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Nearly every enemy in the mission was making a first appearance for the campaign (purifiers, vipers, priests, celatids, sectoid abductors, sectoid soldiers, mecs, one of everything from ADVENT Psi Ops). Many of these shouldn't be appearing for another month, or in lower numbers and I'm still running idiots with aim in the 60s, ballistic weapons and no armor.
I'd just prefer if the global progression levels were adhered to, I guess. In terms of sheer numbers it was manageable I'd say (almost lost two troops but one was very lucky and the other escaped still bleeding out). I certainly wouldn't want to run into one of the Chosen during this mission though.
I'm talking like, four stun lancers, a purifier, a viper, a sectoid, an advent officer, two troopers and a pair of MECs vs. two specialists, two rangers and a grenadier with regular ol' guns. I have no idea how on earth I'm expected to stand up to that with five dudes who are still equipped with conventional weapons, and no Defense Matrix.
Also, I'm gonna third for the comments about enemy tech level being way too high. Month two and I'm facing all that? I dunno, I think the tech level needs to match campaign progression, and enemy spawn rates need to be lowered. Being hard is one thing, but this just feels completely unfair.
I'm gonna drop the default duration of the mission by a few rounds and try lowering the 'drop more ayys if fewer than x' check to like 2 so that I can potentially actually have some slight amount of control over the battlefield. The two pips of ammo it takes to lock down a trooper with suppression for a turn is a resource expenditure I have to genuinely consider in the long term with Limited Reloads, and I love that sort of management added to the game, but this mission is geared for a vastly different type of gameplay than I run. It makes me feel like a ♥♥♥♥♥♥ commander to have to start lowering settings, a weaksauce babyshit commander, but the defaults are pretty nuts. I just hope that if I lower the drop check to 2, I'll be able to prevent waves from actually spawning once in a while with a well-placed flashbang and some suppressing fire.
I want to reiterate that I really enjoy the concept of this mission - seeing new mission type mods brightens my day, they're awesome - but the default settings, and how early it can occur in a campaign make it not very feasible for a squad of rookies with only one or two reloads before they have to start straying away from better cover locations to loot ammo from corpses just to stand a slight chance.