Do we know exact figures for radar mechanics? As in, what the chance of detection per check is for the different radars (I have only seen regular and advanced, so far), and how frequent checks are while a UFO is with in the detection radius.
As for reaction fire, I've tried using less TU intensive shots for reaction fire when trying to ambush aliens, and have had much more success. And yeah, having a firing squad set up somewhere rather than just one guy definitely helps.
Still, I kinda miss the safety of combat I experienced in the old 2.4 release. Most maps in 2.5dev are a lot more close quarters (which I don't really feel is necessarily to the player's advantage), and the weapons aliens fielded at the beginning never outright killed one of your soldiers. Now, starting two months into the game in 2.5dev, I'm facing aliens with plasma blasters and so many TUs that they can do a full turn's walking, then do a full turn's firing, then walk some more, fire again, and still kill your soldier by RF'ing a plasma ball in his face on your turn when he so much as twitches. (Anyway, I don't really mind that Reaction Fire isn't all-powerful in the player's favor, but I'd still like to know exactly how it works so I can take advantage of it as I may.)
I like the wounds system, which is more in line with the old X-COM. Healing HP by the dozens felt kind of overpowered; I'm fine with healing only enough HP to make sure I don't immediately bleed out on the next turn while I stabilize my wounded comrade. I've never had occasion to use the other two medikit 'firing modes', though. How exactly do they work? Is stimulants solely for curing stun damage, or does it do something else as well?
By the way, is there a way to check how many fatal wounds an alien has? I'd like to be able to make sure a partially stunned, partially injured alien I want to capture doesn't bleed out without wasting excess medikit charges.
Are we going to get upgrades to radar towers in the future? The detection radius is so teeny-tiny, and there are other things like ufo yards you want to build, too. Getting two non-base buildings per base built (is that right?) feels a little stingy.