Air Combat (EU2012)

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Detection

UFOs can only be engaged after they are detected by satellites and these will never detect UFOs on Abductions or Terror missions. There can be two UFOs each month, but the second UFO has a 50% chance of being generated, according to the values on the DefaultGameCore.cfg file. Each UFO has a 66% chance of requiring an interception.

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.

A Raven intercepts an Alien Supply Barge UFO. The Raven has taken about 20% damage and has Aim and Dodge modules active, indicated by the highlighting.

Key:

  1. 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.
  2. The Interception craft.
  3. The UFO. With practice you can learn to identify different UFO types in this interface.
  4. 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.
  5. Abort Interception. Break off the interception and return to base. Useful if the Interception craft is getting pounded.
  6. Engage UFO Tracking module, if one is available. Freezes Loss of Contact clock for five seconds, and decreases approach time for close range weapons.
  7. Engage Uplink Targeting module, if one is available. Guarantees next two attacks from Interceptor hit UFO.
  8. Engage Defensive Matrix module, if one is available. Allows Interceptor to dodge next two attacks from the UFO that would otherwise hit.

After Action 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 the 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

ArmamentAccuracyRangeFire RateDamageArmor PenetrationCreditsAlloysEleriumMin. Engineer
Avalanche Missiles70%LongSlowLowLow0000
Phoenix Cannon95%ShortRapidLowLow35005
Laser Cannon85%ShortRapidLowMedium4025010
Plasma Cannon85%LongMediumMediumHigh135252520
EMP Cannon100%ShortMediumHighHigh150251530
Fusion Lance90%LongSlowHighHigh100201530

Upgrade Modules

ModuleCreditsCorpsesMin. Engineers
Defense Matrix503 Floater Corpses5
UFO Tracking202 Cyberdisc Wrecks10
Uplink Targetting103 Sectoid Corpses5

Interception Tactics

Time...

Note that it take 3 days to transfer either Interceptors, or to buy a Raven, 14 (or 7 days with Advanced Construction, a late-game Foundry project) to build a Firestorm, and 24 hours to equip either kind of Interceptor with any type of weapon. Weapons removed from an Interceptor immediately become available for installation on other Interceptors, and if you dismiss a ship, its weapon will be automatically returned to your inventory. A detected UFO (landed or in-flight) will remain on the map for about 6 hours before leaving, often spawning a Battleship that is scanning to destroy your hard-earned satellite, if it is not subsequently intercepted itself (if a satellite is destroyed, that country immediately goes into full Panic, and the whole continent's panic levels also rise). You can idle on the Mission Control screen at the speed of about 1 minute a second, if it comes down to the wire. Beyond the Battleship (which can destroy satellites), letting a UFO go only affects the monthly score (which itself does not affect game play), and gets you nagged at by Central, and possibly the Council representative during the Monthly Report.

...& Money

For cost's sake: only bother putting an Interceptor on a continent with a satellite on it, as otherwise it will not be called to action, as you will not be able to detect any UFOs at all over it. North America's Cover Bonus (3 satellites needed, or setting your home base there) is Air and Space: "All aircraft and aircraft weapons cost 50% less to purchase, build and maintain." Lastly, when constructing Firestorms, initial cost is reduced by the number of Engineers, and if you have Workshop base facilities placed next to each other, you will get refunds of credits, alloys, and Elerium once the Firestorm is completed.

Practice

You begin all games with two Ravens at your home base equipped with Avalanche Missiles, and for the first and second month, this will be all you need, even on Impossible Difficulty: Scouts and Large Scouts will fall easily enough to one basic Raven. If the first satellite you put up (besides the one already up as your Home Base satellite) is on another continent, consider moving the second Raven to that continent's hangar the same day, so both will be ready on the same time (and do so about 4-5 days before the end of the month: if a country is covered before the end of the month, Abductions will no longer occur on it, making you potentially 'waste' the -3 Panic that placing a satellite gives).

However, when Abductor ships begin to appear...

