Why THE FUCK did they make every mission timed? what were they thinking?

why THE FUCK did they make every mission timed? what were they thinking?

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so you don't sit on your ass overwatching for 100 turns

Which is sadly more fun than rushing for the objective

That the timers are actually quite generous and unless you are overwatch crawling (Which is exactly what you are doing and why you are bitching) then it won't be a problem. Seriously and every mission isn't timed. Its only about a third or half of them.

To stop you being a cheesing coward. Your parents did raise you to be a coward. What happened?

STAGE DIRECTION

>Just then! aliens burst into the thread! OP pulls out a gun a shoots them point blank in the head but completely misses, somehow, the aliens kill OP and leave as fast as they show up

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If you're a little baby bitch maybe.

I had plenty of fun moments in 2, even with the annoying timer. I still beat the game and had good soldiers and everything. Stop being a pussy and just play, work with what the game is giving you and deal with the consequences.

By more fun you mean you are a cowardly little shit that doesn't know how to play the game and only knows how to move one tile and overwatch everyone and does not in fact know how to play the game.

Watch their GDC talk on the game, I think it was a postmortem. It's literally so you don't just sit there having one person move up at a time and the rest overwatch the shit out of everything before finally moving up once everything is clear. Their entire design philosophy was that you should be always taking risks to create more divergent gameplay but they realized the vast majority of players hated it which is why the turn limit is far higher than it was at launch.

They did it so you didn’t play missions like an inchworm, the timers add challenge and excitement I don’t really see the problem here.

Just make a mod to remove the timers?
Besides, with 2 grenadiers per team, the game is fucking easy even on impossible

funny how a turn limit actually makes missions longer because you have to spend twice as long considering every option so you don't waste a turn

Is WotC worth it? Thinking of picking it up since it's on sale

You are just a bitch. The only bullshit thing in XCOM 2 are the Rulers and that is explicitly because they can attack after every action you take and depending on when and how you encounter them you can lose a soldier and there is not a goddamned thing you can do about it. You can cheese them of course but the Archon Ruler can just fucking kill one of your soldiers instantly. The Chosen are annoying but not nearly as problematic.

Outside of them you have nothing to bitch about.

You cannot complain about this at all anymore because there's an option for any new campaign to make those timers longer, to the point where they're pretty much irrelevant. Even if there wasn't there's like a million mods for the game to tweak stuff you don't like

but they also put in stealth for everyone at the start of every mission
so you can immediately run off to find ayys to kill without worrying about being in cover and overwatching at the end of every turn
plus the timer makes shit more exciting
good changes all around

Im playing it but not enjoying it nearly as much as I enjoyed Enemy Unknown. I feel like I will enjoy this the more I play it but jesus christ it's just insanely punishing. The fucking mind control sucks so bad and I feel like I'm just rushing in every mission to get to the objective early and not even playing that tactical

Just flash grenade the sectoids.
Two grenadiers per team works well.
One ranger for killing things in cover you don't want to blow up.
A specialist for healing.

There, your game is now easy.

Lmao @ all of these faggots defending a timer inside a game

How are you having trouble with mind control? I played through the game and the enemy never got to control any of my units cause you can simply kill sectoids or cancel abilities with flash bangs.

>shoot pointblank in the fucking face
>miss
bravo

Flashbangs are the single most important item early game. Frags are great for doing damage and removing cover but Flashbangs make sure your soldiers aren't likely to be hit, the enemy can't move, a pod is disoriented, can't use their abilities, and anyone who is using mind control or is in overwatch loses it. Seriously.

>flashbangs
He probably never used them.

why ar ethe percents so fucked up? I miss every 90% shot I take but randomly hit when I have 20

lmao @ the seething bad, butthurt by a timer

Imagine false flagging this hard.

I dont have flashbangs

YOU A LIL BITCH, OP
TURN LIMITS ARE FINE
GIT GUD

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>"Given the opportunity, your players will optimize the fun out of your game."
>Let's put a timer on everything to prevent them from playing defensively
>Release game
>Timer is universally panned
>First mod of the game gets rid of the fucking timers
>Mod is very popular
>There goes all your hard work

How is it in this day and age devs still don't realize that players react better to bonuses than penalties? If you want players to play quicker then give them bonus rewards for completing a mission quickly and well rather than just fuck them over. Your average normie gamer is so averse to timers that they constantly bitch about even generous timers like in the original Dead Rising or in Majora's Mask or Fallout 1.

Then you have mods that disabled them.
They're a base item that you can buy after you do the tutorial mission or gatecrasher (the first mission

The reason turn limits get a bad rep is that I find most players think they need to kill all the aliens instead of just supressing/flashing/distracting/whatever the ones blocking the exit.
They play them like theey played the first game

You don't think timers are ever acceptable in video games?

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Firaxis are a bunch of hacks. Instead of making the game actually hard they added the timers as an artificial difficulty.
If you can take the timers out and the game becomes a cakewalk while otherwise staying unchanged, then that's proof that timers are nothing but just a cheap way to up the difficulty.

What's wrong with timers? There's nothing you have to explore and missions are easily beatable even with timers. They mostly exist so you don't fuck everything over with overwatches.

its funny because that's exactly what it is
the "penalty" in xcom 2 is not getting additional resources in those missions
when you think you're smart but you're a mouthbreathing retard

overwatch is the real problem, just make it a limited resource

can't play this game because of the way enemies spawn. i hat the you discover a group then the get a free turn. positioning is so important but it doesn't mater when the can more 2 turns and attack when you on get a fraction of your one turn. this is done because of lazy programming, also game is slow af.

It's not about difficulty, it's about the fact that without them, the optimal way to play becomes extraordinarily slow and tedious
When you're deep into an Iron Man run, you're not going to take chances you don't need to with your high level soldiers, you're going to creep as carefully as the game allows.

If you discover groups they only move into position, they don't get an actual free turn. Even then, you can just avoid that with rangers who have the stealth perk.

how about make the mind control a limited resource? it's bullshit that the ayy can just use it till he dies, the ayy should have to chooce to continue it every turn or move or shoot, bs that the ayy can still use the mind control and then shoot after it

that one unit if they spot any other unit they all move forward

If enemies don't get to move to cover and adapt to the direction you're coming from, then they'd be easy to kill every time

What does that mean? If he uses mind control he can't do anything else that turn, and mind control is really easy to cancel.
It feels like every complaint comes from faggots who haven't played this game for more than one hour.

No the worst part is the free move the aliens get if you uncover them out of fog of war.

Correct, and that is a major flaw of the previous game by the same dev.
Timers are just a shoddy way to patch up a game mechanic that was bad in the first place.
They're not fixing things, they're just putting a patch over it and hope no one notices.

