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I had the same reaction you did when I heard this game was on a timer. But.
The turn limits aren't that bad as they go down by turns taken, not real time, so there is no reason to rush when picking your actions. They just help keep you on your toes and stop you from sitting still in overwatch.
And if all else fails, save scumming is a (perfectly legitimate tactic) thing.
Missions that are vital to the games story don't have them. Missions that are needed to keep the games doom clock down don't have them (those last two are often the same thing).
Missions to save the places you get your income from or raid for new supplies from also have no timer.
Of the ones that do, they come in two forms.
-The first is a shorter number of turns, but goes away the moment the objective of that map is done. At which point you can take your sweet time finishing off any enemies left.
These are the most common of the mission types.
-The second sort give you far more turns with the only objective being get to the exit point and leave the map. Once all your troops (and anyone they came here to get) leave the mission is done and you have no need to kill all the things to complete it.
You also get ways to scout out ahead both from equippable items and the abilities of your troops so the enemy doesn't always have the drop on you as you move forward. Speaking of.
All but a very few missions start you off in a sort of stealth mode, letting you advance without having to worry about finding the enemy unless you move into their (or the civilians if in a city, they tend to panic if you get too close) detection area. Don't worry, their hard to miss.
This gives you a turn or two where you can run forwards until you find the enemy and set up an ambush to kick off the real fighting.
After this is were some of the abilities of your troops come in, as they let you either keep someone, or put them back, in stealth so you can sill scout ahead without too much worry.
However, they seem to work. The timer is often tight, but it seems worse than it is. You can get a lot done in a turn. I don't find myself needing to rush in the sense that I am running into dangerous situations and dying (well, not often). But you certainly can't dawdle. The timers will push you to be efficient and make the most of your team.
Welllll... the "save at least X civilians" missions don't have a timer but you often have to act like they do. Alien spawns will blast a civilian or two every turn until you distract them. That forces you to keep moving forward and engage, just like timers do.
No Mods neccessary
Double turn timers has always been more than enough! But do keep note that you'll have 8 turns on the psionic relay, which might be tight for some.
A compromise that I personally enjoy is "simple true concealment" which makes it so that most turn timers won't start until you've been discovered. It adds a decent chock of strategic depth and doesn't completely kill the urgency that turn timers give.
There's also mods to extend the timers, I find this in conjunction with the above the best combo.
Not to mention the chances of you not managing to save anyone at all are pretty dam low even on the higher difficulties.
- For Wotc : you can replicate this effect by tweaking the "Timer" sections in the DefaultMissions.ini file (xcomwarofthe chosen --> xcomgame --> config). Don't forget to do this for every mission type
Uh, except that any of your squad not in the evac zone when the timer runs out are captured by Advent. I've learned to live with the timers, but they still suck. Remove them and enjoy.
As to the one you are now talking about, yes you are informed of this fact the moment the mission starts.
I also find their far easier once you remember to small bits of info.
1) You don't have to kill everything to win.
2) The act of leaving is a free action, so even if it took all that troops move to get to the evac point they can still leave so long as they finish on the point. The game even waits to see if you want to before ending the turn.
WOTC- Simple True Concealment
Xcom 2- True Concealment