Keeping pace with Interceptor-related research is ideal, so that even if you don't have the resulting items on hand, that with enough time between a save state and the appearance of a larger UFO, you can buy and install a stronger weapon, and/or at least buy another Raven for that continent. If you have 2 or more Interceptors on one continent, then like earlier games, you can send them both after a single UFO - just not at the same time: the Interceptor you send out before the next has to either return to base, or be destroyed, before sending the next one. Besides a missed UFO summoning a Battleship, it is a rare -- but not unheard of - occurrence that two UFOs will appear over a continent within a few days of one another, and repair times are much kinder than in the 1994 game: though if you can afford it, two interceptors a continent is still good for peace of mind and for just-in-case.

If you don't mind a bit of save-scumming when you need to send multiple Interceptors after one UFO: the runs aren't seeded, so you can reload/redo untill your ship has a good run (ie; the pilot doesn't decide to catch every plasma bolt with his face, while attempting to shoot with his ass clenching the yoke), and then save before sending out the next Interceptor.

Worst case (but still winnable) scenario is having to wait 5 hours for weapon installations to be completed (ie: Phoenix Cannons on two Ravens), sending the first Interceptor to the larger UFO (Abductor) and letting it attack until it is destroyed, then sending the second right after it, which may or may not reach the UFO, depending on the completely random path the UFO takes (even if savescumming right before, a UFO doesn't take the same path (though it will always be over the same country: probably pre-chosen at the start of each month, or some weeks ahead of time), and a reload may place it on a reachable flight path for both of your craft).

Naturally, researching for a Firestorm is a priority (complete both the Alien Navigation Computer and the UFO Power Source projects, then the New Fighter Craft research), and you should hoard recovered Flight Computers and Power Sources away from Grey Market sales or Council requests until you have at least 1 Firestorm for each continent. Don't forget that a Thin Man Interrogation gives a research credit to UFO Tech, and the Heavy Floater Interrogation gives another credit to Flight Research (though you easily can (and should) complete Firestorm research, and even get a few out on Engineering, well before they begin to show up).

You need 2 Computers and 1 Power Source per Firestorm, and are more likely to have a surplus of the computers, so you may risk selling them, especially if you reach, say, a 10 Computer/5 Power Source quota (or however many left to put a Firestorm on each continent)-- though depending on how you're doing on Panic, you might find it more worthwhile to hold off on getting another Firestorm, and put up a Satellite Nexus instead. Note that Firestorms will always be built on your Home Base, so plus the Interceptor you should always have there, that means you can only build up to 3 at a time (or, spend up to two weeks without an Interceptor over your base's continent. Obviously, a bad idea), and that it is also another 3 days to transfer, and one more day to give it the latest weapon.

The best way to get Firestorms out to each continent without gimping yourself at home is usually to first get Plasma Cannons. Then, put two Ravens at your home base with Plasma Cannons and order two Firestorms. These two Plasma Cannon equipped Interceptors should be enough to bring down anything that comes your way while you wait for the Firestorms. Equip your first two Firestorms with whatever weapon suits your fancy (Plasma Cannons, EMP Cannons or Fusion Lances). Once they're ready, move the two Interceptors elsewhere, along with one of your new Firestorms, leaving your other one at home. Build three more Firestorms. Equip them and send them out. Provided you have enough materials, this can get you one Firestorm on each Continent with whatever weapon you so desire in 33 days:

  • Day 1: First two Firestorms are ordered.
  • Day 14: First two Firestorms are completed and equipping begins.
  • Day 15: First two Firestorms are equipped. Hanger is cleared, next three Firestorms enter production.
  • Day 18: Firestorm shipped off from home continent arrives, 2 continents covered.
  • Day 29: Second batch of Firestorms are built, begin equipping.
  • Day 30: Second batch of Firestorms are equipped and sent out.
  • Day 33: Second Batch of Firestorms arrive at destinations, all 5 continents are covered.

Your weapons for Interceptors have to be researched and, as mentioned, it is good to at least research them in advance, so that you can buy them from Engineering (while it's a 24 hour installation, their construction is immediate) as needed (though, of course, if you can afford it, you should equip all craft with the latest available weapons ASAP). As stated, Avalanche Missiles are sufficient for Small Scouts and Large Scouts. The Phoenix Cannon is also good, though your interceptors may get battered closing the distance required. Once in range, the firing rate and accuracy tends to outweigh the risks of approaching. The Phoenix Cannon will generally add some peace of mind if you find yourself really stretched thin on Interceptors in the early parts of the game.

