XCOM 2
Long War of the Chosen
'Snare' missions (re-enforcements every turn) - why bother?
Just ran into one of these missions. from reading another thread I had assumed it was only on long lead time missions with low troop counts that indicated it was a snare, but now I'm doing a VIP extraction with a 25+ initial enemy count (after using an intel boost), and a few turns in it turns into re-enforcement every turn while fighting the not insignificant existing enemy forces.

This kind of mission I think needs to be re-thought from a play-ability stand point. No mission should be inherently a surprise suicide mission. A clearly difficult mission, sure, but if it's going to be a trap like this, the objective should change once it's discovered to be a trap. There must be some purpose to playing this, or some point to it over re-loading to before the mission and aborting the infiltration.

I'm not against there being a trap, but how about we make that it's own mission with a 'survival' based objective?
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Pauzeman 28 Jul @ 8:04pm 
Something I noticed about the VIP mission types in LWOTC is that the timer before the skyranger has to evacuate is longer, but the moment reinforcements start to spawn every turn is around when the timer would normally expire in vanilla. In practice you have to be just as quick to finish missions, just with the larger base enemy counts.

I trained my mind to think of the timer on VIP missions in LWOTC to be the same as vanilla, but with a chance of evacuating your units if you happen to go over the timer, rather than instant failure. Makes the system actually feel more forgiving that way.

Also, ouch. I'm still learning LWOTC and VERY HEAVY resistance on a VIP mission is hell at my current skill level, even for the juiced up A-team. What was your weapon/armor tech at?
Last edited by Pauzeman; 28 Jul @ 8:04pm
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