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PE team-game Synergies

  1. #1
    wizlama
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    PE team-game Synergies

    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?

  2. #2
    I support all of your points!
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  3. #3
    Member bottenbreker's Avatar
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    good points. must say i agree with the first 2. but i think the 3rd might become a bit OP for some Wehrmacht abilities.
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  4. #4
    Agree with them all.
    If we can asume that the last one only go's for PE.

  5. Dawn of War II Senior Member  #5
    My Knob has 0HP! Vintage's Avatar
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    I think that would be great if those abilities were team friendly. I am surprised the munitions halftrack doesn't refresh a fellow PEs abilities. I never have tried that.
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  6. #6
    I agree with the points made, however im skeptical regarding the munitions halftrack with the wehrmacht abilities, however it should effect other PE players.

    Edit: main concern is the panzerfaust.
    Last edited by neverworther; 12th May 08 at 9:30 AM.

  7. #7
    Banned Tseng_Fox's Avatar
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    Munitions Halftrack should do something better honestly.

  8. #8
    It should also heal troops when defensive operations is purchased.

  9. #9
    main concern is the panzerfaust.
    Screw that, imagine a 5sec nebel/stuka!

  10. #10
    sparcKy'
    Guest
    it lowers time on muni abilitys .... so nebel and stuka will not be effected

  11. #11
    100% agree - signed.

  12. #12
    Actually Wehrmacht is quite low on munitions abilities, apart from the different types of nades, Medkits, the Faust and the Officer abilities there are none. From those, only Forced Retreat and Faust are the ones you would want to use again.
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  13. #13
    wizlama
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    Wehrmacht isn't necessarily affected by these changes, it's more to do with PE with a PE teammate in terms of cooldowns.

    The munitions halftrack dosn't affect artillary types, only unit abilities that require a muni are affected like Sparky said. Imo Wehrmacht would not be affect by this. When you think about it, the munition halftrack was designed for the PEs' long cooldowns. The Wehrmacht have a natural small cooldown time for their abilities so this wouldn't really affect them.

    In terms of the panzerfaust, this ability was already buffed in 2.300 and it has a recharge of 15 seconds, there really would be no affect in terms of this ability, I mean if you were forced to use it then it would be against a vehicle unit, but the vehicle would target your muni halftrack anyways.. If you thought ahead and sat your muni halftrack away from that enemy vehicle then you'd have to run back to the muni halftrack to get your reduced time, but it would probably recharge by the time you make it to the muni halftrack. :P

    There are really no other abilities that could be affect for the wehr to an extent that it would actually make a difference. I can say that there are no wehr abilities that take an extended period of time to recharge. The only abilites that could take a 'long' time to recharge are the doctrine abilites but they can't be changed shortened anyway. Neither can the PE ones.

    But thanks for agreeing guys, I hope Relic sees these minor things that would really help alot of peoples' team play.

  14. #14
    I wish my name was Peter. Melonplant's Avatar
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    First two are good, and the last one would be nice for a double PE.
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  15. #15
    Member Dryden's Avatar
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    interesting findings, seems they were just overlooked by Relic.
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  16. #16
    Wizlama, perhaps you could repost your suggestions in a short form in the bug forum and perhaps a relic member could tell us something about.

    For me your points looked more like an ingame bug then a overlooked feature!

  17. #17
    wizlama
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    Oh lol, i tried to write as much as I could to defend myself against the flamers.

    I have already written up something in the community bug list, Feature suggestions section. But I'll add it to the bug list to see what happens. Suddenly since 2.301 the community bug list seems to have a much more responsive Relic representative

  18. #18
    pitermaster
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    All agree. 3rd one should affect wehr too(won't be any OP cuz wehr is muni eater).

  19. #19
    Member TeaSeeOh's Avatar
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    Can't see anything wrong with this, it only makes sense.

  20. #20
    Banned ZeroTwo's Avatar
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    Wow!

    Observant!

    I'm surprised there aren't any "PE DON'T NEED N E HELP" flames!

  21. #21
    Member bwc153's Avatar
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    I completely agree with this thread.

    I too am also suprised to see no Allied fanboy flamers

  22. #22
    wizlama
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    heh thanks guys

    I added it to the bug list and to my surprise it was moved by the Relic rep to balance suggestions. At first I thought this was a bad thing but it made me realize that the community bug list is being monitored much more. Perhaps we will see these features in the next patch .. hopefully..

  23. #23
    Member Dryden's Avatar
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    I too am also suprised to see no Allied fanboy flamers
    well maybe reasonable allied players understand that if Relic will fix such minor bugs then all major imbalances will be fixed even earlier.
    Win-win.

  24. #24
    Agreed 100%. Makes for more interesting team games, and brings potential for less used units. Brilliant.

  25. #25
    Defensive operations do heal your ally's troops. A PE FHQ guarded by wehr units is insane, healing is percentage based and wehr units are naturally very tough, plus they can reinforce from the HQ.

  26. #26
    Defensive operations do heal your ally's troops. A PE FHQ guarded by wehr units is insane, healing is percentage based and wehr units are naturally very tough, plus they can reinforce from the HQ.
    What do you want to tell us Sleeper. You are giving a point where synergie works and what...

    You could write something like "if it is raining i become wet outside".

    Are now all points from the OP worthless? Have all points to be realized instantly because you find this out?

  27. #27
    I've got to be honest, in general, for both sides I'm more of a fan of cutting down on synergies as you call them than adding even more.

    Admittedly, the is more to do with the things like, US being able to OP all of the Brits points making a massive resource.

    I dunno, this is just me, but personally I'd be happier more of the game being related to the actual physical teamwork between the multiple players as opposed to unit 'synergies' that feel almost like 'cheating' to me when I use them (even things like picking up your allies dropped guns).

  28. #28
    Member shadowolfe's Avatar
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    I agree with all points, more synergy FTW!

  29. #29
    If your ally has defensive operations it dosent reduce the vehicles cooldown-a bug i think
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