XCOM 2
Fokkas Sep 6, 2016 @ 8:06pm
Any mods that delay or remove timers?
Since it seems like this game isn't nearly as infinite as XCOM1 (or finite, however you think of it) - I'm wondering if there is a mod that adds more consistent missions to continue to further reduce the Avatar Project (end game) progress.

Also it'd be lovely to find a mod that adds more turns on those missions that only allow like up to 8-12 turns to complete the entire mission. It's alright, but it really destroys the feeling of setting up ambushes and it forces us to rush some of those missions like they're missions in Battlefield 4 rush games.
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Showing 1-15 of 23 comments
gimmethegepgun Sep 6, 2016 @ 9:16pm 
Plenty of mods that will change/delay/remove the timers. Not very hard to find in the workshop.
Fokkas Sep 6, 2016 @ 9:27pm 
Any suggestions on what's best?
orion winterfire Sep 6, 2016 @ 10:02pm 
I like True Concealment. It actually reduces the timer slightly but doesn't start it until concealment is broken.
red255 Sep 6, 2016 @ 10:22pm 
These maps aren't that large, what do you mean RUSH. I mean its enough time to walk at a leisurely pace.

but you can alter the ini, you can make it so when the avatar meter reaches full you have....more time. not sure what the maximum allowed here is. but its an easy fix in the ini.
LeftPaw Sep 6, 2016 @ 10:53pm 
This is the one I have always used and it works perfectly, just be careful of other mods that might break it such as 'evac all'

http://steamcommunity.com/sharedfiles/filedetails/?id=616964599

And this is how you can stop the stupid avatar c**p from progressing.

https://www.reddit.com/r/Xcom/comments/44jnke/xcom2_heres_how_to_disable_the_avatar_project_and/
Last edited by LeftPaw; Sep 6, 2016 @ 10:54pm
Sticky Wicket Sep 7, 2016 @ 7:53am 
This is the one I personally would recommend, but there are a quite few different ones dependng on how you want to play the game.

This one is very easy to configure according to types of mission, and also has a randomness setting within configurable parameters. It adds by default a +4 turns (which makes a lot of difference) but you can change that to whatever you want.

http://www.nexusmods.com/xcom2/mods/36/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D36%26preview%3D&pUp=1

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What would be nice to see is a mod that has this, combined with true concealment and additional in-game hack opportunities with your specialists to reset the timers.
Last edited by Sticky Wicket; Sep 7, 2016 @ 8:10am
Kunovega Sep 7, 2016 @ 10:49am 
Originally posted by SouthLane:
This is the one I have always used and it works perfectly, just be careful of other mods that might break it such as 'evac all'

http://steamcommunity.com/sharedfiles/filedetails/?id=616964599

And this is how you can stop the stupid avatar c**p from progressing.

https://www.reddit.com/r/Xcom/comments/44jnke/xcom2_heres_how_to_disable_the_avatar_project_and/

Turning off the timers and avatar completely basicaly makes the game baby-easy-mode because there's virtually no way to lose
Kunovega Sep 7, 2016 @ 10:51am 
Originally posted by Remember Byron:
This is the one I personally would recommend, but there are a quite few different ones dependng on how you want to play the game.

This one is very easy to configure according to types of mission, and also has a randomness setting within configurable parameters. It adds by default a +4 turns (which makes a lot of difference) but you can change that to whatever you want.

http://www.nexusmods.com/xcom2/mods/36/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D36%26preview%3D&pUp=1

~

What would be nice to see is a mod that has this, combined with true concealment and additional in-game hack opportunities with your specialists to reset the timers.

Your specialists can already end most timers from a distance. Any hack related timer can be shut off by simply doing the objective and a specialist can do it from far away with the gremlin. I finish most 8 turn timers in 4 or 5 turns and than take my time cleaning up the aliens.. You then have all the time in the world to finish killing the aliens on the map without a timer...

The only missions where your specalist can't do this are VIP and those have 12 turns, there's no map that takes 12 turns to get across and on those missions you aren't even required to kill everything you can just leave once you are in range...
Last edited by Kunovega; Sep 7, 2016 @ 10:52am
Sticky Wicket Sep 8, 2016 @ 2:48am 
Originally posted by Kunovega:
Originally posted by Remember Byron:
This is the one I personally would recommend, but there are a quite few different ones dependng on how you want to play the game.

This one is very easy to configure according to types of mission, and also has a randomness setting within configurable parameters. It adds by default a +4 turns (which makes a lot of difference) but you can change that to whatever you want.

http://www.nexusmods.com/xcom2/mods/36/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D36%26preview%3D&pUp=1

~

What would be nice to see is a mod that has this, combined with true concealment and additional in-game hack opportunities with your specialists to reset the timers.

Your specialists can already end most timers from a distance. Any hack related timer can be shut off by simply doing the objective and a specialist can do it from far away with the gremlin. I finish most 8 turn timers in 4 or 5 turns and than take my time cleaning up the aliens.. You then have all the time in the world to finish killing the aliens on the map without a timer...

The only missions where your specalist can't do this are VIP and those have 12 turns, there's no map that takes 12 turns to get across and on those missions you aren't even required to kill everything you can just leave once you are in range...

People play this game differently.

If you are happy playing it the way you play it then that is good for you. Your way is your way it is not the definitive way or correct way it is your way.