>want to destroy the overwatch camp meta
>force people into using alpha strike meta
nice job

The ayy uses its turn to MC in the first place, and if you're capable you can pretty much always kill it right after and get that soldier back under your control so the ayy effectively wasted its turn. The downside to this deal of course is what happens if you CANT kill it quick, but generally its to your advantage.

Imagine getting this angry being pushed outside of your comfort zone.
Did Mr.X also make you shit your pants in the new RE2 in sheer "MUH COMFY" rage?

It truly is. More abilities, more orders, more stuff. It really completes the base game.

pick these settings, pick commander difficulty, DON'T use ironman. that's how you have fun in xcom 2

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So how do you remove the incentive to play the game slowly and carefully without giving the player a reason to keep up a steady pace?

>What does that mean? If he uses mind control he can't do anything else that turn

yeah he can, if the ayy has an active mind control he can still shoot you.

The ayy uses its turn to MC in the first place, and if you're capable you can pretty much always kill it right after and get that soldier back under your control so the ayy effectively wasted its turn. The downside to this deal of course is what happens if you CANT kill it quick, but generally its to your advantage.

that means your always behind a turn and can never get ahead

>if the ayy has an active mind control he can still shoot you.
Yeah but you can easily cancel that mind control until his next turn

Sectoids take what? Two fucking shots from the starting rifles.
A fucking flashbang works. They're far, far easier to deal with due to the fact they're fucking terrible. Outside of basic advent troops, they're the eaiest things to deal with since they have terrible health.
A ranger one hit kills them ffs since they take more damage from melee.

When did Yea Forums become this casual?

You know plenty of people enjoy the game MORE when the heat is on and careful planning is needed to beat a tight countdown, right? The strategy of strategy games gets a lot more relaxed and forgiving when you have loads of time to manoeuvre.

can you change these settings mid game or do i have to start from the beginning

Does WotC make the game harder at all? Base game is a pretty easy cakewalk.

I haven't given it much thought mostly because it's not up to me to fix the game.
My initial thought would be to make it like the OG games where "overwatch" is not a guaranteed reaction fire.

in original xcom you had many more soldiers so you could send a few in on suicide duty to spot aliens, most of the time you can have 14 soldiers, in nuxcom i think 6 is the limit? maybe 7. as well the game splits your soldiers into classes, making each individual soldier much more important. no classes in the original, you could have good or bad stats but it wasn't like 'only a grenadier can use the grenade launcher'

i wouldn't have to do that if the game didnt have the fucking retarded pod mechanic
literally can't risk getting a triple grenade kill and ending the conflict because the pillar they were hiding round might've been blocking LOS for a 18man strong gigapod who can see the tip of one of our shadows through the reflection of a car wingmirror

The whole pod and "get spotted aliens get a turn" mechanic was peak retardation anyway.

No? Mind control is a turn-ending action. It's pretty balanced, if he dies immediately the aliens lost one action, if he gets a turn and then dies the aliens got one extra action and lost one for a net total of 0 actions form them and -1 for you. If he gets 2 or more turns it's where it starts getting disgusting, but that's also part of the fun.

have to start over i think

using these settings makes it feel like careful planning is needed. the original game timers makes you say ok well no point to even bother going for that so i'm just gonna forget about it

Overwatch isn't guaranteed, they can still miss like any other shot

Guaranteed reaction fire, not guaranteed hit.

noooooo! timer bad! your fun bad! only my fun good!

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>THE ALIENS GET A FREE TURN ITS UNFAIR!!!
I always love these threads for exposing these absolute retards

It adds Chosens who show up on missions. They probably will give you some headache first but once you learn their tricks, they become a minor bump in the road.

You DO play on hardest difficulty and not just stroll like you've got a big cock while playing anything easier?

>advance carefully
>last soldier advance a bit more
>enemies appear and destroy his ass
Every time.

You are overthinking and playing it too safe for your own good.

They don't get a turn, they just scatter to cover so they're easily murdered and the firefight actually starts on a more even footing (though still far from even because it's still your turn and your guys still get to shoot and shit)

Commander or Legendary, depending on my mood. I haven't bothered with mods outside of one to remove the AI shackles on Commander.
It's still fairly easy, I find. Grenadiers + flash grenades or frags for nocover and a ranger = dead aliens quite fast.

Did you actually ready the post you were mocking? I think you've interneted enough today no more internet for you

Did not having timers stop people doing missions quickly? I don't see why they have to restrict gameplay styles in a single player game.

Well, you're the terrorists aka underdogs.

"I want easy mode without having to PICK easy mode, gosh"

This, otherwise they're literally walking around in the open with big fat hitchance bonuses painted on their heads

>moving the last guy to open fog of war

You are a special kind of retard, you know? What is the reward covering the risk in that?

Unless the original xcom gives you infinite respawning soldiers for every mission then there's still incentive to look after them and be as careful as you can with them

Tight timers just means you need to pick and choose what you DO go for and can't get everything, making choices is a part of strategy

A strategy game with two options where one is far superior actually just has one option.

Go play Skyrim or something if you want to drool at every nook and cranny, you fucking downie.

>every mission timed
>every
?

I was not mocking the post I replied to.

He hasn't actually played the game, or only for half an hour, like 90% of people who bitch about it.

I actually dropped the game due to it trying to create a sense of urgency in EVERYTHING.
jesus christ its a turn based game heavily reliant on rng.

because of the firaxis system, playing slowly and carefully means breaking line of sight and baiting the aliens into moving up. it's not playing slowly and carefully in itself that's the problem, it's how the abstractions inherent to this specific turn-based system turn out.
another example of this is how you can be holed up in a room but have an enemy unit run into that room, take cover behind a desk and shoot your soldiers in the back all in the same turn. there's no way this makes sense.
maybe this system just isn't that good and they would have to overhaul it?

anyway, xcom 1's meld was a step in the right direction as it rewarded you for making every turn count. the problem is that once you've collected it or it has expired, you're back to overwatch camping.
long war 2 did it pretty well with the mix of lenient mission timers and regular enemy reinforcements

Because they know that people will camp to win the game, so they give you a punishment for being a bitch and pushing you to take a risk more.

