Play XCOM 2

Fair enough, but a counterpoint to it is that having a time limit doesn't eliminate the strategy of turtling. It simply reduces its usefulness so you can't rely on it constantly, just maybe the first few turns when you are in stealth mode and can properly set yourself up for an attack.

A strategy game that is won by doing the same thing constantly, (for example, turtling in XCOM 1) would be boring, and reducing the effectiveness of turtling ensures the player is more aggressive and is given a more dynamic and unpreditcable gameplay experience.

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>far more engaging
>haul ass to the objective
>activate 5 pods
>get fucked
>engaging

Here's an explanation: It's a fucking turn limit, and not a generous one either

The problem is that the GAME decides that turtling is boring, and basically takes that option away and shoves the player into the enemy. You get less options on how to play the game, that is not a good thing in my mind.

>he dashes to the objective after turn 1
only got yourself to blame for being a reckless retard. I've never had any problems with the time limits, and you have more than enough turns to kill the aliens and complete the objective

XCOM 2

>Be in stealth mode
>Find vantage point to spot enemies
>Use first move action to get to a safe location and scout ahead, only ever move into unexplored territory when you know you can't trigger a pod without having turn actions left
>Bring flashbangs and mimic grenades to buy yourself extra turns in case things go tits up
>Also having a support class with a Gremlin to hack the objective from a distance so you don't have to run all the way across the map

XCOM 1

>Overwatch

Nah m8, one of these is actually proactive and forces you to consider map layout, what gear and soldier to bring in case you fuck up, and to not run ahead like a retard. Just because you have a time limit doesn't mean you are supposed to rush it, it just means you have an extra layer of strategy to think about on top of the regular combat.

I did, though.

The problem mostly comes from that being the only anti-turtling mechanic, meaning they have to tune it keep you on the move but not really gaining anything other than not failing the mission. If they kept the time limit as an absolute maximum so you don't fuck around and made you earn the rewards if you play above bottom-feeder level, it would be more engaging.

Meld from EW and the supply crate missions in WotC, as well as UFO damage reducing rewards in EU and hacking giving scanning rewards in 2 were good risk-reward mechanics. The timer has no reward and only frustrates you. If it was more lenient and scaled rewards for expediency, it would be amazing.
>xp rewards for quick kills

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XCOM1

>decide your own strategy, play as you like

XCOM2

>the game decides your strategy for you

>hole up
>overwatch for 20 turns
>walk to objective and win

And no you wont engage 5 pods simultaneously if you're not retarded. Plan your movements well. When moving foward expect to trigger pods if you dont have vision. When doing this (or opening fire the first time) make your shots count. Killing them as fast as humanely possible is important. Ensuring one high priority target is dead is better than damaging all three in a pod. Even putting yourself in risky positions is better than leaving high value targets alive.