Squad Leader Archive
Thread: Official Discussion: Mobility
Following is the description of the Mobility tree from the Prima's Official Strategy Guide. Please submit your comments as to the success or failures of skills from the Mobility tree here. Use this area to report any bugs, or issues you find with the Mobility branch of the Squad Leader Profession
From the Prima's Official Strategy Guide:
A group led by a Squad Leader trained in mobility moves more efficiently up slopes and across Rough Terrain and uses fewer pool points when using the /burstrun command
Mobility I: Cost: 175,000 Squad Leader Experience - SKILL MODS: Group Terrain Negotiation + 25
Mobility II: Cost 250,000 Squad Leader Experience - SKILL MODS: Group Burst Run Efficiency +25
Mobility III: Cost: 350,000 Squad Leader Experience - SKILL MODS: Group Terrain Negotiation + 25
Mobility IV: Cost 450,000 Squad Leader Experience - SKILL MODS: Group Burst Run Efficiency +25
My normal teams and I are happy with this. My team Dr. really like the movement bonue. it helps him keep up with the rest of us on foot. I would like to see a +speed bonus, simular to the Bard buff from Dark Age of Camelot.
A + speed buff would be nice, but with mounts and vehicles coming so soon I don't see it being used all that much. My groups always mount up and ride to a point the camp and pull out pets. At this point our need fpr speedy movement is minimal. I would like to see some combat mobility bounuses added to this line, maybe some fire while moving accuracy bounuses for the group. This is one of our best passive bounuses even if it isn't much ![]()
When I first started SL, and all across these boards, this was the least liked tree. Now it is the most liked. It is the most straightforward line with tangible bonuses...that is until they introduced mounts. I love mounts, I move so much quicker from place to place. But the utility of mobility has taken a nose-dive.
A couple observations: The TN is great but most people take Explore III even if they know they have me around to give them TN. They do that because of the few times we aren't grouped and they are running to their harvester wherever it is located. So I'm really not lending this bonus most times. It helps people's crawl speed, but crawl doesn't help be sneaky against most mobs anyway so who cares if you crawl faster. Burst run eff is great...but the timer on Burstrun means that most people save theirs for that one time when you need to run away. No one ever runs away so they never use it. What's the point of making it virtually free if no one ever uses the ability because they want to save it for the time they never run away...?
It would be nice to add the following to this Skill tree
At Level one: +2 Group Accuracy While moving, +5 Group Dodge
/retreat, move the skill over here, seems more apporate in a tree that deals with mobility. Also need to reduce the cost so that it can be used as intended. Also need to cause argro on Squad Leader to help in the retreat
At Level two: +2 Group Accuracy While Moving, +5 Group Dodge
/engage, causes a 6 sec burst run, for everyone, but make it so you can only use it once per 5min to avoid abuse. This will help in getting Meele personal into range
At Level three: +2 Group Accuracy While Moving, +5 Group Dodge
/ForcedMarch*selected person* Cause everone to start following selected person (also helps in setting someone as point, for when doing missions) Also anyone that is greater then 30m away recives a small speed boost to catch up with the point leader( weather they accepted the follow command out not, maybe some people just like driving :-) )
At Level four: +2 Group Accuracy While Moving, +5 Group Dodge
/Improved Forced March,Not only do those people that are 30m away recive a small speed boost, but everyone does a Burst Run/Gallup using there own pool points.
While I know one of the goals is to keep from making us a player hander. You could always use floating windows to ask, you Squal leader has issused a Forced March, would you like to follow?
All commands sould allow for user defined /yell (Hint Retreat)
While I know these addtions are nothing special. And you can easily get better by picking up A true combat class. This does 2 things makes the class better but not good enough for the hard core combatants that leaves the class open to people that truely want a group experance.
Also all passive buff should be granted to the Squad leader weather in or out of a group, weather the group leader or not. If there is another Squal leader as the leader it sould take the best of the 2 and not stack
hmm.... couldn't find the edit command
But wanted to add. SL Novice +2 Group accuracy while moving, +5 Group Dodge bonus
MSL +2 Group sccuracy while moving, +5 Group Dodge bonus
Also, a little off topic, but what if we had a ranger in the group? could we not all get a +5% movement speed increase to the group when were the Squad leader? or What about increased attack to animals when the ranger is in the group, after all wouldn't he tell us were to hit, and where it will hurt them the most? I would guess there are many classes that would help in the same ways.
"A + speed buff would be nice, but with mounts and vehicles coming so soon I don't see it being used all that much. "
Any +speed would be a great asset to melee fighters.
Aye...I know how much I hate not being able to outrun kiting Stormies. ![]()
Mobility : skill that gives better mobility (is not it ?
)
So what ? I see lots of things : Group Terrain negociation is good for SL. It'll be good if we had burstrun bonuses (less HAM uses, better speed, good regen) If we had speed bonuses to moves too (on mobility 4 or master SL). The actual terrain negociation is not interesting (from 1 to 50 it is climbing, and up to 50 it is prone speed) So i see group terrain negociation not as a prone speeding but a climbing bonus...
To master SL why not giving a group burst run (all the group will burst run without loosing the individual burst run)