If you manage to capture and interrogate a Muton during their first appearance (usually in the 3rd month), they give a research credit to Plasma Weapons, starting with the Light Plasma Rifle, then to the long-distance, medium-rate, high-damage Plasma Cannon, often 'sequence breaking' over the short-range Laser Cannon, especially if you find yourself wanting for Plasma Weapons for most of your troops rather than Heavy Lasers for only the Heavy class. The Plasma Cannon itself is a highly effective weapon that will quickly become your go-to weapon for your Interceptors and you wouldn't be harming yourself if you equipped every plane you had (Firestorm or Raven) with Plasma Cannons and called it a day. By about this time, you may be completing the research for the Firestorm, which leads to the ability to research the EMP Cannon, a must-have for recovering max amounts of alloys, computers, and Power Sources - though at the cost of leaving more aliens alive (note that, unlike earlier XCOM games, there is never any DOA/Instant Win occasions of a UFO Crash having no survivors, or exploding outright). Lastly, the Fusion Lance, used by alien Battleships, found only after destroying a Battleship (or with the Slingshot DLC) and usable only by the Firestorm, is for making sure the UFOs die and stay dead. Not even a Battleship will be able to withstand a Fusion Lance.

Modules are of moderate use, but can be helpful for your early-game dogfights. Their construction requires the corpses of Sectoids and Floaters (for Targeting and Defense, respectively), both of which tend to disappear late-game, and Cyberdisc wrecks for Tracking.

  • The Uplink Targeting module is of somewhat unpredictable use, as it guarantees the next two shots, which may or may not have hit anyways, possibly 'wasting' it. The Avalanche Missiles are the most inaccurate weapons by a large margin; while they would benefit the most from this module, you should be phasing the Missiles out at the earliest opportunity anyways. The higher accuracy of all other weapons reduces this module's usefulness fairly early into a campaign.
  • The Defense Matrix module guarantees that the UFO's next two shots miss: more useful in that it's more likely that you are to be hit than you are to miss, the ideal time to use this is when the next shot the aliens take is likely to destroy your Interceptor, particularly for a Battleship's slow Fusion Lance shots.
  • The UFO Tracking module extends the time your Interceptor is allowed to actually fire on a UFO before being forced to return to base. It also shortens the approach time for your short-range weapons, so you can get firing sooner and (ideally) take less damage meantime. Not too useful if you keep up with research, and get Firestorms ASAP: only the Overseer UFO and Battleships have a chance of outrunning/timing out a Firestorm, so one with a Plasma/EMP/Lance won't even need this.

Speaking of which: the Overseer UFO, like the Alien Base Assault, is a one time storyline mission, and you can (somewhat) dictate when it will appear (a few hours to a few weeks after completion of the Hyperwave Relay base facility). It is recommended to take it down with a Firestorm equipped with Plasma Cannons or better, as the UFO has both a small and a double-Plasma Cannon, and fires both of them with impunity. It does carry a large supply of Elerium (equal to a Barge), stored in two unique pairs of "Double Generators", so you may want to use EMP Cannons for the sake of this resource. Also, since all continents have their hangars in a roughly centralized location, and only South America has a small "surface area" for UFOs to be engaged in, you may find it hard to attack this UFO with Ravens alone: often they'll simply make your first Raven chase them for too long, to the point that a second Raven will not have time to intercept before the UFO flies out of range entirely (Case in point: the hangar whose Interceptors will have to cover all of Russia's airspace seems to be in Poland).