>start with Templar
>they get Lightning hands and Blade Storm for their first 2 random skills
>the first Chosen is katana girl with Templar adversary and weakness to melee
GG

>heavily reliant on rng.
It isn't

1)Stop that stat inflation with perks making rookies total shit and high lvl troops into gods, combined with small teams there is no incentive to risk them
2)when you make the risk, you can only get either full damage or no damage in single roll with no in-between since shooting mechanics are FFT-tier simplistic shit
3)more stat pools (fatigue/willpower) than just HP instead of cooldowns forcing you to wait

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but you cant always control you activate a pod. you're talking about when you see a patrol and you purposely activate them. literally barelu ever the case. i'm talking about the time when you want to flank the guy in control of 4 psi zombies and your most powerful goon, but you go for the flank and there's a pack of vipers sitting in an alleyway that you can only see through the window of a truck
or how about when you want to take out an enemy behind full cover, but during the overwatch animation you can see that behind that guy in full cover, is another pod. now what do you do? you can't move any further forward, you might risk getting a LOS. you can't flank, you'll just make yourself vulerable when that pod activates on top of you. so what can i do? sit in overwatch until oneof them makes a dumb move, or attempt 4 15% shots on a guy with full health behind full cover until someone hits him, or maybe he hits us.

Oh sorry I thought shot luck percentages were random : )

And even on the hardest difficulty you most likely get super benefical resistance orders and random skills and research breakthroughs and pickups

GIT FUCKING GUD or stick to Super Mario

loved this game, only complaint is playing on challenging and getting the Assassin first month, stun waves, invisible, not enough dps to take her down in one turn, can be a nightmare.

It's your own fault if you take shots with low percentage.

Reminder Xcom Enemy Within is $2 on Google Play Store.

You know, you could train your pressure tolerance and grow as a person or you can keep being a little bitch running away from anything remotely challenging

Fucking this. Not to mention how dumb it can be with enemies getting free moves when they spot you. If the combat wasn't rng based I probably wouldn't mind as much, but with the way it is now I couldn't be arsed to spend the time to finish it. Glad I got it for free on ps4.

Enemies can only shoot if they've been detected in a turn previous to the current one. If they walk and spot you during their turn, they can't shoot. You should know that a soldier is live and liable to run into the room and shoot your guys in the back and setup overwatch to guard against that possibility. If you don't take precautions to control the firefight then yes, enemies will take advantage and run rings around you. If your soldiers could take action against that without being in overwatch then what would be the point of overwatch

Timers can be hard or soft, your examples of the meld as a reward for being quick is an example of a soft one and as you said once it's worthless it goes away as a timer.
Then you praise LW2 for using timers so I don't even know

>90% hit
>miss
>9% hit
>miss
>enemy turn
>crit your dude is down mission is likely to fail
>lmao your just bad

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you take enough explosives with you to blow up all cover and take skills that deal guaranteed damage. i'm not being sarcastic, this is genuinely the answer but i agree with you that it's bad design.
in the early game when you don't have many options, you might just have to suck it up in exactly the way you described, taking low % shots

You almost never miss with 90%, those "dude missing with high percentages lmao" memes literally come from retards who never touched the game.

All turn-based games have a sense of urgency somewhere or else how can it be possible to lose? At the very least it should be possible for your enemy to kill you before you kill them, so that essentially acts as a time limit, even if there's no number on the screen stating it in stone.

>free move to cover within one movement point

If that is too OP for you, you might wanna stick to more casual games

>Not taking 20% shots when the time is right
Really if anything this game taught me that 20% is a lot higher than I realized.

>almost never miss
That's the problem, they do sometimes, and when retards think >80% is guaranteed they're shocked when it's not.

>Enemy across the map critical hits you and one shots a unit
>Mech comes around corner and demolishes your cover
>2 of the guys that have a ressurect follow suit.
>Your turn
>Miss
>Miss
>Miss
>Miss
>Miss

I really wanted to like it, but all in all there are much better games to spend time on.

>You almost never miss with 90%, those "dude missing with high percentages lmao" memes literally come from retards who never touched the game.
You miss 10% of the time you actual retard.

>there are players on this very thread who have actually failed a mission

since reddit and tumblr migration

Its okay if you are a shitter. We understand. Coping is normal.

>American education on chances

The percents are an illusion. The seed is set at the start of the mission and it's either yes or no and the only way to get around it is stagger actions.

>Then you praise LW2 for using timers so I don't even know
what gave you the idea that i was arguing for or against timers as a whole? plus you left out the key word "lenient."
long war 2's hard timers are lenient enough that you don't have to take insane risks like activating another pod but they're still there, meaning you can't overwatch camp the entire mission, especially with reinforcements coming in.
my example of the unit running into the room was supposed to highlight what my problem with the firaxis turn-based system's level of abstration is. even if you place guys with shotguns on each side of the door and put them on overwatch they might miss their shots. it's just very hard to imagine how this scenario would turn out in real time and therefore it's not intuitive.

It's alright user, we all have times when it feels like everything goes wrong. Surely you're used to that since you always do everything wrong.

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I can't even imagine how you would handle Mordheim.

You might just shit yourself and die on the spot if you think that is bad.

>enemy across the map critical hitting and one shotting a unit
You have now learned the difference between full cover and half cover

you mostly lose due to bad rolls if you're in a bad situation to begin with. Everyone here acts like you shouldn't have to lose a mission ever, and in that case what the fuck is the point of all this pressure? The games main emotional tool is making you sweat, if failure never happens it just gets boring

>He doesn't switch doors
I know who is getting a goat faggot.

But that is false

To be fair, shotguns guys can take a really useful talent that lets them swing their swords at anyone that enters melee range

Useful as hell against bugs

>why can't mario constantly fly and shoot fireballs?
>I don't see why they have to restrict gameplay styles in a single player game

Pussy bitch

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Good post

Plan your turns better

Get a mod that decreases the timer but only starts it when you are discovered, If you ask me this is how the game should have been from the start.

It's also fun to stand on top of a enemy beacon
until it's a muton/flammenwerfer

I actually used to believe that, and tested that with a save for about maybe 2 hours and with a 50% shot (at least on Xcom 2) the percentages were mostly accurate

Got several hundreds of hours in the game and I can feel the dread of losing but with the RNG and game itself playing you favors, those dreads never realize. I can understand that to new players who are blind to their options the game can be hard, but whining about timers and pods getting free move to cover on activation is a mark of solid casual.

I've seen more retarded shit in the nu xcom

>Engaged with 1 pod
>Make sure nobody fucking moves further at risk of engaging another pod
>Take shot at ayy
>They take the smallest of fucking steps to peek from around cover and shoot this ayy
>They calculate view during the fucking animation
>I can hear pod activation sounds since now that I'm slightly to the left of this pillar I can "see" a pod through 2 windows on opposite side of a gas station.

I'm not even ashamed to say I reloaded that bullshit.

No the seeds are literally set. When a "set" starts it rolls a series of dice. Each actions burns one of those dice including enemy actions. You can abuse this via savescumming by forcing enemies to take bad rolls. The seed is quite literally set. The only difference is damage which is random.

