Hey there.
Actually I like the officer. Its a pretty valid unit and I prefer him over a 3rd or 4th Gren squad whenever I can, cause he is an excellent support unit.
I will give a brief overview to you statswise.
The squad consists as you already mentioned here of said officer and 3 regular Grenadiers (80HP, 1.5 armor, Kar98K). Though having 4 weapon slots the squad is not allowed to pick up weapons.
"squad_item_slot_ext": {
"$REF": "sbpextensions\\squad_item_slot_ext.lua",
[b]"can_pick_up": false,[/b]
"num_slots": 4
},
The officer himself: has 80HP, 4 armor, Luger P08 9mm pistol.
The armor of 4 is the highest value on an infantry entity. At Vet2 this multiplicates to an armor of 9 (more than a Scout Car) which makes him super resilient to small arms fire (but beware, flame, ballistic, explosive weapons).
Vet for the officer squad is granted at the same rate as Grenadiers (480, 960, 1920). Vet1 ability is the Medkit as for all other infantry.
The squads abilities are as known Inspire, Smoke Artillery and Victor Target (don't remember the ingame name). These abilities are bound on the officer. when he dies the abilities are lost until reinforce (really no shortage on Wehrmacht officers it seems )
"death_actions": [
{
"$REF": "action\\upgrade_remove.lua",
"apply_to_entities_in_squad": true,
"upgrade": "officer_abilities"
}
],
Inspire is what makes the officer such a good support in my eyes.
Cost: 15 munition
Radius: 20
Durarion: 20 sec
Accuracy: *1.15
Reload: *0.85
Cooldown: *0.85
And its granted to ALL allied units inside the radius, not just infantry!
The drawback of the officer is most likely his weapon:
Damage: 16
Range: 0 - 35
Accuracy: 17% - 0.33%
Aim time: 0.5 + 0.5 (before and after, +0.5 near)
Cooldown: 1.4 - 1.7 sec
Reload: 4 - 4.5 sec (every 7 bullets)
It has the same damage and shoots faster than a Kar98K but won't hit that much cause of its worse accuarcy. It's weaker but not that bad at all.
Hope I could help you a little.
Regards
ace
+1 cheers, and thanks