The jump ability is pretty underwhelming. I understand it shouldn’t be on par with the jet pack but it has some issues not being intuitive on what can or cannot be jumped on. Does the roof look like it’s jump-able but you’re too far away? Whoops, you just moved and wasted AP only to find out that you can’t in fact jump on that roof. Also once on a roof level I have yet been able to find a building where it lets me jump to a second roof level; even if that roof level looks to be the same height distance the previous one was.
Why is this gun garbage? It needs either a higher rate of fire (burst) or a smaller cone of fire. I don’t want to have to wait until level 7 and/or cross class with sniper for this to be an effective option. A grenade launcher beats it every time for reliable damage output that doesn’t require a ton of support in ability points to use effectively. I really want to use it but it’s just not a good option and I don’t know why it’s not better balanced.
Why are a majority of overwatch shots being taken well after a target has reached cover? A good part of the time full overwatch bursts are shooting walls, pillars, etc when there was a clear line of fire to the target as it passed through open space. The timing is all off. It’s weird because the late activation timing makes The Pure more difficult to deal with earlier on when they’re using shields frequently and you have to rely on overwatch shots to help deal with them. Then later in the game as their use of shields decrease they actually become easier to defeat.
Non story path Missions
Seem pretty buggy. As I mentioned in another post, The Alchemist just straight up auto fails. I did the Honor mission where you have to raid an Anu post for a sword but the first time I tried it I canceled starting the mission when I immediately arrived but then I couldn’t choose to start the mission. I had to reload the game and accept the mission on arrival immediately or lose the ability to run it.
Weird spikes in lethality
Game has some spikes in lethality based on tactical map and enemy behavior that are difficult to anticipate without having played before and expecting them or just save scumming. Three recent examples come to mind.
Soldier took a shotgun blast to the face from a cloaked Triton that I had no idea was there in the first place.
Soldier gets killed behind full cover from 5 different Assault enemies that came out of the woodwork of which I had zero warning or indication of happening (soldier wasn’t flanked in any way).
Chiron firing explosive shots at a group of soldiers under cover of a building. Turns out the building’s roof was paper mache and it just auto killed one of my soldiers due to an extra tick of 10 bleed damage on the next round. I reloaded the game from the Geoscape just to restart the tactical mission under a new map and enemy composition.
Visibility and Game information
In general the fog of war just seems odd. Maybe I haven’t done enough secondary research but I have no real solid understanding of who sees what and why, how stealth matters at all (who or what is stealthed and seen or not seen) and what “Alerted” status means.
What does the Silent Echo ability do for me? I have two snipers with the silent echo ability that really doesn’t seem to mean anything and it’s never explained in game. Any time I target and hit an enemy with one of these snipers, even at extreme ranges, the target is always “alerted”.