Decent mod, but makes no sense in most missions where things are happening regardless of if you're concealed or not; mod name could be tweaked, as well as the timer for missions where you're literally against the clock to stop relays from broadcasting.
What doesn't make sense is how XCOM manages to arrive right before they're about to destroy documents/stop broadcasting every time. Also how you start in Concealment despite being brought in a very obvious and very loud transport.
The way I rationalize it is that it's a low-priority broadcast set to high priority the moment they realize you're there. And the rest, well, you need a bit of suspension of belief for a lot of game mechanics in XCOM 2 to make sense.
This is a video game, not a documentary. The timer is there for a reason and it's for GAMEPLAY. They didn't want players sitting back and overwatching 50 times per map this time around.
This mod is optional, but it's very disappointing seeing most of the mods on the nexus top list only purpose is to make the game easier.
Thing is, barring the alien broadcast missions, everything revolves around gathering an asset before self-detonating charges go off.
Why would the aliens activate the charges on an active workstation when there's nobody around (to the best of their knowledge)? Makes way more sense for them to start if up when they find out that there are insurgent forces in the area.
why would the aliens be in a hurry when they dont even know xcom is on to them yet? it's dumb, and this mod fixes a dumb game mechanic. you disagree, then stfu and dont download it. dont have to post on the comments bein a douche.
I don`t agree with the Timer being in there JUST for gameplay. This is the problem of a lot of guys who make crap games. People need a REASON, even if it`s a small one, why things happen. We need it because in the real world everything happens for a reason, even physics. We instinctively understand this. So if something illogical happens, most sane adult minds will ask, `How? Why?` If there`s a Timer ticking away, knowing why helps us suspend our disbelief and therby enjoy the game better.
I think for the most part the ticking timers make sense in Xcom2, but I wish the Devs would be less lazy. Some of their explanations for things are silly when a little thought and a better excuse would`ve worked. For instance there`s a mod for a gun that allows you to do 1 damage even if you miss. The Devs don`t bother giving a reason how. They could`ve easily solved that by simply saying, `The mod has an an auto-hit targeting system that is guaranteed to do at least one damage to whoever it is shot at.`
Just a change of wording to help things make sense. Gameplay achieved and Player`s questions answered.
Anyway, like this Mod and the Timer starting when you`re discovered makes a lot of sense.
The only one being a douche was yourself ginsu. And it's a game balancing mechanic, so you can't just sit and wait in overwatch all day until a pod comes into view. If you can't understand that....
... plus concealed overwatch doesn't even work unless you have your final soldier attack and have ADVENT troops scatter, triggering overwatches (i was happy when i first relized that was how it was done)
24 October 2018, 8:31AM... The only one being a douche was yourself ginsu. And it's a game balancing mechanic, so you can't just sit and wait in overwatch all day until a pod comes into view. If you can't understand that....
And? Who Gives a Flying f*#@! Seriously a simple thing they could have added to the game is a on off for thigns like this. One for inane assholes who thinks we should play it their way.. I mean with a few things that dont make sense for "game play" and those that want to adjust a few things like this mod. They were totaly right about raging on your ass for hoping on to talk about why you don't like the mod, not if the mod works which you could have just left alone.. did you even download and use it or you just a trolling asshat? Guessin this person will never see it since its a few years old but seriously. You play your game your way and I will mine.
this mod has the potential to prevent missions from completing in wotc.
if you utilize a reaper and he does not break concealment the game will not recognize that the objectives are completed. This is true for at least "neutralize all enemie targets". mission can be completed once you remove the mod.
just starting for the first time. no idea what a dark event is. i hear some comments saying it no longer works. Seeing as how this will be the first mod i'm installing, i'm going to avoid other mods and test whether this mod still works as intended.
I'm one of those that thinks alot like BeagleRush: i like to take my time and make sure things go right the first time. Unlike him, i'm a save scum person who loves to get the perfect result...so, obviously, i hate being constantly in a state of RUSH.
Does anyone know of a way to disable the dark event that halves the timer for timed missions?
I love this mod, but It appears the halving the timer event activated as a hidden event. It also activated as a normal event the previous month and I stopped it, knowing how ridiculously overpowered it is.
I had thought about disabling it first, but then I thought "meh, I'm too lazy, I think I'll just choose to stop that one whenever it shows up". Now, I'm sorry for the long text but here's the reason why I god damn need to disable it:
Rescue the VIP, 5 turns. I squeeze through the pods, the closest I can get to both the VIP and the extraction point, but then a pod moves in a way that puts my soldier inside range of sight. It doesn't reveal him, he's in cover, but once he moves, he will be revealed. So I can't keep squeezing through and have to engage now.
I have my A-team minus my grenadier, which is not that much of a big deal since I can trade in a squaddie and only use him for grenades. I have an 8 man squad, necromancer completely obliterates one pod of two advanced troopers of god knows what type and a Muton with one goddamned move. The Muton survives with one HP, but will die to burning next turn. I save scummed this mission three times because I tried to activate kill zone on my sniper, which I now believe to be an utterly broken skill in my non-updated game, and couldn't get more than one shot out of it. So I use My infantry trooper's three moves (one free shot at beggining of turn, one flare which is free action for reduced defense on targets, and another shot). Not only that, but when the pods activated, infantry got a free pistol overwatch shot for 6 damage on a stun lancer that got too close to him, with the zone of control ability. That's f*#@ing four actions for a single unit in one turn. Anyways, My grenadier blows cover, field medic reduces the defence of the archon (free action) and shoots I don't remember who, sniper goes lightning hands and snipershot on the -10 defence archon (who moterfucking dodges, as usual), ranger goes run-n-gun and slash crazy, specialist finishes the archon. The pods were three: Muton +2 who died instantly, archon +2 sectoids, MEC +2 advanced stun lancers. I could have haywired the MEC, but the specialist was too close to the Archon, and the Archon would have survived had I not taken the shot. The specialist, who usually moves the farthest during concealment because of ever vigilant, was across the map from the MEC, and probably 3 tiles away from the archon.
