Difference between revisions of "Hangar (Long War)"
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− | | align="center"|Avalanche Missiles || align="center" | 25/40/55%|| align="center" | Long || align="center" | Slow || align="center" | Medium || align="center" | Low ||align="center" | - ||align="center" | - || align="center" | - || align="center" | - ||align="center" | - ||align="center" | - ||align="center" | - | + | | align="center"|Avalanche Missiles || align="center" | 25/40/55%|| align="center" | Long || align="center" | Slow (2.0) || align="center" | Medium (340) || align="center" | Low (0) ||align="center" | - ||align="center" | - || align="center" | - || align="center" | - ||align="center" | - ||align="center" | - ||align="center" | - |
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− | | align="center"| Stingray Missiles || align="center" | 25/40/55%|| align="center" | Long || align="center" | Slow || align="center" | Low || align="center" | Medium ||align="center" | - ||align="center" | - || align="center" | - || align="center" | - ||align="center" | - ||align="center" | - ||align="center" | - | + | | align="center"| Stingray Missiles || align="center" | 25/40/55%|| align="center" | Long || align="center" | Slow (1.5) || align="center" | Low (200) || align="center" | Medium (10) ||align="center" | - ||align="center" | - || align="center" | - || align="center" | - ||align="center" | - ||align="center" | - ||align="center" | - |
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− | | align="center"| Laser Cannon || align="center" | 40/55/70%|| align="center" | Long || align="center" | Medium || align="center" | Medium || align="center" | Low ||align="center" | 120 ||align="center" | 10 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | - | + | | align="center"| Laser Cannon || align="center" | 40/55/70%|| align="center" | Long || align="center" | Medium (1.0) || align="center" | Medium (290) || align="center" | Low (5) ||align="center" | 120 ||align="center" | 10 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | - |
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− | | align="center"| Phoenix Coilgun || align="center" | 25/40/55%|| align="center" | Long || align="center" | Rapid || align="center" | Low || align="center" | Medium ||align="center" | 160 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | 40 | + | | align="center"| Phoenix Coilgun || align="center" | 25/40/55%|| align="center" | Long || align="center" | Rapid (0.75) || align="center" | Low (225) || align="center" | Medium (18) ||align="center" | 160 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | 40 |
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− | | align="center"| Plasma Cannon || align="center" | 35/50/65%|| align="center" | Long || align="center" | Medium || align="center" | High || align="center" | High ||align="center" | 500 ||align="center" | 25 || align="center" | 30 ||align="center" | 5 || align="center" | 0 ||align="center" | 1 Alien Rifle ||align="center" | 95 | + | | align="center"| Plasma Cannon || align="center" | 35/50/65%|| align="center" | Long || align="center" | Medium (1.0) || align="center" | High (650) || align="center" | High (22) ||align="center" | 500 ||align="center" | 25 || align="center" | 30 ||align="center" | 5 || align="center" | 0 ||align="center" | 1 Alien Rifle ||align="center" | 95 |
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− | | align="center"| EMP Cannon || align="center" | 25/40/55%|| align="center" | Long || align="center" | Rapid || align="center" | Medium || align="center" | High ||align="center" | 575(?) ||align="center" | 40(?) || align="center" | 100(?) ||align="center" | 0 || align="center" | 0 ||align="center" | 1 Sectopod Wreck ||align="center" | 100 | + | | align="center"| EMP Cannon || align="center" | 25/40/55%|| align="center" | Long || align="center" | Rapid (0.55) || align="center" | Medium (310) || align="center" | High (30) ||align="center" | 575(?) ||align="center" | 40(?) || align="center" | 100(?) ||align="center" | 0 || align="center" | 0 ||align="center" | 1 Sectopod Wreck ||align="center" | 100 |
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− | | align="center"| Fusion Lance || align="center" | 25/40/55%|| align="center" | Long || align="center" | Medium || align="center" | High || align="center" | High ||align="center" | 800 ||align="center" | 50 || align="center" | 85 || align="center" | 0 ||align="center" | 0 ||align="center" | 1 Fusion Core ||align="center" | 120 | + | | align="center"| Fusion Lance || align="center" | 25/40/55%|| align="center" | Long || align="center" | Medium (1.25) || align="center" | High (1200) || align="center" | High (26 ||align="center" | 800 ||align="center" | 50 || align="center" | 85 || align="center" | 0 ||align="center" | 0 ||align="center" | 1 Fusion Core ||align="center" | 120 |
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Revision as of 06:03, 28 November 2014
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
- Every Skyranger launches & returns 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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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 costavailable 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.
- 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 Advanced Pulse Lasers research.
- Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
- Phoenix Coilgun
- Rapid fire magnetic coilgun designed to shred fast moving targets.
- Rapid firing,long range,low damage and medium armor penetration.
- Available to build after completing Gauss Weapons research.
- Rapid fire magnetic coilgun designed to shred fast moving targets.
- 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.
- 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.
