I'm just gonna list 'em off.
- It's been said before by other people, but the tutorial really does hold your hand in the base WAY more than it needs to. It feels like it forces you through the first like 10-15 actions you take in the base over the course of like 2-3 hours. The tutorial portion in the base really didn't need to extend much later than when the combat tutorial finishes.
- Are all of the "Council request" missions bugged? The ones where you defuse a bomb, save a diplomat, have to recover some nonspecific "assets", etc. At both the beginning and end of my current game, it's been nothing but Thin Men on those missions, and that can't be right. I have all the tech, and it's still throwing Thin Men at me? Granted, in the first bomb defusal mission I did, it spawned only 2 Thin Men after I defused the bomb, whereas the late game one spawned 5 Thin Men after bomb defusal. But even then, it is completely trivial to murder them all when they're the second worst enemy in the game.
- Laboratories seem kind of useless? I'm not really concerned about research time, as you tend to research stuff WAY faster than you can buy it anyway, since money is so tight right up until the end game. I never found that the number of scientists I had on staff was ever a restriction, though I guess if you specifically end up putting satellites over countries that only give engineers, maybe you would run into a scientist shortage. Comparatively, workshops are fucking awesome because they save you money in several ways, and I can't get enough of them.
- Speaking of which, do workshops actually speed up production? The in-game description claims they do, but all of the manufacturing speeds seem completely fixed (satellites still take 20 fucking days, even with like 7 workshops). Foundry projects might be slightly faster, though it's hard to tell.
- South America's ability seems useless. Autopsies and interrogations are already the fastest research projects, so I kinda don't care that they become instant. And unless you make your base in South America, by the time you get satellites over all of South America, you'll probably have done half the autopsies/interrogations, significantly hurting the advantage of the ability.
- I wish the game explained Psi soldiers to you a little more clearly. Is Psi potential related to the Will stat, or is it just randomly assigned to soldiers "at birth"? Initially, I was only giving my colonels psi testing, since they have the highest Will. My one Psi soldier has like 86 Will, but I tested a soldier for Psi who had like 96 Will and he didn't have it. So now I'm just running all of my low ranking soldiers through the Psi testing, because I guess it is completely random?
- Interceptions seem ridiculously rare. It seems completely stupid that you can hold multiple fighters in each base, when you barely get one interception per month. Your interceptors will pretty much always be repaired well before the next UFO appears.
- This may be me just playing too optimally, but why bother buying pistols/upgrading them in the Foundry when you can just do the ammo conservation project in the Foundry, and effectively use your main weapons forever? I guess your sniper and shotgunner might appreciate it, but that's like 2 people out of your 6 man squad, and it just makes pistols such a low priority when I'm spending my money.
- Can your satellites get shot down? There's a Foundry upgrade that suggests they can, but I've never had it happen yet. Also, if they can be shot down, way to not ever mention that anywhere else in the game.
Anyway, I've played the game for hours and hours so far, and I really am loving it. Everything just feels so cool. But these are the things that feel a little off to me, and I'm curious what other people think of them.
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