So I finally picked this up and have been playing Ironman obsessively. I neglected to get it earlier, because this game fucking consumes me when I start playing it. The Mec's are pretty good to rush to. And some of the gene mods are really nice.
However! Fuck that Zombie/Fishing Village Chrysalid Hive mission. Holy shit. I mean, it was pretty awesome. But playing a game that strongly rewards highly defensive play over anything else then having a rush to evac before an explosion was so detrimental to my usual strategy. Lost everyone but my Mec Colonel and my Assault Major. But oh well, losing is fun!
Why didn't you just sprint towards the evac point? Melee units are terrible in this game, because you can never catch someone who is using his two actions to run and still hit them.
The difficulty curve is heavily skewed towards the first couple months of the game, after which it almost becomes too easy. Off the top of my head, I'm not sure how to fix that design-wise, but the game is definitely fun as a whole.
There's a few major factors why that is the case
1. Your squad size grows from 4 to 6. Enemy squad size however remains at 3 for the entire game. That means that if you activate two squads at the same time, in March you are massively outnumbered. In August however, it's even. I think by June, enemy squad size should increase to 4, that way activating two enemy squads at once would again be as terrifying as it is on your first few missions.
2. The one-hit potential from light plasma weapons on low rank soldiers is gone once you have Titan armor. No one can get 1-hitted anymore by anything once they wear Titan armor. I'd lower the max damage of the sectoid and thin man attacks to 3, so they can no longer 1-hit rookies. That way, the first 3 missions wouldn't feel as unforgiving anymore as they are now.
3. The number of enemy squads also stays roughly the same while explosives inflate excessively over time. Once classes are settled and everything, you usually sport a rocket launcher and a grenade against 4 packs of enemies. That leaves you with 0.5 explosives for cover clearing and guaranteed damage per squad.
Once your soldiers are high ranked and you have upgrades, you have a massive firepower inflation.
You have
- 3 grenades on your mec
- 3 rockets on your heavy
- 2 rockets on your second heavy
- 4 grenades on your grenadier heavy
That leaves you with 12 explosives against no more than 6 squads of enemies, or two grenades per squad. In addition, you have infinite cover removals through the MEC squaddie ability, which lets you save explosives.
So either nerf the number of grenades people can carry around (for example, don't let a grenadier heavy use both slots for grenades) or drastically increase the number of squads you can face in a mission.
I think the last one is the hardest. They want WAAAY overboard on explosives with enemy within. +2 on grenadier heavies due to the tactical rigging, Mecs usually replace assaults who didn't carry any grenades, that's +5 grenades right there. You can't just add that many enemy squads because maps are too small for that.