Squad Leader Archive

Thread: Why is Master SL/Master Commando not possible?

CorralTaak
Sun Apr 11, 2004 11:26 pm
#1


Master Commando/Master Squad Leader just seems like a fun (and logical) combat character to play in the GCW,but SWGdoes not allow it. lets look at why!


novice SL requires: 29 pts marksman + 43 pts scout = 72just to start then + 63 to master SL = 135


novice commando: 77 pts marksman + 29 pts brawler = 106 just to start then +63 for master commando = 169


now if ya add the two classes together (-14 pts because they share ranged weapon support) you get (135 + 169) - 14 = 290 pts fora character who would still have no medical skills.


of course i never understood why unarmed 4 was requiredfor commando (its not like those 29 points would unbalance the GCW. (MBH + dabbled commando is the only new combat template we might see unless i'm missing something)


as for squad leader, that crappy profession requires 72 pts just to start! hell mastering a base profession requires 77 pts. if it were up to me (which of course its not! damn:smileymad exploration would stay, but the 14 pts survival would go.


so with 29 pts chopped off of commando + 14 pts wittled off of SL thats a difference of 43 pts!


hmmm the 290 pts - 43 pts = 247 pts for a Master Commando/Master Squad Leader. does anyone see and problems or potential imbalances with this? i sure as hell don't.


just food for thought
Jasyn
Mon Apr 12, 2004 2:17 am
#2

Well SL in its current state doesn't seem to have the strength you would think to see from an Elight Perfesion, it uses the Scout and Marksman Pools like BH, where as Comando uses the Brawler and Marksman pools, its immpossiblity is just a result of the Novice requirements. I have always wanted to be a Comando Ranger but its an impossiblty as long as we dont want Commando BH's. Not that there are othere perfesson to totaly unbalance all of that anyway... but thats the idea I think...



____________________________________
Favorit quote of the day:
No reason to...change other things to help a broken system function better, the solution should always be fix the broken system, not adjust other things to block the abuses of a broken system. Know what I mean??
-JEST3R
PanzerGR
Tue Apr 13, 2004 12:53 am
#3

if they made the commandos require exploration or survival instead of unarmed (which i talke dta length with the previous commando correspondant about) then itd be a more feasible combination.




"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!~~

garvin
Thu Apr 15, 2004 1:21 pm
#4

On a side note...I have brought up the unarmed requirement with the Devs...They have responded by saying it gives the Commando a "background" story and a sort of "flavor" to the profession...They also specified in no uncertain way that they will never remove that requirement...Because of this response, we've turned to pusing for a "dirty fighting" tree/moves and higher melee defenses (since we require a tree of a melee profession)...


Commandos also use to require a tree of Artisan back when we could craft our own grenades...so it could be worse...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Ashrak
Thu Apr 15, 2004 8:57 pm
#5

I also desired this combination in my SL days. I understand and even agree with why it won't happen, nevertheless it's an appealing setup.



_______________________________________________
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Vodo Falls, Dantooine: Home of the only X-Wing on Intrepid
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LordofDosha
Fri Apr 16, 2004 12:43 am
#6

I am a master commando, and attempted SL and no you cannot have it all. In a way, it works out for the best anyway. A commando is a front-line fighter that needs to be within 20 meters to be useful in PVP (which really is the only reason to do it...yeah dropping turrets like flies is cool, but it doesn't happen often enough to master the commando profession for that alone). Squad leaders should be back from the front line, so that they can survive long enough to continue to support the squad, so it's somewhat realistic is that sense...can't have the Squad Leader drop early in combat because his /rally command failed 3 times in a row as a MASTER and now he has 100 mind points and gets whacked by some opportunistic n00b.


but you CAN get 2 trees of SL, so i opted for 4-0-0-4.....Mobility 4, because I like to lead my troops in on foot from 200-500 meters out, and Tactics 4 for the ranged defenses (+25 group ranged....and you only get an addl +5 at MSL)....but be warned, doctors in the group that can rez and drag will tear you a new one, or leave the group, if you abuse the /rally command...because they cannot rez or drag if "rallied" and will quickly become frustrated (yes, i speak from experience from when i was a new SL)


Trisxo

Master Commando

Field Commander



"Do what must be done. Do not hesistate; show no mercy."
WolfwoodCross
Fri Apr 16, 2004 10:43 pm
#7

Perhaps not master, but dabbler of both


Master Marksman 77 points


Exploration IV and SurvivalIV 43 points (120)


Unarmed IV 29 points (149)


Novice Commando plus Commando Tree for E-Web 20 points (169)


Novice Squad Leader plus Squad Leader Tree for E-Web 20 points (189)


29 more points to master Scout (218) and grab some BH skills if one wanted to.



