^^
For me it has nothing to do with it being to hard or forcing a change in tactics. That's the exact opposite, due to game mechanics it doesn't force a change in tactics, it's pretty much pointless all but one map, the timer might as well not exist. It's pretty much impossible to remain concealed, there's no such thing as a silent knife kill, only single pods activate. Even commando 2 had better enemy Ai and that's 14 years old. It very much feels like a half made game. You can see what they were trying to achieve, but then totally broke it. I'm hopping they dine this to sell the expansion, as the expansion on xcom is normally a pretty bug upgrade.
Lead designer says they were worried people would feel like they failed or were being punished if their concealment was broken, and would save scum to prevent it happening.
This makes no sense. Atm you have no choice but to break concealment.
on a plus side, finaly a mod that reintroduces damage affects aim and movement
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think a modded replay is in order.
Evac All - This mod adds an "Evac All" ability to soldier ability bars when they are in an active evac zone.
Overwatch All/Others - Adds the ability to put all/other units with action points on Overwatch
Flank Preview - This mod adds the ability to preview if a move will flank an enemy, as indicated by a yellow line of sight icon.
True retroactive AWC - this mod change the requirement to be exactly on the rank to higher or equal to the required rank, so even if AWC rolls a lower number than the rank, you still get the perk.
Engineer2Scientist - Changes the Engineer slots in the AWC and Psi Lab into Scientist slots to make Scientists a bit more useful, it also seems to make more sense
Experimental Item Unlock - This mod unlocks items that are created in the proving grounds via experimental projects.
They cost an elerium core and a small amount of supplies
Hidden Potential - The stat growth at each level should be randomized now, with the original stat growth being the median value and possible caps removed. There are some exceptions for balance reasons though
Show Health Values - Shows the value of HP on top of cover icon, no more counting sectopod's HP
Wound Recalibration - This small mod adjusts INI values which determine how soldiers' wound times are calculated, with the intent of making recovery durations more closely related to how severely wounded a soldier was
Stop Wasting My Time - Speeds up the game by removing pointless pauses and other time-wasters.
All changes are purely cosmetic.
Advanced Modular Weapons - Adds a project to the Proving Grounds that unlocks an additional upgrade slot for your soldier's primary weapons upon completion. Removes the Armed to the Teeth regional bonus from the game, which has its functionality replaced by this.
Show All Perks - Makes all perks visible regardless of the soldiers rank, allowing you to plan out your builds more easily.
Mission Time Remaining - Adds mission remaining times on the sites list at the bottom of the geoscape. Also displays scan time remaining in hours below a certain threshold.
Leader Pack - This mod adds a development path for XCOM soldiers in the Guerrilla Tactics School, allowing them to train special perks that benefit the entire squad. But only one leader at a time can go on a mission, so be careful whom you select for the training!
Engineer - This is the Combat Engineer. They can serve as demolitions support or close quarter’s fighters. They equip the shotgun and grenade launcher and have their own GTS skill which is biggest booms but it’s separate from the grenadier one.
Quick Start - Bypasses Operation Gatecrasher, the first non-tutorial mission of the campaign. It gives the soldiers on the Skyranger a promotion and the Advent/Sectoid corpses from the mission.
Elerium Grounds - A mod to try and alleviate the mid to late game Elerium Core shortage, it allows crafting of Elerium Cores in the Proving Grounds once Elerium has been researched, as well as allowing upgrading of Spider Suits and EXO suits to their Powered Armor equivilant once the required Tech has been researched.
Ammo as weapon mods - Makes ammo a weapon upgrade instead of a utility item.
Additional PCS - Readds the Psionic PCS, and adds a new Hacking PCS
Slower Avatar Project Progression - This mod rebalances the progression speed and total progression needed for the avatar program based on your difficulty.
Rifles for All Classes - This mod allows all of XCOM2's default classes to use a rifle as their primary weapon.
This does not prevent soldiers from using earned skills like holo-targeting or suppression.
Second Wave Reborn
1)Not Created Equally is back and it's better than ever, with more stats to roll and a larger range.
2)Epigenetics is a new Second Wave option- enemies get randomised too now, all balanced around the muton
3)Red Fog is now back, every unit (both friendly and hostile) that gets hit will suffer lower mobility and aim!
4)Commander's Choice walks among us once more! this ability lets you to change the class of any squaddie to any other class, It's On by default but it'd take a couple of seconds for the UI to show up, be patient.
5)Absolutely Critical is here, quite easy to put in, it's now effecting both XCOM and the aliens- Watch the flanks!!
a lot of them just make more sense than the base game.