I must say I have a lot of issues with Chirons.
Now, I do like how they force players to seek cover in the buildings - which usually I would not do. However, an acid or explosive Chiron can pretty much wipe a party with a lucky shot before player has a chance to react. I don’t think that’s good, or fair or fun. I am also not 100% clear as to when they can see me and when they can’t. I hear it’s all about spotters, but sometimes Pandas are in my LoS and Chirons are not firing. And sometimes on Panda runs into view, and all hell breaks loose from Chirons all over the map
I had two thoughts going on regarding how to address it:
1) Do not allow Chirions to aim and fire on the same turn - let’s make it like Archon’s Blazing Pinions from FiraXCOM2 - Archon sets an area on which he fires, but fires at the start of their following turn - they can set up another barrage later on the same turn. That way it pushes players to move (or not care if its worm Chiron), but doesn’t wipe the team without a warning. Player has a chocie between standing his ground or moving out.
2) Lets have Chirons act first on enemy turn - if it’s all about spotters, then it’s frustrating to have someone pop up and then get wiped by Chirons. The idea would be, so Chirons would make a move first on enemy turn - if there is no panda in your sight when you end turn, Chirons won’t be able to rain death upon you. However, if you leave panda standing with knowledge of where you are, you are a fair game.
The goal of both ideas would be to allow players to react before coming under fire from the other side of the map.