Hey guys,
I've been a fan of the X-Com games since my childhood and still play them to this day. I bought xenonauts recently because it seemed close to finished and wanted to participate in the beta testing to give my two cents on the balancing aspect of the game. I am currently playing v19 stable, I haven't gotten too far yet (1 month) but I've noticed some issues right away.
My biggest gripe so far is with accuracy (especially burst fire mode) but it seems the new experimental version made some changes in that regard, so I won't comment further until I playtest the changes.
Another issue I have is with the uselessness of grenades, on two levels:
You can't throw them far at all. IRL the purpose of a grenade is to smoke out enemies dug into cover, they either have to move out of it and risk getting shot at, or they stay and get dead/wounded in the explosion. But I can't even seem to throw the grenade from one piece of cover to another, even when they are right next to each other. Grenades should be short ranged weapons but come on... in the current version you literally have to be right on top of the alien to use it.
They also hardly do any damage at all. I've had a caesean non-com survive three point blank grenade explosions in a row (hard difficulty).
I realize that grenades only take up one inventory space, don't weigh much, and for balancing purposes must be made to have some sort of downside. But in their current state they are crap, and I've stopped taking them on missions. Do you have any current plans to improve them? Perhaps increasing the TU cost to something like 75% of base TU to compensate?
EDIT: Also for the door closing exploit (guilty as charged for using it). I think the solution of only being able to open/close a door once per turn is an elegant and realistic solution. From a realism perspective the outer airlock door of a space ship shouldn't open instantly (because it needs to be sealed completely airtight), by the time it opens, and then shuts again both sides should have time to shoot at each other. For manual doors it is simply an issue of not being able to shut them fast enough to avoid enemy return fire.
Another possibility would be to make it so that opening/closing a door provokes reaction shots, which would be realistic, but would make door breaching almost suicidal for the poor point-man. (Although it would give combat shields a needed niche.)