Loving the game so far and noticed few minor yet persistent and annoying in the long run bugs. Here is a short list with a little bit of context:
-First tank repairs. My tank crew all have large backpacks and 4 repair kits, plus some have two repairs per repair kit perk. Sometimes I can repair tank twice, sometimes just once. It does not matter if I switch to another guy or use the one that should have more repair kits. Not sure what is the design idea here, but it is very inconsistent at best. A better explanation on how tank repairs work would be appreciated.
-Second is a suggestion/question: is it possible for the crew tank members try and first take their originally assigned spots in tank? I want to mix and match some perks and they constantly switch places so when ever I leave the tank my combat ability drastically drops and it feels unnatural and unnecessary. Or if possible that perks be global no matter which position crew member takes (seems like a workaround but might be easier than codding their preferences with spots).
-Thirdly the M1903A4 sniper rifle scope is good but sometimes it get’s stuck on that blurry version of it like with fast movement, even if I am prone and not moving the scope. Not sure if it happens on other nations and campaigns as I have not yet unlocked any other scope with that basic cross.
-Fourthly a big suggestion. Your team asked about extra tasks like the balloons on the Airfield map. Well I thought we could go a bit further. Like for example the swamps map on Normandy. One point is the big gun. It’s an open point and I do not like taking it. You don’t even have to. You just need to hold A and C and it is fairly easy to do, but what if point B was worth 2 points? Than you have incentive to hold such a hard target. And what if by holding it you could fire it to diminish enemy tickets every once in a while. Or something similar to Company of Heros games where by holding specific points you get extra supplies? What if you introduced mode where enemy can secure their supply line and as far as they do they can slowly replenish their tickets, so enemy has to cut it off and after that this section of the map becomes unavailable and after that it is regular conquest? But it would be optional objective that simply gives small advantage that might be worth defending? Like 1 tickets per 10 seconds. Something like that would work great in invasions I think. Or maybe we could cut of air support of the enemies by holding a fortified AA guns? (it could be timed). Or if Allies would need to destroy AA guns to unlock their Air Support? What if there was one forward AT bunker gun that you need to destroy to roll out your tanks? I think this kind of asymetric approach could be worth looking into, but it would need a bit of balancing. Your maps are very modular and intertwined so I think it would be fairly easy to implement though.