I'm facing Sectoids and Discs right now in my LP.
My troopers are woefully under-equipped as the assault team in on the 'Ranger heading to Europe. Yup, battle armor, better weapons etc. Because of my challenge rules, I have no long guns: pistols/grenades/melee only. (That also means no tanks though I do have a scout drone).
Current base loadout: 15 soldiers in pajamas, 4 pistols, 5-6 stunrods, 5 HE packs, and about a dozen each grenades and proxie grenades. Good times.
I've watched the LP and you did a great job! That was actually my first time watching someone really using the stun rod to disks. And I also didn't know that it can take as much as 3 stun rods... That's not good!
Psionic Line of Fire makes a whole lot of sense and a big difference. But it changes gameplay a lot too and although I think it is for the better, it feels like there should be other alternatives.
Regarding aliens picking up weapons, they will only pick up weapons dropped in their turn, to prevent the player from "baiting" aliens by throwing weapons on the ground. That means if you drop your troopers' weapons in your turn, they will not pick them up. It's a bit gamey, but so is being able to MC anyone anywhere..
I wish there was a way to limit the range of psi-amps. When I tried I could not get it to work. I suspect it is possible in the nightly though, as I think Dioxine is using that. Although since you mentioned not using mods to solve the issue, that's of no help either.
Oh, I didn't know the exact mechanism of the 'Alien Pickup' mod. Thanks
I strongly agree that it would have been much better if there is a way to handle the psi balance problem. In my game I came up to May and now I found out that one of my excellent soldiers had only 1 psi strength (yes, just 1. I was surprised how the XCOM can be this cruel). The thing is, it wasn't even a bit of a problem though since so far I haven't got any psi attack due to the psi LOS mod...
Here are my several thoughts about it:
(1) Limiting the psi LOS: For example, sectoids(including ethereals and XCOM agents from now on) can only cast MC to a SPECIFIC target when one of any sectoids can see THAT specific target. MC can still be cast to the target who has the weakest psi strength AMONG those who can be witnessed by other sectoids(this of course wouldn't hold for XCOM agents).
(2) LOS connecting requirement: Sectoids can cast MC if and only if there is a sequence of sectoids <s1, s2, ..., sn> such that s_i can see s_i+1 (s1 is the MC caster here).
(3) Safety Net: All possible ways to prevent the battle from being ended too soon because of a single MCed soildier throwing grenades or something. This also holds for aliens (preventing spamming MC in the first turn and having all aliens MCed).
For example, showing a message after psi attacks who received the psi attack (like the message showing who god panicked). And making MC successful only after the target got psi attacks for at least two consecutive turns (at the first turn of psi attack an alien or a soldier can only be panicked or berzerked. Next turn, it can be MCed). Or maybe the formula 'panicked or berzerked+psi attack(next turn)=MC(with certain probability)' can be used.
The idea is to spare a room of period so that you can to something about the psi-attacked soldier, ultimately making the system more stable. With the above rule, still berzerked soldier is incredibly dangerous anyway. Hopefully, one might find a good compromise between the conditions.
(4) Other stuff: Consuming a large amount of energy for casting MC
The reason I really want to handle the psi system is because personally, there is nothing more frightning than watching your soldiers getting psi attacks from nowhere and getting panicked. It really makes a huge scary mood into the game, so it's good. But I think the current psi system is in some cases just too much...
Meanwhile I'll also play games with psi LOS mod on: as cjones has said, I think I had paid enough dues for it