OKW T3 I really like the change to the Okw tech structure, with the side tech in t3. The only problem with the low price of the flak upgrade (100 mun) is, that it's way easier to deny an area of the map to the opponent much earlier. I would recommend to rise the price of the flak upgrade to 200 mun, and return it to its old price if the side tech for tanks is completed.
OST Jäger The new ability is amazing. It might be too good, considering the opponent has no clue without looking at all resource points and controlling if the income is lower than normal. Is it possible to let a territory flicker maybe every 10 sec? So that it´s like the Opel blitz truck but only every 10, 15 sec. Also adding an upgrade for one g43 sniper rifle would help them dealing more damage, otherwise you don't loose that much combat power if you just park them the whole game on the enemy's fuel point.
I'll look into the JLI for Ostheer in terms of the sector possibly flashing every so often. Less so on the Flak truck as it's very vulnerable to being shelled and means you need to bank up 100 munitions and sacrifice other upgrades.
Anyways, tomorrow I will be uploading a new version with test stuff:
OKW Infantry Veterancy 4 and 5 Rework
As a start, OKW veterancy is being revamped so veteran levels 1-3 provide standard bonuses on par with the other factions while veterancy 4 and 5 provides various utilities and
abilities rather than raw offesenves/defensive boosts.
Obersoldaten
-Veterancy 4 passives removed.
-Veterancy 4 now provides 'Suppressive Fire' which grants the squad the ability to suppress for a short period of time, similar to the Paratrooper LMG ability. (Already in from ages ago)
Panzerfusiliers
-Veterancy 4 15% Accuracy Bonus changed to 33% increase in capture and decapture speed.
(Random Note: Ability was previously going to be all squad members launching Rear Echalon Rifle Grenades in unison that had scatter like Assault Grenadier Grenades)
Fallschirmjager
-Veterancy 3 received accuracy bonus removed.
-Weapon accuracy and range boost at veterancy 4 and 5 moved to veterancy 3 for +30% weapon accuracy and +5 range.
-Veterancy 4 increases Panzerfaust range by 5 and damage by 20.
-Veterancy 5 grants 'Go to Ground'. Allows Fallschirmjager to cloak, even in the open, but disables weapons, movement, and drastically limits ability range. Gives -15% Received Accuracy.
-Now use the Tommy formation
Volksgrenadier
Slight improvements to the Volksgrenadier's core vet due to the lose of stats of veterancy 4 and 5.
-Veterancy 4 and 5 offensive bonuses removed.
-Veterancy 2 Weapon accuracy to 1.35 from 1.3.
-Received accuracy at veterancy 3 from 0.9 to 0.86.
-Veterancy 4 decreases Faust and Incendiary recharge by 33%.
-Veterancy 5 grants 'Dig-in'. Volks receive 15% less received accuracy and receive a unique LMG 34 that deals roughly 6 DPS at all range after 6 seconds of having their weapons
disabled. Squad is immobile. Toggling the ability off removes the LMG.
Jeagar Recon Squad
-Veterancy 4 changed to give the 'Snipe' ability. For 30 munitions, the squad can snipe a single model. Rifle has a 3.5 second aim-time.
-Veterancy 5 now allows the squad to detect units with a range of 35, even in the FOW.
MG-34
-Veterancy 4 now provides +6 sight.
-Veterancy 5 grants 'Sustained Fire'. Drastically improves durst length by 50%, burst rate of fire by 25%, and redced reload time by 75%. 15 munitions and 15 second duration.
Ostheer
Jeagar Light Infantry
-Can now 'Siphon Resources'. Reduces a point's income by 50% and adds the amoount to the player using the ability. 30 range. Unit cannot move or be ordered to attack else the ability disengages. (Already in, but changew as not posted)
British
Forward Observation Post Ability
To make the ability less reliant on structures, Forward Assemblies can be upgraded to have similar capabilities. Soviets will receive something similar once a building has been
decided for their FHQ and impending adjustments.
-Forward Aseembly can be upgraded to have the Forward Observation Post's abilities for 125 manpower and 25 fuel.