This may not be the kind of thing for the Kappatch, but is it feasible to switch the capture point flagpoles from indestructible tank-averting shotblockers into something more conducive to gameplay? There's no real need for them to be physical objects in COH2 and allowing tanks to drive through them would open up the pathing on a lot of maps (hi Ferma winter).
Quite like that, vehicle pathfinding is so annoying around some particular points.
5.11.2014.1:
Territory points no longer block shots or movement. Victory points remain solid as before.
Vehicle crit changes:
Removed all nonkilling/nonabandon crits at 0% health. Units should no longer survive any hits from attacks that leave them below 0% health.
10% Maingun destroyed chance added to below 50% health vehicles. Didn't want to remove the entire maingun crit from the game. Feedback very much welcome on this part, bit undecided on it myself, as it effectively gives a 10% chance for heavy tank duels to get decided on every penetration after 50% health which is rather meh.
Engine damage (same crit as on faust/atnade) chance on rear armor hits increased from 2%/4% to 8% for below 50% health vehicles, mostly to give a bit more chance of reward for firing at vehicle rear armor.
Made the crit health check 49% instead of 50%, so a 320hp vehicle can't get crit from the first atgun shot if it was full health, a 640hp can't get it on second hit from a 160 damage attack if nothing else hit it, etc.
Only random non-death crit available to small arms fire is now MG gunner killed, previously could also cause abandon. Felt the early game small arms abandons were a bit too much.
Mines are now "small arms" so they are unable to cause abandon. Can't add new damage types for now so this is the next best choice (damage type should only affect what random crits are possible).
Fixed USF Sherman pintle MG gunner death rate, was 20%, now 4% like every other killable gunner. Added in MG gunner killed crits to vehicles missing it.