Difference between revisions of "Air Combat (Long War)"

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(Added tables. Changes to battle plan: You can't reduce DR of aircraft or units in tactical game by shooting them. I don't think effectiveness of weapons should be tied to UFO size, rather than Alien Research. Generally avoid run on sentences.)
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{{CheckOutdated (Long War)|b14}}
 
{{CheckOutdated (Long War)|b14}}
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You' will need to cycle your craft regularly (like your soldiers), as UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get 'critical hits', with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.
 
  
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event, and it's more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.
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=='''Overview'''==
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UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You' will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get 'critical hits', with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.
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At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It's more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.
  
 
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations.  
 
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations.  
  
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is more than enough to spoil their plans. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO's mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)
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There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.
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As you progress, each type of UFO's statistics also increase, from general 'health' to firing rates, as to keep you on your toes; so don't expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut "UFO X can be brought down by Interceptor Y" table. As such, the Long War's [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.
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===Damaging UFOs===
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It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO's mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)
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Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.
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===Interceptor Weapons and Stances===
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Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.
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When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.
  
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===UFO Flight Patterns===
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UFOs can fly at three altitudes: "High", "Low" and "NOE" ("Nap of the Earth,"). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.
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Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.
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===Strategic Plan===
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* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft.
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* After some time sticking with conventional weapons will leave you totally outgunned. Next you'll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.
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* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.
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* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They're built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.
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==Tables==
  
 
===UFO Types===
 
===UFO Types===
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! width="3%" align="left" | Armor
 
