Difference between revisions of "Dimension UFO Combat (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
m (punctuation)
m (link to bugs)
 
(11 intermediate revisions by the same user not shown)
Line 1: Line 1:
In order for X-COM to complete their missions on the [[Alien Dimension (Apocalypse)|Alien Dimension]] it will be necessary to deal with the fleets of [[Alien Ships (Apocalypse)|Alien Ships]] that guard it. Here are some observations/tactics, in no particular order.  
+
'''General Suggestion and Hints''' when fighting in the Alien Dimension, unless its [[Alien_Ship_Combat_(Apocalypse)|Mega-Primus combat]] you want.
  
* The Alien Dimension is full of UFOs. During your first incursions it will be common to be swarmed by alien ships.
+
==Aerial Combat==
** If a [[Dimension Probe]] is built it is unlikely that it will survive the arrival at the Alien Dimension because it will be immediately attacked by any UFOs in range. It can be an expensive waste to send it (or even build it on the first place).  
+
The [[Alien_Dimension_(Apocalypse)|Alien Dimension]] contains all the [[UFO_Incursions_(Apocalypse)|UFO craft]] built in the preceeding weeks which did not get sent to Mega-Primus, and the alien craft that escaped the city and returned. If a particular craft from early encounters in the city has not yet been recovered (and researched) try to avoid shooting it down in the alien homeworld. A mission may be [[UFO_Incursions_(Apocalypse)|scheduled]] with that craft soon.
 +
* Do not send any agents on the first visit (nothing to do there).
 +
* All UFOs present inside their homeworld will have 100% health at each visit.
 +
* Do not sent all your X-Com craft (if you only use hybrid craft) since it takes a minimum of 24hours for your craft to return to the city. Don't leave the city undefended, troops included.
 +
* The game will swap to the alien homeworld at the start of a new day if any X-Com craft are en-route. There is no urgency in sending craft earlier than (approximately) the last hour of the current day (or even within the final minute if you want).
 +
* When first planning to visit the 'other side', either use one expendable hybrid vehicle (usually the [[Dimension_Probe|Dimension Probe]]) or assemble a large strike force of most, if not all, of your [[X-COM_Hybrid_Aircraft_(Apocalypse)|hybrid combat craft]] prepped for a difficult air battle. The place <s>may be</s> is swarming with alien ships!
 +
* A strike force composed of your hybrid craft should be split up into three loose squads in Mega-Primus and then sent (Go To Location button) through each dimension gate. On the new day, your craft will appear in threes because three gates were used back home.
 +
* The '''att'''itude of crafts could be changed to Aggresive for all just before entering the gates, but due to the size of some hybrid crafts, friendly fire may be excessive when using many, however different '''alt'''itudes for some will reduce such chance.
 +
* Non-combat hybrids should be set to [[Alien_Ship_Combat_(Apocalypse)#Airborne_Combat_Tactics|evasive and lowest height]]. If your craft sustained damage, it may want to return to Mega-Primus. Prevent such automatic decisions by changing the attitude to more 'tough' settings. ''If yer non-combats are getting smoked, yer doin' somethin wrong!''
 +
* Prevent missiles from being used against weak UFOs by briefly LMB clicking on the missile icon of an active (yellow border) X-Com craft. Changing attitude to evasive will work, but beam weapons will also, not fire.
 +
* Don't let an isolated UFO go to waste!
 +
* The alien buildings and tube structures are invunerable.
