The game is now in a really sweet spot, held back by only a few things which are major in terms of player experience.
Namely, towing x) ; most importantly Music soundtrack & Sound Design.


Breadth:

Most distant sounds are absent. Take CoH1, and you'll realize how important Artillery Call-in sound cues are, how readable & dreadening. You can feel the space those shells are going to cross. It's massive, it's ominous, it informs gameplay.

Work is needed from the ground up in this particular case, for at least all artillery pieces (on map & off map).
Naval Artillery is the only exemple in game currently, and the breadth of its sound is completely disconnected with its reality, it sounds like a board sound cue, not naval guns being fired in the distance.


Width:

This is the issue of low frequency & tail effects.
I think a direct self explanatory exemple would be this comparison: https://www.youtube.com/watch?v=J1PejLCqgJc
I checked in game, in close up, and yes, sadly the successive rework haven't solved that particular issue.
We severly need low frequency rumbles with bright debris details in key places:
Building destruction ; large caliber shot ; artillery impacts.

The second point of the Width issue, is vehicle (tanks) engines & hull creaks are cut off way too close to the subject. Instead of hearing them only if the camera is stuck on the tank, those should be discernible if in the center of the screen.


And... here is a Wild checklist of 'bugs":

- Buildings' destruction sounds are cut off on tail (hard cuts, doesn't fade out).
- Destructions severely lacks in low frequency & glass shatters details. CoH1 is outstanding at this even if slightly over-amplified, it just sounds WIDE and heavy.

- M1 Garant (an other rifles/weapons?) sounds are badly mixed between proximity sound & distance sound. Again, might be camera distance trigger issue.
- Mortar, arty & every "distant" combat sounds are inaudible (or none-memorable, which comes down to the same issue: it doesn't inform the player) lacking breadth or just absent. It "mis-informs" the player as to what is going on on the map, as well as not giving the right cues on what kind of Arty has been called in. Heavy Arty should have the same CoH1 Ompf of Dread, that sound the runs down your spine from kilometers away, it was perfect!