! width="3%" align="left" | Armor
 
! width="60%" align="left" colspan="1"| Description  
 
! width="60%" align="left" colspan="1"| Description  
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Scout.png|center|128x64px]]</div> '''Scout'''|| Low || None || The speedy Scout-class UFO is fortunately within Earth's native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Raider.png|center|128x64px]]</div> '''Raider'''|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Fighter.png|center|128x64px]]</div> '''Fighter'''|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]</div> '''Destroyer'''|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Abductor.png|center|128x64px]]</div> '''Abductor'''|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Harvester.png|center|128x64px]]</div> '''Harvester'''|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Transport.png|center|128x64px]]</div> '''Transport'''|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]</div> '''Terror Ship'''|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]</div> '''Assault Carrier'''|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister's firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div> '''Battleship'''|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles.
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|-align="center"
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|<div style="background:#333333">[[Image: UFO-Analysis_Overseer.png|center|128x64px]]</div> '''Overseer'''|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.
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|}
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===Aircraft===
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{| class="wikitable" width="100%"
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|-align="center"
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! rowspan="2" width="10%" | Item
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! rowspan="2" width="40%" | Description
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! rowspan="2" width="5%" | Hit Points
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! rowspan="2" width="5%" | Armor
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! rowspan="2" width="5%" | Maintenance
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!! colspan="2" | Prerequisites !! colspan="6" | Cost
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|-align="center"
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
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|-align="center"
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| [[Image: Inv Interceptor.png|center|128x64px]]'''Raven''' ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A
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|-align="center"
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|  [[Image: Inv Firestorm.png|center|128x64px]]'''Firestorm''' ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 90 ||  60 ||  10 || 28 || 4 UFO Power Source <br/> 8 UFO Flight Computers 
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|}
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===Interceptor Weapons===
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{| class="wikitable" width="100%"
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|- align="center"
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! rowspan="2" width="10%" | Item
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!! rowspan="2" width="10%" | Hit Chance
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!! rowspan="2" width="10%" | Range
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!! rowspan="2" width="10%" | Fire Rate
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!! rowspan="2" width="10%" | Damage
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!! rowspan="2" width="10%" | Armor Pen.
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!! colspan="2" | Prerequisites !! colspan="6" | Cost
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|-align="center"
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
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|- align="center"
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| [[Image: Avalanche Missiles Long War.png|center|128x64px]]'''Avalanche Missiles''' ||  25/40/55%|| Long || Slow (2.0) ||  Medium (340) ||  Low (0) || N/A || None || colspan="6" | N/A
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|-align="center"
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| [[Image: Stingray Missiles Long War.png|center|128x64px]]'''Stingray Missiles'''  ||  25/40/55%||  Long ||  Slow (1.5) ||  Low (200) || Medium (10) || N/A || None || colspan="6" | N/A
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|-align="center"
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|  [[Image: Laser Cannon Long War.png|center|128x64px]]'''Laser Cannon'''  ||  40/55/70%||  Long ||  Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 ||  15 || 0 || 0 || 10 || N/A
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|-align="center"
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|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Phoenix Coilgun''' ||  25/40/55%||  Long ||  Rapid (0.75) ||  Low (225) ||  Medium (18) || 40 || Gauss Weapons ||  160 ||  20 || 0 || 0 || 10 || N/A
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|-align="center"
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|  [[Image: Plasma Cannon Long War.png|center|128x64px]]'''Plasma Cannon''' || 25/40/55%||  Long ||  Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 25 || 30 || 30 || 14|| 1x Alien Rifle 
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|-align="center"
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| [[Image: EMP Cannon Long War.png|center|128x64px]]'''EMP Cannon''' ||  15/30/45%||  Long ||  Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 30 || 80 || 0 || 20 ||  1x Sectopod Wreck 
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|-align="center"
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| [[Image: Fusion Lance Long War.png|center|128x64px]]'''Fusion Lance''' ||  15/30/45%||  Long ||  Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons ||  800 ||  35 || 60 || 200|| 25 || 1x Fusion Core 
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|}
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===Boost Modules===
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{| class="wikitable" width="100%"
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|-align="center"
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! rowspan="2" width="10%" | Item*
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! rowspan="2" width="50%" | Effect
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!! colspan="2" | Prerequisites !! colspan="6" | Cost
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|-align="center"
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| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
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|-align="center"
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| [[Image: Defense Matrix Long War.png|center|128x64px]]'''Defense Matrix (Dodge)''' ||  First 2 enemy shots always miss. || 50 || Cyberdisc Autopsy and Xenogenetics || 25 || 0 ||  1 ||  1 || 5 || 2 Cyberdisc Wrecks
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|-align="center"
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|  [[Image: UFO Tracking Long War.png|center|128x64px]]'''UFO Tracking (Boost)''' ||  One time use increased combat time when interceptors are in combat with UFOs. || 12 || Alien Materials || 15 || 1 ||  1 ||  1 || 5 || 2 Drone Wrecks 
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|-align="center"
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|  [[Image: Uplink Targeting Long War.png|center|128x64px]]'''Uplink Targeting (Aim)''' ||  First 2 shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3 Floater Corpses 
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|}
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* To unlock all three you have to research first the Foundry project '''Aircraft Boosters'''
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===Permanent Upgrades===
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{| class="wikitable" width="100%"
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|-align="center"
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! width="10%" align="center" | Item
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! width="50%" align="center" | Effect
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! width="10%" align="center" | {{Credits Icon}}
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! width="5%" align="center" | {{AA Icon}}
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! width="5%" align="center" | {{Elerium Icon}}
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! width="5%" align="center" | {{Meld Icon}}
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! width="5%" align="center" | {{Weapon Fragments Icon}}
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! width="10%" align="center" | Extra Costs
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! width="10%" align="center" | {{Engineers Icon}}
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! width="10%" align="center" | Foundry/<br>Research Project
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! width="5%" align="center" | {{Research Icon}}
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|-
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| align="center"|  Advanced Repair || align="center" | Faster repairs.  ||align="center" | 250 ||align="center" | 40 || align="center" | 0 || align="center" | 4 ||align="center" | 0 ||align="center" | 4 Heavy Floater Corpses  ||align="center" | 45 || align="center" | Foundry ||align="center" | Heavy Floater Autopsy
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|-
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| align="center"|  Aircraft Boosters || align="center" | Unlocks modules  ||align="center" | 300 ||align="center" | 15 || align="center" | 5 || align="center" | 60 ||align="center" | 0 ||align="center" | 0 ||align="center" | 10 ||align="center" | Foundry ||align="center" | Alien Materials
 
|-
 
|-
|'''Scout'''<div style="background:#333333">[[Image: UFO-Analysis_Scout.png|center|128x64px]]</div> || Low || None || The speedy Scout-class UFO is fortunately within Earth's native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research.
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| align="center"|  Armored Fighters || align="center" | Adds 1000 hp to all interceptors ||align="center" | §400 ||align="center" | 95 || align="center" | 30 || align="center" | 20 ||align="center" | 0 ||align="center" | 20 Floater Corpses ||align="center" | 30 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept
 
