Greek and Brazilian army in CoH2 after playing years with a max of 5 factions and neither Italy nor France being added . Would be weird, but okay.
To be serious though, IF (big IF actually) it should really be a new faction, I wonder how committed Relic will be to create new and "fresh" commanders. If they get too creative we might be back to post WFA and post UKF release of gameplay.
We have seen a lot of standardization in the last years of patches and Relic was okay with that. Adding a new multiplayer faction would be a big commitment especially with much of the original CoH2 staff gone.
I think the easiest would be to just add a new campaign. But we'll see in not long from now what the mysterious announcement will be.
I assume they do, but given that your accuracy gets halved in the first place you're basically going from 50% accuracy to 53,5% compared to the normal value. There is a big CD buff at the last stage. But I was wondering what this tiny accuracy buff is supposed to achieve.
By the way is there any reason why there is some accuracy given back after 5 and 10 seconds? This buff is quite abysmal, it is basically a 3,5% accuracy buff max after 10 seconds. Why does this exist in the first place?
With the easier accessibility of MGs since the tech rework, it could probably be removed and replaced with something more interesting. Don't know what that could be though.
What aura ranges does Cmd Panzer 4 and british cmd vehicle have? Maybe equalising it would help a lot.
Command P4 has 45 aura range and the British command vehicle 30/40 to vehicles/infantry respectively.
It is actually the command Panther that has a huge aura. I don't know how and which bonusses spread to Allies as well, but a range 80 aura that buffs Allies as well is huge and covers basically the whole frontline of yours and potentially a mate depending on the mode and map.
I find the Cmd Pnather aura to be stronger, but I assume the main difference is the vehicle. The Tiger is very, very strong. Another point is that you pay extra for the Panther. The Tiger is just a normal Toger with the added bonus of a command ability
I've made a table with multipliers (everything with flat bonuses converted to multipliers) and full squad values with bonuses added.
Bonuses are:
USF - 5th man.
Royal Engineers - Heavy Sapper upgrade
OKW - Sweeper. Added option with "shady bonus" (Have no idea if it applies to flat base value or to accumulated value with bonuses)
CE/pios - Sweeper
If everything is correct, I'll publish values in separate thread, so people could actually google it, because such data is extremely hard to find
I understood all these as flat values, at least the values check out with the veterancy guide if taken as absolute values. I don't know if this repair speed is further modified. Does it really take a minute for a single pio squad to repair a P4 back to full health? I really can't tell.
Assuming this is true: Your table needs more decimals, the rounding makes it look weird. And assuming that the values provide an absolute boost, I would annotate them as absolute values and not relative modifiers (otherwise your calcs will be incorrect).
Another metric that would be worth calculating is the repair rate per pop as some value for efficiency, but maybe that's only me.
Also it would be really appreciated if somebody broke down the full repair speeds of all engies in the game per entity.
Ages ago I searched for them and made this post. Topic and context were different back then, as well as the sweeper repair boost was not implemented yet. So basically ignore the argumentative part.
But these were the numbers I found in the editor.
The OKW T2 repairatrons turned out to have a repair speed of 3 each, making it 9 in total.
In essence:
EFA pioneers much better when fully vetted and with sweeper. A rebuild squad in the late game however lacks behind in repair efficiency.
If they get shared vet, I'd rather consider reducing the repair rate vet bonus. This would also differentiate better between sweeper and flamer squad. (Off note, flamers could maybe get a mini RA buff to emphasize that but that would be another discussion). Currently, early sweepers are really only there for mine clearing. A flamer squad will do much better in repairing due to them vetting better to vet2, which outweights the sweeper bonus by far.
OKW - Sturm Pioneers - Extremely Strong combat unit right at the start of the game, will destroy most units close range, Can get MineSweepers and Toggle them on/off so they dont lose combat potential as well as Panzershreck later on for easy leveling vs vehicles.
To add to this, Sturmpioneers already get a repair bonus with the sweeper upgrade additionally to the veterancy buff. In the mod files there is also a small extra buff for the combination of sweeper and veterancy.