>First move of the rooms reveals alien pack.
>My team should be able to destroy them easily since they're out in the open
>My turn gets interrupted so they can all run into cover.

Galaxy Brain level of "turn based" combat. May as well make fight Dante whole he moves in real time

its not about the challenge, it's about how it's presented, I've always played and enjoyed playing games on the hardest difficulties and still do.
but this game is tailored to literal fucking zoomers who can't do anything without getting constantly flooded with new stimuli.
YouÄre getting bombarded every turn with notifications, new very urgent stuff to do, these fucking generals "taunting" you, look at this look at that, this timer is running out better hurry etc.
fucking disgusting

>strategy game where the hardest mission is the first one and the game gets progressively easier as you unlock more shit.
what where they thinking?

FUCK YOU, absolute dog shit piece of cunt. I remember when I first started playing and was save scumming the hell out of it. I hit a guy which was a 98% chance then one of my guys died two turns in so I reloaded way back. Going to shoot the 98% chance guy, miss, reload, miss, reload, miss, reload, miss, reload, miss. I did it the exact same way the first time but it still missed. Fuck you, nigger.

Alright, take of the tinfoil hat and read what you just typed out loud

Resistance Order causing enemies to lose one action point on their next turn if revealed on player's turn singlehandedly trivializes the whole game.

>use ranger - the class meant for exploring and infiltrating
>don't trigger alien groups
Whoa so hard

>Bitching about the most favorable outcome where your first soldier reveals the pack so you can use the actions of every subsequent soldier to kill them
>If you didn't want that to happen you could have used an Assault with Phantom as your point man or a Reaper but you didn't
Jesus Christ you are a shitter.

>ranger
You mean the reapers, a scouting unit so potent that they completely break the game?

>mom, look, I am lying on the internet!

Those radar balls will remedy your problem gamer

It's not that set but it's close. If you reload a save you can recreate results by doing the exact same moves. If you miss a 90% shot you can reload, move someone up and then shoot again and you'll probably hit. Doesn't require the alien to shoot though.

You didn't do it the exact same way. You changed your actions so the other guy could live and in doing so changed the dice rolls that were used. If you used another action and then did it it would have been fine.

nigger they're always in the open, you want to get a free instant podwipe every turn? You want to talk about unrealistic mechanics? How about how unfair it is that the aliens don't all just converge on your position using a fucking radio? Oh wait that would make the game harder, shhh.

Train your pressure tolerance.
Also
>generals taunting you
Can't handle little banter, mate? I do admit the councilman saying he's disappointed with me really wounds my heart

>Commander I can't come to your Baseball game this Weekend

you should train your reading comprehension

It's all fine and dandy until those DLC bosses like Berserker randomly shows up.

Says the cunt

Those are just flat out cheating and while they are not likely to wipe your team and you can cheese them with certain grenades they can and will kill a third of your team if you are unlucky.

So many yous thanks fellow redditors

Commander, our intel says you've been playing with difficulty level lower than Legendary, using Mimic Beacons and save scumming. Consider yourself fired, pussyass bitch.

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WotC trivialised them too since you're able to train and equip Reapers to be able to one-shot anything

Basically they collect player data from previous games.

They found out that players only put a set amount of time into a game normally before getting bored, so they push you in order to try get you to finish the game.

The reason they do this is you're more likely to buy DLC if you finished the story mode.

He's not wrong though.

>Lower than Legendary
Honestly I just play Commander with the Better Advent and a few other difficulty mods. I did a Legendary run on Launch and it was fucking tedious. It wasn't even difficult but four times the build time and campaign length wasn't even enjoyable.

This. I hardly had any problems with timers in 2 but Rulers fucked my squad many times. Especially Archon Ruler since he decided to attack me in the last mission. I survived somehow and beat the game but that happened entirely by luck.

>Bullshitting this hard to drum up negative sentiment for some unknown reason

I have no idea why you bothered to post this because its well know exactly why they did it. It started with Meld to curb OW crawling and have more aggressive play and was changed to timers in 2 to create more divergent gameplay by forcing players to keep moving. There have be several interviews on this over the past few years.

Seriously why the pointless shitpost?

>doing the last mission with a Ruler still alive
You've got balls

There’s a resistance order in game that does that.

What I find strange about this is how I'm certain its a generic post and they have no idea about the actual structure of the game and think adding timers would make a player more likely to finish the story or that it exists in the same conventional manner.

This thread is a clear indicator that we need a casual Yea Forums and an actual Yea Forums

I don't mind the timers at all, shatgrinds my gears are is the pod system.

>unironically saying "problematic"
You have to go back

I don't understand why they didn't just make overwatch less reliable or on a timer, or whatever, when we're still talking about a game where enemies spawn on your turn, take free moves and then have a turn right after. The only movement you can do in these games is on the first two, maybe three, characters, and have the rest of your team react to what they've triggered.
These games would be so much better if enemies were already in position, and not pods. The reinforcement system is also bad, since it's just basically a pod that spawns in the middle of the fight, and I hate how other newer games are copying it, it's even leaked to tabletop games.
I've never had the timer run out, but it's still something that doesn't need to be in every single mission. It'd be a nice change of pace if there were some missions like that, but with an even tighter timer.

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Only thing that pissed me off with 2 is this
>objective to grab thing
>soldier has thing
>alien reinforcements drop in
>different guy dies
>decide to extract
>mission treated as a failure
I don't get it, I completed the objective and got out. How is that a failure?

>Actually being triggered by a word being used for its intended purpose when the context has nothing to do with SJWs
No Nigger you need to go back. You and your thin skin reactionary knee jerk bullshit doesn't belong.

In Long War 2, the timer is adjusted depending on your infiltration time. 24 turns is the max, which is plenty.

Long War 2 is shit compared to the other mods available to be honest.

Is XCOM 2 worth it on sale? 550 of my hours in EW are with the Long War mod, so I don't know how much I would like vanilla XCOM 2 and I've heard bad things about Long War 2.

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Reminder that in 2002 Silent Storm had
>advanced bullet physics where each bullet was simulated and ricosheted when hit sloped metal surface
>destruction that made small caliber rounds leave no trace, medium leaves sometimes small holes in walls and big ones leaving very visible holes constantly (and allowed spotting thru them)
>several firing modes, few for each gun

Why didn't they just make timers start when you're spotted?

You are retard.

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Is there any BPRD version of XCOM ?

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Yeah its worth it in my opinion. Legendary is terrible but it has plenty of mods since there is mod support which makes up for it so you can change whatever you want.

Rangers are shitawful scouts, entirely outmoded by reapers.

