First of all, thanks for opening up the game while it is clearly not balanced or finished.
I was one of the guys nagging to release it, so I can’t blame it.
Overwatch:
You focus with a cone, narrowing your sight, shooting on anything that moves. I aim 3 guys on a window, all holding their guns at the ready for movement. Enemy soldier passes the window, but he walks faster than the animation of my guys taking aim, resulting all 3 shooting the wall. I would expect them to have their crosshairs at the ready, hence the cone, they narrow their sight, and be much quicker to respond.
Return Fire:
How would this look in real time. You have an overwatch that cant apparently shoot some guy passing a window. But then you have return fire. When a guy shoots behind full cover in the back of a soldier. Return fire goes so fast, that guy rotates and aims and always hits, while he just recieved a bullet in the back of his head. And when someone else, from a completely different angle shoots, he hits that guy too. Super hero stuff.
Medikits:
Perhaps a better name here is healing potion, and you have to spam them a lot too.
Rookies and damage:
Rookies have pro aim and nearly hit every shot, damage is to weak, a sniper bullet to the face and still 1/2 hp left?
Globe:
During the very first Live stream during Fig campaign I asked how will global tactics be, and Jullian Gollop said: Like an RTS… He had my money at that point. But I guess a lot has changed in 2 years.
In the very first XCOM, you had to find and scout for UFO’s and their bases etc. After that all games that were or resembled XCOM had ‘Nodes’ you had to explore untill you controlled the whole globe. In a sense, the first XCOM globe played like an RTS, all the other versions played more like the RTS “campaign window” where you selected the next mission.
Thrilling combat:
Every encounter in the squad tactics should be thrilling. You wanna come out if it unscathed. That is the real challange. Well that aint working here with the brain bugs and return fire on 100% always hit. I just get frustrated playing this, luckily i have healing potions and my enemies do not. There is no superior tactics here just an exchange of bullets.
Don’t copy all firaxcom stuff:
I think this game also takes too much inspiration from FiraXCOM. I have nothing against FiraXCOM, i started 105 campaings on legend mode, and XCOM 1 I played >200 games impossible iron man games. I love the game. They brought the genre back on a new level, stripped it to its basics and made that absolutely incredible.
But if you don’t want the game to feel like a boardgame. Look back at the original you made. Don’t use soldier ‘classes’ and ‘ability’ like firaxis did, but recruit with random parameters for aim, strength, dex, etc. Take those with good strength and equip them with an AC and heavy armor and those with good aim you give them a sniper rifle, light armor and a grapling hook. In the old game, you could really distinct a veteran from a rookie.
Give the aliens classes and abilities, but give the humans parameters and cool gadgets.
Time Units were cool, you could wait a bit and then have more TU on next turn, which makes sense.
Cover should also be better when a soldier stays put and discards action points. (he is hunkering down)
Starting with 4 soldiers. Again, looking too much at Firaxcom (and maybe console compatability).
Why not bring the old 12-16 soldiers like the good old days? The scale of combat is exactly like firaxis though I would love to see bigger realistic combat sizes.
Right now I can’t play this game and quit just after a few missions. The return fire and healing potions is too much for me.I thought this would be more realistic game.