like the idea of some of them vulnerable to certain attack type as it give the edge to whom knows it. At the same time it should not be a requirement and player should be able to grind their way through with conventional attacks. From the other side, there is not need to overdo it. One best way to kill creature should be enough. I also don't like to force player to use gauss weapon throughout the end of the game as eventually this series should sunset. That is why I set Cephallid/Squidface damage modifiers for both gauss and sonic to 1.
Agreed. If you know the right tools for the job, 1 vs 2 hits or 2 vs 3 hits is a good offset. It might get easily frustrating if you have difficulty of inflicting any damage except with a few options (to some degree, the game already has a few at least borderline cases, such as xarquids and triscenes).
More details on vulnerabilities.
Lobstermen vulnerable to drill - good.
All other aliens vulnerable to fire - good. With 80 phosphorous torpedo damage it becomes 160 damage. Which is good way to tackle them.
Tentaculat vulnerable to fire and susceptible to HE - good. I guess everybody knows it from vanilla. Nothing to change.
Xarquid is susceptible to drill. I think this is enough for it. Otherwise, it won't be a serious threat anymore. Feel free to propose anything else.
Same for bio-drone. With lesser armor it is even easier to kill with vibroblade for example.
Hallucinoid is vulnerable to fire. With its medium armor and health it is easy to kill with rocket tank.
Fire is an interesting vulnerability, because in vanilla I doubt much of anyone used it. So I'm all for more variety.
My biggest gripe is with xarquid and biodrone. Drills vulnerability against flying enemies? Enemies that are primarily deployed on open maps, and rarely encountered inside ships or buildings? Both enemies have a very accurate and deadly long range guns? Seems somewhat unfair to me. Sure, vulnerability is cool, if you can leverage it, but I think you really need to have a viable main alternative to deal with them without drills, unless the specific intent is to force the player to employ "kamikaze tactics" against those enemies.
Further, xarquids accompany the easiest alien race, gillmen (especially on large/very large ships). Is it intentional that their underwater terror units are made the most difficult to deal with? Certainly this is an acceptable way to make gillmen very large ships very difficult if that is the goal for balancing and ensuring that at least that very large ship is no cakewalk.
- reduce side armor to make it penetrable for HG and SR at least. I am going with this option in next version.
- add some serious vulnerability for fire or stun or drill or even smoke?
When the difficulty of an alien is similar to the main game, one could assume the players are aware of how to deal with it. It's the cases which differ from the vanilla in a significant way that shouldn't cause very nasty surprises.
Reducing some armor is obivously fine. Triscene might also already be somewhat susceptible to stun bombs (due to 4x hit), but I didn't check.