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Meld, I find it annoying really. Sometimes it spawns in the worst possible place, and enemies seem to deliberatly hide behind it more than half the time for me so I can't use rockets or grenades on them. Furthermore, you can't even shoot them. Shooting towards a meld canister it acts like a bullet magnet and blows up for no reason. The timer to boot, dammit that timer. All meld does for me is add stress to a mission. And since I played Classic on my first playthrough, this annoyed me. I had a hard enough time as it was without worrying about Meld disappearing in 5 turns. You lose soldiers looking for the stuff way too often.
But EXALT is a different thing, they add two new missions; they have extraction, get your operative to the extraction point while hacking EXALT's comm towers. The second (I forget the name right now) but it is a defensive mission, you have to protect an area from being entered by the EXALT forces.
The difference between the alien and EXALT units is that the beginning aliens have low HP and do high damage, EXALT is the opposite, they have stats similiar to your squaddies. Aliens try and kill you quickly, EXALT tries to bury you in numbers, they can get reinforcements of 5 units per turn, 4 times. They aren't more difficult, but they are different to deal with.
The trick is to use your new resource, the covert operative in addition to your regular squad, that's the key to success in those missions.
They also screw with your strategic level better than the aliens, you always react to the Aliens and you are the one taking the fight to EXALT, to me, it's a nice change of perspective.
Might be a bit of a wall of text, but I think I got everything.
EXALT operatives work very much like your own soldiers, which again adds more tactical depth to your combat tactics and base building. Building more laboratories counters EXALT hacking attempts, and you can't stockpile money without running the risk of EXALT stealing all of it. In combat, EXALT forces have gene mods, smoke grenades, and (IMO) most importantly, ROCKETS.
EW also adds a couple of Second Wave options, which aren't really that important, and it also adds a guaranteed Psi-Soldier to your ranks. It also includes two more aliens and a host of skill tweaks. EW doesn't bring anything new to the end game, but adds so much depth to the earlier portions of the game that you really must buy it.
I will admit, if you've played Enemy unknown for a bit, then normal Enemy within is going to be a bit easy, especially with mecs. Just something to consider.
Great, now I wanna play it ><