Squad Leader Archive

Thread: Official Discusion: Novice/Master Squad Leader

Thulium
Mon Dec 01, 2003 10:31 am
#1


From the Prima's Official Strategy Guide:





Novice Squad Leader: The Squad Leader learns to manage groups of individuals in combat: boosting morale, directing special unified attacks against enemies, and easing leader-to-group communication. The Squad Leader's abilities are powerful, but take effect only if the Squad Leader is in charge of the grup. By using the /sysgroup command, the Squad Leader can send a system message to their group-mates.


Master Squad Leader: The Master Squad Leader can command other fighter's attention and respect. She can move a team quickly and direct a strike efficiently. A team with a Master Squad Leader at its head strikes fast and hard.







From Character Builder v0.9 by puraLogiki and Vixenar (available HERE)


Skill Points: 135 of 250 used. (54%)


Experience needed


Apprentice 620 (0.01%)


Combat 38,050 (0.76%)


Scouting 31,000 (0.62%)


Squad 4,900,000 (97.89%)


Wilderness Survival 36,000 (0.72%)


--------------------------------------------------------------------------------


Total EXP 5,005,670


Skill mod Summary:


Alertness +10 Burst Run Efficiency +40 Camouflage +30 Camping +40 Carbine Accuracy +10 Carbine Speed +5 Creature Harvesting +15 Creature Knowledge +5 Foraging +35 General Ranged Aiming +30 Group Burst Run Efficiency +60 Group Melee Defense +30 Group Ranged Defense +30 Group Terrain Negotiation +60 Melee Defense +2 Pistol Accuracy +10 Pistol Speed +5 Ranged Defense +6 Rifle Accuracy +10 Rifle Speed +5 Steady Aim Bonus +10 Terrain Negotiation +40 Trapping +5 Volley Fire Bonus +10


Schematics Summary:


Basic Camp Kit Improved Camp Kit Lecepanine Dart Multiperson Camp Kit Wire Mesh Trap


Ability Summary:


Aim Boost Morale Forage Form Up Harvest Corpse Mask Scent Overcharge Shot 1 Point Blank Area 1 Point Blank Single 1 Rally Retreat! Steady Aim Suppression Fire 1 System Message To Group Threaten Shot Tumble To Kneeling Tumble To Prone Tumble To Standing Volley Fire Warning Shot


Certification Summary:


D18 Pistol DH17 Carbine DLT20 Rifle


Skills Summary:


Intermediate Ranged Weapon Support Abilities Advanced Ranged Weapon Support Abilities Expert Ranged Weapon Support Abilities Ranged Weapon Support Ability Specialist Novice Marksman Exploration I Fundamentals Exploration II Advanced Principles Exploration III Harsh Environment Training Exploration IV Alien Exploration Training Survival I Rudimentary Techniques Survival II Advanced Techniques Survival III Harsh Environment Techniques Survival IV Special Techniques Novice Scout Mobility I Terrain Guidance Mobility II Flexibility Mobility III Advanced Guidance Mobility IV Advanced Flexibility Strategy I Planned Action Strategy II Decisive Action Strategy III Unified Strike Strategy IV Improved Unified Strike Leadership I Enforced Discipline Leadership II Command Directives Leadership III Exemplary Behavior Leadership IV Battlefield Authority Tactics I Battlefield Support Tactics II Ranged Defense Tactics III Retreat Tactics IV Defensive Form Novice Squad Leader Master Squad Leader

Message Edited by Thulium on 12-01-2003 09:35 AM

irott
Mon Dec 01, 2003 11:08 am
#2

Well from the description of the Master SL, we should be getting a group weapon speed mod and a group weapon damage mod. Add in some HAM reduction mods and we have something... heh



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

DiLune
Mon Dec 01, 2003 11:12 am
#3

Funny. You don't need a weapon skill...but you wouldn't get all that combat xp if you didn't take at least one of them to tier IV (You get all the Combat xp you needif you take all three to Tier IV btw.)
Thulium
Mon Dec 01, 2003 11:18 am
#4

Alright, I need feedback on this one, please run any field tests you can and report results...


How exactly does the the group ranged/melee defense bonus work? I've heard that the Master bonus of +30 equates to a 15% reduction in your opponents chance to hit meaning that if your opponent has 100% accuracy, if you're in a group with a Squad Leader, that accuracy is dropped to 85%.


But here's the question, does this literally mean that your enemy will hit you a flat 15% less, or is there another game mechanic at play?


