So after many games of XCOM it appears that some tech items are a bit too strong, especially economic ones and auto-successes (and by extension, the card that refreshes things (UFO Navigation) is strong too).
For economy, if you get 2 of UFO power, Interceptor repair, Elerium, Alien Construction(sorta), or UFO tracking (you can send 1 Satellite or 1 Interceptor and boost it twice, effectively sending 3 for 1 credit) then most rounds you are not very pressed for resources. We can regularly complete a round without feeling under deployed and not need Emergency funding that much anymore.
For auto-successes, here are some examples:
- Get a SHIV and UFO Navigation and suddenly you can complete 2 mission tasks without rolling. A 2-3 soldiers can often clear a mission in a single round without much risk.
- Get a gun and a plasma cannon and you can kill ~2 enemies with zero or one rolls. Now a single Assault can realistically kill 3 aliens invading the base.
- Get both and you can stack on Crises like "limited to 3 rolls" or "the first 2 successes rolled on each mission task are ignored" and still defeat the final mission with 2 or 3 soldiers because you avoid most of the rolling.
Because of this I think we've found the game to be a little bit too easy. (Since moving to hard difficulty we have only lost once, and that was a silly error where the squad leader panicked and went way over budget. We played through the hypothetical scenario where he didn't make that error and we would have won.)
Has anyone else been finding this to be the case? Are the tech cards a little too strong?