I actually think officers should be used in a secondary rear-lines role with according benefits, not a sort of lead-the-charge better super infantry which they seem to be as is. The reason why I say this is because they are right now just free versions of riflemen with rack weapons, and to which it is easy to just use them as such: much faster than retreating riflemen back to base for picking up bazookas and such, weapons that themselves aren't even great either, so the whole affair is even less worth the work.
This seems to be already the case in vision for the Captain: the squad has one vet0 ability that is used to boost production time. However seeing that they also happen to come with TWO bazookas, plus another combat ability that removes infantry suppression when activated, contradicts the supposed role the CPT squad was designed for: why stick this squad back at base to give a SLIGHT boost in production speed when he could be at the front gaining veterancy and shooting up vehicles?
The Lieutenant seems to just be a riflemen squad that comes with BAR, and nothing more. Naturally it makes sense to use him just for that. His veterancy all affect his survivability, and neither base traits nor veterancy assists the rest of your army, he is literally just another rifleman squad that you HAVE to make in order to advance the tech tree. I think there could be more to this unit to set him apart from Riflemen.
So with all that in mind, here's what I think would make officer squads more useful in an indirect support role:
Lieutenant: Offense-based support, still relevant to direct combat, but like other officer squads are most effective in a support role, so grenades are kept.
vet0: boost nearby infantry's attack
vet1: unlocks Flare ability and/or other benefits such as OP's Rapid Fire
vet2: Unlocks sprint/ heal when out of combat.
vet3: offense bonuses now include vehicles
The idea of retaining grenades is that, in a pinch, the LT can still utilize some direct combat support while other infantry are doing the shooting. In all other cases though, the ideal use of the LT is that he's behind the rest of the men to maximize odds of survival while still providing benefits to other units. Vet3's sprint means he is more able to keep up with vehicles once they start coming into the game, so this isn't just an infantry bonus.
Captain: Defense-based support. Production is retained, Rally ability adjusted that simply removes suppression rather than causing the infantry to cluster around the CPT squad.
vet0: boost infantry's defense/ line of sight/ resilience to suppression
vet1: the bonuses now affect the whole sector; you no longer need units within immediate proximity
vet2: unlocks sprint, can heal out of combat.
vet3: boost now affects friendly vehicles, the CPT's sprinting and healing effect now applies to friendly infantry in aura.
Here the CPT is primarily a unit that benefits troops at a more indirect level and in a defensive posture, yet can still be used offensively: the base bonus of increased defense or longer time to suppress allows infantry to advance with more confidence in the face of machine guns, the bonuses for sprint and healing would be very useful for units on the move when out of combat but still applies when the group is advancing on the enemy, and that it also affects vehicles at vet3 means at late-game, when you expect the CPT to have reached it, allied vehicles could gain the bonuses as they are attacking alongside the CPT, whether in the same sector or next to him.
Major: of all the officer squads fit the defensive support role most effectively: acts as retreat point and can call in a few abilities. It is really the abilities themselves that needs to be looked at. The Recon plane cannot be deployed in a direction you want, so you will have no idea where it flies from and therefore what can be seen. Other than that it works just right.
Anyways all of that is just several minutes of brain-storming on the concept of officer squads being supporting units that are still relevant in combat and in late-game. The idea itself could also amended to suit doctrinal roles, so rather than innate abilities, these could instead be features found in doctrinal abilities.
