Hello. After years following losing my account and two random failed attempts on the way with making another, I show up to share a few thoughts about 2.5 dev and the thing I also find not overly good about it - a good excuse for making an account again, at last, even if probably I will use it somewhat rarely.
I see the whole discussion went to the topic of tactics, but the problem I see in the game, a thing that irritates me currently, is not just the fact that aliens have overpowered RF (though it should be balanced) but how generally stats are set for them. In the first months of the game (in-game time, of course) when I see a skinny taman clad in it's armor but still walking casually through half of the map, shooting (with deadly accuracy) one of my marines with his bulky plasma blaster and still having enough AP in reserve for RF I can only call bullshit, especially since by comparison soldiers of 'competent' level in stats get half as much mobility with the weight of just standard issue outfit - assault rifle, spare magazine, grenade and armor.
I can understand that aliens have to have a bit above-average stats to make up for AI shortcomings (together with alien powers to detect every living creature on the map etc). I can also understand that there are ambitious players, veterans of many X-com games who want a constant challenge and threat but making every little alien ultra-mobile sniper stopping rockets with it's face on Normal difficulty I find to be a plain mistake and a waste of opportunity of making different enemy types/species different (since, especially late-game every one of them is comparatively resistant, quick, strong and heavily armed).
I'd suggest leaving hardcore aliens for hardcore difficulty and offer normal enemies for normal difficulty which, as far as I know, is suggested for regular player hoping for balanced play. Balancing alien stats and their progression thorough the game, setting some stat cap on them and so on will take care of both matrix-RF-reflexes of aliens and general combat silyness where, while I still in the end can win, I am forced to experience situations where in case of aliens, max range = optimal range and my sharpshooters barely equal medium-range accuracy of random alien weaklings with sidearms. It's not a challenge at that point, it's breaking the immersion for me.
That being said, I have to disagree with statement that 2.5 sucks. Right now, again - despite it being a dev version - I have quite some fun with it (alien commando at every difficulty and few maps glitched recently excluded) and I thank the devteam for their work.
A few other things I am lacking currently:
Progression is nice, seeing aliens deploy new ships and armaments is nice but it's sad some stuff disappears for the sake of scaling difficulty - in the late-game I'd like to see, even in token amount, aliens still taking a kerrblade or two for harvesting mission, packing a plasma grenade in addition to their rifle or sending occasional scout ship in geoscape - things that would improve immersion a bit as they realistically would maintain their usefulness thorough invasion campaign.