Squad Leader Archive

Thread: New Group Specials TIER! We need it!

Swiftblue
Sat Jul 03, 2004 11:51 am
#1


Alright, Squad Leader Line for Group specials. We'll call it theGroupSupport Line.



First Box, Ranged Support.

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I would personally love for this box to give a +5% ranged dammage bonus to all ranged attacks in the group, but I really want is...

Three Group Special abilities. The group gets these specials to use as they please while grouped with a Squad Leader.


Covering Fire: Lowers the Stance of Target and Draw their Agro to you. ( this will work on players as well, it draws their fire at you and away from your buddies...) Same damage as basic attack. Same Timer like Knockdowns n such.


Flushing Shot: Raises the stance of your enemy and lowers their accuracy for a period of time ( it draws them out into the open in a sense, they're taking cover and they're flushed out...) Same damage as basic attack, Time like Knockdowns.


Concentrated Fire: An ranged attack that hits all pools for an increased level of Dammage ( A group scattershot, all ham bars take a hit.) 2.5 or more bonus to dammage. No timer, decent cost.

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Second Box, Melee Support

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Melee Attack Bonus of 5% or so.


I'm not sure what to do here, someone who understands Melee better then I do can come up with some basic things that a Melee would love from us. We need three group melee specials from this box, usable whenever the person wants.

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Third Box, Organized Ranged Support

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Ranged attack bonus of 5% or so.


Covering Fire 2:an AOE version of Covering Fire. Also adds an attack delay to the enemy. Timer is neccesary.


Flushing Shot 2: a Ranged Knockdown, no extra dammage, no state effects. Timer neccesary.


Concentrated Fire 2: Same as Concentrated Fire, only higher dammage to all HAM pools.




And the Squad Leader usable skill... Concentrated Volley: Makes whole group do a Regular Concentrated fire on Squad Leaders Target.

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Fourth Box, Melee Orginization

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5% Melee dammage bonus.


Not sure what to do with thesemelee specials, someone with better melee knowledge can fill it in.



But a Squad Leader Skill here, Battle Cry: AOE for the surrounding area, all Enemy combatants will be placed in a state of intimidate2 ... If they are NPC there is a chance of retreat. High cost to the Squad Leader.

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And for this tier at master Squad leader, the Special: Concentrated Volley 2... Whole group does Concentrated Fire 2 on Squad Leaders Target.





Any tips or concerns or Suggestions for the Melee Boxes?


Message Edited by Swiftblue on 07-03-2004 11:26 PM



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"Tie Cockpits are the most abundant resource in the Galaxy next to Hydrogen and Stupidity."
Rarrot
Sun Jul 04, 2004 2:11 am
#2

I don't think giving your group new specials would be balanced.

Different professions get varying types and amounts of specials as part of keeping them balanced (ie. some do lots of states and low damage, others do all damage and no states...). Being able to take away the one draw back to a given profession by giving them access to an attack they shouldn't have is far too powerful. Not to mention that all of these are going to be taking something away from another profession. (ie. ranged delays and KDs are straight out of smuggler, ranged posture down is from carbineer...) And if everyone gets these, there's nothing stopping you from creating a group on novice marksmen with better specials than master riflemen, carbineers, and pistoleers. Keeping the specials weak enough that they aren't unbalanced or stealing something from another profession would mean nobody would want to use them.
Swiftblue
Sun Jul 04, 2004 1:00 pm
#3


Stealing from another profession?



Actually a ranged posture change is directly from Marksmen support line, called Supression Fire. There are currently no raising stance specials. We go through the support line mind you... So we ought to be able to give our group that ability as well.


Also, we pay a butt load in Skill points and our groups don't get anything out of it. This would give us a reason to be desired, because we GIVE AN ADVANTAGE.


Thats the point of squad leader, it gives an ADVANTAGE to a group with one.

The point of squad leader is to give people things they would not already have!



Novice Marksmen wouldn't have access to the Weapons, the Accuracy, and the Speed that Elite professions have... So your arguement is pretty pointless... What goods a special if they don't hit?

Message Edited by Swiftblue on 07-04-2004 01:03 PM



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"Tie Cockpits are the most abundant resource in the Galaxy next to Hydrogen and Stupidity."
Rarrot
Sun Jul 04, 2004 10:15 pm
#4

That still doesn't stop these abilities from being unbalanced.

Riflemen can dizzy, but they don't get to KD/Dizzy because they already do the most damage. Giving them a KD/Dizzy just because they joined a squad leader is not a good idea. Only brawlers and smugglers can delay; why would a pistoleer even bother with dirty fighting if he gets low blow and panic shot for joining your group? You're trying to give classes specials they shouldn't have, and that's never going to be fair. We need new abilities, not the ability to let people steal things from every other profession in the game without paying a point for it. If nothing else, a SL with a pet grouped would have a better variety of attacks than any profession in the game, and that's not reasonable.
InquisitorPayne
Mon Jul 05, 2004 5:02 pm
#5






Swiftblue wrote:




There are currently no raising stance specials.



Strafe Shot is a stance raising shot.


Dogg




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

SYN - The Leading Force in Rebel PvP


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