The alpha strike meta comes way more from powerleak than it does from timers. One enemy in one turn can do way too much offensively, and their health bars aren't generous, so the best way to end a turn is with no aliens.

Was Silent Storm made by the same guys as Xcom?

It's not. It creates a yes/no list for actions on the start of the mission. There is actually no rng

Maybe not OP but definitely annoying.

Nope, slav codewizards from russian Nival.
Sadly source for the engine is lost so nobody knows how they managed to make it happen back then with budget equal to American weekly food shopping list.

>Long War 2, a mod universally praised for it's difficulty also being incredibly fair, keeps the timers.
If you can't deal with the timers, you're just a retard. It's a game about fucking geurilla warfare, stop playing like a braindead retard and enjoy the game, I promise you when you start taking risks it becomes ten times more fun.

Its something I won't call a flaw of NuCom but I don't really like. It favors all of your soldiers being valuable over them just being vehicles for your equipment. All of your soldiers have skills, abilities, names, faces and quirks. They are supposed to be valuable to you and each one lost is supposed to be a big deal as opposed to UFO defense where they were just what you used to carry armaments to kill Ayys.

The change means that it became a numbers game where you can't afford to just throw people away but the enemy can and there is no situation where you can just freely exchange lives like in the old game where I would do it constantly because the salvage or a stunned alien is worth more than a recruit.

He was agreeing with you, and mocking others.

I unironically want to see how you play if you on same turn manage to unveil so many pods that them getting free one movepoint to scatter to cover actually causes a problem and that it happens so many times you actually type it out.

your guys become literal demigods on high levels though, which is ridiculous
you struggle half the game desperately trying to roll good shots, then your guys starts hitting the upper levels and get ridiculous AoE, CC and guaranteed hit abilities that make every encounter into a cakewalk

Ya. Most of my characters died and I didnt have any money to hire more. And the timer just keeps ticking. The fuck am I supposed to even do in this situation.

Definetly. Even if Long War 2 is not on the same lvl as 1, Xcom 2 with WotC adds so much stuff you will enjoy the playthrough and most likely more

That isn't something I enjoy either though. I've had more fun with the difficulty curve in X-COM Files the OpenXCOM mod than with either NuCom games. Don't get me wrong I love both the new and old games but I don't like the approach taken in the new game in regards to the value of soldiers.

>characters died

I spotted your problem. Your first run?

Should I play this with WOTC? Does it worth the money? I've played the base game on second hardest difficulty back in 2016 and never picked it up again.

Fake news.

youtu.be/bWt6jGhmUpI I just watch this whenever I get the urge to play Xcom. Usually snaps me out of it.

Absolutely. WotC adds so much things like random skills, Resistance orders and resistance soldiers

>first run
>game expects you to replay to complete it
YIKES

It doesn't, just stop being so shit at it.

>You must start the game over if you lose
Shocking

They're not, in fact your chance to hit is actually MUCH higher than the game tells you unless you play on the hardest difficulty.

Xcom cheats A LOT on the numbers but it's all in your favour, the reason it feels like shit is the human mind feels losses twice as strongly as gains and you don't ever take note of expected outcomes. All the 80%+ rolls you land you never bother to keep count of, and when a high % roll misses your brain reacts twice as badly as it should so you disproportionately remember the times you got fucked more than anything else.

I never finished XCOM2, don't even remember how far I've gotten, I remember doing story missions where the purple smurfs start showing up but not much past that. I always just started over because I enjoy the struggle of the beginning more. Should I finish it?

>suffer game-ending casualties
>I HAVE TO RETRY?!

>be Silent Storm devs
>make amazing real time (Rage of Mages) and turn based (Silent Storm) games
>randomly choose to go for shitty rtwp in Pathfinder Kingmaker instead of implementing either one of those 2 other systems
REEEEEEEEEEEEE

Luck of the draw, nigger. Nothing else to it.

How many are timed? I personally don't mind a rush challenge.

>games having a failure state is bad

Is... is this the fabled zoomer energy I've heard of

So they are the same guys behind Kingmaker?

>Stop being a pussy and just play, work with what the game is giving you and deal with the consequences.
The problem is that XCOM 2 wants to be a game where you have to live with consequences and lose soldiers a lot and stuff, but they also make Rookie soldiers basically completely useless and unable to output the amount of damage you need. Having highly leveled soldiers is basically a requirement to win most missions later on in the game, especially with all the timers. The game wants to be two completely opposed things:
1. A hard game where you NEED the damage output of high-level soldiers to win.
2. A game that simulates the feeling of war and losing soldiers frequently and having to deal with that.
I just wish they found a better balance in the leveling and perk mechanics so that the higher level soldiers could be useful but not required.

There are far more timed missions than not, but it's not some desperate thing where you're absolutely fucked if you don't know the optimal rush or something

It's entirely just to put a bullet in the first games overwhelming weakness to Overwatch creeping and Archangel Snipers

Rip OP
Based stage direction poster

turn based AND timed fucking disgusting when will people stop transposing pen and paper mechanics in 3d vidya they're all shit

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not him but a third and they are very generous, people are just memeing

>Mind control is a turn-ending action.
He's saying that an alien performing mind control should not be allowed to act until the mind control is broken.

The game is a cakewalk and if your rookies cant outdamage enemies with nades and whichever weapon tier you got, the problem is not the game but your low IQ

>work with what the game is giving you and deal with the consequences
or i can just play a better game, like xcom ew

Turn limit was cool and fun in invisible Inc because it was an actual mechanic

>played this great demo where you're an armored truck driving around blowing up helicopters and ships invading your land
>last section has you run from a nuke so it's timed
>so high octane I instabuy like a retard
>quickly find out that every single section is timed, the demo ones are very lenient, which is why I never knew
>last few levels are you just beating the clock instead of a hard enemy
>no bomb going off so no need for a time limit anyways
Fuck time limits. They turn great games into garbage like Dead Rising and the one I played.

>I NEED TO READJUST MY PLAYSTYLE?!
>FUCK THIS, I'M GOING BACK TO THE GAME I'VE PLAYED HUNDREDS OF HOURS

Imagine when these people meet challenges IRL

timer forces you to play the game one way. if there was no timer you could play it rush style or more patient. now we can only play using one playstyle.

This can't be true.
The only thing written on box is Nival, unless they lost their codding talent along the way, it can't be the same guy.

>Having highly leveled soldiers
when I read this I think of someone who also never fails a mission just to save his good units. The game gives you the options to keep your squad alive but you choose not to take it. like the other user said, WORK WITH WHAT THE GAME IS GIVING YOU

Nigger you can already play it patiently, it's not like the game is real time

Overwatch isn't the problem. The problem is not knowing where the enemy is. Fog of War is cool and all, but half the time your pushing your units slowly while Overwatching the snipers or other units so they can trigger on what ONE of the units triggers.

