Just going to drop my own minor opinion in here if that is ok with everyone.
Played 2.4 through one full campaign, and switched to 2.5 after that - played it solidly now for a month or so, taking a campaign into the middle game, but no further before choosing to restart. Why you ask? Needlers.
![Angry >:(](http://ufoai.ninex.info/forum/Smileys/default/angry.gif)
I know that sounds like a minor peeve, but other than that the balance for 2.5 is overall very good (tested extensivley in the single mission mode to check how needlers compared to particle weapons in the regard). 2.5 rewards agressive play, and punishes mistakes. I was winning most ground combats, and would loose at least one trooper per mission, until those god damn needle guns came along. Quite simply IMHO they are OP when combined with the wound/bleeding out system. Aliens carrying them become death dealing gods. I know the damage done by one needle is tiny - but when several dozen of them can impact on troops even in partial cover from the entire length of the map away, taking away most of a group of troops health and leaving them bleeding out due to multiple wounds in a turn or two time and time again from whole map range it becomes a bit of a joke. I totally get them having a high RoF and cloud like dispersial, but the damage they can deal at long range is a bit silly when you consider the sheer volume of fire (which totally negates thier current level of dispersial) that they can lay down from one end of the map to the other. As soon as needlers came along I would lose almost all my ground combats and should I manage to win one I would lose most of my troops, regardless of approach (flashbangs/smoke grenades, highly cautious cover taking, use of RF, staying at extreme range, NOTHING HELPED!). Has anyone else had such difficulty with them? Unlike other Alien weapons (such as extreme short range of plasma blaster, innacuracy of plasma rifle) they seem to have no weakness.