In team games, synergies give teams a major advantage in the sway of the game. To be able to use the you're teammates' Triage center to heal your own manz while you don't have one can save you on early fuel. The ability to pickup you're allies' dead manz with you're own medics can get you very "cheap" free sqauds..
I have noticed that there are some abilities/features for PE that do not act as synergies, but they should.
Firstly the Tank Hunters' first LHS ability "Tank awareness". In a way this is very similar to the British Commando ability "Radio Triangulation Detectors". However the allies share this information with one another, an American player can see whatever is within that triangle - a very good synergy. The PE Tank awareness however does not share this type of synergy, instead, the player who is PE with the Tank awareness ability is the only person who can take advantage of the ability - his teammates cannot see what that player sees. The only way that the PE player can share the advantage is through communication.. I think that this ability should be shared through the team just like the British triangulation
Another aspect of the PE that should be able to be used as a synergy is the vampire halftrack. Now not many people know, but the vampire halftrack is an extremly potent sniper killer for PE because when they setup they get an increased detect radius of 30 metres (normal vehicles have a sight range of 30 - 40. They also get an increased sight range of 80 which allows them to see units in the fog of war. The synergy required here is similar to the Tank awareness synergy - the other teammates cannot see the units in the Fog Of War that the PE player does. The PE player has to tell his team what he sees.
Thirdly the last synergy that I have found during team games is the munition halftrack. As most know the munitions halftrack cuts the cooldown times of most all PE abilities from 5 hrs to 5 seconds. However as it is now, the munitions half track can only be used by the player who owns it and does not affect the cooldown times of his teammates. This leaves disadvantages for duel PE players as it would be tactical to spread teching so that they could have as many different units as possible in order to attack the enemy. For example in duel PE setup with my freind, I will go T2, T3 and my mate will go T1 T4 but without the muni halftrack I will be at disadvantage for the use of my MT HT, AT nades, flame nades etc.
So basically these I think these synergies should be added to the game. As far as I see it, they have simply been overlooked.
What do you guys think?