 +
* UFOs patrol the alien homeworld in a random flight pattern but will target the nearest X-Com craft if it gets too close. Tactical planning of your movement around the barren, hostile landscape should limit exposure to being overwhelmed. This is relevant still, when destruction of all hostile craft is your goal.
 +
* There is no option to recover a crashed UFO.
 +
* Use all offensive craft to go after <u>one UFO at a time</u>. If splitting up your total firepower by engaging one-on-one, it allows the UFOs to survive longer (more shots and more missile launching).
 +
:Note: Escort class UFOs have no offensive weaponry, however, their Stasis missiles will reduce X-Com's offensive capabilities, if only momentarily.
 +
* Any large battle will dynamically change. Close attention to shields and tactical disengement for your crafts may allow difficult one-sided battles to turn.
 +
* A slow X-Com craft is extremely vunerable. Immediately try to land this craft(s), if possible, or fly a route away from any hostiles so that your offensive crafts are between the UFOs and your 'sitting ducks'.
 +
* The enemy will target the closest hostile or engage the craft which landed the lastest impact. Any X-Com craft under severe attack should be disengaged (join the sitting ducks to recharge shields?) by allowing other craft to be the chosen target of the UFOs. If all your craft are evasive and avoiding damage, it may be wise to return to Mega-Primus instead. Assault the UFOs in their homeworld again before the new week to wear them down. ''Don't bite off more than you can chew!''
 +
* Use the buildings to fly defensively. A missile chasing your craft choses the shortest path to your air vehicle. Your craft hiding behind something briefly may cause the missile to impact the 'thing' and not your craft! Using such defensive flying tactics will cause alien craft to expend their supply of missiles, hopefully without serious damages, however, as a defensive tactic, offense is usually the best defense. Kill 'em quick.
 +
* Terrain may be used to limit the threat of missiles. The large crater to the south is a possible hiding place, however, UFOs will still attack when there is a clear line for fire.
 +
* Combat can be 'less damaging' if your craft are directed to move sideways (flanking maneuver) from any incoming UFOs. The aliens shoot directly at your craft and because they do not lead-the-target, they usually miss! A UFO performing this style of attack is typically heading straight towards your craft, and depending on the [[Vehicle_Weapons_(Apocalypse)|type of weapon]] equipped on your hybrid craft due to the firing arc mechanics, your beam and missile attacks have a greater chance of impacting the head-on hostile.
 +
* Baiting more powerful UFOs into chasing one X-Com craft may allow splitting of the hostile force.
 +
:Note: the alien craft will go after the X-Com craft which last attacked and impacted that craft.
 +
* If a particular UFO is expected to be at the Alien Dimension, but is not present, the craft is on its way to Mega-Primus!
 +
* The building which is currently known (been researched) has a useable launch tube. This can hide weaker X-Com craft until the immediate threat is removed.
 +
* Alien craft are 'grown' at the start of a new week (Monday). Destroy all the UFOs for that new week with X-Com craft sent yesterday (Sunday). Those UFOs that are en-route to Mega-Primus will soon appear, however. Make sure to leave some combat craft and agents at home.
 +
* The "Return to Base" button works in the Alien Dimension. You don't need to manually target the gates to return home.
  
