Squad Leader Archive
Thread: Squad Leader and Combat Balance Different Perspective
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YasuTal
Wed Nov 10, 2004 8:58 pm
#1
Hey all, long time reader, but only have posted a few times. Anyway, no disrespect to the SL group, but as a whole I think the 'upgrades' and things suggested for the combat balance or profession revamp are missing the point. I've read alot about how SL's should have forts, turrets, air strikes, etc. It seems to me that what a SL brings to a group should becombat discipline and leadership as well as theenhancement of OTHER classes' abilities. For example:
SL's should:
Just as SL's can clear dizzy and stun, they should also be able to clear intimidate (we're lean mean fighting machines)
SL's should posess a group intimidate-imagine the U.S. marines charging down a hill at you....
SL's should be able to create drop zones where players can shuttle to and from when partnered with a Ranger and Commando
Anyone joining an Overt SL' group should be immediately made overt
When grouped with a SL:
All combatants get significant defense bonuses, melee and ranged (you can rely on your squad to 'get your back')
Combat classes should receive bonuses based on their professions strengths and opportunities such as (note I'm a part time player so these may need a lot of work, but just trying to make the point)
Rifleman-accuracy bonus when using specials or lower ham costs
Carbineer-increased effectiveness in all 'state' change specials (more likely to KD, dizzy, stun, etc. longer state)
Pistoleer-increased damage or armor piercing
Ranger-able to deploy fort like camp
Commando-able to deploy and use turret
Creature Handler-Additional pet levels controllable
Anyway you get the picture
Soda_Jedi
Wed Nov 10, 2004 11:33 pm
#2
So, your suggestions are based on the, for the lack of a better word, intimate relationship between a Squad Leader and the team? I always thought that SL was a social combat class. Way to keep it real friend.
Here, have a cookie!
/give YasuTal cookie
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