Still, my best ranger and my squaddie grenadier were too far to make the ridiculous 5 turn window. One more turn and I could have saved everybody. I'm even playing on normal
TL,DR: Please nerf the dark event, tell me how to disable it, or I'll just have to get the mod that disables timers. I got the dark event twice in a row in two months, the second time as a hidden event (either that or I was foolish enough not to see it, which I don't think) and it ruined me. Not only that, but in missions where I don't get my full A team, it promises to ruin me even worse.
61 comments
Makes sense, right?
The way I rationalize it is that it's a low-priority broadcast set to high priority the moment they realize you're there. And the rest, well, you need a bit of suspension of belief for a lot of game mechanics in XCOM 2 to make sense.
This mod is optional, but it's very disappointing seeing most of the mods on the nexus top list only purpose is to make the game easier.
Why would the aliens activate the charges on an active workstation when there's nobody around (to the best of their knowledge)? Makes way more sense for them to start if up when they find out that there are insurgent forces in the area.
I think for the most part the ticking timers make sense in Xcom2, but I wish the Devs would be less lazy. Some of their explanations for things are silly when a little thought and a better excuse would`ve worked. For instance there`s a mod for a gun that allows you to do 1 damage even if you miss. The Devs don`t bother giving a reason how. They could`ve easily solved that by simply saying, `The mod has an an auto-hit targeting system that is guaranteed to do at least one damage to whoever it is shot at.`
Just a change of wording to help things make sense. Gameplay achieved and Player`s questions answered.
Anyway, like this Mod and the Timer starting when you`re discovered makes a lot of sense.
And?
Who Gives a Flying f*#@! Seriously a simple thing they could have added to the game is a on off for thigns like this. One for inane assholes who thinks we should play it their way.. I mean with a few things that dont make sense for "game play" and those that want to adjust a few things like this mod. They were totaly right about raging on your ass for hoping on to talk about why you don't like the mod, not if the mod works which you could have just left alone.. did you even download and use it or you just a trolling asshat? Guessin this person will never see it since its a few years old but seriously. You play your game your way and I will mine.
if you utilize a reaper and he does not break concealment the game will not recognize that the objectives are completed. This is true for at least "neutralize all enemie targets".
mission can be completed once you remove the mod.
I'm one of those that thinks alot like BeagleRush: i like to take my time and make sure things go right the first time. Unlike him, i'm a save scum person who loves to get the perfect result...so, obviously, i hate being constantly in a state of RUSH.
The idea is good, it is a pity that it does not work in practice.
I think it's most likely due to either DLC, or possibly Long war.
In the Vanilla game it works as intended... but who's using vanilla?!
For those of us that love this Mod, it would be really nice if it could be updated to work with Long War and DLC.
Here is my playthrough footage using this mod, but I also add 4 turns to most missions, commander difficulty and the 'A Better Advent' mod is hard enough without running out of time:
https://www.youtube.com/playlist?list=PLm1nrxZ64S1As_WEwhTJrhZqljOFQmbvp
I love this mod, but It appears the halving the timer event activated as a hidden event. It also activated as a normal event the previous month and I stopped it, knowing how ridiculously overpowered it is.
I had thought about disabling it first, but then I thought "meh, I'm too lazy, I think I'll just choose to stop that one whenever it shows up". Now, I'm sorry for the long text but here's the reason why I god damn need to disable it:
Rescue the VIP, 5 turns. I squeeze through the pods, the closest I can get to both the VIP and the extraction point, but then a pod moves in a way that puts my soldier inside range of sight. It doesn't reveal him, he's in cover, but once he moves, he will be revealed. So I can't keep squeezing through and have to engage now.
I have my A-team minus my grenadier, which is not that much of a big deal since I can trade in a squaddie and only use him for grenades. I have an 8 man squad, necromancer completely obliterates one pod of two advanced troopers of god knows what type and a Muton with one goddamned move. The Muton survives with one HP, but will die to burning next turn. I save scummed this mission three times because I tried to activate kill zone on my sniper, which I now believe to be an utterly broken skill in my non-updated game, and couldn't get more than one shot out of it. So I use My infantry trooper's three moves (one free shot at beggining of turn, one flare which is free action for reduced defense on targets, and another shot). Not only that, but when the pods activated, infantry got a free pistol overwatch shot for 6 damage on a stun lancer that got too close to him, with the zone of control ability. That's f*#@ing four actions for a single unit in one turn. Anyways, My grenadier blows cover, field medic reduces the defence of the archon (free action) and shoots I don't remember who, sniper goes lightning hands and snipershot on the -10 defence archon (who moterfucking dodges, as usual), ranger goes run-n-gun and slash crazy, specialist finishes the archon. The pods were three: Muton +2 who died instantly, archon +2 sectoids, MEC +2 advanced stun lancers. I could have haywired the MEC, but the specialist was too close to the Archon, and the Archon would have survived had I not taken the shot. The specialist, who usually moves the farthest during concealment because of ever vigilant, was across the map from the MEC, and probably 3 tiles away from the archon.
Still, my best ranger and my squaddie grenadier were too far to make the ridiculous 5 turn window. One more turn and I could have saved everybody. I'm even playing on normal
TL,DR: Please nerf the dark event, tell me how to disable it, or I'll just have to get the mod that disables timers. I got the dark event twice in a row in two months, the second time as a hidden event (either that or I was foolish enough not to see it, which I don't think) and it ruined me. Not only that, but in missions where I don't get my full A team, it promises to ruin me even worse.