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russian armor

Do you use captain speed boost for building things?

29 May 2016, 16:59 PM
#1
avatar of rymetyme09

Posts: 75

Really curious cause it does not seem too be that many
29 May 2016, 17:06 PM
#2
avatar of Crystal

Posts: 97

No. Better move him to the front, for anti-tank support.
29 May 2016, 17:11 PM
#3
avatar of Australian Magic

Posts: 4630 | Subs: 2

Of course. I pump Stuart and Pack Howie most of the time.
29 May 2016, 17:14 PM
#4
avatar of Waegukin

Posts: 609

I tend to use him to rush my first Sherman. Otherwise, he's in the field
29 May 2016, 17:38 PM
#5
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Continuously? No. But situationly its very very useful for Stuart rush or if you need to get an AT Gun out ASAP (faster AT Gun > 2 Bazookas often). I'll also use his Supervise ability to get my Major out faster if I have the resources for a tank right away (fun fact you can speed up your Major tech). Supervise Major -> Sherman is pretty epic.
29 May 2016, 18:25 PM
#6
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

You don't!? Fix that. It makes vehicles build a little over twice as faster (A Stuart normally takes 50 seconds, but with Supervise it's 23). Considering the power of vehicles and even 10 seconds can be an eternity in an RTS, it is an excellent tool that should be taken advantage of.

Also, while it claims to work better with vet, my testing in CheatCommands mod shows me that isn't actually the case.
29 May 2016, 19:09 PM
#7
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

The real issue is, do you ever have your Captain inside your base when you want to build a unit?

If yes, you should be using it. If not, it's kinda tricky to know if it's worth forcing a retreat on a unit in the front to bring a vehicle slightly faster.

Having to deactivate major to get a quick unit later in the game is also annoying and why i have mostly never use the ability.
30 May 2016, 04:21 AM
#8
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

i do when i have enough manpower for pack howie or ATG or building ambo right after the capt comes out.

i try to sync my captain fallback to base when i have to build MAJ and/or first SHERMdog.
30 May 2016, 06:23 AM
#9
avatar of Pedro_Jedi

Posts: 543

I use it, but I fail at properly micro to get the best use
30 May 2016, 06:55 AM
#10
avatar of Esxile

Posts: 3596 | Subs: 1

Always to pump out the first Stuart, pack, atgun or Major and then sherman. Also to back tech bar/ambu/nades. You can also use it to Supervise the Lieutenant if you need suppression platforms.

Captain is a too costy unit to be sent to the frontline if there aren't yet vehicle to counter. So it serves to cap/supervise until then.


30 May 2016, 07:56 AM
#11
avatar of vietnamabc

Posts: 1063

Maybe supervise should just work when Captain is in HQ sector, I once tried Captain to boost Sherman building and he end up get stuck inside pizza base, not recommended really.
30 May 2016, 16:17 PM
#12
avatar of Blalord

Posts: 742 | Subs: 1

Generally i build Ambulance and pack howi right after Cpt, so he help a lot with those 2 that take an eternity to build
30 May 2016, 17:07 PM
#13
avatar of Super Vegeta

Posts: 84 | Subs: 1

I use it to get a scott on the field whenever I get one, that thing takes 25 minutes to make otherwise
30 May 2016, 18:35 PM
#14
avatar of Grittle

Posts: 179

I use it to rush early vehicles or to spam riflemen if its really late into the game if a Panzerwerfer manage to reduce my pop cap from 98 to 57.

Vet 3 Captain + Supervise + 1000 Manpower (I was full pop cap plz don bully)= tons of infantry in short time.
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