And example of an amended version of the above idea is that officer squads' benefits can only affect infantry, but this changes to vehicles once they occupy a vehicle. This effectively allows the squad to turn ANY vehicle into a commander variant, from Shermans to even Ambulances. That the former can fight and the latter is slow means there are vehicle-specific advantages and disadvantages and the cost is that the officer no longer affects infantry. |
FIVE GAMES: 53m, 23m, 36m, 28m, 32m for a total of 175m or 2.91h. Average time was 34.4m
WAR SPOILS: new bulletin "Plow Your Way Through" (US), duplicate bulletin "Maximum Blitz" (OKW)
FIVE GAMES: 36m, 40m, 41m, 62m, 19m for a total of 198m or 3.33h. Average time was 39.6m
WAR SPOILS: new bulletin "Small But Tough" (US), new faceplate "Studded"
SIX GAMES: 37m, 49m, 43m, 5m, 42m, 22m for a total of 198m or 3.3h. Average time was 33m
WAR SPOILS: duplicate bulletin "Be Quick or Be Dead" (US)
FOUR GAMES: 23m, 22m, 24m, 27m for a total of 96m or 1.6h. Average time was 24m
WAR SPOILS: duplicate bulletin "Complete Disregard for Safety" (OKW)
FIVE GAMES: 32m, 21m, 28m, 19m, 40m for a total of 140m or 2.3h. Average time was 28m
WAR SPOILS: duplicate commander "Scavenge Doctrine" (OKW)
FIVE GAMES: 13m, 13m, 18m, 46m, 40m for a total of 130m or 2.16h. Average time was 26m
WAR SPOILS: new skin "Four Colour Camouflage (L)" (US)
SIX GAMES: 72m, 7m, 38m, 29m, 32m, 27m for a total of 205m or 3.41h. Average time was 34.16m
WAR SPOILS: duplicate bulletin "Light Snack" (Ost)
EIGHT GAMES: 40m, 15m, 22m, 32m, 42m, 30m, 23m, 47m for a total of 251m or 4.18h. Average time was 31.37m
WAR SPOILS: duplicate victory strike "Panzerwerfer Barrage" (Ost)
SEVEN GAMES: 67m, 21m, 23m, 13m, 29m, 50m, 31m for a total of 234m or 3.9h. Average time was 33.42m
WAR SPOILS: new bulletin "Frag Out" (US)
FOUR GAMES: 31m, 33m, 30m, 34m for a total of 128m or 2.13h. Average time was 32m
WAR SPOILS: new skin "Late-war" (Ost), duplicate bulletin "Double Time" (US)
FOUR GAMES: 50m, 30m, 24m, 30m for a total of 134m or 2.23h. Average time was 33.5m
WAR SPOILS: duplicate victory strike "Incendiary Artilery" (RU)
THREE GAMES: 38m, 17m, 10m for a total of 65m or 1.08h. Average time was 21.67m
WAR SPOILS: new skin "Two Tone Bryansk Front" (Soviet)
SIX GAMES: 17m, 26m, 12m, 18m, 18m, 54m for a total of 156m or 2.6h. Average time was 26m
WAR SPOILS: duplicate bulletin "Fire It Up" (US)
TWO GAMES: 31m, 131m for a total of 162m or 2.7h. Average time was 96.5m
WAR SPOILS: duplicate faceplate "Twisted Gold"
SEVEN GAMES: 41m, 25m, 21m, 3m, 22m, 18m, 34m for a total of 164m or 2.73h. Average time was 23.42m
WAR SPOILS: duplicate commander "NKVD Rifle Disruption Tactics" (Soviet)
FOUR GAMES: 30m, 28m, 23m, 28m for a total of 109m or 1.81h. Average time was 27.25m
WAR SPOILS: duplicate bulletin "Hail of Fire" (OKW)
SIX GAMES: 25m, 61m, 42m, 37m, 48m, 39m for a total of 252m or 4.2h. Average time was 42m
WAR SPOILS: duplicate bulletin "Armored Luchs Support" (OKW)
FIVE GAMES: 39m, 24m, 43m, 28m, 48m for a total of 182m or 3.03h. Average time was 36.4m
WAR SPOILS: new bulletin "Hot Potato" (RU)
TWO GAMES: 26m, 17m for a total of 43m or 0.71h. Average time was 21.5m
WAR SPOILS: new skin "Four Colour Camouflage (M)" (US)