|-
 
|-
|'''Raider'''<div style="background:#333333">[[Image: UFO-Analysis_Raider.png|center|128x64px]]</div> || Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.
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| align="center"|  Elerium Afterburners || align="center" | Increases combat time by 5 seconds. ||align="center" | 200 ||align="center" | 15 || align="center" | 15 || align="center" | 0 ||align="center" | 0 ||align="center" | 2 UFO Power Source ||align="center" | 45 ||align="center" | Foundry ||align="center" | Alien Propulsion
 
|-
 
|-
|'''Fighter'''<div style="background:#333333">[[Image: UFO-Analysis_Fighter.png|center|128x64px]]</div> || Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.
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| align="center"|  Improved Avionics || align="center" | Increases interceptor aim by 10.||align="center" | 400 ||align="center" | 5 || align="center" | 0 || align="center" | 0 ||align="center" | 35 ||align="center" | 3 UFO Flight Computers ||align="center" | 20 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept
 
|-
 
|-
|'''Destroyer'''<div style="background:#333333">[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]</div> || Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.
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| align="center"|  Penetrator Weapons || align="center" | Increases interceptor armor penetration by 5  ||align="center" | §200 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align="center" | 20 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept
 
|-
 
|-
| '''Abductor''' <div style="background:#333333">[[Image: UFO-Analysis_Abductor.png|center|128x64px]]</div>|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for.
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| align="center"|  Supercapacitors || align="center" | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align="center" | 250 ||align="center" | 10 || align="center" | 30 || align="center" | 0 ||align="center" | 15 ||align="center" | 2X UFO Power Sources ||align="center" | 50 ||align="center" | Foundry ||align="center" | Advanced Pulse Lasers
 
|-
 
|-
|'''Harvester'''<div style="background:#333333">[[Image: UFO-Analysis_Harvester.png|center|128x64px]]</div> || High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.
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| align="center"|  Super Skyranger || align="center" | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align="center" | 200 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | 35 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept
 
|-
 
|-
|'''Transport'''<div style="background:#333333">[[Image: UFO-Analysis_Transport.png|center|128x64px]]</div> || Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations.
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| align="center"|  UFO Analysis || align="center" | Research of each of the UFO types gives a 10% damage boost when fighting that type again. ||align="center" | N/A ||align="center" | 0 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | N/A ||align="center" | Research ||align="center" | Alien Materials
 
|-
 
|-
|'''Terror Ship'''<div style="background:#333333">[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]</div> || Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.
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| align="center"UFO Countermeasures || align="center" | Reduces UFO aim by 15 ||align="center" | 300 ||align="center" | 5 || align="center" | 20 || align="center" | 0 ||align="center" | 35 ||align="center" | 3 Seeker Wrecks, 3 UFO Flight Computers ||align="center" | 30 ||align="center" | Foundry ||align="center" | Seeker Autopsy
 
|-
 
|-
|'''Assault Carrier'''<div style="background:#333333">[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]</div> || Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister's firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected.
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| align="center"|  UFO Tracking || align="center" | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions. ||align="center" | §400 ||align="center" | 20 || align="center" | 20 || align="center" | 0 ||align="center" | 0 ||align="center" | 2 UFO Power Source, 2 UFO Flight Computer ||align="center" | 40 ||align="center" | Foundry ||align="center" |  Alien Power Systems
 
|-
 
|-
|'''Battleship'''<div style="background:#333333">[[Image: UFO-Analysis_Battleship.png|center|128x64px]]</div> || Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles.
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| align="center"|  Wingtip Sparrowhawks || align="center" | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align="center" | §500 ||align="center" | 50 || align="center" | 10 || align="center" | 0 ||align="center" | 50 ||align="center" | 0 ||align="center" | 55 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept
 
|-
 
|-
|'''Overseer'''<div style="background:#333333">[[Image: UFO-Analysis_Overseer.png|center|128x64px]]</div> || High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.
 
 
|}
 
|}
 
 
Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.
 
 
When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.
 