There's very little reason to NOT Overwatch because of that.

If they had units on the board and you knew where they were, Overwatch wouldn't be needed because you could react to where the enemy was moving/planning to move to catch them.

Yes, completely changes the game from base XCOM 2, but for the better. Loads of fun and I highly recommend it.

Several of the people formerly from Nival are in Owlcat.

It's essential.

Figured. I gotta admit I abused overwatch in the first one so this actually sounds like a refreshing change of pace.

Not true. You can just no longer sit with your thumb up your ass for 200 turns waiting for overwatch snipers to atomize things

Once you get a Reaper, the missions to destroy alien facilities are super easy. It adds a few new enemies and mechanics that can make the game harder if they aren't managed right. Lategame Chosen are a nightmare.

Are high-ranked Reapers really that OP?

Stop saying that. You are going to make people realize that are bad at the game and the real reason they don't like the timers is because they can't just overwatch camp.

Same deal, first time playing WotC I got a Templar and they learned Bladestorm one of the first promotions. Decimated Cryssalids when invading the Chosen bases.

yes true. you have to do whatever is fastest. that is if you want to win missions. obviously you don't have to win all of them to win the campaign but it doesn't make for better gameplay. did you play on legend?

Low ranked reapers are OP. If you decide to start at Reaper HQ and start with one you start with a perfect scout that has a free crit and a free concea per mission from the start and their detection range is literally one tile.

Does that stack with the Tactical Analysis continent bonus?

Reapers are most OP in that they make the hardest part of the game (the start) very manageable. The base class soldiers are still the strongest by a good margin.

>A more patient playstyle
>By more patient I mean using overwatch and moving one person per turn which is my grand and different strategy as opposed to being forced to adapt my strategy on the fly because there are a limited number of turns for me to accomplish my goal
You are just a shitter mate. The sooner you accept that the better.

I'm pretty sure you can oly get it with either Cobtinenr Bonus or Reaustance order. I havent even seen it on WotC as Continent Bonus

It's really more that their detection range is much much smaller than any other unit in the game. I've sent single Reapers on facility destroy missions, carefully navigated the map to avoid enemies, get on the objective at the end of one turn, then plant and exfil on the next. This method won't get you many kills, but it is more -"playing the objective" in my mind, which is what I prefer.

The only thing you can't do in eight to twelve turns that you can do in infinite turns is camp. This isn't a game where you can build up a barracks while you are out on the field and have more soldiers to send at the aliens so long as you have more turns to make them. There is no nuance going on here.

If there are no turn limits the game is piss easy. You casuals can cope all you want but it wont make you a smarter person.

>sprint towards civilian to evacuate them
>they turn into one of these fucks
shit my pants when they got introduced for the first time

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Funny how this had never been a problem ever since UFO came out 20 years ago, until you ADHD fags showed up and ruined everything, as usual.

reaper are op because concealment is op. you can build phantoms to go stealthy and get a similar effect

There is nothing ADHD about defending the turn limits. The game is still TURN BASED. If anything the turn limit adds more depth into the game because you actually have to plan your moves in advance instead of just going "uhhh ok I wanna kill this guy but he is in bad position guess I just wait lol".

Sectoids are generally a huge boon to you. Because they always mind control or raise dead the first turn they can, you can focus entirely on the rest of the pod first. You'll wipe out all its partners the first round, then it will mind control and just be a free kill on the 2nd.

They're only an issue is if you've already let shit snowball out of control, at which point literally any extra enemy unit would be a huge problem anyway.

It wasn't a problem because combat worked differently. Overwatch wasn't a thing it was about action points and reactions. If an alien saw you first they were likely to dust your ass regardless and you had to hope your soldier had high enough reactions to respond to their shot if they didn't respond to their movement.

But you wouldn't know about that since you are just some Zoomer trying to defend the fact he an overwatch crawling shitter.

do I need to play other XCOM games before getting into this one?

XcomEU didnt have mandatory timed missions and was way harder than this travesty.
Go defend artifical difficulty somewhere else, tard.

no

That's a faggy opinion

Small correction it was TUs and reaction accuracy was extremely low barring certain factors making it a terrible way of dealing with aliens. Being reactive was stupid.

what are some games that are like X-Com? thinking of shit like Phoenix Point.

It was way harder only because of how much more reliant it was on RNG. We all remember how stupid Thinmen were with their aim bonuses.

no, every xcom is its own experience. there is a loose story but it's just aliens invaded in xcom 1, and the humans lost (perhaps symbolising all the players quitting before the end), so xcom 2 takes place after the aliens took over

>It was way harder than this travesty which I gave up on because it was way too hard for me because I couldn't overwatch crawl through
lol niggers

The game's fine, the problem is the player's mindset. The one time I managed to beat Commander Iron man I had to abort 7 or so missions, and that's the problem. Most players will not abort a mission no matter what, even thought you always have the option to run away if things get too ugly. They don't rotate soldiers so you have an all around squad, they don't run away when they should, they don't pick a easy mission to train new rookies, etc. There's a level of strategy that isn't just moving the characters around that stupid people just ignore, and then feel bad when the game is hard.

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Silent Storm, go play it right now.

overwatch was reliable if you had perfect positioning, if you have the side angle it would work 99% of the time, but if you and the alien spot eachother at the same time then it sucked

You don't.

XCOM2 is more of an alternate universe take on XCOM1 rather than a direct sequel. It tells you absolutely everything you need to know.

Did they ever fix the crit chance and the hit chance sharing the same roll? ie if you have 10% chance to hit and 10% chance to crit, if you hit it's always a crit

counter ends in nuXCOM
>lol game over
or
>overwatch fodder arrives

counter ends in Invisible
>SWAT team enters the building, blowing all doors on the way
>all robots make a forced reboot, all firewals double in strength
>OH SHIT.jpeg

>The game is still TURN BASED.
Non sequitur
>If anything the turn limit adds more depth into the game because you actually have to plan your moves in advance
You can find plenty of "depth" provided you play on a high enough difficulty. You end up with the same amount of planning when you are in a prolonged firefight and have to carefully plan how to maximize you K/D ratio in the next turn when you are against 10 ennemies, with the added bonus you can have a pod showing up right behind you at any time. Maybe the problem is you didn't know how to play the game without overwatch spam?
>The game is TURN BASED
And yet you want it to be like a CoD quickmatch with a set timer. It just doesn't add up.
Yesp, tell me again how a single alien proved any threat to your firing line when each one of your grunts is on full TU. There was a time when there were no pods in Xcom, you know?