*The UFOs will patrol the dimension with flight paths that will turn into random directions, unless any X-COM craft comes into range where they will switch to an attack mode.
+
==Infiltrate==
 +
[[Known_Bugs_(Apocalypse)#Misconceptions|Do not]] move agents from a landed craft to the building.
 +
* When arriving at the relevant building, wait for your vehicle to go all the way down the launch tube before starting the mission.
 +
* When the mission is complete, do not launch your craft immediately since it may be vunerable to damage when the building starts to collapse... Enjoy the show.
 +
* Don't skimp on [[Vortex_Mine|high explosives]].
  
*During the first missions there's a crater on the southeast corner of the map that can be used to hide and protect craft by setting the height to the lowest and flying there.  
+
==[[Cityscape_Fighting_(Apocalypse)|Apocalyspe Mission]]==
 +
When the aliens know...
 +
* When the [[Control_Chamber|Control Chamber]] building is destroyed in the sequence, the aliens will launch all available alien craft (excpet probes) towards Mega-Primus. However, if there are no craft to send, then nothing in particular happens.
  
*The path from the [[Dimension Gates]] to the target building should be [[Alien Dimension (Apocalypse)#Overview of Alien Structures & Missions|planned]]. If there are too many alien ships on the way it might be wise to take a longer path. The edges of the map can be used to travel around and to ambush and overwhelm UFOs.
 
 
*If the [[Alien Mothership (Apocalypse)|Mothership]] and/or the [[Alien Battleship (Apocalypse)|Battleship]] aren't present (assuming they haven't been shot down yet) it means that they have been sent to [[Mega-Primus]] on missions, giving early warning to X-COM forces on the city.
 
 
*The buildings on the Alien Dimension can be used by X-COM craft to land there and recharge their shields without being harassed by UFOs. However, they will take value time to land and take off from the building (it can only recover/launch one craft at a time, and only one building at a time is available for landing).
 
 
*X-COM transports should be escorted by armed craft. It is very risky to only send a single craft.
 
 
*When starting a tactical mission never move the soldiers from the craft from the alien building or you might lose all your soldiers if the building is destroyed and your craft take off (they can't return to the destroyed building once they leave it). Likewise, always make sure your Bio-Trans is all the way down in the launch tube before beginning a mission, and wait for the building to finish collapsing before taking off - otherwise, it is likely to be destroyed by debris, killing all your soldiers.
 
 
*When fighting the bigger UFOs if X-COM craft are kept at a distance and moved parallel to the UFO they will still fire at the UFO but it won't fire back.
 
 
*Load up your craft with as many [[Small vs Large Disruption Shields (Apocalypse)|Disruption Shields]] as possible. 
 
 
*Once you take the down the Battleship, the Mothership and the [[Control Chamber]] the alien ships will cease to be a significant threat to your missions.
 
  
 
==See Also==
 
==See Also==
 
* [[Alien Ships (Apocalypse)|Alien Ships]]
 
* [[Alien Ships (Apocalypse)|Alien Ships]]
 
* [[Alien Dimension (Apocalypse)|Alien Dimension]]
 
* [[Alien Dimension (Apocalypse)|Alien Dimension]]
 +
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Alien Dimension (Apocalypse)]]
 

Latest revision as of 17:18, 16 November 2023

General Suggestion and Hints when fighting in the Alien Dimension, unless its Mega-Primus combat you want.

Aerial Combat

The Alien Dimension contains all the UFO craft built in the preceeding weeks which did not get sent to Mega-Primus, and the alien craft that escaped the city and returned. If a particular craft from early encounters in the city has not yet been recovered (and researched) try to avoid shooting it down in the alien homeworld. A mission may be scheduled with that craft soon.

