<I could allow guns to destroy doors, but it's not really realistic. In real life a bullet will make a hole in a door, but wouldn't cause it to disintegrate.>
Sure, light weapons won't destroy a door. But when a players uses a machine gun it could do some damage. Do you remember good old X-Com Enemy unknown? You could destroy light structures like wooden walls and plants when using powerful weapons. And that feature opened new tactical options. You could use rocket launchers to destroy structures and clear the line of fire for snipers.
<They could all rush at your position, but it's down to random chance. In the next version, I want to add a "smart charge" behaviour, where they would take cover if they can't reach your position in one turn.>
Maybe you could also make the AI consider the power of both teams and then decide how to behave: If the AI team clearly outnumbers a players team the AI should decide to rush in most of the cases. If it does not it loses its clear advantage. For example I played a match with my own team's score at about 3.000 whereas the AI strength was more than 14.000. If the AI had started to attack with all or most of its forces it would have been impossible to defend and I would have had to retreat. But the AI decided to throw separate attack waves on my position. That is (too) easy to defend. You could define some threshold: If AIs strength is twice as much as the players strength, the AI should be more likely to attack with all its forces.
As we are talking about tactics: I would prefer the AI to throw even more nades when it realizes that a player is camping inside a building. Sometimes enemy soldiers nade the doors quickly. But sometimes they only stand around, waiting to be slaughtered.
<on PCs with low end integrated graphics physics runs slowly. You could try deselect the "highres shadows" option and that might improve it.>
Yep, that did the job for me. Animations are much better now.
<I could make it right mouse click to create path. Maybe that a solution?>
Yes, I think so. Introducing the right mouse button would make things easier. You could also consider: one mouse button for movement only, the other button only for attacks.
Another suggestion concerning attack controls: when activating a nade, the green path will show up. But if you find out that the enemy is too far away and you want to leave the nading mode you have to click again on the nade icon. That is not very intutive. I would prefer to click anywhere on the screen outside the nade path to exit the nade mode.
Another issue: If a merc throws a nade over a long distance, he sometimes takes a small damage (only 2hps), although he should be clearly out of reach. Is that an issue or intended to be that way?
And another bug: A player tries to open a door but it is blocked by an enemy on the side of the door. The enemy is killed by another soldier in the same turn. Still the player in front of the door can't open it (Open door button is deactivated). When moving the player (for example kneel and stand up again), the door can be opened.