The changelog refers to the multiplier when reaching Veteran as "strength multiplier" but other sources seem to contradict this as reducing damage rather than increasing HP. The issue is that I'm applying the calculated values on the unit pages (and already done in some Epsilon infantry) if I follow the "strength multiplier" case.
EDIT: What are you thoughts on this? I'll admit, I need some advice for armor (as in armor multiplied when getting a crate or gaining veterancy) and strength....
RulesMO.ini confirmed that under the Mechanical Repair Warheads, there are different verses for htnk, nmin, mind and madt. But in reality, the repair rates fail to apply into the game. I tested them in game, so please try to test it out as well, not just by reading the ini file.
In the 3.3.2 changelog there's this little bit: 'new Tech Reinforcement Pad: every 4:00 automatically drops Tier 1 units nearby, 1 on map max', and so far no official map, whether campaign or skirmish, has had more than 1 of them.
And remember that 'Allied' is an adjective; the shortened name of the faction is 'Allies'.
You got a point on both these matters. I'll revert the first one.
It's true that 'Allied' is an adjective, however it is grammartically correct to put 'the' before adjectives, and refer to them as 'the Allied' (just like 'the meek' @Rahn). I personally prefer to use this variant in order to differ from the 'allies' who are your collaborators.
It might be grammatically correct, but it is awkward and no one would use it in practice (how many times have you seen people in-story using the term 'the Allied' by itself?). It can also easily be distinguished from the 'allies' by having the A capitalised.
HQ is quite a reliable faction which suits almost every challenge well. You just rush t3 and spam Irkalla and friends. However here Psicorps' magnetic beam turns super apocs to sitting ducks, which makes rushing t3 particularly useful.