Hey mate. Thanks so much. This level is tough due to the large open space and especially tough with invisible medkits.
As a strategy: Actually the key here is to clear the top and bottom side bases as you did. And then use a rifle to kill their sniper at top of trench and shoot the red Barrell to blow up the mortar guy. Both relatively unaffected by the mg. Then use both characters to distract and attack the MG (focus your aim at it when it's reloading and release the shit when it's starting to fire) respectively.
Which is interesting as you discovered that the red barrel will blow up the mortar pretty early on (in fail 5 around the 6:30 min mark).
I do need to apologize for the medkit bug which made them invisible after the tutorial message, due to a parentheses error when I implemented the large "heal up" arrow tutorial message.
It will be fixed in v69 together with a lot of other things you pointed out.
Watching your gameplay is very very helpful. It shows me that I need to add and restructure the early levels with "puzzles and clues" that force learning and applying certain strategies. As I often see you trying to take on the mg when it's in full fire instead of waiting for it's reloading pause.
I will also change some of the armored MGs to regular ones. As armored are hard to suppress, while regulars get suppressed easily.
I will record a gameplay when I play the missions to show you how I approach certain situations (just to make sure you see it's not broken, just my gamedev skill of creating good early tutorial levels teaching tactics and gunplay better).
Again thanks so much for your patient and fighting against my tiny bugs I accidentally implement when trying to improve things (I often had worked on it at night when coming home after seeing your feedback and felt motivated to act and improve upon it)