CQC is great : I just had an amazing sequence where a girl with a minebae SMG and tonfa tussled with a shotgun wielding MIB agent at a door. 1 shot went sideways, opening a wall, another went straight up, and then the tonfa connected with the guys jaw, putting him to sleep.
It was a very brief moment, but certainly very exciting! Also seemed kinda reliable, considering she had 70 melee.
It was so satisfying seeing it go from about to be executed point blank, to laying an MIB agent on his ass.
Makes me wonder, is it possible you could make a sub-compact, tonfa style stun rod?
-------------
points for farmers still seem unrealistic.
May I recommend these changes?
FARMER
Kill : -20
body : +30
Capture : +10
This way you only get points for killing farmers IF you mop things up quickly : killing a few farmers without getting the bodies will look nasty, because a farmer being killed by government agents after reporting aliens DOES NOT LOOK GOOD, and I feel the council would be incredibly upset if you ended up just blowing up a guys farm without recovering the body.
however, if he simply vanishes without a trace...this is a little different.
I doubt this would even be much of an issue, given killing them isn't hard, but its the principle of the matter. Plus you currently get more poihttps://openxcom.org/forum/Themes/InsidiousV1-k/images/bbc/glow.gifnts for violently genociding farmers due to a double point bonus (body + kill) which makes little sense.
---------------
I think homicidal maniac should be changed to homicidal PACT, with a handful of them : otherwise this mission is too braindead easy, 1 guy with MAYBE a decent gun, fighting civilians who are also armed. I can practically let the civilians sort it out and be fine, and I ended up blowing up a handful of civilians shooting barrels (its fun) and still got credited a FAT 400 points for basically arresting a dude. For such a heavy point bonus, this should be made much harder : maybe give him home made IED mines, or a few cronies, because currently it feels horribly balanced. If there was 4 of the guys, and gaurenteed to be better armed (a single maniac with a pump shotgun is laughable) then it would seem worth it, but otherwise, I honestly do not understand why the xcom council would contact me about it, rather than say, swat. As far as I know xcom is alerted under a few conditions
1: there is a paranormal element to the group. Be it cultists, strange techknowlegy, abnormal beasts, ect. Something that would spook a typical cop.
2: a severe threat (at least past promotion 2). Something which is a harsh threat outside the capabilities of local law enforcement
and I worry the maniac doesn't actually fall under either, his book goes on a rant about the aliens a bit, but its not so much paranormal, so much as a guy losing his nerve and trying to kill people
So I figure this mission could use some rework : maybe they could even be made as a minor faction, whos somewhat aware of hybrids and MIB, and is extremely paranoid / suspicious of people being aliens : this could actually be pretty neat if, tied into this mission, there was a few corpses of hybrids just to show maybe they weren't completely crazy =) and it would also fit the lore in a bit more of a sensible fashion.
----------------
Military assistance mission seems to be a massive crap show : I figure rather than random spawns, it would be better as a more structured mission : currently half the military gets wiped on wave 1 because of how turns end up happening, and you end up getting blamed for all the deaths..
If instead, you had the vehicle land say, on a road, next to a military convoy of military trucks and lots of troops pushed together, I feel it would be more viable of a fight. The only unit I was able to see fight back was the armored car, and thats because spiders have trouble ripping up the armor
Beyond this, military deaths should be worth less points, officers I can understand being important, but soldiers are kinda meant to enter harms way.