Xeorm said:
Carnagath said:
I highly doubt that you are playing C/I and actually take risks in order to secure meld. You just grab it if it's in your way or not terribly out of your way and you just cleared the path towards it. So, again, it's a pointless chore. Nobody who plays Ironman would charge into a fog-covered area just to grab some meld that has 2 turns to go, at least noone who wants his playthrough to last more than 2 hours. So yeah, on normal runs it's a save scumming waste of time, and on Ironman it's pointless, so it's a pretty stupid addition either way (in my opinion always).
I haven't found it to be that awful either. Most maps I only have to go a little out of the way in order to grab them. I've really liked the addition of the objectives so far.
The giant sigh of relief that I breathe every time those 2 fucking canisters are collected and I can go back to playing tactically in a tactical game is all I need to form a (very negative) opinion about this addition. Very unfortunate.
Anyway, in my case, it's mostly tiring, because I don't play Ironman. I was done with that when I tried it and within the first hour I had 2 squad mates in full cover, hunker down and smoke grenade, and the enemies did not miss a single shot. Ironman turns the game into a 35 hour long RNG-dominated roguelike, which I found just a tad counterintuitive as a concept. Roguelikes are supposed to be short, so that when you die and lose all your progress within half an hour or 1 hour, you are like "Welp, that sucked, let's try again on my next coffee break" or whatever. But to have this happen after 15 or 20 hours due to RNG is just too devastating. TL

R: I'm too old for this shit.