 
UFOs can fly at three altitudes: "High", "Low" and "NOE" ("Nap of the Earth,"). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.
 
 
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. This will most commonly be the case for high altitude UFOs, as the fall from sub-orbital flight will demolish almost all other material of use from a crash.
 
 
Satellite-hunting UFOs can be dissuaded by damaging them, even if you can't shoot them down. A satellite hunting UFO has a chance to shoot down your satellite at the completion of its mission based on its damage level, 100% chance at 100% HP down to 0% chance at 50% HP (further modified by the Stealth Satellites upgrade), so any damage you can do to a satellite hunter could save your satellite.
 
 
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.
 
 
Lastly, there are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. The three consumables remain, but with Aim being built from Floater corpses (so you may want to keep a good number on hand, at least to help your less experienced pilots), the Boost device from Drone wrecks, and the useful Dodge module being limited by how many Cyberdiscs you can encounter and destroy.
 
 
As you progress, each type of UFO's statistics also increase, from general 'health' to firing rates, as to keep you on your toes; so don't expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut "UFO X can be brought down by Interceptor Y" table. As such, the Long War's [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.
 
 
===Battle Plan===
 
 
The basic strategy to have is to soften a target UFO with armor-penetrating weapons (Stingray Missiles & Phoenix Coilgun), then hit the DR-reduced craft with hard-hitting weapons (Avalanche Missiles and the Laser Canon). To the effect that you have weapon tiers for your craft:
 
* You'll start (and be on for a while) the Avalanche and Stingray missiles. These will work for small and medium craft (save for the possible ''multiple'' Overseer UFOs you may get, which are beasts on their own).
 
* Like in vanilla, Abductors are when conventional weapons will leave you totally outgunned: so next you'll want to upgrade to Laser and Phoenix cannons, with the Laser built for attack and accuracy (so you can still reliably hit things on Balanced or Defensive), and the Coilgun for 'moar dakka.' You'll still need multiple interceptions focused on the larger UFOs to reliably take one down, along with modules.
 
*The Plasmas need to be built from infantry Plasma Rifles, so once the Mutons start fielding them, you want to build up a cache of them to convert to enough cannons for all your Interceptors: do so, and you'll be in a great position for most of the UFOs, while the EMP Cannon (built from 1 Sectopod wreck each, ouch...) is for a tough UFO assault with optimal rewards.
 
*Last, but certainly not least, the Fusion Lance can only be used by Firestorms, and is for slapping UFOs out of the sky... but, they're built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers...which you need the Fusion Lance to have a reasonable chance to take out... hope you completed and saved the cores from [[Slingshot_DLC_(EU2012)|Slingshot]]. Though one you do get them set up, you have the chance to disrupt Terror missions, as well!
 
 
Lastly, the Sparrowhawk Foundry upgrade is a pricey but very worthwhile project to rush for, as it gives your craft a secondary weapons system that gives a little extra punch and armor penetration, and faster firing as well.
 
  
 
==See Also==
 
==See Also==

Revision as of 20:07, 15 December 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.

Overview

UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You' will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get 'critical hits', with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.

At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It's more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.

Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations.

There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.

As you progress, each type of UFO's statistics also increase, from general 'health' to firing rates, as to keep you on your toes; so don't expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut "UFO X can be brought down by Interceptor Y" table. As such, the Long War's UFO page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.

Damaging UFOs

It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO's mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)

Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.

Interceptor Weapons and Stances

Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn't high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.

When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.

UFO Flight Patterns

UFOs can fly at three altitudes: "High", "Low" and "NOE" ("Nap of the Earth,"). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.

Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.

Strategic Plan

  • You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft.
  • After some time sticking with conventional weapons will leave you totally outgunned. Next you'll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.
  • The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.
  • Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They're built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from Slingshot mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.

