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enemies will beeline for you even if concealed, not sure about the exact mechanics, time based or what, but it does happen
as for the no los thing, i think it's mostly a timing/coding error, as the ai knows where you are anyway, but it makes its moves in a certain order, and even if say the fifth enemy would walk up and see you, the third would aoe you before technically having los (might be wrong on this one)
better luck next time
p.s there might be a mod addressing the first issue, check out the workshop
I'd say it's unlucky to get a UFO mission so early. I did used to not like them, but don't have much trouble with them now.
I only take 1 Sharpshooter on UFO missions, instead of 2. An extra Grenadier or Ranger is better.
I would try scouting the first group, and engaging immediately(from out of the range of the turret for the rest of your squad). Timer doesn't start immediately, and you can normally take them out, then move right up close wth everyone, including Sharpshooter, cos they are always arranged to negaate them being used at distance. It's normally fairly easy to beat the pod inside, and there's normally a pod at the back, that won't even show when you knock out the distress beacon. You might have to work your way around the outside to take on them.
There're some mods which mess around with it, but I believe the idea of the mechanic is to make firefights happen rather than allow them to be avoided. Use concealment to set-up an ambush, not to avoid firefights at all.
XCOM 2 has a concealment mechanic but it's hardly a stealth game, the first few versions of LW 2 emphasised stealth missions. Then they de-emphasised it as XCOM 2 really wasn't built with a decent stealth system and it turned out to be a bit rubbish.
Sneaking around tends not to work, the ai does indeed cheat and will pursue you, and bunch up. I've seen it lots of times when the sitrep lets you see the whole map uncovered. Best to tackle a pod one at a time taking it from the front, use a concealed ranger then take out the turrets at range. Of course if the pods are truly bunched up, and not separating and thats the path you gotta take - or evac. You don't have to take it on, a few missions are unwinnable, or if you succeed you lose half your squad or more its not worth it! The missions to protect the device often bunch up a lot of enemies, with something like an Andrommedon/Sectopod/Gatekeeper all blasting away. You could throw your soldiers forward and beat it, but you'll pay the price.
The beacon in the UFO isn't so bad if you don't get it to it in time, it just means one reinforcement pod will arrive. You don't have to manually switch it off, an explosive to destroy it at distance will do the same job..
Is there a mod to disable this behaviour?