Squad Leader Archive

Thread: This concerns you...yes you SL's

Zurck
Tue Mar 30, 2004 7:16 am
#1

I posted this over on the Combat Medic forum and wanted to post a link here. Please add a reply to the post from a SL's perspective on the matter.


Thanks


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=28165



Sall M'on
AoD
Black Sands, Tatooine
kamikze_one
Tue Mar 30, 2004 8:44 am
#2

It's a good idea, but you arent going to get many SL responses, I'd rather not post my opinion personally, to many flames, but these boards are pretty empty so the CM's would just be posting. I used to be a MCM my self, but i dropped it because i know that these poisins and diseases need a nerf, thats just me though.




Ditao Asokelint

Master Carbineer .::. dah Uber Leet Spamirific Squad Leader
BLAKXHOG
Tue Mar 30, 2004 12:58 pm
#3

well if they fix the current poison resist sea on clothing it would be great. I have plus 50 against poison and i still get poisoned even from the lowest potentcies. I think squad leaders, at master, should have the ability to not only cure poison, disease and fire, but also make it damn hard for anyone in the group to get any of those states. this would defintiely revamp profession and group would have to rely on good old fashion fighting again .
gando
Wed Mar 31, 2004 5:17 am
#4

------I think squad leaders, at master, should have the ability to not only cure poison, disease------


A profession with no medic training curing poison and disease...sorry don't agree, leave that to the doctors.


Ceraphim
Wed Mar 31, 2004 6:59 am
#5

How the heck are we curing dizzyness and stun if we have no medic abilities?


Don't know about you guys, butif I'm feeling dizzy all the time, I'm taking myself to the doc asap.
PanzerGR
Wed Mar 31, 2004 11:26 am
#6






Ceraphim wrote:

How the heck are we curing dizzyness and stun if we have no medic abilities?


Don't know about you guys, butif I'm feeling dizzy all the time, I'm taking myself to the doc asap.






Because the SL is supposed to be able to lead by example, instill discipline, and rally his troops and provide morale support.


Curing effect states SHOULD be a part of Squad Leader. If your men are stunned, you should be able to release themf romt heir shock by being the leader you are. If your men are knocked on the ground dizzy...you should be able to stir up their discipline an dmorale and help them get on their feet.


I dont thinkw e should be able to cure disease or poison.......but i darn well believe in our ability to cure state effects.


answer enough for you?




"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

BLAKXHOG
Wed Mar 31, 2004 2:34 pm
#7

you dont agree lol? well i guess you havent pvped much then. Last night on lowca the rebel guilds united and had over 190 players overt raiding imp towns. We had over 9 different groups with certain tasks that we had to perform. 8 groups had a master or high level squad leader as their group leader. The enemy had about 40 cm/riflemen which almost took our entire force out. 40 vs 200 should never almost win. In pvp you spend half the damn time curing poison and disease and it is getting a little gay. Why not give squad leaders the ability to cure that crap that makes this game so gay. **edit** everyone has to take up doctor just to stay alive these days and it shouldnt be that way. I watch all the swg movies and never seen anyone get taken out by poison or disease, but I did hear the term squad leader used.


This ability to cure poison and disease or just prevent the group from getting piosoned or diseased at master would be a great improvement to pvp and raiding. you would have to know a master sl to survive and the fighting would be with guns and melee weapons and actually last a long time, rather than 3 secs after the mind poison ticks. I think this would balance the game perfectly. cm would rely on poisoning people, rather they would perform "combat MEDIC" duties of keep their group alive. Plus sl takes alot of points anyways, why not make it worth it.



-EpiC- chosen Chaos lowca
Redirpraw
Wed Mar 31, 2004 6:32 pm
#8


I definitly agree there. SL's, due to their leadership and other abilities, should be able to make their squad pretty leathal, that any group without a SL would be at a great disadvantage. On the other hand, to balance their damage out, the Combat Medics should be just what their titles suggest, medics that heal players in the middle of combat. They would be the perfect balance to the SL's...that is to say, if the SL profession was fully realized.


Personally, I believe that the CM's major power comes in being able to quickly heal players that SL's and their groups have knocked down.





Gredrick Redirpraw
Master Squadleader, Master Rifleman
Loyal Imperial

"Fear will keep the local systems in line." -Moff Tarkin
BLAKXHOG
Wed Mar 31, 2004 7:57 pm
#9

well since they will never change cm, they should change the sl to combat it. SInce the poison and disease are gay, just let a group with a sl be immune to it. that way all combat is fair fighting and the gay cm's can just heal there group - EpiC
PanzerGR
Thu Apr 01, 2004 11:16 pm
#10

SL's ar enot doctors



i fully agree with the state effects of Blind, Dizzy, Stun and possibly even intimidate


but we ar enot here to cure poisons and diseases. THey need to give doc's area cures.






"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

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