That leaves a hefty amount if you only specialize in one Commando Weapon. Unless Squad Leaders get no PERSONAL bonus to the E-Web, then you have a really big crazy turret weapon that you can plop down anywhere and go to work with.

BlkTom
Sun Apr 18, 2004 1:03 pm
#8

God, you and your E-Web...


How about this, when you post on a something like this try not to involve your pet project so people do not get confused. There is no E-Web, there is no shared tree between Commando and SL right now. If you want to talk about dabbling, talk about a combo of trees at exsists in the game now and why you think it would work.



Now, to the post at hand...



Personally, I think that Commando is the better Profession to dabble with since it has weapon trees. You can take one tree in Commando and still be a Master SL and be a viable combat person and still lead your troops. I have a post about the subject that you might find interesting.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
PanzerGR
Mon Apr 19, 2004 8:23 am
#9






garvin wrote:

Commandos also use to require a tree of Artisan back when we could craft our own grenades...so it could be worse...







lol i always wondered what happened tot hat. Man that was really long ago.


Btw Garvin just out of curiosity....exactly what kind of "backstory" and justification do/did the devs feel warranted commandos needing unarmed req's instead of scout ones?






"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!~~

Xix13
Tue Apr 20, 2004 3:47 am
#10

I've been a Master Commando for awhile and, with the introduction of the Corvette, was looking for some way to give a little extra edge to the group. So I've added the strategy tree of SL. With the coming of stim-droids next week, I'll be able to finally lose the other sp sink of Novice Medic and get 15 sps back. A little extra melee and ranged defense for the group from other SL trees seems like a good choice for my purposes. In fact, the more I play with it, the more I too would LOVE to be able to get the Master SL/Master Commando combo. Too bad about that absolutely essential backstory and flavour to the commando profession. (Yikes! What a reason! And here I though only Chefs needed to worry about flavour!)



-- Xixor (FS Master Doc/Master Pistoleer -- CANCELLED) "I know what you're thinking: Why, oh why, didn't I take the BLUE pill?"
-- Xixasaurus (Padawanasaurus/Privateer) "Green is Good"
-- Xixette (12pt-Master Artisan/12pt-Master DE/12pt-Master WS) "Think Pink!"
-- Xixell (FS Master Pikeman/Master Swordsman/Rebel Pilot) -- "Anybody for some ants?"
-- Xixdoggie Dawg (Master Rifledogg/Master Ranger) "Woof"
-- XixTheFish (12-pt Master Chef)
CorralTaak
Tue Apr 20, 2004 8:53 pm
#11

lol Xix13


yea i thought that the droids could only us a stim A or something. does anyone know what the droids can use? if it is a stim A how high can a master doc with experimentation take these stims. right now i have pharm 4 and i can't see giving that up for a 100 ham heal from a probably bugged and most likely slow ass droid. also would this droid be attackable? if so i can't see it being more that a few hundred ham if that.


the whole unarmed back story is crap. right now commandos are punks compaired to my rifle. the reason is not their stregth, its the lack of remaining skill points to augment their combat spec. and i dont think dropping unarmed from the requirements would be too hard of a task. SOE just does not have a handle on their own code. i bet if enough people asked for this SOE would reply "it's so hard to do, bla bla bla...theres more to it that just bla bla bla.


they can bite me. just balance the professions so we can get on with the civil war already.


on a side note: it could be cool if squad leader was excessable to any elite profession master. i mean if you wanted, you could spend the minimum prereq for SL and the put the rest in dancing. what the hell kind of SL would that make?!?!


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