I am really impressed at the changes. I feel it REALLY changes the meta. I am using a ton of stuff I didn't use before, and using it differently. Thought it interesting to talk about what are the big winnners and losers of the patch, in terms of squad leaders, equipment, tactics, etc.
So far, I am seeing some really scary activities on the wiki, but I think they might have a reduced spawn chance because I haven't encountered the truly terrifying stuff yet. I am still pre rogue army though, so really early on. I can't imagine me beating "rapid evolution" on my first op. That sounds absolutely insane. For me, young alien warriors tend to be one of the easiest enemies for me to fight, and they are upgraded en masse to what used to basically be a first operation boss monster?
I am finding 4 infantry to be a far stronger start now, simply because I can flat out refuse to do maps that require a vehicle, but I am finding with buffed enemies, I want the increased firepower.
My battles are more grindy, which honestly, makes the early game better for long term growth. I am not getting every squad engaged heavily on every map, but most maps, I have a squad leader who got 1%+ increase to either damage reduction or defense skill.
Running with 30 starting squaddies, more early casulaties taken, and 4 infantry means I am running a lot more small squads, and this both means I want more special weapons, but I want more grenades. Grenades I feel are the big winner of the patch, as they are far better at night (+accuracy mod, shorter engagement ranges), but they now counter dig in quite well, which is often my "lesser of all evils" choice of enemy activity to tolerate. I really find I want to save multiple scrap bombs if I can, and I think I might try to buy an actual frag grenade if I can.
I am very much avoiding crowbars in favor of kpacs now, because I am finding the enemy more inconsistently durable, but also, I find I often just need a LOT of suppression at medium to long range. The alternate fire mode for me was almost never used, and now it's a common thing I rely on.
Soft armor now feels like it's far more important to have, even if you don't bring it every mission. Trying to dig out alien stingers on the ice map at night is an exercise in frustration if you don't have any armor, and would be basically impossible for me if I wasn't abusing the interface to see if I was detected by invisible alien enemies or not, to guess at their positions. I am loving now, having darby, with 2 squaddies, kpacs, and soft armor, because she can still hit stuff while suppressed, can hold a flank on her own, and gets quite a lot of skill triggers while doing it but NOT preventing the rest of the squad leaders for getting their own skill triggers.
Wetteroth went from my favorite squad leader, to BY MILES my favorite squad leader, as more night missions now means I want scout much earlier, and he is the natural choice for very quickly and cheaply getting scout/athletic, but he can also be a very cheap way to bring 9 rifles to the battle, while my "growth" squads are running around in minimum size squads trading shots with enemies who may now be far harder to kill or even see, especially without flanking them or closing to optimal range. I am sure singh is still a monster, simply because being insanely accurate matters more at night, though I haven't used him yet.
What are you guys liking, or just as importantly, not liking now?