1) Make the Flamethrower and sweeper non-exclusive, but you can’t have both out at the same time. That way you aren’t forced to get a second Spio(which is suicidal) if you want to use this ability
2) reduce the flame hetzer’s cost to 75 and bundle it with the StuG G. That way you can go for a Flame hetzer and StuG G combo
Those cooldown stats are accurate, but cooldown is not the end-all for rate of fire.
Bolt action rifles typically have a 1.125 or 1.165 or something like that seconds wind_down time, where the soldier works the bolt of the rifle. Then there is a short aim time before and after firing, also reduced or increased with range. And then there is a reload time once all shots have been fired (although only the Lee-Enfield uses historically accurate magazine size lol) All of these things come together to form ROF.
Weapons like the M1 Garand and the G43 do not have wind_down, and so benefit most from reduced cooldown.The M1 Carbine and the SVT-40 do, however, at 0.2 seconds, which marginally offsets cooldown.
Ost
Mechanized support doctrine
Use Assault guns and rocket artillery to provide rapid fire support for elite mechanized infantry, while half tracks are equipped with specialized equipment to allow for rapid re-engagement of enemy forces.
0cp - JagdPanzer IV/70
0cp - Half track support equipment
~ Upgrades: Munition carrier: decreases reload and increases move speed of support weapons, Command equipment: Can set up as a FRP (30s set/pack up)
1cp - BegleitPioneers
~ 5man, G43s, can be upgraded with x4 stg44s or x2 mg34 after BP2
5cp - StuG E
8cp - Incendiary rocket barrage
The StuG E is Currently very underwhelming compared to the Scott or Ostwind. Give it a he and smoke barrage with the same stats as the Scott to help differentiate it from the Ostwind, allowing it to function as a support unit compared to the more frontline Ostwind
Sov
Combined arms frontline tactics
0cp - T34/85s
0cp - Infantry support equipment
~ tanks can fire smoke shells and half tracks can be upgraded as FRPs (30s set/pack up)
2cp - Tankodesantniki
~ 6 man, PPsh 41s, Combined arms ability, Upgrades: x2 Bazookas
5cp - Conscript repair tactics
12cp - AT overwatch
USF
Vanguard company
m8 greyhounds can scout out the enemy, allowing you to then use combat engineers, heavy Pershing tanks and p47s to blast your way through the front lines, and then consolidate your gains with an airdropped support group.
0cp - Combat engineers
2cp - airdropped support group
~ Medical supplies + Paratrooper Command squad: 5man, m1 carbines, medical supply drop / paratrooper drop, plant beacons
4cp - m8 greyhound
12cp - Pershing
12cp - P47 bombing run
~ A P47 will drop 3 50kg bombs on the target location
UKF
Use elite cavalry sections supported by infantry tanks and rocket strikes from land and air to deal a swift and devastating blow.
1cp - Cavalry sections
~ 5 man, Lee enfield carbines, x1 sten(like USF officers) Bren experts, light gammon
3cp - m5 support half track
5cp - Valentine command tank
8cp - Land mattress
12cp - Typhoon rocket support
~ AT rocket loiter
In the Æ, it says that grenadiers have a .25x multiplier to cooldown at close range and a 1.5x multiplier at long range, but I’m pretty sure grenadier DPS is not 6x better at close range, and coh2.db says they only have twice the dps at close range.