perfect, factual and detailed X-Com VS Xcom comparison post
Thanks. I'll finish my nuXcomEW campaign (slightly improved over vanilla nuXcom, but still lots of limitations/streamlining/dumbingdown), then will give Openxcom a serious spin (I do have the original X-Com on steam, is that alright, or does it badly need mods/fixes?).
The game improves on "Classic" difficulty, although not without some drawbacks and while still remaining pretty straightforward/streamlined.
Things I'm finding annoying, so far (some are peculiat to the "Classic" game difficulty, some also apply to the "Normal" difficulty too):
1.Stupid Sectoid with plasma gun crits/hits my fully covered guy from -literally- across the map. Every. Single. Time. (and that's just sloppy difficulty padding, tbh, not worse than simply increasing the enemy's HP, like some games do).
2.Intercepting UFOs is completely pointless, not even "minigame" level of silly.
3."Story" missions feel like they're random content padding thrown at the playe.
4.The whole strategy campaign seems to be pivoting around building and putting satellites into orbit, rather than, I dunno, other stuff (research or defences or something else?).
5.The EXALT espionage thing is a good idea, poorly implemented. It would have been nice if they had played a better role, politically and strategically. Instead, the whole EXALT thing is an excuse to throw a few random "covert extract/protect/hack" missions at the player. It does work in adding some variety to the battles, though, and yet become trite after short time.
6.The character/class system promotes scumsaving, and hoping for battles in order to farm xp, with which to rank up and unlock skills. Losing a fully upgraded squad is just game-over, really, and this also promotes scumsaving.
7.The whole character/class system feels like a Pokemon game. Keep 3/4 strong members in the squad, and use them to "boost" the rest to a higher level. Also, once you get a full squad of high-level soldiers, you pretty much can steamroll every single battle, unless the RNG god of hit/miss/cover/crit chooses otherwise.
8.The class "spin-the-wheel" system is just retarded (and that quote was brilliant, it made me chuckle IRL), and merely an excuse to keep the player's finances in check, at least for a while, since it can be easily be "broken" by either buying dozens of soldiers and levelling them up to the first rank, or by buying that barracks upgrade that will make your recruits automatically levelup upon arrival (both options are sorta expensive).
9.Snipers are OP as fuck (well, it's not annoying but it feels really imba), at the second-to-higher and higher ranks.
10.The weapon progression feels very limited. Regular > Laser > Plasma. In fact, one can do well with regular ones until late-early to early-mid game, skip lasers altogether and rush for plasma. A couple of assault guys with ARC throwers can help a lot in gathering a few plasma rifles (building them is too expensive), and plain and heavy plasma rifles can be encountered on almost every map, as early as early-to-mid game, so the only one that needs being purchased is the plasma sniper rifle.
11.What's the point of EXALTED having the same exact weapons as the player, only different in skin/prop? It would have been an interesting idea if EXALTED had carried out their own research, and featured slightly different weapons, for variety and for a twist (I dunno, higher dmg but lower accuracy, or higher range but lower damage...).
[edit] 12.FUCKING OVERWATCH SYSTEM. I just hate that one can't pick the "direction" of the "watched" area, or the order in which one's soldiers should react... First mob to get into the room gets reaction shots by EVERYONE. Every other mob rushing in just get ignored.
That said, "Classic" difficulty feels a lot better, the increased challenge (mainly delivered via a tighter economy and deadlier enemies) makes winning (and losing) more satisfying. Still, things "feel" a lot like popamole.