The game gives you so few recruits in the opening you can't afford to abandon missions. This isn't the players being afraid of failure it's the fucked difficulty curve which becomes a wall if you're losing and a downward slope when you hit mid game.

>Firing line
>Blaster launcher is fired from a dark corner of the map killing half of your soldiers and you get zero reaction fire
>Aliens just take potshots and then wobble the fuck back off out of your line of sight killing your soldiers with each shot

It is seriously nothing like the new games I don't even know why you are trying to compare them.

people need to be shoehorned into having fun.
if they didn't have a time limit people would play it safely and spend an eternity on each level and then give the game a negative review because "you have to use a boring play style to win"
some developers have better tactics than others to shoehorn people into fun. DOOM for example has the execute feature to reward players for not just shooting behind covers like faggots

get the mod EU aim rolls

They were lazy and couldn't find any other way to make the game difficult.

Also "Alien pods"

Xenonauts is the true UFO sequel and X2 is gonna be litty!

Xenonauts community is pretty decent but its still not great. X2 isn't looking that amazing either. PP looks a lot closer but its EGS so its getting pirated.

>your fun bad! only my fun good!

Ironic, considering that's exactly what you timer elitists are spouting in this entire thread.

Eheh, let's not get waay too crazy right now.
Xenonauts was another competent X-COM clone but second one shows signs of nuXCOM design pollution

yes, I agree it's too boring in the endgame

Did you make a game similar to XCOM? No? Then stop complaining.

>Oh no I was forced to use my brain.

Zoom zoom

The biggest not related to gameplay problems I have with this game is how plastic and superhero it feels. I'd prefer more grounded approach. Chosen especially looks like villains from superhero flick and Templars, Avatars and ADVENT design could be toned down as well. It's better than previous one at least and tacticool mods on workshop help a lot. And hyping player/Commander so much is really cringeworthy, I can't stand it.

Also campaign layer is nonexistent, especially in vanilla. I wish LW2 was for WotC, because of what I played of LW2, it was interesting and strategic layer actually existed in it.

I fucking wish that EW had such modding support

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Mutant Year Zero: Road to Eden
Blends real-time and turn based combat together decently.

Just to be clear not wanting a timer is fine you can mod it away if you so desire. It just means you are a shitter. The timer just encourages aggressive and skillful play. If you want to make the game easier so you can play your way that is perfectly fine but it has to be clear you are making the game easier so you can play your way.

I didn't, but there were hundreds of different xcom-like games made after the original 25 years ago. They could learn from them.

one of these lanklet fucks literally was the most dangerous thing on a mission with the archon lord. Completely ignored it and forgot that the swipe destroys terrain, including VIP cars

Id much rather replay xeno than nu-xcom. Still my number1 way to kill time in an airport during a crazy long transfer

>fucked difficulty curved

Or you know, get good, unironically

>getting upset by words on Yea Forums
You're the one who needs to go back.

So you cant just overwatch creep your way through every mission.
280 posts too late, but still the correct answer that has been mentioned at least 50 times by now.
If you still want to do that just mod the timer out or double it with the ingame option

>trivializing death

I weep for the future of humanity.

jungle xcom set in 70s when

I've played all of them recently and I still think that the XCOM Files mod is much better than Xeno or Nu-Com and is both playable and long.

>What is Deadly Alliance

The only thing in 2 that felt like bullshit to me was the dodge/graze mechanic.

do you mean jagged alliance? also i'd rather kill aliens

If you have a VIP or soldier carrying some objective mission, make sure to extract that guy first. If this is a different bug, then I've got nothing.

I don't know cause it's called Jagged Alliance, retard.

thanks bros

That's only on a few select enemies though. But i do understand your frustration, cuz that mechanic is tilted in the aliens favor a lot harder than yours, unless you spend a lot of resources on Spider/Serpent suits and PCS

Couldn't code AI for shit (look at DLC enemies who need to blatantly cheat to have a chance at you) so they introduced artificial difficulty.

You're confusing rulers with chosen.
Chosen will spanw on last mission if you haven't killed them, rulers won't

Dead rising is great because of the time limit though.

>If enemies don't get to move to cover and adapt to the direction you're coming from, then they'd be easy to kill every time
Then they should've had better AI that makes them patrol the map realistically even in fog of war. The whole idea of "pods" is fucking retarded and the creator should be shamed for it.

Enemies should exist on the map as real entities in the first place.
Enemies should react to their surroundings and act accordingly, like watching for noise or taking cover when threatened.

But that takes proper game design.

And the guy I replied to said he had Archon Ruler on his last mission

You aren't wrong but we got pods sitting out in the open. Demanding they just die though is you being a sperg though.

>NOOO STOP ENJOYING THINGS, YOU CAN'T HAVE FUN YOUR OWN WAY THAT'S NOT FAAAAIR
I fucking hate devs who """"balance"""" single player games and pigeonhole every player into their intended play style. Thank God this game is moddable at least, so the time limits can be removed.

>or taking cover when threatened.
you mean when they spot heavily armed insurgents? like the base game does?

For the "beat the game by July 1st on Commander+" achievement, is there any set schedule to do so or is it more rush Mag weapons research and the Shadow Chamber/proving ground projects and pray?

As for >'muh overwatch': don't make the fucking mechanic so favorable if it consistently turns the battle into player's favor.

Timers are not a solution to turtling, just a nuisance generally. I mean, some timed objectives are fun but don't make it the majority of missions.

> Demanding they just die though is you being a sperg though.
Where have I said it? They shouldn't be in the open.

I mean not getting a free turn but ending their own fucking turn in cover when in suspected proximity of enemies LIKE YOU HAVE TO DO.

Saying that they shouldn't scatter is saying they should just die.

>not getting a free turn but ending their own fucking turn in cover
make up your mind, you want them to move to cover or not, by your own words they have to move to cover

Forget the timers. The worst thing about this game is
>fly to a place to do a thing that takes a few turns
>pass time
>.0001 second passes
>COMMANDER, A NEW RESEARCH IS COMPLETE
>go through the unskillable menu animations, a minute or two later the next research is queued
>pass another millisecond
>COMMANDER, WE'VE DISCOVERED A SUPPLY CACHE
>COMMANDER ANOTHER SETTLEMENT NEEDS OUR HELP
>COMMANDER WE FOUND A-
>COMMANDER I SHIDDED AND FARDED
>COMMANDER COMMANDER COMMANDER
>COMMANDER A NEW RESEARCH IS COMPLETE

I JUST WANT TO PLAY THE FUCKING STRATEGY GAME STOP GIVING ME CHORES AAAAAAAAAAAAAAAAA

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>unskipable menu animations
Theres a mod that removes all the camera transitions so you can just fly through menus.

ye being in charge of earth defense is hard job my dude

>Enemies should exist on the map as real entities in the first place.
>Enemies should react to their surroundings and act accordingly, like watching for noise or taking cover when threatened.

