Difference between revisions of "Air Combat (EU2012)"
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==Equipping== |
==Equipping== |
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+ | You can equip your interceptors in the [[Hangar]] menu, under "View Craft". Avalanche Missiles, the basic weapon system, 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. |
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+ | Unlike the original X-Com, there is only one slot for weaponry instead of two, and therefore only one weapon is required per craft. |
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+ | 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! |
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+ | The Fusion Lance can only be equipped on the Firestorm craft. |
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==Detection== |
==Detection== |
Revision as of 19:04, 28 December 2012
WIP.
Craft
Hangar Storage
Each continent has 4 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 3 days, as does ordering a new Raven.
There is no point to have aircraft on a continent with no satellites(or that has completely withdrawn from the XCOM project), as you have no method by which to detect marauding UFOs.
Equipping
You can equip your interceptors in the Hangar menu, under "View Craft". Avalanche Missiles, the basic weapon system, 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.
Unlike the original X-Com, there is only one slot for weaponry instead of two, and therefore only one weapon is required per craft.
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!
The Fusion Lance can only be equipped on the Firestorm craft.
Detection
Dogfight Minigame
Once the Interceptor has been launched, you will watch it chase the UFO on the world map until it catches up, at which point you will enter the dogfight minigame interface.
Key:
- Time to loss of contact. If this reaches 0, the UFO will escape the Interceptor and will have to be re-engaged with another interceptor, if one is available.
- The Interception craft.
- The UFO. With practice you can learn to identify different UFO types in this interface.
- Damage meter. When hit, this fills from the bottom. If this turns all red, the Interceptor is destroyed. You'll get a warning from the pilot at about 75% damage accumulated.
- Abort Interception. Break off the interception and return to base. Useful if the Interception craft is getting pounded.
- Engage UFO Tracking module, if one is available. Freezes Loss of Contact clock for five seconds, and decreases approach time for close range weapons. Requires Cyberdisc Autopsy.
- Engage Uplink Targeting module, if one is available. Guarantees next two attacks from Interceptor hit UFO. Requires Sectoid Autopsy.
- Engage Defensive Matrix module, if one is available. Allows Interceptor to dodge next two attacks from the UFO that would otherwise hit. Requires Floater Autopsy.
Afteraction report
After the minigame ends, you will receive an Interception after-action report. This will summarize the results of the interception. This is divided into three categories.
- Result: This states whether the UFO escaped pursuit, was shot down, or the interception was aborted.
- Crash: If the UFO was shot down, this will indicate that crew was seen moving at the crash site, allowing a Crash Recovery mission.
- Interceptor: This indicates what happened to your interceptor. It can receive NO damage, LIGHT damage (1-33%), HEAVY damage (33-66%), SEVERE damage(66-99%) or have been shot down altogether.
Multiple craft interception
Unlike original XCOM, you cannot use multiple craft to simultaneously attack a single UFO. Instead, multiple craft serve as sequential opportunities to shoot down the UFO, with each aircraft being deployed one after another to attack the UFO.
Craft Armaments
Armament | Accuracy | Range | Fire Rate | Damage | Armor Penetration | Credits | Alloys | Elerium | Min. Engineer |
---|---|---|---|---|---|---|---|---|---|
Avalanche Missiles | 70% | Long | Slow | Low | Low | 0 | 0 | 0 | 0 |
Phoenix Cannon | 95% | Short | Rapid | Low | Low | 35 | 0 | 0 | 5 |
Laser Cannon | 85% | Short | Rapid | Low | Medium | 40 | 25 | 0 | 10 |
Plasma Cannon | 85% | Long | Medium | Medium | High | 135 | 25 | 25 | 20 |
EMP Cannon | 100% | Short | Medium | High | High | 150 | 25 | 15 | 30 |
Fusion Lance | 90% | Long | Slow | High | High | 100 | 20 | 15 | 30 |
Upgrade Modules
Module | Credits | Corpses | Min. Engineers |
---|---|---|---|
Defense Matrix | 50 | 3 Floater Corpses | 5 |
UFO Tracking | 20 | 2 Cyberdisc Wrecks | 10 |
Uplink Targetting | 10 | 3 Sectoid Corpses | 5 |