@vas14
Haha, thanks. I might even do something along the lines later, but right now, I'm too occupied with fine-tuning the mod and some other stuff.
You were playing on classic, right? I'm starting to get into the middle to late game stage (alien base comes next, but I've already met berserkers, mutons, cyberdiscs, etc.)
The definite late game enemies are sectopods, etherals, and elite mutons. All are significantly buffed in 1.02 (based on difficulty, classic is the first level of tougher late game enemies, impossible boosts them again), but I find my current mid-game Impossible a bit too easy too, especially since my team has a very good killpotential and doesn't have to risk firefights often.
1. Mhm, the earlier ranks faster I can do, but there's already been some concerns the highest ranks my require too much xp (about twice as much as on vanilla). I'll release 1.1 with a rebelanced experience progression, though, where I fine tune the earlier levels a bit.
I don't want it to be too easy, though, because there are two very good ways of dealing with loss of soldiers and the gap (SHIV's are getting better, and are supposed to be a sort of medium-level fighting unit, that can replace mediocre troops in around the middle rank; and Council Missions and Abduction Missions sometimes offer a experienced soldier). Since I don't want to devalue both, or make the progression from the critical hp soon too fast, I'll probably only speed up the lower three ranks slightly and see how that works.
2. Are they really too expensive? Do you use workshops, or sell some aliencorpses, alloys or other things to be able to buy them? With the exception of carapace armor (limited by alloys) I didn't have much of a problem to buy them when selling some alien materials. I'll have to look into that, but I want players to use workshops, so I can't make it too cheap.
3. Hm, I'll see what I can do. As I said earlier, they're already buffed, but they don't challenge me too much, though that may be my play-style. (2 Assaults with Shotguns have ridiculous killpower)
Berserker for example, have 20 health on vanilla and normal, but 25 on classic and 30 on impossible. I might consider increasing their range, though. They should already be able to do insane damage to players if they get to it.
I'm currently checking exactly at which point (probably alien base) the enemy units you encounter are switched around again, so I'm trying to find out how far you can have advanced, so that I can assess the weaponry. Because if the player has trouble early in the game, and I don't leave some leeway, he might be unable to recover despite his best efforts and successes. But I don't want players who manage to get through successfully to swim in a vacuum without challenges.
So while I could say: Maybe you're too good for classic, I have to admit that sometimes, on impossible, missions aren't as tough if you're teched up. Which may lead me to both nerf armor slightly, and increase the enemy stats. Maybe I'll change their defense values, to make up for the increased aim of the soldiers, so 100% hit is more difficult to achieve. Not sure about that though, I don't want players to gamble all the time. I prefer good hitchances and increases in alien health and damage or range to that.
Thanks for your feedback! You've definitely given me some food for thought and confirmed some of my fears about the mid-late game.
Edited by Anyone, 24 November 2012 - 12:40 PM.