SarahAustin: Lemming? Wtf? Just move and get the objective done, there is no rush, not even with timers on XCOM 2, i never felt the timers were bad. Maybe dont play turn based tactical games, part of a tactical game is to get the job done in a timely fashion, not be a slowpoke.
Yunipuma: Well, being almost 50 i AM a slowpoke, but it IS turn-based games, not real time. So I do not accept your point. there WAS a rush to do most of missions in XCOM2 (Fireaxis game)/ You like it - good for you, but I do not.
Oh, and one other thing: there is no such thing as "part of a tactical game is to get the job done in a timely fashion, not be a slowpoke". Tactical game means you must overcome stronger force using your wits, not your legs.
The way it was implemented in XCOM 2 was very obviously a half-assed attempt to cover up the previous game's shortcomings with respect to AI and mechanics - since overwatch spam was so easy to abuse, and the AI so stupid.
XCOM2 Long War 2 mod improves the AI a fair bit, so even though I also used the mod to only count down the time limit once spotted, it still remained challenging.
Haven't played enough of this one to confirm AI yet, but the mechanics are definitely interesting. On the one hand, "never misses" provides some certainty - however, instead of "never misses" there are still min and max damage values (though from what I gather these are more to do with enemy awareness and not tied to randomness? Because if there is randomness there, then they've replaced one random element for another).
So far I'm liking how this game places emphasis on stealth, and it's done reasonably well so far. Once discovered, it's understandable that you'd get swamped by reinforcements.
I'm also liking how they implemented the evac zones - taking time to get there AND limiting the time available (well not really limiting it, but increasing danger level the longer you go over) seems more realistic without being annoying. So far anyway.