I do have one difference of opinion: I think that UI positioning should be based on ability function. All frag grenades at 31, snares at 32, sprints at 33, for instance. That matters more than keeping all vet 1 abilities in the same spot, which is applied so inconsistently that I'm not sure if it was ever intended.
There will have to be exceptions, but these can be made consistent as well: conscript, panzergrenadier, and infantry section repair at 13, as an example.
I wonder if this has anything to do with animator and effect mismatches? I know that weapons will only play effects (sounds and flashes) that they're connected to. This theory would only be possible if a certain gun and target combination always produced the bug.
The M1919A6 version that Obersoldaten use has lower accuracy than the original Paratrooper version.
Volley Fire accuracy is bugged.
At 5 seconds, accuracy is supposed to by multiplied by x1.03, but it is set to x.03. The text implies that this bonus should continue as the 10 second bonus begins, but it does not. If that's the intended behavior, duration should be 10 seconds, not 5.
At 10 seconds, accuracy is again multiplied by x.04 instead of the intended x1.04.
Cavalry Riflemen, when suppressed, do not lose range for their AT Satchel Charge. The suppressed_activate_actions lower the range of the standard frag grenade instead.
Conscripts need the req actions of all squads they can merge into (so they can use Penal PPSh, for instance)
I think a base sector bonus of 10-40ehp via damage reduction would be fair.
I'm curious what the issue was for implementing that. Shouldn't a req action be able to check if the unit is in a base sector? And if not, an HQ aura that only targets ambulances in base sectors would get around that limitation. I'm confident I could get it working.
I just looked and saw no evidence of that in their cover bonus ability, entity, or squad files. Modifiers like that can sometimes be put somewhere strange, though.
It's a little odd that only their primary weapon gets a benefit from cover, but I think it's a nice, organic way to improve their out-of-cover performance as the game goes on.
The PPSh for Airborne Guards and Penals isn't set up as a slot item, but a requirement action in the entity or squad file that replaces their active weapon if an upgrade is present. Conscripts need the req actions of all squads they can merge into.
Combat Engineer SVTs also work that way, so they likely have the same issue.