Here's my current main character :
-He is wielding baton and 2nd tier pump shotgun +initiative booster and reinforced ski mask on utility slots.
-Main strike team also includes De Soto, Case and Edgar.
-Furey and Arcadi are on intel gathering or resource raiding duty (hadn't had real reason to rotate anyone in or out of strike team after 11th game day, before that resources went into facility upgrades)
-De Soto has precision rifle and pistol (the one that can do 2x snapshot) + speed loader on utility, her role is mainly fire support and healing. Case is geared mostly for melee with baseball bat with nails and improved revolver for backup. Edgar has combat machete, several grenades (both incendiary and explosive) and pistol for those occasions when he has to fall back to receive some healing (berserker charge perk allows him to get in and out quite quickly). Both Case and Edgar have initiative boosting item on their utility slot.
-Everyone on assault team (except Edgar) has 3rd tier body armor + some medikits, smokes and single grenade.
-Furey has 2nd tier smg + machete & Arcadi carries assault rifle and knife.
-Team weapons have been upgraded when parts and sufficient facility level has become available.
-It would be nice that there would be something differentiating modified weapon from the rest; simple * next to icon would do.
-Facilities have been upgraded to tier 3, except workshop and surgery which are tier 4.
-I used mostly Edgar to help building early tiers of facilities (He knows what you're
really up against, but he initially doesn't really have the right skill set to gather info about more humdrum mundane threats)
-Stuff like intel gathering and resource raiding seems to mostly work as intended (had one instance where Arcadi kept endlessly reporting raid on wrong gang, but adding and removing him to strike team fixed that)
-Perhaps there could be additional skill thresholds besides initial "you must be this big to ride" on which allies would conduct their missions quicker or get better results?
-Does loot generated from ally raids depend on gang which has been raided?
-On 26 game days I've taken out 3 lieutenants and 1 racket form each gang (tried to do 2nd racket raid, but game froze after it)
-I have 100% detection on churcher boss, know the appearance of survivalist colonel, but mafiosos kept the
omerta.
-I'm saving those boss fights to final release when I'll play on higher difficulty.
-Is gear that lieutenants use random? I'm certain that they had different stuff when I've played earlier versions.
-Speaking of earlier versions I had much rougher time with V25 than V26. Might be because I tried slightly different build on V25 or suffered more injuries through my game which made me take things slower and thus gain resources slower or something on how AI uses its resources on unit upgrades, but on V26 I outleveled opposition much faster than in prior version. Even in late game I see enemies with very basic gear when earlier versions had basic mooks throwing grenades and wielding assault rifles. Even churcher basic troopers had occasional pistol to spice things up; now they come at you with bare hands or with baseball bat or baton at best.
-After early game only boss fights have given some challenge (I won 1st lieutenant fight only because Edgar's defuser -perk kicked in at the right time.)
-On tactical game side decision to give basic melee attack change to cause occasional status effect (winded, concussion & bleeding) is good one and nicely changes the pace of combat.
-I've used more grenades than in earlier versions (mainly because Edgar specializes on those.)
-Lethal force was occasionally used on early game to get the edge. I also gave Furey license to chop every survivalist that she could get her hands on.
-Barrel fires and explosions seems to do lethal damage (I'm bit uncertain about that) though you can save burning enemy's life by hacking him with machete of dovey peace.
-Temp allies seem to level scale. I've seen temp ally with 70 hp on level where enemies had on average only 40 hp.
-In game explanations about various status effect symbols would be desirable. I've deciphered some of those,but explanations about various symbols would be nice. Though might affect just me and my recent "manuals are for the weak"-itis.
-"Injured" symbol seems to be used as placeholder for encumbered status.
-Summary of loot gained from raid would be convenient; money from enemies without inventory seems to teleport my pocket, but those who carry even 1 medikit needs to be looted on battlescape; as far as I can tell.
-I will post more stuff if something more comes to my mind.