Well, I'm open to suggestions how to handle this invisibility un-hacking. At least the basterds will be hittable in melee, which immunity was a major pain. I still think that there should be vision mode that allows some enemies to see through smoke, else it's all too easy. Also, scanners... Detecting invisibles was their main boon. Unless I will make some truly ethereal enemies which are fully unhittable, except by explosives, and need to be first relieved of their ethereal status by a well-placed explosion...
What would be out of balance with a stargod that's visible at 1 tile? Yes you can fire from a distance once it's found but you still need to walk a gal up to it's face tanking reaction fire to do it. At present we walk around with the scanners at 7-9 tiles plotting location then saturation bomb. If anything super short-range visibility would raise casualties in exchange for reliability of killing/capture.
I don't take particularly higher casualties vs stargods compared to anything else unless I am attempting captures. All the hacked visibility does is make me use more expensive ordnance. I do lose more gals that do get shot but that's because of ghost beam power not if I can see what reaction fired or not.
A cat girl with visibility 2-3 would still be a similar threat to its present form. As is they tend to get reactioned down unless the player makes an error. And unless squadsight works on reaction fire defensive fire is actually pretty light if you need to be inside 2-3 squares. Either the gal getting charged defends herself or she dies.
In either case I only see an increase in understanding of mechanics for the player.
And if I understand the implementation correctly one could set visibility to effective 0 for a true invisible unit(barring predator vision) by setting camo to negative max view range.