Time for some numbers.
ostheer:
default repair : 1.6 *4(men) = 6.4 / vet2 = 10.4
soviet:
default repair : 1.6 *4(men) = 6.4 / vet2 = 10.4
okw:
default repair : 3 *4(men) = 12 / vet2 = 16 (sweeper upgrade adds another 4) = 20 (lol?)
usf:
default repair : 2 *4(men) = 8 / vet3 (5 men) = 15
brits:
default repair : 2 *4(men) = 8 / vet2 = 12 (with 5 men) 10/15 - ANvil upgrade = 25 (lol?)
ostheer:
default repair : 2 *4(men) = 8 / vet2 = 12 (sweeper upgrade adds 4) = 16
soviet:
default repair : 2 *4(men) = 8 / vet2 = 12 (sweeper upgrade adds 4) = 16
okw:
default repair : 3 *4(men) = 12 / vet2 = 16 (sweeper upgrade adds another 4) = 20
usf:
default repair : 2 *4(men) = 8 / vet3 (5 men) = 15
brits:
default repair : 2 *4(men) = 8 / vet2 = 12 (with 5 men) 10/15 - ANvil upgrade = 22
How does this sound?
These are the current repair times:
- Pershings take between 100 seconds and 53 seconds to repair from 0.
- Tigers take between 162.5 seconds and 100 seconds to repair from 0.
- IS-2s take between 162.5 seconds and 100 seconds to repair from 0.
- Churchills take between 175 seconds and 56 seconds to repair from 0.
- King Tigers take between 107 seconds and 64 seconds to repair from 0.
Repair times with the changes proposed above:
- Pershings take between 100 seconds and 53 seconds to repair from 0.
- Tigers take between 130 seconds and 65 seconds to repair from 0.
- IS-2s take between 130 seconds and 65 seconds to repair from 0.
- Churchills take between 175 seconds and 63 seconds to repair from 0.
- King Tigers take between 107 seconds and 64 seconds to repair from 0.
I would rather they reduce the repair speed of UKF and OKW to match the other three armies. It's a bit ridiculous how fast OKW can repair a no health king tiger with repair station + pios, or how fast Brits cab repair with Anvil sappers. Makes it much less punishing to take damage on vehicles for those armies compared to the vanilla factions. Just another example of power creep, should be reduced for them rather than raised for the other factions.
The problem is that high-health vehicles become much less useful than high-armour vehicles the more you reduce repair speed. This is fine for OKW who don't have any high-health/low-armour vehicles but really hurts Churchills, which weren't the most used tank anyway. If you look at the repair speeds, UKF is in line with USF up until they get the Heavy Engineer upgrade (roughly when they get Churchills).
In addition, adding a manpower and/or fuel drain to repairing would be a better way to make taking vehicle damage punishing instead of making you lose the initiative because you took some damage destroying a tank.
Removing all FRPs WOULD be a great change.
They are both examples of powercreep and negative changes to gameplay. You don't bring up the other factions because it would break the game even more.
Not necessarily. You think FRPs are a negative change because they allow players to brainlessly retreat blobs out of otherwise lethal situations with little actual disadvantage. I think that, since the game is designed around 1v1, being able to mimic 1v1 retreat time on 3v3 or 4v4 maps is a good change that simply isn't properly balanced with regard to cost.