Squad Leader Archive

Thread: Commanding others: assigning specific task to certain professions

Blackferne
Tue Jan 11, 2005 6:00 am
#1

Well I've never commanded somebody to use a specific special, but I do ask everybody what they have. I'll also look at what we are going against.


PvP- Everybody go for mind, if you don't have a mind attack apply states, Posture downs>knockdowns


PvE- Look at the resists and depending on who would do the best damage and assign pool and tasks accordingly . (oooh look a low blasts resists, swordsmen will be point on damage dealing, the high kinetic means TKs will taunt from one to another and if you can do a mind attack please do)


Basically you need to just learn a little about alot of different professions.

Melee's all have a taunt at novice brawler and a better taunt at master brawler. Having two master brawlers taunting a high end mob from one to another works rather well.


Rifleman can do tons of mind damage, carbineers can apply states, pistoleers can do some serious health damage.


Tks are limited to kinetic damage.


etc etc



Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


_scout_
Tue Jan 11, 2005 1:59 pm
#2

I just noticed it in the squad leader = pride thread and I found it in the FAQ again to,
know your professions in your group, so you can assign them special task:
Some of you seem to command certain profession to use certain specials.

Currently I check my group only for medics, to see how many I've got and how much I'll have to use my Medic skills with this group. Since I almost straight went to squad leader and carabineer (although at first only the BH line) I don't know the other professions and their specialities.
As I am a carabineer, I know that they should, apply stats, keeping the targets stun dizzy and knocked down.
I know that pistols generally target health, carbines action and rifles mind, but besides this, what do they do?
And I almost know nothing about those melee professions, besides the fact, that I shouldnt get into their 25m melee range...


So my question is:
To which tasks do you assign the other professions?
What specials do you commmand other professions to use, and for what reason or what effect and under what circumstances (PvE, PvP)?




(this might get changed with the combat upgrade/revamp/balance, but since there is not date for that /smirk, I would like to increase my knowledge about those other professions to increase the effect of my self in a group, fleshing our more teamwork.)



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
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Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Llandros
Wed Jan 12, 2005 12:11 pm
#3

ok brief rundown of combat proffs(hopefulyl this'll hlep)

ranged

Pistoleer works at more or less any rang,e targets health primarily, specials mostly broken(best working ones are in smuglger nad bounty hunter)

carbineer targets action great for crowd control with multi aoe stat inflicting specails(goods oens in bh as well)

rifelman targets mind, hits for a lot of dam and cna still speedcap

commando heavy hitter but almsot always hitting health cna set fire to health pool, cna hit with almsot every dma type in the game with with poor accuracy for most (has own version of cdef wepons, its called the ehavy acid rifle) poor, and i mena relaly poor defences unless points are invested in othe profesison,s no melee mitigation but has to be almsot within melee range for specaisl to work (16m, increasing to 19 for larger targets)

bounty hunter works best with pistoleer or carbine skills for offensive power, or melee skilsl for defences(which are lacking) cna target pretty much anything and hit it well, good specials and cna function at more or less any range

swordsmans multi dam type mind targeter, heavy hitter

pikeman some dam type variety great for crowd control with aoe specials gallor

fencer best defended of all the combat proff,s dual dma types really low dam

tkm single dam type fast attacking, hits fairly har,d very well defended (unarmed toughness and combat equilibrium make tkms very good front line fighters, eps if backed by some defence stacking), cna target all pools tohugh with less of a dma bosot thna other single pool proffs



Tor'Dallen the Bothan, (tk/ch/politician Chimaera)
Ikad, Naritus (former doc/cm now commando/bit of smuggler/bit of tk)
Tordallen(quad ent master), Radiant
Eressa (onetimeMaster Dancer(switching to ranger),Master Bio-engineer,farstar)
Erressa (oneitme id now, shipwright/?, Bria))
Kazzabowich(wookie sl,pike),infinity)
toogen
Thu Jan 13, 2005 3:24 pm
#4

..



