hamds28 wrote:
I think the "save who you can" aspect would be good to emphasize. It definitely is doable with a suboptimal team if the player is prepared to accept partial success.
I think this is (a large) part of the issue. Most players come to those missions with the objective to save everyone. Sometimes it's possible, other times it's not. In my experience (on Commander), it's possible with a good team to wait 1 turn after the evac zone appeared to wait for a late rebel (and the soldier who dashed all the way to grab him), but rarely 2 turns (or you have to expect to take heavy wounds and maybe loose someone). If you haven't found every rebel when the timer is 1 turn before evac, it just means you won't get them in time and you should regroup to evac.
Haan wrote:As far as I'm concerned shit is broken.
Yes it is, and will be fixed for 1.5. :
johnnylump wrote:- Fix bug causing forced reinforcement missions (haven defense, supply convoy) to use the wrong reinforcement rules leading to much more difficult reinforcements.
Until then, if you really find one of those mission to be impossible, just use the console to kill a few aliens and bring the difficulty closer to what it should be.
Note that the bug only affects the pure RNF retaliation, not the retaliation with pods already in place.
If you have both pods already on the map and RNF each turn, then it's another bug that might be caused by bad config (try resetting your config files) or mod conflict. I'm not sure pre-placed pods on RNF retaliation have ever been confirmed as a real LW2 bug (but i don't read every bug report).