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As for the escort mission, you are aware that the enemy which will ignore your squad and go for the VIP will have a symbol over their head?
Having a CC heavy squad makes sense in theory, but it's difficult to guarantee that's available. Agreed that moving next to civilians to rescue them is important, but they're always spread out all across the map so it's not always possible to reach enough of them quickly enough.
In in hostage mission I usually clear the room first before getting the hostage.
I just did one this morning and my opening used teamwork + a motile inducer + terminal's AP ability so I'd had four turns, two of them axiom dashing forward rescuing civilians while smashing down enemies, before the enemy got to move. Ended up with zero civilian casualties even with chrysalids in the mission. Chrysalids + civilians is very, very bad incidentally.
Note you only get the rescue civilians mission only comes up in response to a district being at 5 unrest. So you can always skip it if you can manage the unrest in other ways, and I'm sure it's intended to be nasty because it's an uncontrolled unrest mission. They're all pretty brutal with little reward beyond bringing unrest back under control.
Oh yeah... somehow each new game makes me hate chrysallids more than I already did.
I thought Chrysalids where annoying in Xcom 2 but in this game they are even worse. Atleast they dont poison you this time around but they rek all the civilans (wich means you get more unrest in the city area).
I keep hoping some sadist will bring back classic Chrysalids just to yank everyone's chains that thought they were ever a problem in the remake/sequel.
As for the topic, it's worse when you can't tell why the car explodes instantly sometimes and then other times will burn for 3 turns.