The first UFO contact is always a Small Scout, and in the next month of April, you will begin to encounter Large Scouts, both of which should be easy prey for your starting 2 Ravens, even with the basic missiles (unless you're having a really unlucky day). Abductors will be the first UFOs you may have trouble with, starting in May. Supply Barges tend to appear in June, and have a significant firepower increase over the smaller UFOs. Battleships are also on equal footing with a Firestorm equipped with Plasma, EMP, or Fusion weapons, but fortunately, don't appear randomly until very late game (more often in August than July), and a speed-run (or lucky) game may not see them at all: otherwise, you can allow a UFO to escape if you feel confident about attempting to take one down, for the sake of completion and resources and experience, as it attempts to destroy your satellite network (incidentally, UFO's that are an active risk for attacking your satellite will be noted by Bradford to be having "a strange signal, like it's searching for something", and will be on the map with a scanning highlight (concentric rings)).

Perfect

The ideal endgame Interceptor situation is two Firestorms on each continent (or three if you want to feel redundant): one with a Fusion Lance, the other with either another Lance, or EMP cannons if you wish to farm UFOs (ie: more aliens to kill to level the Psi soldiers you've been buying with the money made on Grey Market sales from Computers, Sources, Elerium, and Alloys) (and the third with Plasma Cannons, because why not? Not like you can sell, say, those Phoenix Cannons you no longer need). With the strategy of sending the first Firestorm to soften the target (and abort before it gets destroyed), then sending the second to finish it off, even Battleship interceptions can become routine, without the use of modules, negating the need for the now-rare Floater and Sectoid corpses (additionally, on Impossible Difficulty, Cyberdiscs also become rare in late-game months). Additionally, having 1 or 2 (depending on how many Firestorms you have) regular Interceptors with Plasma Cannons can add a safety net to your coverage. These can deal with smaller threats without risking your heavier hitters giving you some peace of mind for when XCOM decides to be XCOM and immediately throw a Battleship at you after you splashed a Small Scout.

As a final note, never hesitate to abort an interception, especially if you have more planes waiting in the wings, your interceptor is equipped with something stronger than Avalanche Missiles or your interceptor is a Firestorm. As long as the UFO dies, you won't have a problem with the Council , even if it takes all 4 interceptors, and only if you have extraordinarily bad luck will you get a second UFO over the same continent before any of your interceptors are back on their feet.

Damage Table

Matchups proven winnable without the use of modules:

Difficulty Easy Normal Classic Impossible
Scout Raven w/Avalanche Missiles Raven w/Avalanche Missiles Raven w/Avalanche Missiles Raven w/Avalanche Missiles
Large Scout Raven w/Avalanche Missiles Raven w/Avalanche Missiles Raven w/Avalanche Missiles Raven w/Avalanche Missiles

(misses and timeout may require 2)

Abductor Raven w/Avalanche Missiles Raven w/Phoenix Cannon

or Raven w/Avalanche Missiles x2 (x1 possible)

Raven w/Phoenix Cannon x2 (x1 possible)

or Raven w/Avalanche Missiles x3 (x2 possible)

1 Raven w/Laser

or Raven w/Phoenix Cannon x2

Supply Barge Raven w/Phoenix Cannon Raven w/Phoenix Cannon x2 (x1 possible) Raven w/Laser Cannon Raven w/Laser Cannon x2
Battleship Raven w/Plasma Cannon Raven w/Plasma Cannon x2 (x1 possible) Firestorm w/Laser Cannon Firestorm w/Plasma or EMP Cannon
Overseer UFO Firestorm w/Laser Cannon Firestorm w/Laser Cannon x2 (x1 possible) Firestorm w/Laser Cannon x2 Firestorm w/EMP Cannon (1 w/Plasma Cannon possible)

In Enemy Within, UFO "hit points" seem to be slightly higher in Classic, and significantly so in Impossible. The listed matchups are still possible, but for regular success against Impossible Abductors, Barges, and Battleships, a module (or luck) may be needed on top of these matchups, or another Interceptor to make up the difference. The Battleship's Fusion Lance seems more potent, as well.

See Also


EU2012 Badge XCOM: Enemy Unknown (2012): Hangar/Air Combat
Craft: InterceptorFirestormSkyranger
Weapons: Avalanche MissilesPhoenix CannonLaser CannonPlasma CannonEMP CannonFusion Lance
Support Modules:Defense MatrixUFO TrackingUplink Targeting