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Game does have some timers that are more unfair due to random map generation.
usually I'll be able to beat a map within the allotted amount of timers.
but I feel timers are just there to prevent you from sticking your finger up your bum and overwatching and altogether not having a good time.
as long as you are moving toward the objective at a good clip you should be OK to take the double timers option.
Would probably fix your issue with legend ironman.
95% of the missions I beat with the regular amount of time, its just a few that for whatever reason the map makes absurd.
its like golf, some holes should be par 3 and some are par 5. but XCOM they just treat them all as par 4.
Official way of fixing it is just to double the timers and not use the extra time if you don't need it.
20 enemies is also too many for a mid game mission. With reinforcements the most you can get (before turrets, codex splits and zombies) is 16 unless you have a dark event like "show of force" active, which still doesn't take you to 20 enemies. So perhaps that's down to a mod?
One option in mid game is to pick guerilla ops that are rated as difficult (11 enemies) instead of very difficult (13 enemies).
Impossible would be if a gatekeeper or sectopod camped on top or nearby the workstation, but even then you can remote hack just before getting the kill.
Perhaps even sneak past some enemies and save them for after you complete the objective?
Bring a specialist which can hack from a long distance if it is able to see the hackable objective?(see above)
Hope it helps.
Cheers
Was like OH COME ON.
specialists help minorly with hack range here. you have to get close if you want to hack it.
This scenario would have been risky.
I decided against it. Its the furthest I have gotten in legendary ironman. I was too lucky before too. Dragunova was attacked by a faceless who attacked her from a floor below, smashing the floor she was standing on (and herself as well) from below.
And she fell down...
When I saw that I was 100 % sure she was dead. But she was only badly injured and bleeding out. I could save her and she had to recover for like 40 days.
Same with Mox when one of the chosen interfered in the tunnels. We killed the chosen but Mox was bascially, clinically dead.
And Dragunova is so valuable. Same with Mox. I dont wanne risk them for this. Unless I have to.
I will avoid those missions from now on unless I get the card which adds more turns.
7 turns was enough for all other missions (even though its much easier now that I can stay concealed and edge closer to the objective before timer starts) but not this one.
Thx for the input though.
Rockets and plasma grenades, however, do destroy those cover elements. Since he described having gauss weapons and facing a full pod of mutons (force level 10, 11 or 12) that means if he wanted either or both of those he could have them at that point in the campaign.