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Post by Dorado St. Sebastian on Jun 7, 2024 15:26:48 GMT
Couldn't easily find a thread concerning Skill mechanics, descriptions, etc., specifically the one I have a question about: Hold Fast. So this is where crossover topics like synergy between which commander, what skills, on which unit may be ideal, fun, etc. Among other things. My question: Does this also take effect when next to a stronghold and is it also considered a "friendly unit?" Lots of new skills now and no place to discuss them, so feel free to raise any other questions, comments, information...and apologies if i overlooked any thread relating to this subject matter. ( Can we merge/centralize them if so?)
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Post by resiphius on Jun 7, 2024 15:52:32 GMT
Couldn't easily find a thread concerning Skill mechanics, descriptions, etc., specifically the one I have a question about: Hold Fast. My question: Does this also take effect when next to a stronghold and is it also considered a "friendly unit?" Lots of new skills now and no place to discuss them, so feel free to raise any other questions, comments, information...and apologies if i overlooked any thread relating to this subject matter. ( Can we merge/centralize them if so?) I think the answer is yes, because when playing Pacific event hard, I had in one time noticed both coastal artillery and troop-spawning fortress became affected by Leadership when Cunningham was next to them.
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Post by Dorado St. Sebastian on Jun 16, 2024 17:53:32 GMT
Skill in question: Inferior Victory Now that I have covered my shortage of Artillery commanders, I am planning to change Yamamoto back from an Arty hybrid to a full on AC Captain, once I unlock the Inferior Victory skill. My question is if anyone knows if this skill would activate on Aircraft carriers/cities/subs? To be used with Aces and Imperial Eagle medals. I understand it should activate on the elite Carriers, in counter attack, but Air, per se, i am yet to be convinced. ( Note: the Air superiority medal also boosts nuclear damage, which would compliment the Typhoon)
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Post by resiphius on Jun 17, 2024 7:05:38 GMT
Skill in question: Inferior Victory Now that I have covered my shortage of Artillery commanders, I am planning to change Yamamoto back from an Arty hybrid to a full on AC Captain, once I unlock the Inferior Victory skill. My question is if anyone knows if this skill would activate on Aircraft carriers/cities/subs? To be used with Aces and Imperial Eagle medals. I understand it should activate on the elite Carriers, in counter attack, but Air, per se, i am yet to be convinced. ( Note: the Air superiority medal also boosts nuclear damage, which would compliment the Typhoon) Air raid (including from carrier), missile and nuke are not troop, hence doesn’t benefit from offensive buffs that only target “troop” regardless if the skill description explicitly say so, defensive buffs, however, is most likely the opposite. PS. Tested with Brook (4-star air, lvl 3 inferior victory), Marshall (4-star air), Zhukov (5-star air), Cunningham (4-star air) and Guderian (4-star air) on Typhoon against a 2-stack rocket on plain (no general on it or nearby), attacked with missile then hydrogen nuke missile, both Brook and Marshall dealt 113 then 368, while Zhukov dealt 111 then 374, Cunningham dealt 107 then 368 and Guderian dealt 96 then 368.
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Post by Dorado St. Sebastian on Jun 17, 2024 14:13:15 GMT
That would blow if holds true. Inferior Victory would've been ideal for Yamamoto on both Air Carriers and Hind with Airforce leader, explosives, carpet bombing, rumor and Inferior Victory...to replace Industry.
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Post by sunlijen1 on Jun 20, 2024 20:59:17 GMT
Why does fatal blow not work on empty cities?
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Post by Dorado St. Sebastian on Jul 8, 2024 17:17:46 GMT
Maybe a change in the game mechanics.
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Post by Dorado St. Sebastian on Jul 17, 2024 14:34:33 GMT
Carpet bombing...
This one works for Air generals from cities and Aircraft carriers, and, should also work from the Typhoon, (untested as mine is still locked).
My question is though it, C.B., seems it should work from the Hind, it behaves as a land unit and all skills for these seem to apply instead of air. Would Arnold's CB skill enhance the Mi-24 when attacking cities? or would explosives?
Am aware that Terrain bonuses, rumor skills, etc, do take effect from this unit but unsure of the carpet bombing here. Has anyone unlocked the Hind and tried already?
This question has also been raised under Elite unit Analysis thread and shows ...its getting complicated.
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Post by resiphius on Jul 19, 2024 13:55:27 GMT
Carpet bombing... This one works for Air generals from cities and Aircraft carriers, and, should also work from the Typhoon, (untested as mine is still locked). My question is though it, C.B., seems it should work from the Hind, it behaves as a land unit and all skills for these seem to apply instead of air. Would Arnold's CB skill enhance the Mi-24 when attacking cities? or would explosives? Am aware that Terrain bonuses, rumor skills, etc, do take effect from this unit but unsure of the carpet bombing here. Has anyone unlocked the Hind and tried already? This question has also been raised under Elite unit Analysis thread and shows ...its getting complicated. Nimrael had checked it and posted the answer in the dedicated post for Hind (you even liked it), are you sure you are not asking about if CB works on Typhoon instead? And yes, CB works on typhoon too.