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Rashaverak's Blue Glowie
Version 3.0
-
I support keeping & balancing the current combat system You can too
Llandros
Thu Jan 13, 2005 3:35 pm
#5

dont forget support proffs abilities though, we al knwo how docs and cm's cna hlep out but hers afew tha toften get considerd uselss if thought aoubt at all

Creatue handlers, find out what pets they've got, pets can inflic states as well asn some have very nice poison/disease specials

rangers rescue may nt give the ranger a long life expectancy but in a well organised group a few seconds are all thats needed to regain contrl of a situation and rangers cna give you those few seconds by pull all the agro off a near death meber onto themselves (for poor combat abilitied rangers make sure brawlers start tuanting away this agro asap(and the ranger sohuld peace vs the tagets and try to get someone between the target and themself)

scouts and rangers, traps cna invlict stat son critter opponants and are well worth using, if you know your targets and are experience with trapping

the humble medic, not the ultimate healer but drag is worth its weight in gold in the hands of a truly experience medic (esp in pvp), ive used this mytslef in a few battles and its amsing what it cna do for your sidesfortunes, saving jsut afew from the dreaded db, keeping their buffs intact for that extra bit, buying you all time, and in big battles any sl worth the title knwos that enve if your losing the longer you last the mor chance youve got to turn things around



Tor'Dallen the Bothan, (tk/ch/politician Chimaera)
Ikad, Naritus (former doc/cm now commando/bit of smuggler/bit of tk)
Tordallen(quad ent master), Radiant
Eressa (onetimeMaster Dancer(switching to ranger),Master Bio-engineer,farstar)
Erressa (oneitme id now, shipwright/?, Bria))
Kazzabowich(wookie sl,pike),infinity)
Adifi
Mon Jan 17, 2005 2:44 am
#6

In my view, a large part of being a Squad Leader is knowing the strengths and weaknesses of the people in the group and knowing how to make best use of them. There are many times when for example, you DONT want a rifleman to use strafe2. strafe2 is an AOE and this kind of attack is BAD in certain circumstances (DWB springs to mind). This would be one case where you would be telling your rifles to use another attack.

Also, knowing what pools your group can target is a must. If you have a wide mixture of proffessions, then for example, not everyone is going to be able to target mind , and so you would be telling your group which pool to attack, which specials to use to ensure you concentrate everyones firepower on a specific pool.

I think that although SL is missing a wide variety of useful skills, you have to use your own skills and knowledge, with the systemmessage command to really excell. In my mind, any high end group activity requires an SL.



Colonel Adifi
Red Faction Reborn (RFR) - Kintha , Tatooine
-------------------------------------------------------
Adifi - TK / Commando
Kirao - Master Ranger / Master Swords
Iain Se'Kirio - Jedi Padawan
Cpl_Fisher
Wed Jan 19, 2005 1:52 am
#7

Commandoes are very useful to give BF to large creatures/ npc's. They do get it, and you can tell how much less effective they are after they've been beaten on for a while. Have your commando bring 2-3 flamethorwers and use flame single 1 flamesingle 2 flamcone 1 and flamecone 2 then switch flamethrowers and repeat. This works on 100% heat resist creatures, because the flame dot still ticks, at forst, the ticks will be small only around 100 per tick, but later they can increase to over 1k or more.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Adifi
Wed Jan 26, 2005 6:22 am
#8



Cpl_Fisher wrote:
Commandoes are very useful to give BF to large creatures/ npc's. They do get it, and you can tell how much less effective they are after they've been beaten on for a while. Have your commando bring 2-3 flamethorwers and use flame single 1 flamesingle 2 flamcone 1 and flamecone 2 then switch flamethrowers and repeat. This works on 100% heat resist creatures, because the flame dot still ticks, at forst, the ticks will be small only around 100 per tick, but later they can increase to over 1k or more.





Best tick i have done is ..... 4.4k on an SBD



Colonel Adifi
Red Faction Reborn (RFR) - Kintha , Tatooine
-------------------------------------------------------
Adifi - TK / Commando
Kirao - Master Ranger / Master Swords
Iain Se'Kirio - Jedi Padawan
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