I am actually thinking about taking the cheapness out of Classic, or toning it down at least from what I have seen the main factors that make classic what it is on the tactical level is the following;
BalanceMods_Classic=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Civilian, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Soldier, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=-2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Tank, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Sectoid, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=1, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Floater, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Thinman, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Muton, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=2, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Cyberdisc, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_SectoidCommander, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=35)
BalanceMods_Classic=(eType=eChar_FloaterHeavy, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_MutonElite, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=4,iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Ethereal, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=5, iMobility=0,iWill=35)
BalanceMods_Classic=(eType=eChar_Chryssalid, iDamage=2,iCritHit=10,iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Zombie, iDamage=4,iCritHit=10,iAim=0, iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_MutonBerserker, iDamage=3,iCritHit=10,iAim=0, iDefense=0,iHP=5, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Sectopod, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=0, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Drone, iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=4, iMobility=0,iWill=0)
BalanceMods_Classic=(eType=eChar_Outsider, iDamage=0,iCritHit=10,iAim=20,iDefense=10,iHP=2,iMobility=5,iWill=0)
BalanceMods_Classic=(eType=eChar_EtherealUber, iDamage=0,iCritHit=20,iAim=10,iDefense=10,iHP=5,iMobility=0,iWill=10)
BalanceMods_Classic=(eType=eChar_BattleScanner, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
Take note of the huge jump in the aim category... everything is set to 0 in normal mode Wow in normal thinmen actually get a -1 for hitpoints.... No wonder there is such a big jump from normal to classic when it comes to thin men Here is another big difference between normal and classic
; Maximum number of aliens that can be attacking you at one time. -1 == no limit.
MaxActiveAIUnits=5
MaxActiveAIUnits=5
MaxActiveAIUnits=-1
MaxActiveAIUnits=-1
So the max number of enemies that will actively attack you is 5 in normal... I imagine that makes a huge difference.