roadrunn3r
Member
Does anyone else think that there should be timers on ALL missions?
Nah, I like some variety and being able to cheese sometimes instead of forever rushing. There should be a mod for those who do like that though.
Does anyone else think that there should be timers on ALL missions?
Does anyone else think that there should be timers on ALL missions?
Does anyone else think that there should be timers on ALL missions?
As far as I know, you will lose contact with the region the mission is in.There are no repercussions to ignoring a mission by council guy, right?
Hack the planetMy Specialist's hack skill is 200. :O
Does anyone else think that there should be timers on ALL missions?
No, the timer adds variety to the missions. Removing it would start to make each mission type less unique.
I was talking about adding mission timers to more missions, not removing them.
It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??
I was talking about adding mission timers to more missions, not removing them.
It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??
You would think the LOS indicators on enemies would help you in not triggering a pod, but apparently that's not the case.
wow havent seen a PA in years, their noses look weird now.
I'm sure you'll get a mod for that eventually then, but they are not going to add in timers to every single mission, when plenty of people hate them, or at least dislike the way they are implemented.
wow havent seen a PA in years, their noses look weird now.
A solution that I've seen many people talk about is instead of automatically losing the mission, have constant waves of reinforcements dropping in to force you to leave or be massacred when the time is up.
The in-game explanation is Skyranger will get shot down by aerial forces, not the arrival of additional ground forces.
then change the explanation
A solution that I've seen many people talk about is instead of automatically losing the mission, have constant waves of reinforcements dropping in to force you to leave or be massacred when the time is up.
How long should I put off that first black site mission?
You would think the LOS indicators on enemies would help you in not triggering a pod, but apparently that's not the case.
Yep this is another issue. Why not just give us a fourth colour tile after blue, yellow and red to indicate if that tile is LoS. Moving the cursor over each individual tile and then zooming out max is not fun.I think you have to check every square you walk through, not only the ending one.
Commander! If we're going to extract all of our soldiers, we need to move fast! I know the mission just started but I wanted to let you know.If that shuts Bradford up this is a worthy goal.
That just results in people farming kills like the defense mission, except even easier 'cause all you have to do is get your back to the evac zone and if it ever gets even a little too hot you just bug out.
I posted that after getting my ass handed to me by 2 pods activating at the same time myself.
But yeah, having an indication that you'll activate a pod once you move your soldier would help a metric ton.
I mean if you wanted to be particularly evil you could make it so you have to pick up the cargo and walk it to evac like carrying a body while a timer and reinforcements keep pressure on you.I was talking about adding mission timers to more missions, not removing them.
It feels wrong not to have a timer on supply raid missions for example. A train/convoy was sabotaged but Advent doesn't give a fuck and doesn't send reinforcements??
Having played a lot of Long War in Xcom I got the habit of always hide in full cover no matter what, and I started to notice that although the aliens missed a lot, when they hit they would almost always crit and one-shot my guys.
Initially I thought "thats Xcom, baby" but now I came across this reddit thread and discovered that the hit/crit/dodge chance are all in the same roll (much like hacking). And thats some BS, so if you're being crited a lot despite standing in full cover now you know.
Having played a lot of Long War in Xcom I got the habit of always hide in full cover no matter what, and I started to notice that although the aliens missed a lot, when they hit they would almost always crit and one-shot my guys.
Initially I thought "thats Xcom, baby" but now I came across this reddit thread and discovered that the hit/crit/dodge chance are all in the same roll (much like hacking). And thats some BS, so if you're being crited a lot despite standing in full cover now you know.
100% chance to hit and 103% chance to crit on an Advent Officer. No crit, and the Officer didn't even dodge
Commander! If we're going to extract all of our soldiers, we need to move fast! I know the mission just started but I wanted to let you know.
Speaking of pools.
I always use one guy, whether the game starts with him or not, I will hire him immediately after the run has started (screwing myself out of Supply early on but IT IS A MUST!). Anyone else do this?
This is why you need to have a pocket Phantom scout.