Does the hit system actually work on a d200 roll system where the attacker has to get a "roll" of a certain numberor higher? For example, if the attacker had a 100% accuracy, they would only need to roll a number higher than 0, but if the defender has +30 group ranged/melee defense, the attacker must roll a number higher than 30..therein resulting in the 15% accuracy reduction. However, if this is the case, then an attacker with only 50% accuracy would actually see a 30% overall reduction, and an attacker with 15% accuracy or less would never land a hit.


I suspect the latter is not so because this probably would have resulted in Squads lead by Master Squad Leaders seeing a more appreciable effect. The devs *might* throw us a clue on these metrics, but then again they may not, so in the meantime, can we get some field results?


Indicant
Mon Dec 01, 2003 11:32 am
#5

Need another session to finish the master box. The novice box is the lamest of any I have seen in any tree. it takes very, very little skill and imagination to equal or surpass the utility of /sysgroup with aliases, color coding, and/or voice over net software. Deeply dissapointing.
Indicant
Mon Dec 01, 2003 11:37 am
#6

An interesting post concerning the defense mods;


http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=14370&highlight=ranged+defense+squad+leader#M14370

Captain-Yo-Man
Sat May 22, 2004 7:07 pm
#7

With the master squad leader skill, possibly add an ability which would let a master squad leader use some sort of special(not sure what a name for it would be)that would defend the squad leader, the special would take away a lot of defense of the others in the group, and make the squad leader hard to hit during this time, and give the SL alot of defense. I came up with this because of how most squad leaders are not as good in combat as their group, and if an enemy guns for the squad leader the squad leader will most likely be taken out.


I also agree with a previous idea that could let master squad leaders keep buffs after dying/cloning to help them get back into the fight faster.



____________________________________________________

CSRNormP: I will agree with that... Patrick is a cupcake and I am the cookie monster.

And this my friends are the people who run this game....
InquisitorPayne
Sat May 22, 2004 8:27 pm
#8






Thulium wrote:

Alright, I need feedback on this one, please run any field tests you can and report results...


How exactly does the the group ranged/melee defense bonus work?






Chance to Hit = [66 + (Accuracy Skill Mods +Aiming Mods* - Ranged Defence Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)]%


*: only when /aim is used


The SL defense bonuses add to the players own defense bonuses for the calculation of this test.


Disclaimer: This is a rough draft of the actual system. I cannot prove it IS the system used, but so far its results have been accurate every single time. It does not explain the calculation mistakes prior to the defense hard cap, though, so the actual system might defer. Nevertheless it should be pretty accurate.


Dogg

Message Edited by InquisitorPayne on 05-22-2004 08:30 PM




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Therascalking3
Mon May 24, 2004 10:21 am
#9

these skills should bring in the certs for the idea of a squad leader designated weapon


novice: gives the cert and a skill bonus to use, but a small one;


master: gives a coupld AoE specials and big buff ups to skill in the weapons use



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
DanteCalvert
Mon May 24, 2004 1:24 pm
#10

If you ask me, Advanced squad leaders should ahve the ability to make a group overt (only works on 100% factional groups).



Colonel Oriellien Calvert
Agent of the Empire
!The Second Longest Lasting Master Squad Leader On Naritus!
Kaili
Tue May 25, 2004 9:35 am
#11






DanteCalvert wrote:
If you ask me, Advanced squad leaders should ahve the ability to make a group overt (only works on 100% factional groups).






This is one of the things that I really want to see happen. It would make SLs a much bigger part of the GCW.



Colonel Lib Soldar
Master Smuggler
Master TKA
TheSkankinSpiv
Tue May 25, 2004 1:26 pm
#12






Kaili wrote:





DanteCalvert wrote:
If you ask me, Advanced squad leaders should ahve the ability to make a group overt (only works on 100% factional groups).






This is one of the things that I really want to see happen. It would make SLs a much bigger part of the GCW.





Yeah, that would be nice, someone make a big thread heh heh heh.



NEmir Kazer Kal'rakenN
Headman of the Dual Sun Brigands
Master Pirate and Bria's Original Rude Boy

Unofficial Bria Roleplaying Guild Directory Imperial Intelligence Profile: Kazer Kal'raken

"When the going gets wierd, the wierd turn pro." -Hunter S. Thompson

"Rolling, turning, diving, going in again. Run, live to fly, fly to live, do or die. Run, live to fly, fly to live, aces high."-Iron Maiden


Therascalking3
Tue May 25, 2004 6:24 pm
#13

wont be so nice when a group of peaceful covert enemies go overt behind your back and whip the living hell out of you in less time than you can say hey what the hell



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
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