Tables

UFO Types

UFO Type Durability Armor Description
UFO-Analysis Scout.png
Scout
Low None The speedy Scout-class UFO is fortunately within Earth's native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research.
UFO-Analysis Raider.png
Raider
Moderate Very Light The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.
UFO-Analysis Fighter.png
Fighter
Low Light The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.
UFO-Analysis Destroyer.png
Destroyer
Moderate Moderate The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.
UFO-Analysis Abductor.png
Abductor
High Heavy Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for.
UFO-Analysis Harvester.png
Harvester
High Moderate The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.
UFO-Analysis Transport.png
Transport
Very High Heavy This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations.
UFO-Analysis TerrorShip.png
Terror Ship
Very High Heavy The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.
UFO-Analysis AssaultCarrier.png
Assault Carrier
Highest Heavy The assault carrier, while built on a battleship hull, lacks some of its sister's firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected.
UFO-Analysis Battleship.png
Battleship
Highest Very Heavy An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles.
UFO-Analysis Overseer.png
Overseer
High Very Heavy This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.


Aircraft

Item Description Hit Points Armor Maintenance Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Inv Interceptor.png
Raven
Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. 1500 5 §40 N/A None 200 0 0 0 0 N/A
Inv Firestorm.png
Firestorm
Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. 3500 25 §50 75 Alien Propulsion 750 90 60 10 28 4 UFO Power Source
8 UFO Flight Computers


Interceptor Weapons

Item Hit Chance Range Fire Rate Damage Armor Pen. Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other


Avalanche Missiles Long War.png
Avalanche Missiles
25/40/55% Long Slow (2.0) Medium (340) Low (0) N/A None N/A
Stingray Missiles Long War.png
Stingray Missiles
25/40/55% Long Slow (1.5) Low (200) Medium (10) N/A None N/A
Laser Cannon Long War.png
Laser Cannon
40/55/70% Long Medium (1.0) Medium (290) Low (5) 25 Advanced Beam Lasers 160 15 0 0 10 N/A
Phoenix Coilgun Long War.png
Phoenix Coilgun
25/40/55% Long Rapid (0.75) Low (225) Medium (18) 40 Gauss Weapons 160 20 0 0 10 N/A
Plasma Cannon Long War.png
Plasma Cannon
25/40/55% Long Medium (1.0) High (650) High (22) 95 Vehicular Plasma Weapons 500 25 30 30 14 1x Alien Rifle
EMP Cannon Long War.png
EMP Cannon
15/30/45% Long Rapid (0.55) Medium (310) High (30) 100 EMP Weapons 575 30 80 0 20 1x Sectopod Wreck
Fusion Lance Long War.png
Fusion Lance
15/30/45% Long Medium (1.25) High (1200) High (26) 120 Fusion Weapons 800 35 60 200 25 1x Fusion Core


Boost Modules

Item* Effect Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Elerium
Meld
Days
Other
Defense Matrix Long War.png
Defense Matrix (Dodge)
First 2 enemy shots always miss. 50 Cyberdisc Autopsy and Xenogenetics 25 0 1 1 5 2 Cyberdisc Wrecks
UFO Tracking Long War.png
UFO Tracking (Boost)
One time use increased combat time when interceptors are in combat with UFOs. 12 Alien Materials 15 1 1 1 5 2 Drone Wrecks
Uplink Targeting Long War.png
Uplink Targeting (Aim)
First 2 shots always hit. 35 Floater Autopsy 20 1 1 1 5 3 Floater Corpses
  • To unlock all three you have to research first the Foundry project Aircraft Boosters


Permanent Upgrades

Item Effect
Credits
Alien Alloys
Elerium
Meld
Weapon Fragments
Extra Costs
Engineers
Foundry/
Research Project
Research
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 Adds 1000 hp to all interceptors §400 95 30 20 0 20 Floater Corpses 30 Foundry Advanced Aerospace Concept
Elerium Afterburners Increases combat time by 5 seconds. 200 15 15 0 0 2 UFO Power Source 45 Foundry Alien Propulsion
Improved Avionics Increases interceptor aim by 10. 400 5 0 0 35 3 UFO Flight Computers 20 Foundry Advanced Aerospace Concept
Penetrator Weapons Increases interceptor armor penetration by 5 §200 20 0 0 0 20 Cyberdic Wrecks, 2 UFO Flight Computers 20 Foundry Advanced Aerospace Concept
Supercapacitors Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75 250 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 10% damage boost when fighting that type again. N/A 0 0 0 0 0 N/A Research Alien Materials
UFO Countermeasures Reduces UFO aim by 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. Each missile does 1/2 stingray damage. §500 50 10 0 50 0 55 Foundry Advanced Aerospace Concept

See Also