The Op, myself and the 11,000+ others who have downloaded this mod have every right to play the game in a way that they enjoy. Wanting a way to have more options and choices over the game timers, and other tactical game elements, is completely legitimate.

Also, I have never come accross any specialist hack options in the hack screen to reset the mission turn timers in any random mission I have played so far.
Last edited by Sticky Wicket; Sep 8, 2016 @ 2:58am
Pendra37 Sep 8, 2016 @ 6:26am 
You can hack the objectives from afar with a specialist. This saves 1-2 turns. After you hacked the objective, the timer stops so you have time to kill all. That is what he meant by specialist resets time.
SamBC Sep 8, 2016 @ 7:03am 
Originally posted by Pendra37:
You can hack the objectives from afar with a specialist. This saves 1-2 turns. After you hacked the objective, the timer stops so you have time to kill all. That is what he meant by specialist resets time.
Not all non-extraction maps are hack objectives. Protect and destroy relays being the big ones i can think of.
Kunovega Sep 8, 2016 @ 7:10pm 
Originally posted by SamBC:
Originally posted by Pendra37:
You can hack the objectives from afar with a specialist. This saves 1-2 turns. After you hacked the objective, the timer stops so you have time to kill all. That is what he meant by specialist resets time.
Not all non-extraction maps are hack objectives. Protect and destroy relays being the big ones i can think of.

Protect does not have a timer

Destroy can be shot from a distance regardless (same benefit that a specialist has for hacking targets with a gremlin except anyone with a gun can do it)
Last edited by Kunovega; Sep 8, 2016 @ 7:18pm
Kunovega Sep 8, 2016 @ 7:17pm 
Originally posted by Remember Byron:
Originally posted by Kunovega:

Your specialists can already end most timers from a distance. Any hack related timer can be shut off by simply doing the objective and a specialist can do it from far away with the gremlin. I finish most 8 turn timers in 4 or 5 turns and than take my time cleaning up the aliens.. You then have all the time in the world to finish killing the aliens on the map without a timer...

The only missions where your specalist can't do this are VIP and those have 12 turns, there's no map that takes 12 turns to get across and on those missions you aren't even required to kill everything you can just leave once you are in range...

People play this game differently.

If you are happy playing it the way you play it then that is good for you. Your way is your way it is not the definitive way or correct way it is your way.

The Op, myself and the 11,000+ others who have downloaded this mod have every right to play the game in a way that they enjoy. Wanting a way to have more options and choices over the game timers, and other tactical game elements, is completely legitimate.

Also, I have never come accross any specialist hack options in the hack screen to reset the mission turn timers in any random mission I have played so far.

Did I say you can't play the game different?

But I would point out that there is a definitive way: the devs way.

I never once said you can't change it, that's what mods are for. But at the same time I caution people to think about the games original design and realize that there are simple ways to play inside of that design.

Once you understand that, then you can better choose from among the options you have for changing it instead of blindly jumping to the most extreme version (shutting the timers off completely)

There is a balance to the game by having timers in place. Remove them entirely and you can pretty much negate any challenge the game has. And while you are free to do so; I'm simply recomending people think about it before hand.

I would hate to see someone turn off all the challenge in the game on the first play through and than come whine on the forums that the game was too easy.

Give it a shot with the timers, realize what they are there for and than adjust accordingly until you find your level of challenge that remains fun.

There's many options between default and "off", I'm sorry if pointing that out offended you.
R2_Opus2 Sep 8, 2016 @ 7:38pm 
I'm having a similar issue with prolonging the campaign such that you do the story missions when you want to, just to be able to extend the time you have enjoying the super soldiers you've made near the end. I've seen the disable avatar project one and the pip removal story ones, but I want to do something diffferent and combine facility pip gain/removal and the guerilla op breakthrough one to include pip removal.

On the subject of balance, I always look at these things with a litte bit of amusement because we are esentially talking about single player sandbox play or what I like to say is Alien Invasion Solitare in this case.

I do understand the need for balance on another level for myself because I do find that while I love to play with larger squad sizes, I also want that challenge of beefing up the oppostion so I like the ones with increased alien pod sizes for example. its no fun going with a super squad size when all there are is 3 pods of 3.

The true concealment mod I haven't tried yet but it sounds interesting. I think I haven't tried it yet because I think it conflicts with another mod I like so I'm not sure what I'll do about that yet.
LeftPaw Sep 8, 2016 @ 10:03pm 
Originally posted by Kunovega:
Originally posted by SouthLane:
This is the one I have always used and it works perfectly, just be careful of other mods that might break it such as 'evac all'

http://steamcommunity.com/sharedfiles/filedetails/?id=616964599

And this is how you can stop the stupid avatar c**p from progressing.

https://www.reddit.com/r/Xcom/comments/44jnke/xcom2_heres_how_to_disable_the_avatar_project_and/

Turning off the timers and avatar completely basicaly makes the game baby-easy-mode because there's virtually no way to lose

Yeh, that's the idea, who wants to lose? What it does give you is a great tactical game, were you take your time set up ambushes etc: It also enables you to see the full game, rather than rush through missing most of what it has to offer.
Believe me, if you push up the difficulty and mod it right it's not all that easy, but at least it's enjoyable.

I ******* hate timers, what ever the game, I hate ******** timers
Last edited by LeftPaw; Sep 8, 2016 @ 10:04pm
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Date Posted: Sep 6, 2016 @ 8:06pm
Posts: 23