THREE GAMES: 31m, 28m, 39m for a total of 98m or 1.63h. Average time was 32.67m
WAR SPOILS: new bulletin "My Ears Are Still Ringing"(OKW)
THREE GAMES: 43m, 52m, 31m for a total of 126m or 2.1h. Average time was 42m
WAR SPOILS: new skin "Stalingrad Winter Pattern" (Ost)
THREE GAMES: 39m, 27m, 58m for a total of 124m or 2.06h. Average time was 41.33m
WAR SPOILS: new bulletin "Extra Punch" (OKW)
THREE GAMES: 23m, 22m, 39m for a total of 84m or 1.4h. Average time was 28m
WAR SPOILS: duplicate skin "Winter Cobble" (RU)
FOUR GAMES: 29m, 40m, 26m, 43m for a total of 138m or 2.3h. Average time was 34.5m
WAR SPOILS: two duplicate bulletins "Target Practice" (Ost), "Grim Reaper" (OKW)
TWO GAMES: 31m, 28m for a total of 59m or 0.98h. Average time was 29.5m
WAR SPOILS: duplicate bulletin "Brotherly Love" (Ost)
SIX GAMES: 33m, 30m, 28m, 27m, 36m, 27m for a total of 181m or 3.01h. Average time was 30.16m
WAR SPOILS: new bulletin "Swift Hitter" (OKW)
SEVEN GAMES: 39m, 32m, 27m, 28m, 27m, 41m, 43m for a total of 237m or 3.95h. Average time was 33.85m
WAR SPOILS: duplicate bulletin "Flame On" (Ost), new bulletin "Drag Racer" (Ost)
FIVE GAMES: 36m, 48m, 48m, 38m, 39m for a total of 209m or 3.48h. Average time was 41.8m
WAR SPOILS: new bulletin "Storm the Lines" (Ost)
SEVEN GAMES: 67m, 36m, 22m, 29m, 49m, 26m, 87m for a total of 345m or 5.75h. Average time was 49.28m
WAR SPOILS: new bulletin "Expert Mine Crafting" (RU)
FIVE GAMES: 53m, 31m, 32m, 30m, 25m for a total of 171m or 2.85h. Average time was 34.2m
WAR SPOILS: new bulletin "All Seeing Eye" (OKW)
FOUR GAMES: 25m, 37m, 40m, 22m for a total of 124m or 2.06h. Average time was 31m
WAR SPOILS: Two duplicate bulletins "Mine Your Own Business"(US), "Guns Guns Guns" (US)
SIX GAMES: 28m, 31m, 42m, 101m, 24m, 39m for a total of 265m or 4.41h. Average time was 44.16m
WAR SPOILS: duplicate bulletin "My Ears Are Still Ringing" (OKW)
FIVE GAMES: 24m, 54m, 30m, 28m, 36m for a total of 172m or 2.86h. Average time was 34.4m
WAR SPOILS: new bulletin "...& Roll Out" (US)
THREE GAMES: 48m, 36m, 31m for a total of 115m or 1.91h. Average time was 38.3m
WAR SPOILS: new bulletin "Follow it Up" (Ost)
SEVEN GAMES: 6m, 41m, 29m, 45m, 23m, 54m, 48m for a total of 246m or 4.1h. Average time was 35.14m
WAR SPOILS: three duplicate bulletins "Penetrating Performance" (RU), "Guns Guns Guns" (US), "That's What I call Recon" (RU)
SIX GAMES: 28m, 30m, 25m, 28m, 36m, 40m for a total of 187m or 3.11h. Average time was 31.16m
WAR SPOILS: new bulletin "This Cat Has Claws" (OKW), duplicate bulletin "Panzer4 Specialist" (Ost)
FOUR GAMES: 110m, 39m, 39m, 33m for a total of 181m or 3.01h. Average time was 45.25m
WAR SPOILS: new bulletin "Hit 'Em Where it Hurts" (Ost)
THREE GAMES: 31m, 32m, 27m, for a total of 90m or 1.5h. Average time was 30m
WAR SPOILS: duplicate bulletin "Drag Racer" (Ost)
In this reply, summary data is:
-180 games
-38 drop occurrences
-46 actual spoils; 20 new, 26 duplicates
-total time 6174 minutes/ 102.9 hours, equivalent to uninterrupted gameplay time of four days, six hours, 52 minutes
With this recent number of games, the average drop occurrence (6174/38) is 162.473m, or 2.707h, or two hours forty two minutes between drops.
Outliers: shortest time between drops was 43m, longest time 345m (5.75 hours). |