Squad Leader Archive

Thread: Explanation of Squad Leader Special Abilities

Volatris
Thu Jun 26, 2003 8:28 pm
#1

/sysgroup - Sends a System Message to all group members in the format:
Squad Leader <Your Full Name>: <message>
This message appears center-screen, with plain white text, as well as in the Spatial and Combat tabs.


/rally - Provides a To-Hit bonus to the group with an approximately 60-second duration.
Some say this has neglible benefits, however I'll relate a real experience. I was group with a Polearmsman who was missing on Lunge/Knockdown type moves 5 to 8 times per fight, and of course, every time you miss one of these moves, you can take considerable damage from a creature that is not on its back! However, every time I used /rally, he never had one miss, not once!


/formup - Cures any Stun or Dizzy status on all group members. Does not effect Blind or Poison.


/boostmorale - Balances the group members wounds across all group members.


/retreat - Gives all group members Burst Run. This is independent from their individual Burst Run.


/volleyfire - Causes everyone in the group to enter Combat mode with the target selected. This is very hit-or-miss, very buggy, and very prone to failure.


/steadyaim - Supposedly causes everyone in the group to /aim, however the effects of this are negligible and unsure.


Please update this with your own experiences and any new knowledge you come across!


- Vol
Once and Future Squad Leader
Naritus Server




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Volatris
Thu Jun 26, 2003 9:52 pm
#2

Reading through the manual, I notice that it says /rally gives a defensive bonus in addition to the To Hit bonus.


However, the question is, are any of those bonuses noticeable or worthwhile?




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Jedi_Fish
Wed Jul 02, 2003 5:25 pm
#3

Wow, I really hope they fix volley fire, I have been waiting for a game to have something like that forever.
BRUUIL
Sat Jul 05, 2003 3:33 am
#4

If volley fire is anythingless thana mass /assist feature then that is such a gyp.




a paying beta tester.
Moljoller
Sat Jul 05, 2003 6:24 pm
#5

Volley Fire makes everyone shoot. No holding back to avoid getting argo. You will fire, same as everyone else. Used this command in beta, and when it worked it was nice As for the other commands they are good when used properly, especially Rally.



-----------------------------------------------------------------------------------
Aigan

BenedictAmber
Tue Jul 08, 2003 1:16 am
#6

Does volleyfire cancel out cooldown time? Say someone has just fired a Body Shot, which normally gives the user a longer cooldown time (time between shots) than any normal shot, will this person fire immidiately at the target that the volleyfire is aimed at, or will they have to wait until they can fire again. Volleyfire would be IMMENSELY useful if they gained a free attack from it, but still pretty good if it just redirected thier fire for a bit.
Volatris
Tue Jul 08, 2003 1:18 am
#7

Nope.


If you have riflemen who just used a special, it might be 8 or 10 seconds before they act on your /volleyfire... and in a battle, 10 seconds is forever.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
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