- 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.
- Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
- Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.
- 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.
- Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.
- 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.
- Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
- Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.
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.
- Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer
- 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.
- Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld
- 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.
- Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.
- 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.
- Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers
- 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
Item | Hit Chance | Range | Fire Rate | Damage | Armor Pen. | Credits | Alien Alloys | Elerium | Meld | Weapon Fragments | Extra Costs | Min. Engineer |
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Avalanche Missiles | 25/40/55% | Long | Slow (2.0) | Medium (340) | Low (0) | - | - | - | - | - | - | - |
Stingray Missiles | 25/40/55% | Long | Slow (1.5) | Low (200) | Medium (10) | - | - | - | - | - | - | - |
Laser Cannon | 40/55/70% | Long | Medium (1.0) | Medium (290) | Low (5) | 120 | 10 | 0 | 0 | 0 | 0 | - |
Phoenix Coilgun | 25/40/55% | Long | Rapid (0.75) | Low (225) | Medium (18) | 160 | 20 | 0 | 0 | 0 | 0 | 40 |
Plasma Cannon | 35/50/65% | Long | Medium (1.0) | High (650) | High (22) | 500 | 25 | 30 | 5 | 0 | 1 Alien Rifle | 95 |
EMP Cannon | 25/40/55% | Long | Rapid (0.55) | Medium (310) | High (30) | 575(?) | 40(?) | 100(?) | 0 | 0 | 1 Sectopod Wreck | 100 |
Fusion Lance | 25/40/55% | Long | Medium (1.25) | High (1200) | High (26 | 800 | 50 | 85 | 0 | 0 | 1 Fusion Core | 120 |
Item | Effect | Credits | Alien Alloys | Elerium | Meld | Weapon Fragments | Extra Costs | Min. Engineer | Research needed to unlock | Foundry project needed to unlock |
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Defense Matrix (Dodge) | First 2 enemy shots always misses. | 24 | 0 | 2 | 2 | 0 | 2 Cyberdisc Wrecks | 50 | Cyberdisc Autopsy and Xenogenetics | Aircraft Boosters |
UFO Tracking (Boost) | One time use increased combat time when interceptors are in combat with UFOs. | 12 | 1 | 2 | 2 | 0 | 2 Drone Wrecks | 12 | Alien Materials | Aircraft Boosters |
Uplink Targeting (Aim) | First 2 shots always hits. | 20 | 2 | 2 | 2 | 0 | 3 Floater Corpses | 35 | Floater Autopsy | Aircraft Boosters |
Item | Effect | Credits | Alien Alloys | Elerium | Meld | Weapon Fragments | Extra Costs | Min. Engineer | Foundry/Research Project | Research needed to unlock |
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Advanced Repair | Faster repairs. | 250 | 40 | 0 | 4 | 0 | 4 Heavy Floater Corpses | 45 | Foundry | Heavy Floater Autopsy |
Aircraft Boosters | Unlocks modules | 300 | 15 | 5 | 60 | 0 | 0 | 10 | Foundry | Alien Materials |
Armored Fighters | Increased Interceptor armor. | §400 | 95 | 30 | 20 | 0 | 20 Floater Corpses | 30 | Foundry | Advanced Aerospace Concept |
Elerium Afterburners | Increased combat time. | 200 | 15 | 15 | 0 | 0 | 2 UFO Power Source | 45 | Foundry | Alien Propulsion |
Improved Avionics | Increased Aim +10% | 400 | 5 | 0 | 0 | 35 | 3 UFO Flight Computers | 20 | Foundry | Advanced Aerospace Concept |
Penetrator Weapons | Increased weapon penetration. | §200 | 20 | 0 | 0 | 0 | 20 Cyberdic Wrecks, 2 UFO Flight Computers | 20 | Foundry | Advanced Aerospace Concept |
Supercapacitors | Upgrades all Laser Cannons to Rapid fire rate and Medium armor penetration | 250 | 10 | 30 | 0 | 15 | 2X UFO Power Sources | 50 | Foundry | Advanced Pulse Lasers |
Super Skyranger | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault | 200 | 20 | 0 | 0 | 0 | 0 | 35 | Foundry | Advanced Aerospace Concept |
UFO Analysis | Research of each of the UFO types gives a damage boost when fighting that type again. | N/A | 0 | 0 | 0 | 0 | 0 | N/A | Research | Alien Materials |
UFO Countermeasures | Increased dodge +15% | 300 | 5 | 20 | 0 | 35 | 3 Seeker Wrecks, 3 UFO Flight Computers | 30 | Foundry | Seeker Autopsy |
UFO Tracking | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions. | §400 | 20 | 20 | 0 | 0 | 2 UFO Power Source, 2 UFO Flight Computer | 40 | Foundry | Alien Power Systems |
Wingtip Sparrowhawks | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. | §500 | 50 | 10 | 0 | 50 | 0 | 55 | Foundry | Advanced Aerospace Concept |