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There's two types on timed missions in Xcom2, Guerrilla Ops and Council Missions. Both of which (with one very niche exception) you will only see one of each of within a month.
Retaliation Strikes are....technically....a timed mission. But does anyone here actually view it that way? Once six people are safe, or far enough away from any enemies, said "timer" is disabled.
The timer in Guerrilla Ops is tied to the objective, the sooner it gets done the sooner the turn timer goes away and you are free to take all the time you want to hunt down the rest of the enemies to finish the mission.
Except for the "Protect The Device" missions where in the early game you have several times the normal limit to reach it and in the mid to late game will make you wish was a timed mission.
Council Missions are the other way around, all you need to do is grab the VIP and "GET TO DE CHOPPER!!".
Killing all the enemies is not required to complete the mission and just running past them to the evac is a legit tactic, more so if the evac zone is within running distance as leaving is a free action that can be taken even if you have no remaining actions and your turn doesn't automatically end if you have someone in the evac zone. Any you do kill are just bonus exp.
On top of that, you have options.
-If you really, really, want timers gone, there are several mods for that.
-WotC comes with an option to double the turn timers, which is effectively the same as getting rid of them but with less modding. If it takes you longer than 24 turns to do a council mission, it's not the game at that point.
-WotC also comes with another option that increases the turn timers by 50%, but that one comes with a cost of buffing enemy health.
-Finally with WotC, when one of the Chosen is within sight (a.k.a. close enough to shoot) any timer on that mission pauses until that Chosen has been killed.
Maybe I am just under-teched now? I am seeing sectopods for the first time.
In that exact situation the best option is a Spec (specialist) as they can "hack" things, like that computer, at range. This means you don't have to get any closer to the computer than just inside the door to the train (the sight lines are a little annoying on that one such that you need to be in the train carriage).
Whether you were under teched depends on what difficulty level, how many months into a campaign and what tier of weapons you were at.
Ideally by the time sectopods have started turning up you'd want to, at the least, have started handing out the basic tier 3 Beam weapons. There are few problems in this game that can't be solved by just having bigger guns.
As for loosing troops? Yeah, we all get that feeling. But sometimes you just have to bite the bullet and take the risk for "the greater good....". If they succeed but die, they're a martyr to the cause. A hero lost in the line of duty!
If they succeed but live? Oh, that memory will likely live rent free in your head until the day you die
That is one of the more interesting timed missions. It can be a lot easier if you take a specialist for remote hacking and know where you can blow the side of the carriage open (without damaging the target) to get a better sight line.
Usually that saves 1-2 turns cause other soldiers need to get into the tile to hack.
And they can often hack those Advent guard posts for some reward.
1 specialist is useful for those time missions.
Some bonuses can help time missions.
Like+2 turn, the timer only starts once the concealment phase is over.
So you can get those.
If any missions where you need to evac out you do not auto loot or pick up any corpses.
In missions where you kill all and do not need to Evac you auto loot and pick up the corpses.
Once you reach Sectopods good idea to avoid Protect the device missions and choose from the other 2.
There are plenty of mods that disable time mission or even the Avatar timer.
But the game is meant to be stressfull.