I can't join the experimental branch because I'm on console, but I'm writing this because I just read the Dev Brief and I can't believe what I just saw.
Let's go in order:
•1- Remagen
I don't have much to say about the Remagen rework. I like the historical accuracy, but I also understand that when it comes to a video game, you have to make compromises for the sake of gameplay.
However, moving the loading screen map date a few days later to fix the problem, seems like a complete joke to me.
•2- SPA
We've said it over and over again: these SPAs are NOT real SPAs. They are ASSAULT TANKS that are tasked with supporting infantry in attacking enemy fortifications.
With this patch, these "SPAs" will move like TANKS, shoot like TANKS, look like TANKS, but for some absurd reason, they won't be.
And allowing SPAs to fire on the move but only in first gear is a ridiculous and arbitrary balance.
If you want to add SPAs, add the real ones, with all their pros and cons.
•3- ARTILLERY
Now the real problem
Allowing artillery to be built anywhere in the first two sectors finally allows artillerymen to be able to move around to avoid recon camping, BUT this allows gunners to fire directly into enemy HQ, easily destroying the default vehicles that always spawn in the same spot.
You haven't solved HQ camping, you've taken it to a whole new level.
Now the best part.
"Building the artillery cannon near a munition node will generate ammunition for the cannon itself."
Now, imagine this scene:
Enter the game, grab the engineer, get on the supply truck and go build the nodes between the first and second sectors. Good.
Five minutes later, an artilleryman sees your nodes and decides to build his cannon next to them because, well, "free ammo!".
He starts continuously spamming shells, revealing to enemy recons not only his position but also that of the nodes you just built.
And in one fell swoop, the entire faction loses both artillery support and an entire set of nodes.
This needs to be removed asap.