so , im SIR_halyavshik from moddb , as i wanted , im just going to post the legit sum of all i sent to you via PM.
well , not everything that you are mentioned in the list.
I remind you that for now i played this mod not only with one of the developers and some randome guy , but also with my friend and we had time to look around and mess with things.
Annihilation BUGS , tweaks and suggestions:
+Combine soldiers getting Tpose on mountable turrests
+Manhacks can capture flag (yes , i do belive that this is a bug)
+Manhacks can damage buildings (yes , i do belive that this is a bug)
+Manhack are trying to attack flying units , which is invisible
+Dark energy ball can destroy buildings in one hit , even when bounced , can bounce through entire enemy base and leave nothing , havent tryed on strider , but maybe it can one-hit strider as well
+After elite combines shot the energy ball via hotkeys , they are not going to react to anything , untill you give them any order. (My friend just attacked them , while Elite combines just stands there like on a parade)
+Engineers and Stalkers , if you are sent one to build something or there is fire fight near by and you choosed E/S and started to click buttons to build something , E/S can not only distract and immidiatly start fighting / building , but also cancel your choosed building , so you must choose it again.(try to order one worker to build and other one , move near to him while trying to give building order)
+Special attack for strider is missing all the way....and i dont think that stomping suppose to be a special attack , maybe researchable dark energy strike with huge cooldown , but not the stomping , its what they do on tier own.
+I have missing texture on the scrap point with the pod (pod doesn't have texture)
+I had snipers doing nothing , dont know how to try this , maybe try to place then onto cover points.
+Cover points are not used as in the hl2 game , im mapper , i saw that if AI have some cover points , it will use it . Here units using them when they are near to them , but not trying to run in cover.
+delete collisions for scrap points , i had some engineers stuck at them.
+Soldiers are always trying to run near the enemy , even when i have control of them , i had situation when rebels jumped of the cliff because they wanted to near the enemy and ended up in very bad situation. Or just desable that ability in general.
+Engineers / Stalker should never do anything without my order m except repair / help build (those with moving) and self defence fire BUT WITHOUT MOVING.
+Floor turrets and mountable turrets need a damage buff , since they are pretty useless , but got such cost!
+Adding the fall of damage for shotguns , so those could do more damage closer and less damage in distance
+Power Generators should cost population , about 2-3. Combine forces got more powerfull units and can produce as many energy as they want.
+dark energy ball should also cost more , besides attacks of infantry and striders only with spwcific damage , instead of insta kill everything.
+more damage to the RPG rebels , they cant stand againist enemy infantry or vehicals aka useless.(SMG rebels can do more damage to the strider and those got lower cost!! The combine snipers / elite soldiers can kill them easily)
+Defend ability for both factions - rebels can garrison into thier buildings (HQ,barracks,special operations only) , combines can build force fields with thier power generators(which is limited with pop cost).
+Dark energy ball attack for rebel veterans and deploy them with AR2 by default , as those are expensive , but not that effective.
+Scouts should have meele weapon atleast , even some upgrade with sabotage bombs/traps/mines maybe , pretending that they are metrcops.
+Special race abilties , which can be unlocked with specific building and cost scrap/ power req. For rebels - shutting down any generator(and all the buildings it powers) in sight for 20 seconds. For combine - headcrab rocket deploy in the sight , Mine deploy in the sight (with scanner deploying them).
+Adding supply depo for rebels , so they can collect scrap without building second HQ or maybe able to collect into the "rebel farms".
+increasing cap time of flags.
+Adding tunnel system and foxholes/bunkers for rebels maybe.
Overrun BUGS , tweaks and suggestions:
+Had several times crash due the end of the game
+Had several crashed when tryed to leave into main menu
+Had lobby menu list hang in the game , untill i clicked LMB
+I have missing texture on the combine bridge on map in the city , dont remember the name , sorry.
+Well , lacks of the vorts and hunters there is depressing
+Rebels should have healing buildings
+Add specific icon on top of the head or under the engineers and stalkers , so you can easily define workers on the field
+Add auto select button on HUD , which will select randome , not busy(aka building) worker
+Underbarrel grenade launcher upgrade for rebels
I also think that combines can have metropolice garage with helicopter and apc upgrade and gunship upgrade in the synth factory.
i do belive thats all i had in mind and all the bugs i've experinced.
sorry for all the mistakes i made , had a poor sleep.