MadMaxHellfire
Arcane
I actually like the timers. At least in a lot of missions. It forces you to play differently than you would in the old XCOM games where you can usually move at your own speed.
Problem is that they really overuse it in the game - there should have been a better balance.
Really, the biggest problem is the game's pod/enemy activation system - especially in combination with the extremely screwed up line of sight and the fact that enemies get a free move (at least not shot) when they see you.
The original games' system where each enemy would just go about its business until it sees you was much preferable.
In XCOM 2, you can be as careful as you want to, you will at some point peek around a corner and end up in the line of sight of an enemy you could not have seen - and suddenly the whole game goes from "you're sneaky" to "'Sir! We are surrounded' 'Excellent, we can attack in all directions!'". It's just a total interruption of the flow, which is never a good thing in games.
Now that is just wrong.
It's in the nature of RNG based games to occasionally just screw you, no matter what.
It usually "only" costs you a soldier or two in games like this, but it might be more. And losing one or two soldiers is usually enough for most people to reload anyway.
Which is the main reason I'd never get the idea to play such games on iron man. I'm just too much of a perfectionist to play a game like this on iron man. If I fail, I want to do better, and not getting a chance at that annoys me too much. I'm certainly very good at games, but not flawless. So.. nah.
Besides, the random seeds in XCOM 2 already make sure you can't just reload a shot until it hits. You actually have to re-do the entire turn to see much of a difference.
Anyway, taking a wild guess, I think that most people talk about a squad wipe after 2-3 soldiers died "already" - since at that point, it is a safe assumption that the rest doesn't stand much of a chance anymore.
Agree with a lot of that. The game felt way more about avoiding upsetting too many pods than it's predecessor. That felt like the key to success, as opposed to being tactically astute.
One game I had all my troops in full cover and on full health, one badly wounded enemy in sight, moving forward on my last turn to kill him I upset an enemy pod which then had a free reign and wiped out all my squad.
Its not as good as it's predecessor Imo, nowhere near.
the problem is the lethality of the combat. it usually takes one missed shot, one bad move, to lead to a total wipe. if combat had been slower, more manageable, i'd be perfectly fine with waking up another pod if that didn't mean i automatically lost the mission but instead i could have one or two turns of manouvering to fix the situation. if you want to keep the same ruleset or something similar.
or, maybe, give me bigger teams and expendable rookies, like in real x-com.
as you can see, xcom took the worst aspects from both sides of the issue, how can it not suck?