Snowmen and vanilla Grenadiers don't get veterancy. Moreover, medic bunkers spawn regular grenadiers even if snowmen are selected. In both cases, the forward HQ can't produce either regular or snowmen grenadiers.
Several tooltips are missing, especially within doctrine trees.
The HMG emplacement from Fortress doctrine shows a wider arc before being built, but after it's finished it turns out the arc is a lot more narrow.
The 'triage centre' doesn't heal troops at all, nor it has a subability that does so. There is no way to heal Ostheer troops short of that paradrop from the first doctrine, which heals very little and with a huge cooldown.
The "OP" truck can anchor onto a sector that's being captured but won't secure it or stop the capturing. When it does that, it has to pick up and anchor again to provide the bonus, which means waiting the cooldown unnecessarily.
Trucks on sectors seem to share the resource drop cooldown, but only visually. I was still able to call a resource drop when it was "on cooldown".
Most troops are unable to pick resource paradrops.
Soviet buildings are extremely hard to destroy with tanks compared to other base buildings.
The sniper fires much slower than other snipers. Even the sniper ace from the urban doctrine is slower, but less so.
The heavy mortar does disproprotionate amounts of damage compared to any other mortar. I'm fairly sure it's a damage table bug and not a balance issue.
The Jagdpanzer reward vehicle seems underperforming in all aspects compared to Hetzer, and costs more. Again, this is likely a bug and not a balance issue.
Already reported and they do gain veterancy, just don't show it yet.
You need to be more specific when describing problems.
Unless you provide some proof of it, it is fine to me.
It won't heal at all unless it is in the HQ sector and it works fine there. Otherwise there would be no sense in having airdropped medikits and triage center buildable everywhere and easily available in the same faction.
Nope, that's just your perception. Sniper ace fires faster than any other sniper; it has less cooldown so what you said is false. Same with the regular sniper, it doesn't fire much slower, just a bit slower, but it becomes faster when it gets veterancy.
Sorry about that! The Ostheer doctrine branches have no names. The bombardment in Ostheer middle doctrine has a blank tooltip and description (on the tree, the actual ability has them). The Landsers description in the recruitment building mentions some upgrades that were probably phased out in an earlier version because I didn't find them. The medic veterancy has a crane icon and no medic kit ability, but the description is still the old one and I've no idea what the crane is supposed to do. The assault mortar (the one you get from assault pool) bombardment's ability is also blank IIRC. The repair skill from mechanic veterancy doesn't change as units gain further vet, which makes me wonder if it gets upgraded at all (it still says rudimentary repair).
Tested it again, I was able to pick a resource with pioneers and landsers, but not with bombardiers or the commander squad. I've no idea what criteria it uses.
Yes, it does heal in the HQ area. My bad. Still, the medikits heal so little and consdering their delay and ammo cost, on top of being tied to a doctrine, I never use them. I would prefer them to be more useful honestly but that's a balance problem I guess.
There's another bug I noticed with the Ostheer paratroopers. Their demolish skill, when used on american bunkers, makes them go right infront of the machine gun and die. Moreover, every time a man dies, the demolish progress is reset, so they can never demolish it on their own. It seems to be independent of the facing angle because I tried it on two different bunkers in Semois and both times they stood in front of them. I haven't tested it on the British yet but it's worth a check I think.