Agreed, KV-2 icon differences are a lot more noticeable when the player does the switching.Anderkav wrote: ↑Thu Jun 19, 2025 11:50 pm Congratulations on the update! It's really cool, it would take me a lot of time.
I ran through it quickly, but I noticed the following points:
1)KV-2 has different icons in different modes (not critical)
2) The T-90 and YAG-10 in tank mode do not have icons and new animations.
Oh, speaking of KV: I did put both KV and IS tanks in the same upgrade family, due to the gradual transition (KV-85, IS-1). Is that ok or would you like to have separate upgrade families for KV and IS?
I will replace all three (KV-2, T-90 and YaG-10) with the great icons from guille1434 in the future.
I just did not yet have time to adjust animations and so on, since I wanted to release the update as soon as possible (to fix the language issues).
Perhaps I'll even manage to finally do the same for the Bison I icons (Sturmpanzer I), though I doubt it.

tl,dr: Just providing a different configuration option for the player, since we have two unit modes anyway (tank and recon).
Long version: Back then I wanted to make a cross class upgrade option, between the early german Panzer II in tank class and the late Panzer II in recon class. So I made the recon class Panzer II switchable between tank and recon class.
Rather than having the switchability only for upgrade purposes, I tried various balancing options.
Since recon tanks are rather vulnerable, they were rarely used by players. So I tried to make them a bit less vulnerable.
The tank mode is balanced "normally", comparable to other tanks. The recon mode gives them 1 more ground defense, but at the cost of 1 rof. Not much difference, but the player can decide in which mode to use them.
Like sending them on a mission with "offensive" stance (tank mode) or "defensive" stance (recon mode).
I'm all for direct fire mode, especially for Soviet arties.
All nations used arty in direct fire mode, but the Red Army really emphasized that (eg direct fire is also much more ammo efficient).
My concern is that the AI can not handle it well enough.
The great 76.2 mm ZiS-3 arty already has direct fire switch in the base game. In my memory it is not uncommon for the AI to switch the ZiS-3 to direct fire AT mode in situations where that is not the best idea.
So it might be necessary to make separate, switchable units for the player?
While the existing ones are kept non-switchable for the AI to use.
6 movement points with normal track movement (T-60, T70) has about the same mud and snow mobility as 5 movement points with wide tracks (SU-76M).Anderkav wrote: ↑Thu Jun 19, 2025 11:50 pm 5) About the t-70 range (for some reason, the su-76m has a wide path, but the same t70 does not, it's rather strange). As for me, the t-60, t-70 and su-76m should obviously have wide tracks, they have very good specific pressure on the ground. and a couple more oddities by type
The ACS and t-70 ranges as a whole should be a little more attractive, and I think there are enough historical reasons for this. I'll have to think about it.
But the 6 movement points are considerably better in dry conditions, especially for clear/countryside and roads. And for recon move trait, since each stop costs only 1/6 instead of 1/5 in dry conditions.
Imho the stats of the light tanks could use a general rework.
Eg T-60 gets 5 movement, wide tracked
T-70 (double engines, but also heavier) gets 6 movement, normal tracked
new T-70M variant (with better engines) gets 6 movement, wide tracked
Speaking of movement, I also have to adjust the amphibious movement table.
Taking the wide tracked movement table as a basis, while retaining the river fording capability.
That should make the amphibious light tanks a bit more useful.
Another aspect is the fuel on many soviet units.Those values are often reduced, to keep a human Allies player in a Battlefield Europe multiplayer game from stomping the Axis player.
The AI is much less capable of using the great soviet tank mobility.
So perhaps 5-10 more fuel for many soviet units would work?