I really like the smaller teams! Gameplay is quicker and nothing is lost.
With fewer units, scout and destroyer crash site maps should be a tad smaller. (You did the same with X1 back in the days)
Scout crash sites are too easy compared to abductions and cleaner missions before.
Observer crash sites provide too much alloys (6). Should be 2 or 3. Game still gives way too much alloys early on in general. Now that the teams are smaller, I need to craft fewer armour and weapons and the over abundance of alien materials issue is even worse than before.
Doomsday is too static and too easy to get it into daily +0 state with no pressure.
Averting doomsday should give player a reward. Like 2OP per 1% below 100% when it ends, or money, just something to make it feel like a small victory and give a reason to try to keep doomsday levels as low as possible.
Still too easy to shoot down everything and complete every mission. Reduce angel range, reduce radar range, make missions despawn quicker, make the mission despawn while enroute a difficulty toggle.
VIP elimination was one of the more tougher missions in older builds, but now it has become too easy with too much time. VIP also ran out of the "command room" for an easy kill.
Destroyer crash sites are too easy compared to cleaner missions before it. Also, the first destroyer wasn't sebillian crew. If I remember correctly, it should always be?
Destroyer crash sites feel too easy even after Phase 2 starts. Crash site missions should have more enemies as you are not pressured by time limits.
It's annoying to spend research time to autopsies when you get nothing out of it. Yeah, you get the engineering project, but it feels unsatisfying to complete a project just to get another one.
I get operation points too fast. On day 83 I'm getting +14 each day and I already have 8 recruited supporters, doomsday is at 8 with +0 daily gain
Laser air defense battery upgrade doesn't require alien materials (laser lance is 25/25 in comparison)
I feel like I shouldn't be able to escape fighters in air combat.
Raiding a delegated UFO with less than 100OP shouldn't be possible or alternatively cause panic damage if you can't pay the bill. (panic damage should have a text popup so player understands the cost)
UFO interior walls should be significantly more sturdier. At least 2 demolition charges so you can't level the whole UFO so easily.
Cleaner HQ was a total walkthrough! It's a mission I can prepare properly for, wait for my best units to be fully healed and research proper gear for them. The mission itself isn't time pressured like abductions or many cleaner missions so I can proceed with caution, making it just way too easy.
I've had 7 casualties until day 34 and after that, none until day 110 (after cleaner base). This, for me, tells that the difficulty curve is off. As the crash sites are too easy, I can easily get into a positive spiral where my units just get better and better.
Cleaner HQ should do more panic damage than 1 per week. Make it 0.5 per day maybe to pressure people clearing it more quickly.
More to come..