Squad Leader Archive
Thread: Retreat = Suicide
Well that ended up a little longer than I thought, I may just be one man who has an issue with this but I would like to see something done about this. It will make my sacrifice for the good of the group just a little less pointless =).
I agree 100%. I do not understand why this couldn't just lock out our ability to burst run while making everyone else burst run. Why cripple our ability to make a last stand anyway? Why not just make it kill us out right and teleport everyone else away?
This skill is silly and really needs reworked.
But so much of this profession does.
OrodiasDessett wrote:
Retreat is supposed to equal suicide. It's in the very description of the ability. What I want to know is whether it definitely gives burst run to everyone in the squad every time, or just triggers their own personal burst run which would be subject to failing due to tiredness or low Action bar. Anyone know?
It gives everyone (but you) a temp burst run (shorter duration). But Like I posted -1144 HAM damage for me to use it. Basically you can't use it if you've used any other Squad Leader abilites. Maybe a Mon Cal with maxed out mind stats could use it and still be able to function but for me...fuggitaboouit.
I wish there was a counterpart skill to Retreat, called CHARGE!
How CHARGE! would work:
1) Squad Leader selects a target to be "CHARGED!" at, presses the hotkey, and everyone bursts into that direction towards the target (would act as if you were engaged in a /follow target, however you don't stop or walk if you near it)
2) HAM costs would be based on the size of the squad
3) Everyone, including the Squad Leader, gets the burst of speed
4) Significant delay timer; cannot use Retreat for a significant amount of time once you use CHARGE!
5) Does not make the squad "tired", thus allowing them to burst rum; however ittired the Squad Leader
CHARGE! would be helpful to make that massive attack in the battlefields against the enemy base, and it would allow for brawler-centered combatants a better oppurtunity to get within melee range. It would provide an interesting possibility of an all brawler showdown between two squads, each charging eachother. Also provides great strategical and tactical oppurtunities.