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Post by Dorado St. Sebastian on Jul 20, 2024 15:14:31 GMT
Yes. I am researching all air related units, commanders and skills.
We now have ACs (elites), the Typhoon, and Hind, not counting my goto resource air/city hybrid commanders which i shouldn't compromise, in order to make better decisions. So am considering recruiting Arnold and how and where to best employ him...or if there is a work around to avoid another investment for time and resources.
I have Yamamoto, Nimitz, and Chennault, Dowding (both resource/air hybrids), even Rundstedt as a backup econ/air hybrid. May likely be Dismissing other commanders such as Wainright, Helfrich, and Schmidhuber which were rewards to trade for ones like Arnold, possibly Mikawa, and/or upgrading Malinovsky/Graziani.
Informing myself of the possibilities for now but deciding on patience until i see what the coming updates will reveal before making any final decisions. Your help is appreciated.
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Post by nimrael on Jul 20, 2024 15:34:37 GMT
May likely be Dismissing other commanders such as Wainright, Helfrich, and Schmidhuber which were rewards to trade for ones like Arnold, possibly Mikawa, and/or upgrading Malinovsky/Graziani. I think you missunderstand something with the free given generals. They were given with free HQ slots, and you loose them when selling them. And no medals will be aquired with selling free generals. It is unlikly to use the free ones, but selling them wont give anything to you.
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Post by Dorado St. Sebastian on Jul 21, 2024 17:03:03 GMT
Correct. I have 31 commanders, where max deployment is 30 in challenge conquests,... and 39 slots....and that, which you say, would normally be true, except in my case. I spent medals on them and would see some return for these 3, and if i added Bradley and Arnim, enough in fact to purchase Arnold, Mikawa and Koenig and upgrade if I so choose.
It all depends on the approaching up3dates...or....its all due to autistic symptoms and how my General file looks, in 5 neat rows of 6, ...armor, artillery, navy, infantry, and my hybrid/air/miscellaneous row. I want 30, not 31 😁.😉
Thanks for the reminder, I see your point and will take it into consideration.
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Post by tecnoghost on Jul 29, 2024 2:53:49 GMT
In my usual spirit of talking nonsense I wonder how good a general one with the following abilities would be
Tank:
1) fortification (-20% damage received) so that it lasts like a champion
2) crossfire (more counterattack damage) to have offensive synergy with fortification
3) fighting spirit (regeneration by counterattack) synergy with crossfire and fighting spirit for much more survival
4) armored assault (more armor damage)
5) possible options
-steel strike (more damage for life below half) so that it wreaks havoc even in death
-crowd tactics (more damage to allies) synergy with fighting spirit
-inspiration (more damage for high morale) due to laughter
6) variants (replacing armored assault)
- rumor + dominance (demoralization + more damage to demoralized units) to make our enemies cry blood
- machinist + street fighting (regeneration + damage fighting in cities) variant that is nothing more than curious that has the highest regeneration in the game by having 2 healing skills plus the healing of the city and if possible the field hospital and that has a damage to the minimum acceptable
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Post by resiphius on Aug 1, 2024 4:46:43 GMT
In my usual spirit of talking nonsense I wonder how good a general one with the following abilities would be Tank: 1) fortification (-20% damage received) so that it lasts like a champion 2) crossfire (more counterattack damage) to have offensive synergy with fortification 3) fighting spirit (regeneration by counterattack) synergy with crossfire and fighting spirit for much more survival 4) armored assault (more armor damage) 5) possible options -steel strike (more damage for life below half) so that it wreaks havoc even in death -crowd tactics (more damage to allies) synergy with fighting spirit -inspiration (more damage for high morale) due to laughter 6) variants (replacing armored assault) - rumor + dominance (demoralization + more damage to demoralized units) to make our enemies cry blood - machinist + street fighting (regeneration + damage fighting in cities) variant that is nothing more than curious that has the highest regeneration in the game by having 2 healing skills plus the healing of the city and if possible the field hospital and that has a damage to the minimum acceptable First, it is Tide of Iron not steel strike. Second, Tide of Iron is trash even for a counterattack-style tank general. Usefulness aside, imo the best skill loadout of a counterattack-style tank general would be Armored Assault, Panzer Leader, Crossfire, then having one of the 2-skill set below: 1. Decoy and Strike (enemy taunt+sort of crowd tactics, currently exclusive to Malinovsky) + Fighting Spirit: Group healer and support 2. Decoy and Strike + Hold Fast (morale can’t lower than normal and evade 20% damage when sticking with friendly units, currently exclusive to Yeryomenko and Kluge): Group support + endurance 3. Fortification + Armored Tactic Expert (Tank’s Organization, currently exclusive to Katukov): Maximizing endurance (solo) 4. Plain Fighting + Hold Fast: City defender 5. Plain Fighting + Counter (attacker receives 25% damage dealt to skill owner, currently exclusive to Higuchi): Maximizing counterattack damage
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Post by rembrano on Aug 2, 2024 11:35:05 GMT
Why does fatal blow not work on empty cities? Did anybody test Inferior Victor with and without it to compare damage for example air raid or carrier? Or is it not working for any airstrike. Chennault would be a beast with it. Follow up question: do explosives work for air strikes?
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