as other profs accentuate SL.SL is not strong on its own, but can become a very good template when used with other ranged profs.
Sorry that i had to dismantle some of your statements, the combination of your professions sure gives you nice abilities and flexibility, the SL profession per se is helpful but unfortunately not half as good as your report here makes it out to be.
enh...it happens.yes i could get more combat stuff to mix w/ MBH from carbineer, pistoleer, even smuggler, but i want to be a MSL. no, we dont have combat specials, but that's not our job. for what we're designed to do i think, with the exception of a few questionably broken specials, we are damn good at it. we have decent personal def and accuracy mods, plus we boost the group even w/out our specials. our job is to lead a squad of fighters, whether melee or ranged, not deal tons of damage along with them. but given a good mix of associate skills we can hold our own in combat.
i actually appreciate your honesty and knowledge, sylow.i think that if new SL's read this thread in its entirety they will come to understand what we do, what our limitiations are, and howthese limitations can be overcomethroughtactics, planning, andcoordination. you're points just help to reinforce that. thank you!
no exageration. as i said, one guy died but could not clone due to a bug, so he didnt LEAVE the group. and we picked all the missions with only 1 direction: north. when i drove the squad to the nearest one, it would 'jump' with the message 'updated waypoint'. they all 'jumped' in this processallbasesspawned. it is true that as the other two players left the groupthe mission aborted and we did not get paid, but the NPC's were there along w/ their camp. we got faction and loot cash from them, but not on the base's destruction.
Ah, oki... now this makes a good deal more sense to me. Lucky that you found the bases without waypoints, but i know it sometimes happens that stuff really spawns within only a hundred meters distance.