  • Do not send any agents on the first visit (nothing to do there).
  • All UFOs present inside their homeworld will have 100% health at each visit.
  • Do not sent all your X-Com craft (if you only use hybrid craft) since it takes a minimum of 24hours for your craft to return to the city. Don't leave the city undefended, troops included.
  • The game will swap to the alien homeworld at the start of a new day if any X-Com craft are en-route. There is no urgency in sending craft earlier than (approximately) the last hour of the current day (or even within the final minute if you want).
  • When first planning to visit the 'other side', either use one expendable hybrid vehicle (usually the Dimension Probe) or assemble a large strike force of most, if not all, of your hybrid combat craft prepped for a difficult air battle. The place may be is swarming with alien ships!
  • A strike force composed of your hybrid craft should be split up into three loose squads in Mega-Primus and then sent (Go To Location button) through each dimension gate. On the new day, your craft will appear in threes because three gates were used back home.
  • The attitude of crafts could be changed to Aggresive for all just before entering the gates, but due to the size of some hybrid crafts, friendly fire may be excessive when using many, however different altitudes for some will reduce such chance.
  • Non-combat hybrids should be set to evasive and lowest height. If your craft sustained damage, it may want to return to Mega-Primus. Prevent such automatic decisions by changing the attitude to more 'tough' settings. If yer non-combats are getting smoked, yer doin' somethin wrong!
  • Prevent missiles from being used against weak UFOs by briefly LMB clicking on the missile icon of an active (yellow border) X-Com craft. Changing attitude to evasive will work, but beam weapons will also, not fire.
  • Don't let an isolated UFO go to waste!
  • The alien buildings and tube structures are invunerable.
  • UFOs patrol the alien homeworld in a random flight pattern but will target the nearest X-Com craft if it gets too close. Tactical planning of your movement around the barren, hostile landscape should limit exposure to being overwhelmed. This is relevant still, when destruction of all hostile craft is your goal.
  • There is no option to recover a crashed UFO.
  • Use all offensive craft to go after one UFO at a time. If splitting up your total firepower by engaging one-on-one, it allows the UFOs to survive longer (more shots and more missile launching).
Note: Escort class UFOs have no offensive weaponry, however, their Stasis missiles will reduce X-Com's offensive capabilities, if only momentarily.
  • Any large battle will dynamically change. Close attention to shields and tactical disengement for your crafts may allow difficult one-sided battles to turn.
  • A slow X-Com craft is extremely vunerable. Immediately try to land this craft(s), if possible, or fly a route away from any hostiles so that your offensive crafts are between the UFOs and your 'sitting ducks'.
  • The enemy will target the closest hostile or engage the craft which landed the lastest impact. Any X-Com craft under severe attack should be disengaged (join the sitting ducks to recharge shields?) by allowing other craft to be the chosen target of the UFOs. If all your craft are evasive and avoiding damage, it may be wise to return to Mega-Primus instead. Assault the UFOs in their homeworld again before the new week to wear them down. Don't bite off more than you can chew!
  • Use the buildings to fly defensively. A missile chasing your craft choses the shortest path to your air vehicle. Your craft hiding behind something briefly may cause the missile to impact the 'thing' and not your craft! Using such defensive flying tactics will cause alien craft to expend their supply of missiles, hopefully without serious damages, however, as a defensive tactic, offense is usually the best defense. Kill 'em quick.
  • Terrain may be used to limit the threat of missiles. The large crater to the south is a possible hiding place, however, UFOs will still attack when there is a clear line for fire.
  • Combat can be 'less damaging' if your craft are directed to move sideways (flanking maneuver) from any incoming UFOs. The aliens shoot directly at your craft and because they do not lead-the-target, they usually miss! A UFO performing this style of attack is typically heading straight towards your craft, and depending on the type of weapon equipped on your hybrid craft due to the firing arc mechanics, your beam and missile attacks have a greater chance of impacting the head-on hostile.
  • Baiting more powerful UFOs into chasing one X-Com craft may allow splitting of the hostile force.
Note: the alien craft will go after the X-Com craft which last attacked and impacted that craft.
  • If a particular UFO is expected to be at the Alien Dimension, but is not present, the craft is on its way to Mega-Primus!
  • The building which is currently known (been researched) has a useable launch tube. This can hide weaker X-Com craft until the immediate threat is removed.
  • Alien craft are 'grown' at the start of a new week (Monday). Destroy all the UFOs for that new week with X-Com craft sent yesterday (Sunday). Those UFOs that are en-route to Mega-Primus will soon appear, however. Make sure to leave some combat craft and agents at home.
  • The "Return to Base" button works in the Alien Dimension. You don't need to manually target the gates to return home.

Infiltrate

Do not move agents from a landed craft to the building.

  • When arriving at the relevant building, wait for your vehicle to go all the way down the launch tube before starting the mission.
  • When the mission is complete, do not launch your craft immediately since it may be vunerable to damage when the building starts to collapse... Enjoy the show.
  • Don't skimp on high explosives.

Apocalyspe Mission

When the aliens know...

  • When the Control Chamber building is destroyed in the sequence, the aliens will launch all available alien craft (excpet probes) towards Mega-Primus. However, if there are no craft to send, then nothing in particular happens.


See Also