How you can call incendiary round a feature ? It´s the same as demo, wiping squad for 45 munny. Some units cannot do a shit about this, like mortars and AT guns.
Are we talking about sniper incendiary round right? Not sure what is the bug you are talking about besides it having like 1000% accuracy so it won't miss on retreat. Same with aimed shot, it was designed to work like that.
Do you really find it fine that unit/vehicle dies because it cannot move throught fucking gosted wire/tank trap ?
Yes, cause the alternative is to make everything phase through. Call it a certain degree of micro, simil to blocking the path of retreating squads with a vehicle. I don't think it's GOOD but i consider it fine.
If you do not consider mortar firing 2 rounds a bug, then what is pershing with his double shot yolo round killing his counters ?
The effect of 2 mortar shots firing with a random scatter is less pronounced that the polarising effect of having two rounds of 160dmg from a medium heavy tank which can lead to killing a vehicle. That's what i'm trying to say.
HMG firing arc is a visual bug ? lol. It is really annyoing when you do not know where exatly the hmg can fire, often changing good flank into deathtrap.
Yep, simil with other UI problems the game has (ex: party cover).
The 4 i put bolded are the ones which are really annoying/gamebreaking (tank phasing, MG wipes, weapon exploit and vehicles getting stuck).
AGAIN, you have to differentiate BUGS from BALANCE and from DESIGN issues. Take for example the suppression mine issue:
-IF the mine is not applying any amount of suppression then it's a BUG
-IF the mine fails to suppress the squad due to AoE not been big enough to affect all models when squad formation is spread out, then it's a BALANCE concern.