I don t know if this can be changed but i find the snipers miss tend to be too erratic.
A sniper that have 95% of chances of hitting shouldn t have his aim wandering more than the target square the alien is in, or at least keep themselves in the LOF.
Many times the shot wanders "awfully" (1, 2 or maybe 3squares) and hit my soldiers even if far from the alien.
Another thing i find disturbing its that in some situation a close (adjacent square) cover will hinder the sniper/shooter aim, and in accordance to description this shoudn t happen. (its not the Prone VS standing cover issue either)
I am a bit puzzled by the explosions dinamic, like damage trough wall.
Explosions give damage trough walls while the walls/doors (especially UFO doors) stay GFX speaking, what looks like intact, but you can t shoot trought them.
I don t know if its possible to correct this, but the wall should be at least crumbled/holled before damage pass trough it.
When you interrogate the Sebillian Medic, the undone description/stub state that he gives you informations about races and chemical/stun information about those races, but it generate no new informations and no new reshearch possibilities.
Shouldn t the stub be modified? Or the informations should be textual only in the description.
Talking about stun, the flashbang grenade is underwhelming potent and is useless as is, IMHO it need a tweak. It should have a greater potential to supress aliens since these have better sight and hear than ours (or so it seems) they should be more vulnerable, not less.