>ending their own fucking turn in cover
>their own fucking turn
>their own

No extra turns to lend a hand to their shitty AI. Just during their turn.

Flashbangs are a waste.
Mind control is exactly what you want sectoids to do first turn.

Early game turn order goes
>Initiate with grenade
>Flank or throw more grenades to remove cover
>Pick off any ADVANT that survive
>End turn
>Sectoid wastes it turn by using mind control
>Rest of the Squad gangs up and kills sectoid
>Pod clear with 0 casualties
>repeat

Flashbangs are useful when Codecies start showing up.

t. legendary ironman

two-time commander level softman champion reporting in, never made good use of flashbangs, always just used a mind shield on my ranger

>Repeat this somehow when you used all of your grenades on one pod
>somehow legendary ironman
I highly doubt this. I've been playing modded X-Com 2 with larger pods on Commander+ which is Legendary without the stupidly long build times and with more enemy diversity and you play like a retard if you are using your grenade so willy nilly.

>It's literally so you don't just sit there having one person move up at a time and the rest overwatch the shit out of everything before finally moving up once everything is clear.
Pretty fucking dumb of the devs to discourage tactical gameplay

Imagine getting this upset at your own strawman

Have sex before you kill somebody

that's not tactical gameplay, it's pussy ass boring bitch gameplay

>cheesing it
>tactical gameplay

Legendary here and if you really have trouble with the timelimits and what-nots you can mod them out. I'm astonished the level of casual nu-Yea Forums proudly shows off

Great rebuttal. Admitting you need to make the game easier to enjoy it is the first step. I don't know why you bothered to complain when you could just play on Rookie but I guess you wanted to feel like a big boy and play on commander but didn't have the big boy skills to actually make it through.

It's okay, if you're playing WOTC you can just get a reaper (or a ranger who can stay stealthed) and scout the map for all the pods. Rangers and Reapers are utterly broken and snap even the most intentionally dickish intentions of the devs over their knee.

>Tactical gameplay
>Something that any idiot can do
>Yet most idiots can not deal with half of the situations they put themselves in when they rush towards the objectives because they actually have no tactical planning skills

Slowly turtling is the most accessible method to solving the problem that is the game. Is isn't the most tactical or the one that requires the most skill. It is really just the simplest way to get through the game and taking pride in it or thinking that you are some tactical genius for using it means you are a retard.

Early missions are 3-4 pods, if you don't bring flashes, you are with 5, which allows at least 1 per pod. On the last pod you can rush and flank hard to secure kills knowing you won't trigger any more.

Liberal use of grenades and reducing RNG as much as possible is exactly how you get through Legendary, especially early.

>rng
>pods
>timers
What the fuck were they thinking bros?

>turn limits
>patrol throttling
>power creep
>gay mind powers
yeah im thinking its shit

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>anime fag judges what's shit

>Journalists got through XCOM by Overwatch creeping
>XCOM2 comes out
>Journalists bitch about timers in XCOM 2
Tells you everything you need to know about the situation.

>he says while posting on an anime visage collage referred to as fore chan
your shit too

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My shit too what, ESL faggot?

>2019
>shitters still mad about timers

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this game would be much more popular if your soldiers didnt die if they were killed, theres a lot of luck based things that can destroy good tactics and bullshit enemies that kill a squadie once they engage. why do grenades always hit and kill / damage but guns dont?

just make soldiers recover for 200 days except during a squad wipe. or get rid of veterency. i play videogames percisely because there arent any real consequences and putting harsh ones in is exactly why i never bought the expansion or even finished the base game after encountering the lizard king enemy.

>if your soldiers didnt die if they were killed

just stop letting elitists force you to play ironman

>soldiers die if they are killed
Not sure if this a bait

I just wanna reiterate that there was nothing sexual about the nude beaches

Not knowing where the enemy is, is part of the game. It's fine. The problem is the pod system and the fact they crutch the AI by giving it a billion fucking free moves.

>trigger pod
>they immediately get a free move into cover
>god help you if you accidentally tip-toed to a spot where you can see the ayylmao at the end of your turn, in which case they all immediately spot you and know exactly where you are, get a free move, and then get another free move when their turn begins

which is why they introduced the stealth mechanic, but that just leads to alpha striking, assuming you don't accidentally trip the aliens awareness the game forgot to indicate lol oopsie

Mutant Year Zero is decent X Com clone with less RNG and patrolling enemies instead of pods

Devs, especially older ones have this mentality thet players need to play the game the way they intended and if they don't so you need to force them...it's the same thing as nu-civilization and the one unit per tile thing

same fagging retarded bad player loser who cant beat the game without mods

wait, did they really implement this faggotery?
if so, thanks OP, I will definetly not buy XCOM 2 now
gonna stick with comfy Enemy Within with Long War

Should I start with the first game or this one?

1 unit per tile wouldn't be so bad if you could stack different unit types on the same tile like 1 melee, 1 ranged 1 support
stacking 50 units on 1 tile is just as retarded as limiting 1 unit per tile

they wanted people to stop reaction shot camping, but also forgot that Meld is a thing

"hey are those tits on that snake?"

>New run, legend-ironman
>First guerrilla action is field commander assassinate

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>people die when they are killed

Enable zip mode, exit.

Documents - My games - XCOM2 - XComGame - Config - XComGameCore - ZipModeMoveSpeed = 4 or higher

Reload. Game is now playable and not deliberately slow torture. Firaxis have a long history of this slow pacing shit, even the cracked version of Pirates on the Amiga had a speed up cheat to skip the god awful sailing parts.

As for the timers get war of the chosen, it's not as bad.

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It's really unfortunate that they stuck enemies in "pods" and gave them no fucking agency except randomly moving around the map and then running to cover when they're run into. The game wouldn't need all this timer shit if the enemy could creep and shoot and overwatch and mind control out of sight just as well as you.

That one mod that activates timers when you go out of concealment makes it fair and less stressful to me, since I refuse to savescum I like to make my first move as autistically planned and calculated as possible.

>Start with card that keeps the timer frozen until you're discovered
>Feel like an actual SEAL team, taking the time to set up an ambush and then rush the objective from a comfortable position near the middle of the map
Problem?

What was that one game similar to xcom that was supposed to come out? Phoenix something. I need my xcom fix and wotc doesn't do it for me anymore and I heard bad thing about long war 2

Mechanicus is literally xcom but not repulsive garbage. Just turn up the difficulty because normal is easy.