Hey mate, that is such an amazing thing from you to make. This was really enjoyable to watch and to listen to your input. it also showed quiet a few areas I need to invest some time to improve on.
There is an auto wave in the Basecamp and you can load from the first level top right (due to the lack of a proper menu for now).
If something crashes, please always submit the game_error.log so I can check why.
I am explaining a few things here because I would like to get your feedback on it fter maybe understandin it a bit better (as often it's about communicating it right to the player, which I seemed to have missed):
You mentioned the buddy not switching weapons automatically. I agree it would be cool, but also i am not sure in which situations you would want him to do it (any time that situation comes up), like as a consistent rule.
When switching between characters, the (new role) companion will move into cover if he was exposed before switching, I think you got confused a few times why he moved without ordering him.
I will doublecheck the code for the companion and see why right click sometimes doesnt send him. Might be due to the "improved" destination vs collision code. The red stars at the enemy feet is actually the buff from the Officer. But i either need to remove the indicator or make it more obvious / visually appealing.
From min 45 on there is a visual glitch, as you should be able to scroll down, but it seems you can't. I was pretty sure I fixed this but it seems I didn't (it's related to the mouse coordinates in the room being different from in the view). Would have been great to see how you actually compete in those larger levels.
I will fix it in a different way.
Some of the things are more obvious when watching the video and being able to replay it (e.g. when your buddy killed the enemy around 18:30, you thought it was you and then metioned the "random" feel of shooting through cover. The enemy was actually only in cover for you, but not at all against your companion, so all your shots would miss him, but your companions did hit.
Also a bit later (around 20) where you shot the MG guy and said you should have been the one hit by his salvos, i think this is due to the generous difference in hitbox between player/buddy and enemy, the enemies hitbox is huge (almost the full sprite, while yours is less than the size of the shadow.
I do agree, that suppression effect could be a bit longer lasting (what i did for the update was to make it a stable value ("3" instead of 1+iranodm(3)), so that it would be more consistent.
The suppression and AI behaviour is also influenced by whats going on around them (Number of friends, cover, distance, etc.) - but i agree this could be improved
The Grey enemies are supposed to be Rookies, less health and also less radius to look for cover. The green and black ones will look for cover in a wider area and be less exposed.
MP enemies will actually try to rush you with blazing guns if you have the sniper, but maybe the gray ones are a bit too clumsy doing it ;)