Impressions(mostly similar to others):
AI sometimes too agressive, just charges you, instead of waiting in a good position to overwatch.
There is this one map, with containers and a river.
The same map can range from extremely easy, when you get tanks, to extremely difficult when it's just wraiths and andron. The wraiths shoot you to pieces across the river, the tanks stay in a building and are easily dispatched.
The shotgun doesn't need a nerf really, just tweaking. It is still extremely limited in range, making it... not the best option.
Perhaps this could be handled in a different way.
Reduce shotgun damage by 20%, but increase range by 1, with the usual falloff.
Then let the shotgun apply suppresion to everything, even 2-3 tiles past it's maximum range. This way the shotgun would be less OP in close quarters, but still somewhat useful at a slightly longer range.
All melee weapons need a boost. The knife is nigh useless. Stun baton has such a low accuracy and takes way too much TU. Reduce the TU for it by half and increase hit change by 20%. You still have to close that range, suppress first etc.
Cleaner missions should show up even after the main cleaner base has been destroyed. This would provide variety. Something like destroying local cleaner cells. Aliens should still be able to control these even when the main base is gone.
I heard of the convoy ambush mission from a friend that plays, but never actually got it in my playthrough.
Maybe have more of those ambush missions for variety.
Create more regions, these are too few: Western Europe, Eastern Europe, Noth Africa, Southern Africa, North America, Central America and Carribean, South America, North Asia, Far East Asia, South and Southeast Asian, Australia and New Zealand. 11 regions instead of 6. Then reduce funding per region by 25%, this will give an overall increase in funding, and change lose conditions to 3 regions out of 11(maybe set it to 4 on lower difficulty).
We could use a decent defense mission, other than base defense.
Such as defending a position until a cache of weapons or personell are evacuated. Make it a timed 6-7 turn mission, where the aliens will get reinforcements every 1-2 turns, A "kill them before they overwhelm you type of mission"
Please fix the bloody grenadier and the grenade launcher. Far far too often he shoots his own foot even with a 89% chance.
The Aliens should have control over their own craft doors. It's way to cheesy to walk up to the door, if it's open you can close it. The door can be opened, stun grenades thrown, and close again. This forces the aliens to slowly walk toward you without ever firing a shot, dieing too easily when you open it again next turn. This is the perfect opportunity for that C4/claymores to actually be useful and functional. Blow the door and have a real breach.
Smoke almost loses it's purpose late game, it needs a rework tbh, Needs to upgrade along with the other grenade types.
Training centers are too expensive, starting base should start with one by default, at least on lower difficulties.
We also need a tooltip/menu showing how much progress easy soldier is making in each stat, this way it's hard to gauge the actual gains at first. Such as : Strenght 61 - progress 67/100 toward next level.
Should be able to designate a squad leader for your soldiers... then if he dies/downed everyone loses 30-50 morale.
hardpoints on craft are very very limiting, basically forcing you into a single most efficient build and no specialization.
Prices should reset towards their base value on a monthly basis.
maintenance for buildings, soldiers and other personell is murder. So much so that it's causing the opposite effect, forcing you to create tons of workshops and hiring engineers, just so they can create cash. Lower cash gain from scientists and engineers by 10%, but then also reduce all maintenance costs by 20-25%.
It would be cool to have a mission where the captured aliens you sold on the black market got lose on some rich guys island and you have to clean up the mess.
base defense: the invading aliens should be able to free the captured ones if you are keeping any in your base.
Obduction missions should have less wraiths and no androns, more mantids and lizards (I always forget how those are called... sebilians? sebtilians? just lizards). Otherwise it becomes impossible to run across the map in most cases.
As is, fusion stuff is too strong, but I'm guessing we will be getting stronger enemies down the line, If we do, then that would make sense, otherwise, nerf by 5% dmg.
Should be able to sell aliens weapons you produce for way more money initially, with a bigger falloff the more you sell than currently, and that price should not reset. Sort of a small reward if you do lots of missions and have stuff to sell, or get some moniez for selling outdated tech.
Base structures etc being sold at 50% refund is fine, but aircraft should get you more, maybe 75-80% of the build cost. After all, this is cutting edge tech, and specialized.
Not to mention that modernizing you aircraft rn slows you down to an extreme margin.
Haven't yet played through on higher difficulties, will leave any other feedback when I do.