I actually liked it that X-Com tech was almost useless. It gave you the feeling that you were up against an overwhelming opponent and researching alien weapons was a top priority.
Molecular Control was the only thing that felt unbalanced. Once you had 3 or so MC experts, you could just keep them in your sub, use spotters to locate targets, and control them with your MC troops. With 75 AP you have 3 MC control attempts per round, so 3 MC soldiers could control up to 9 aliens per round, which made even base assaults a cake walk. Either aliens should have far better MC resistance, or MC control by humans should require line of sight (the aliens could still use indirect control to offset AI weakness).
Oh and GarfunkeL: In case you don't know, there are some problems with the research tree which may make it impossible to complete the game (and you only notice it when it's too late). See http://www.ufopaedia.org/index.php?title=TRTBAG - contains some spoilers though.
Also: signing up once someone eats the next sonic charge (shouldn't take too long).
Molecular Control was the only thing that felt unbalanced. Once you had 3 or so MC experts, you could just keep them in your sub, use spotters to locate targets, and control them with your MC troops. With 75 AP you have 3 MC control attempts per round, so 3 MC soldiers could control up to 9 aliens per round, which made even base assaults a cake walk. Either aliens should have far better MC resistance, or MC control by humans should require line of sight (the aliens could still use indirect control to offset AI weakness).
Oh and GarfunkeL: In case you don't know, there are some problems with the research tree which may make it impossible to complete the game (and you only notice it when it's too late). See http://www.ufopaedia.org/index.php?title=TRTBAG - contains some spoilers though.
Also: signing up once someone eats the next sonic charge (shouldn't take too long).