Squad Leader Archive
Thread: Abilities you actually use
For wishful thinking ![]()
A damage multiplier that increases as you advance through the tree.
A healing multiplier that increases as you advance through the tree.
An ability to specify / lase / forcea target to facilitate better group coordination.
All would be nice, witha supersized order of french fries and large coke! hehe
I should add that the Targeting ability should not force an "unstyled" attack from the the group. Allow them to do whatever they want.
VolleyFire currently is not the answer.
I am going to respond to this from two perspectives.
The first is my Uninformed Perspective (P1). This is what I thought of the abilities when I knew nothing except what I could learn from visiting the Skills screen.
The second is my Informed Perspective (P2). This is after either having the abilities, or learning of their actual implementation on boards such as this.
System Message:
P1: Um...okay. Maybe that'll help me communicate and coordinate a group easier?
P2: Nope, didn't do that. Mostly just a novelty.
Group Terrain Negotiation:
P1: What is this? Man, what a weak bonus. I'm not buying that.
P2: Okay, level 1 Mobility is okay for groups that are going to be moving around, especially to help pets keep up.
Burst Run Efficiency:
P1 & P2: What a worthless ability.
SteadyAim:
P1 & P2: So, I waste an action to grant everyone else a bonus for one single attack? How is that worthwhile?
Volleyfire:
P1: It'll be worth getting Strategy 3 just for this! That should make groups a lot more coordinated and able to cut through groups of tougher mobs a lot easier.
P2: Oops, nevermind. It has a crazy delay, only interrupts everyone else to do a normal attack on the selected target (rather than their specials, which are five times as effective), and a high failure rate (you need Strategy IV to get that +10 boost to reduce the failure rate).
Form Up:
P1: Stunned and Dizzy? I hardly ever notice those effects. Dizzy's really bad once you fall down, though, so maybe it'll be all right.
P2: Oops, can't use Form Up if you yourself are Stunned, Dizzy, or in anything but a Standing posture. Plus, it doesn't affect pets. It's not that I just haven't used this, I haven't even been in a situation where I COULD use it and it would have DONE something.
BoostMorale:
P1: This is AWESOME! Average the damage of a group? That would make large groups nigh unstoppable!
P2: Whoops, it averages WOUNDS. No real benefit at all for mastering a skill tree.
Rally:
P1: "Buffers group against attacks." So it reduces damage for a short while. Okay, sounds all right to me.
P2: Hmm. Pretty costly. Sure does fail a lot. The little status modifier it grants says it's a to-hit bonus; that's not what the Skills screen description said. It seems to have little to no actual effect, and yhe primary use of this seems to be to trick uninformed group members into thinking that you're actually helping them.
Retreat:
P1 & P2: You're kidding me, right? I use tons of HAM to give my group Burst Run. If I've decided we have no chance and should run away, odds are I don't have tons of HAM to spend. Plus, in general, running away is not useful in this game.
Defense Bonuses:
P1: Okay, cool, my party won't get hit as often. Good deal.
P2: Wait, it doesn't seem to have any effect. The bonuses are either very small in the mathematics of the game, or aren't working at all. Either way, this isn't what I was looking for.
So, that's what I signed up for originally, followed by what I ended up actually getting. The most realistic outlooks is that the devs will (someday, eventually) fix the existing abilities so that they work and areactually effective and worthwhile. I might hope for a more comprehensive overhaul, but that seems exceedingly doubtful. Nevertheless, if what I signed up for was working, effective, and viable to actually use, I'd be happy enough.
Then again, There are only 1-2 hunting groups going on at a time on Dathomir on Bria, and me being the only squad leader there, makes people want to join up because they know it will be organized. It gave me a lot of leverage in terms of enforcing group disclipine, and I think that's a big plus when you go hunt on dangerous planets where hunting groups are few and far in between.
Shindo Sephiro
Field Commander/Strategist/1/1
The only regular squad leader present on Dathomir
Bria
I hear ya Sephiro, but what you are talking about is your abillity as a leader, not the way the game works. Only problem I have was summed in Kil's post almost perfectly, our abilites cost to much, have no obvious effect.
Master Squad Leader
Master Sniper/Master Counter Sniper/Master Rifle Spec/Master Polearm Defense