Hangar (Long War)
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
Effect | Main staging ground for Xcom aircraft | |||||||||
Adjacency Bonus | None | |||||||||
Prerequisites | None | |||||||||
Other | None | |||||||||
Build costs |
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Normal |
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Quick |
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Maintenance | §0 | |||||||||
Power | 3 |
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar. Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm.
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.
Aircraft
InterceptorsRaven - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.
Firestorm - Superior interceptor available to Engineering after researching Alien Propulsion.
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TransportSkyranger - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.
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Pilots
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.
Hangar Storage
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.
Equipping
You can equip your interceptors in the Hangar menu, under "View Craft". Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. Advanced systems must be manufactured before you can equip them. Modules do not have to be equipped.
Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!
Interceptor Weapons
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:
- Avalanche Missiles
- A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology.
- All interceptors start equipped with these missiles.
- Slow firing, long range missiles with medium damage and low armor penetration.
- Avalanche Missiles are free of cost and available without research or manufacturing.
- A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology.
- Stingray Missiles
- Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.
- Slow firing, long range missiles with low damage but medium armor penetration.
- Stingray Missiles are free of cost and available without research or manufacturing.
- Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.
- Phoenix Cannon
- Rapid fire magnetic cannon designed to shred fast moving targets.
- Rapid firing, long range, low damage and low armor penetration.
- Available to build after completing Alien Materials research.
- Receives a significant upgrade after completing the Quenchguns Foundry Project.
- Rapid fire magnetic cannon designed to shred fast moving targets.
- Laser Cannon
- Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
- Medium fire rate, long range with medium damage and low armor penetration.
- Available to build after completing Advanced Beam Weapons research.
- Receives a significant upgrade after completing the Supercapacitors foundry project.
- Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
- Plasma Cannon
- The Plasma projectile's extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
- Available to build after completing Vehicular Plasma Weapons research.
- The Plasma projectile's extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
- EMP Cannon
- The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
- Available to build after completing EMP Weapons research.
- The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
- Fusion Lance
- The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
- Can only be loaded on a Firestorm Interceptor.
- Available to build after completing Fusion Weapons research.
- The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
Modules
You can also build one-time use modules to use during interceptions to boost your craft's abilities:
- Defense Matrix (Dodge)
- One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
- Avoid next two hits from enemy ship's fire.
- Can be activated at Balanced and Defensive Stance.
- Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
- UFO Tracking (Boost)
- One time use when interceptors are in combat with UFOs.
- Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.
- Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.
- Uplink Targeting (Aim)
- One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.
- Next two shots against enemy ship always hit.
- Can be activated at Balanced and Aggresive Stance.
- Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
Permanent Aircraft Boosts
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:
- UFO tracking
- Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.
- Available as a Foundry project once Alien Power Systems has been researched.
- Aerospace research credits apply, reducing research time by 25%.
- UFO countermeasures
- Increased dodge (+15%)
- Available as a Foundry project once Seeker Autopsy has been researched.
- UFO analysis
- Research of each of the UFO types gives a damage boost when fighting that type again.
- Available once Alien Materials has been researched.
- Armored Fighter
- Increased armor.
- Available as a Foundry project once Advanced Aerospace Concept has been researched.
- Aerospace and Armor research credits apply, reducing research time by 25% each.
- Wingtip Sparrowhawks
- Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
- Available as a Foundry project once Advanced Aerospace Concept has been researched.
- Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
- Penetrator Weapons
- Increased weapon penetration.
- Available as a Foundry project once Advanced Aerospace Concept has been researched.
- Aerospace research credits apply, reducing research time by 25%.
- Improved Avionics
- Increases Aim
- Available as a Foundry project once Advanced Aerospace Concept has been researched.
- Advanced Repair
- Faster repairs.
- Available as a Foundry project once Heavy Floater Autopsy has been researched.
- Super Skyranger
- Available as a Foundry project once Advanced Aerospace Concept has been researched.
- Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
Tables
Aircraft
Name | Health | Armor | Penetration | Speed | Prerequisites | Cost | Maintenance | ||||||
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Other | |||||||||||||
Skyranger |
Can't be damaged or destroyed | XCOM starts with one, unable to produce more | 20 | ||||||||||
Satellite |
Increases funding and provides unique bonuses | 10 | 200 (300) |
0 (7) |
25 days (12.5 days) |
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Interceptor |
2500 | 5 | 10 | 200 | 3 days | 40 | |||||||
Firestorm |
4000 | 25 | 5 | 15 | Alien Propulsion | 75 | 750 (1125) |
180 (270) |
120 (180) |
10 (30) |
8 UFO Flight Computers 4 UFO Power Sources |
28 days (14.0 days) |
50 |
Interceptor Weapons
Name | Hit chance | Damage | Penetration | Firing cooldown |
Prerequisites | Cost | ||||||
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Other | ||||||||||||
Avalanche Missiles |
25% / 40% / 55% | 340 (170 per second) |
2.0 second | XCOM starts with an unlimited supply | ||||||||
Stingray Missiles |
25% / 40% / 55% | 200 (133 per second) |
10 | 1.5 second | XCOM starts with an unlimited supply | |||||||
Phoenix Cannon |
25% / 40% / 55% | 140 (183 per second) |
5 | 0.75 second | Alien Materials | 15 | 120 (180) |
12 (18) |
0 (5) |
10 days (5.0 days) | ||
Laser Cannon |
25% / 40% / 55% | 290 (290 per second) |
5 | 1.0 second | Advanced Beam Lasers | 25 | 160 (240) |
30 (45) |
0 (6) |
10 days (5.0 days) | ||
Plasma Cannon |
25% / 40% / 55% | 650 (650 per second) |
22 | 1.0 second | Vehicular Plasma Weapons | 95 | 500 (750) |
50 (75) |
60 (90) |
5 (19) |
1 Alien Rifle | 14 days (7.0 days) |
EMP Cannon |
15% / 30% / 45% | 310 (563 per second) |
30 | 0.55 second | Electromagnetic Pulse Weapons | 100 | 575 (862) |
60 (90) |
160 (240) |
0 (16) |
1 Sectopod Wreck | 20 days (10.0 days) |
Fusion Lance |
15% / 30% / 45% | 1200 (960 per second) |
26 | 1.25 second | Fusion Weapons | 120 | 800 (1200) |
70 (105) |
120 (180) |
40 (62) |
1 Fusion Core | 25 days (12.5 days) |
Modules
Name | Special properties |
Prerequisites | Cost | ||||||
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Other | |||||||||
UFO Tracking (Boost) |
Increases the duration of this air combat | Alien Materials Aircraft Boosters |
12 | 15 (22) |
1 (1) |
1 (3) |
2 Drone Wrecks | 5 days (2.5 days) | |
Defense Matrix (Dodge) |
Dodges the next two incoming attacks | Cyberdisc Autopsy Aircraft Boosters |
50 | 25 (37) |
2 (3) |
1 (3) |
2 Cyberdisc Wrecks | 5 days (2.5 days) | |
Uplink Targeting (Aim) |
Automatically hits the next two attacks | Floater Autopsy Aircraft Boosters |
35 | 20 (30) |
1 (1) |
1 (1) |
1 (3) |
3 Floater Corpses | 5 days (2.5 days) |
Permanent Upgrades (Foundry Projects)
(Version Long War Beta 15d2)
Damage Calculations
- Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)
- 0 is the minimum Armor Mitigation and 0.95 is the maximum
- Base Damage = Weapon Damage * ( 1 - Armor Mitigation)
- Crit Chance = ( Armor Penetration - Target Armor) / 2
- 5% is the minimum Crit Chance and 25% is the maximum
- A successful Crit multiplies damage by 2
- total damage is then randomized to between 50% and 150% of its current value.
- For XCOM Aircraft:
- If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1
- total damage is also multiplied by ( Pilot Kills / 100 ) + 1
Examples:
- Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.
- Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.
- Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.