


That required a bit of a more methodical approach to that section though so the timer became an issue. Some real shit went down and I nearly wiped, but somehow I was able to get out of it and save 4 of my 6 guys. Then I ran into a level from hell with some new enemies that I accidentally triggered while rushing through. So I played for about 25 hours and never once lost a mission due to the timer. The meld stashes in EW were also better because it was more "here's a reward for doing it quickly" than "here's a massive penalty for not running through recklessly." The missions where there are reinforcements if you don't act quickly enough strike the right balance, imo. Hard fail states / losing your entire squad because of some made up timer is BS. I don't hate them either, I just wish that they were a little more forgiving, either in terms of giving you just a couple extra turns per run or in terms of somewhat reduced penalties for missing the timer (or perhaps tiered penalties where missing the timer by 1 turn is less harsh than missing it by 5 turns). Now you have no more moves remaining so your guy is helpless as the rest of your team struggles to catch up. Like the game is encouraging you to dash and then all of a sudden you dashed one move too far and activated a pod.

I don't think that the forced speed interacts particularly well with (a) the need to make sure that you squad is actually ready for a pod of enemies to magically activate at any point and (b) the fact that the levels are procedurally generated so the devs can't make sure that the levels are constructed in a sensible way. I don't like them because of the way that the enemies are still clumped into pods that magically activate as soon as you spot them, unless you are in concealment.
