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This is fully intentional. The only way to prevent the reinforcements is a one hit kill. Or a Flashbang, that may work as well, not sure atm.
Most of my variants are designed to make you switch up your tactics. To be honest, to me this sounds like it's doing exactly what it is supposed to.
But to be honest, I don't really see how this makes me change my tactics. Sure, the spotter's followers may appear behind you, but that's not something you can exactly anticipate and thus adapt to. They might as well arrive right in the middle of your troops, which makes for easy close range kills.
It's a way for me to bypass the vanilla spawning system which is just way too rigid and get some more interesting pods into the game.
If you would consider it, DerBK, I would suggest that spotters should be only able to call reinforcement at a visible range, similar to the sectoid's rising zombies (Or am I wrong that rising zombies needs to be close to a humanoid corpse?).
I guess they are a pain when they wander into an ongoing battle, but that's true for most pods.
The Spotter is simply a high-priority target that needs to be taken down quickly, something that should not be too much of a problem.