5. The guide does mention that if false, it will backtrack. It did. I saw it and ignored it due to my bias on how this logic node is visualised in the tools I used, so it is not as much the game's fault as it is mine. Although it would be curious to see which method is more obvious to people, when false backtracks or when false leads to the other option forward.
7. Yes, I saw it, but it is more fun for me to look at the screen where stuff is happening and cheer for my tank rather then look at the corner of the screen and read what is happening :)
8. Actually, I think your solution of just combining "fire" and "lead" into one node is a very good solution. It simplifies the work without loosing functionality, still give me the depth to set it up and setting it as 0 still allows me to "not use" it.
9. Got it. In that case - suggest adding indicator to the shop that new stuff is unlocked. (Wild though - allow to purchase new logical nodes in shop)
10. By smooth, I mostly referred to tanks movement. That said, a lot of the jitter of the tank was caused by my own incompetence since my tank would have the logic of "chase if distance > 75" and "flee if distance < 50" plus a cycle of 5 seconds of if no enemy move to map center or wander around. So that lead to the tank being frequently in the state of constantly switching actions. But as a real player instead of blaming myself for setting up an AI which forces the tank to frequently change actions I blame the game :)
NEW: btw - what is the best method to make the tank find another tank? I had relatively frequent cases when at the start of the match tanks will spend quit some time trying to find each other. And since there are no objectives on the map or areas to catch and wander, they wander aimlessly - they do sometimes struggle to find each other.