I dislike the mortar flares idea for Ostheer because that’s a Soviet thing and it kinda feels cheap to copy that for the Ost mortar which also has counterbarrage.
I’d be up to maybe remove sight with vet from the 222 but give the scout car an observation package upgrade once T4 is up for a sight increase to 70 but also lock out spotting scopes from being used on it. That way you’d be able to pay for a spotter in the late game without having to grind the 222 vet with IS2s and SU85s around.
For USF, perhaps the Captain could get 5-10 extra sight vet 3?
At this point, you might want to just switch factions instead of blurring last lines between them.
I really think it's not a bad thing. They're the same country after all and it wouldn't be that bad. For instance both UKF and USF can get the stock Soviet Quad AA via doctrines, UKF can get the M10 and the M1 mortar, Ost can get the Puma, OKW can get bunkers. It's really not that awful, as long as you don't go overboard. I think an anti-tank heavy commander for OKW wouldn't be a bad thing and would certainly work to cover weaknesses such as the 0CP M3A1 if you do something like bundle the Pak40 with "AT measures" that would like give Sturmpios AT grenades or something, while Panzerfusiliers for Ost could work if they didn't get the same upgrades as the OKW versions. You could for instance give them some kind of observation package upgrade that would give them camo, 50 sight, call in smoke arty, and 1 sniper rifle with a %crit as a 5 man squad.
I really hope we get round 2 on community commanders:
OKW: Pak40, Tellers,bunkers,butterfly bombs, heavy fortifications
USF: Some kind of motorized company with WC51, M5, Greyhound, flamethrowers&flares, cover to cover
UKF: Some kind of Special Operations doctrine with spy network, observation Tommies, radio silence, radio intercept and Infiltration Commandos.
Ostheer: Reconnaisance Doctrine with Panzerfusiliers, Puma, Spotting scopes, plane recon and camouflage.
Soviets: Desperate defense doctrine with Commissar, light anti-infantry mines/tank traps, hold the line ability (defense bonuses), propaganda artillery and KV1.
From what I gather, the "weapon_scan_action" itself causes this bug. Even if the act of scanning does absolutely nothing to target, it will still cause the reveal bug when the circumstances are met. I'm no senior modder, but believe me - I tried my best to work around it to no avail.
Isn’t there some kind of way for the retreat action to kind of “reset” the unit’s status and override the effect of weapon_scan_action ?
So why can't Elefants and Jagdtigers blow up Infantry too?
Because an Elephant crewman wrote about how shooting at infantry with the Elephant's main gun was basically impossible, like trying to smash a tiny ant 1km away with a high velocity round.
A few ideas which I don't know if they'd work since I don't mod so it's up to you to judge them:
1)What if the beam was like the live version, but only revealed units in the fog of war when you looked at them (aka the actual map) and not the minimap? The bug is minimap reveal as far as I remember, as the "tagged" units aren't visible in the normal map in the fog of war.
2) What if a tag was added where suppressed units were immune to the IR HT? Aka the moment your unit gets suppressed it stops being detected by the IR HT.
3) What if every time period of 1 rotation (from full right to left and back to right) every unit tagged by the IR HT was "cleansed" of the detection and then the detection started again for the next rotation? That was previously tagged units could be cleansed. The cleansing period of resetting could be near instant to avoid messing with the unit's role.
OFF TOPIC: There needs to be a sub section of the balance team with modders who can take a look at pressing issues with bugs.
The kv1 clone and panther escq tanks from ukf exclude eachother, you cant have a basic churchill and comet be build by the same player. Something neither axis has to choose between.
Axis can get a stock heavy defensive tank like the KV1/Churchill? Where?