Squad Leader Archive
Thread: Squad Leader Under The Microscope
(OOC post)
Alright, I've read these forums, I see a bunch of great ideas, and yes, I agree, our profession is quite broken.
I'm a fairly unskilled squad leader (0121) at the moment, and, like everyone else, I have a few ideas. First let me make a point about WHY we aren't high on the priorities list of getting things fixed:
Take a look at the server metrics, and realize how few players are squad leaders. Now place yourself in the position of a Lucasarts Designer, with constant pressure from SOE to keep the community happy, satisfied, customers.
Perhaps you'll see that the bugs in other professions, with over six times the number of players, will ALWAYS be taken care of first.
That said, I do not plan on quitting squad leader, but going my current route and taking novice commando for the certifications, so I can concentrate my HAM use on squad specials (even if they're mostly busted at the moment)
Now, here are my personal ideas for a few changes to squad leader, formatted in command by command order:
System Message: Some people have complained that system message is useless, and, in a statistical or combat sense, it really is. A Squad leader is only as effective as the squad is willing to listen, and with a nice red system message, you can be sure the message gets across. However, This lone ability is not worth the combat experience, or the previous skill points required to attain Novice Squad Leader. A few people have suggested waypoint commands and paint target commands, both wonderful ideas, also both ideas that have no discernable gameplay result, so why not attach these to novice?
Rally: After reviewing Rally extensively, I've found it seems to have about a 70% success rate, It's HAM costs are outlandish, and it seems to have somewhat of a positive effect. The problem with rally is that the description of it's bonuses is very vague. Fist, I'd like to see a better description of whatRally actually effects, combined with a reasonable HAM cost, and a scaling bonus as you climb the tree. In other words, I'd like to at least know if my squad is getting a base numbers or percentage based plus to defense modifiers, which modifiers, and how much.
The limitations of Rally do make a certain sense, but perhaps a coupled UnRally command would be welcome, and perhaps a review of said limitations.
Also, perhaps it's failure should be calculated individually, rather than for the entire group at once.
Form Up: Possibly my most used skill, Form Up has a wonderful track record of working flawlessly every time, and doing exactly what it's supposed to do. However it cures only two states, making it's utility quite limited unless you're routinely involved in hunting mobs that inflict these states. The system message states "strengthens your combat resolve" so perhaps we could make it's HAM cost a little more resonable by adding the elimination of intimidated, and a minor group-wide mind heal, once more, the effectiveness of which scaled by ranks in Leadership.
Steady Aim: My least used skill, perhaps someone else has found a practical use for it, but much like the Marksman's Aim command, it's utility is quite limited. To Balance the HAM cost of Steady Aim, perhaps the effect should guarantee the next hit, but have a failure rate calculated for each group member, rather than the entire group as a whole.
Retreat: I can't personally weight in on this skill, as I haven't attained it yet, but it seems it would work out nicely if there were a /groupwaypoint for everone to retreat to. It also seems to me that this skill should be placed in the Mobility, and not the Tactics tree.
Volley Fire: Again, a skill I don't posess, but it seems that directing the group to a single enemy for only one attack, without specials, is a flawed concept. Perhaps This skill could be changed to a sort of Covering Fire. Which affects their individualtarget's to-hit modifier, by applying an "under fire" status effect of some sort.
Boost Morale: One more I don't posess, but the current consensus of equalizing damage, rather than wounds seems much more utilitarian.
That's about all I've got to say, as I don't personally think I have the right to comment on defensive bonuses until I've actually attained them.
Rally: After reviewing Rally extensively, I've found it seems to have about a 70% success rate
BIG error. This usually works for me 25% of the time, while not in combat. It is my understanding that it is more successfull when one is not in combat. And what does it do?
I use /steadyaim a lot. As much as I can, considering the HAM costs. It would be much more applicable if the costs were lowered. Other than that it does exactly what it should.
/voleyfire, IMHO is right, but so very wrong. It should take everyone's next shot and multiply it by 1.75 or 2.0. The rational for the multiplier is that it is a unified strike, so it will be more effective than single fire. (Have you read the x-wing series? How they volley their torpedoes at capital ships to take them out?)
/retreat should have it's name changed to /selfsacrificeforminimalgain. Huge HAM cost for a very short burst run. I say .75x the HAM cost, and 2x the durration.
/sysgroup is awsome, but it can only do so much.
/formup: Great skill, limited applicability.
/boostmorale works just as it should, but we should have a new skill: /rally2 that decreases HAM costs for, say, five minutes.
/painttarget is needed. I've had people complain to me thatI should be useing it, only to say "oh" when I explained I didn't have it.
ForsakenFrenchFries wrote:
(Steady Aim: My least used skill, perhaps someone else has found a practical use for it, but much like the Marksman's Aim command, it's utility is quite limited. To Balance the HAM cost of Steady Aim, perhaps the effect should guarantee the next hit, but have a failure rate calculated for each group member, rather than the entire group as a whole.
the thing with steady aim is that Aiming is useless. It shoudl definately not be a SL skill unless it has some VERY decent effect.s
ANY group i hunt with.at least 90% of the time.. has peopel that are so levelled with accuracy rates so high that this skill is a piece of junk. Anyoen with 70+ accuracy doesnt need an aim command to help them at all. Im a master pistoleer and i rarely ever miss.
what i think steady aim should do...iss.....well be removed. I think it should be re-dsignated "Steady" and further increase damage rates on everyone next attack or two, signifying youve focused your group and strengthened them by steadying them. Add liek a x1.5 or x2 multiplier to the next hit.