Difference between revisions of "Hangar (LWR)"

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
{{Facilities Data Box (Long War)
 
|image=Wiki-facbox_hangar.png
 
|isize=256
 
|effect=Main staging ground for XCOM aircraft
 
|adjacency=None
 
|prerequisites=None
 
|other=None
 
|credits=0
 
|alienaloys=0
 
|elerium=0
 
|meld=0
 
|build time=0
 
|quick credits=0
 
|quick alienaloys=0
 
|quick elerium=0
 
|quick meld=0
 
|quick build time=0
 
|maintenance=0
 
|power=3
 
|}}
 
 
The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
 
 
*'''Order new Interceptors'''. Delivery time is 3 days.
 
*'''Distribution''' of your current ships by continent. There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring an aircraft from one continent to another takes 2 days.
 
*Selecting a specific ship opens its menu, in which you can '''Re-equip''' and '''Rename''' it, see its performance characteristics and performance characteristics of available weapons. You can also '''Dismiss''' it through this menu. Remember that the installed weapon disappears.
 
 
Firestorms are not bought, but are built in Engineering. A new Firestorm construction will appear on the continent where your base is located, and after its construction is finished it can be transferred to another continent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
==Aircraft==
 
{{Col}}
 
===Fighter craft===
 
[[Air_Combat_(Long_War)#Aircraft|'''Interceptor''']] - the initial "Raven" aircraft designed to shoot down alien UFO craft once spotted.
 
* The game starts with four of these aircraft.
 
** Procurement cost: §200 (§150 with NA bonus).
 
** Maintenance cost per month: §40 (§30 with NA bonus).
 
*HP = 2500 (3500 with Armored Fighters upgrade).
 
*Armor = 5.
 
 
[[Air_Combat_(Long_War)#Aircraft|'''Firestorm''']] - superior "Demon" aircraft available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Propulsion]].
 
* Always starts on the continent with XCOM base - can then be transferred to another continent.
 
** Available after researching [[Research (Long War)#Materials and Aerospace|Alien Propulsion]].
 
** Build cost: §750 (§525 with NA bonus), 120 Elerium, 180 Alloys, 10 Meld, 4 UFO Power Sources, 8 UFO Flight Computers.
 
** Maintenance cost per month: §50 (§35 with NA bonus).
 
*HP = 4000 (5000 with Armored Fighters upgrade).
 
*Armor = 25.
 
{{ColBreak}}
 
 
===Transport===
 
[[Air_Combat_(Long_War)#Aircraft|'''Skyranger''']] - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game. 
 
* You start the game with a single Skyranger and you may not build anymore.
 
* Starting squad size: 6. May be increased to 8 through Officer Training School upgrades.
 
** Covert Extraction missions: 4 soldiers plus covert operative.
 
** Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Temple Ship Assault (4).
 
* Maintenance cost per month: §20 (§15 with NA bonus).
 
{{EndCol}}
 
 
==Pilots==
 
In Long War aircraft pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an aircraft its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
 
 
Later on, experienced pilots can be essential when taking out difficult targets such as the Overseer.
 
 
==Equipping==
 
Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. They come with Avalanche Missiles already equipped. Advanced systems must be manufactured before you can equip them. It takes 7 days to change the weapons on a fighter craft; changing between the two basic missile types only takes 12 hours though. [[Air_Combat_(Long_War)#Modules|Modules]] do not have to be equipped.
 
 
Be aware that it is impossible to change an [[Air_Combat_(Long_War)#Interceptor_Weapons |aircraft's weaponry]] outside of the Hangar menu, which includes choosing which craft you want to send on a mission; make sure your ships are equipped with the correct weapons before launching an interception!
 
 
==Ship Weapons==
 
===Avalanche Missiles===
 
A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.
 
*All aircraft start equipped with these missiles.
 
*Slow firing, long range missiles with medium damage and no armor penetration.
 
*Avalanche Missiles are free of cost and available without research or manufacturing.
 
 
===Stingray Missiles===
 
Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.
 
*Slow firing, long range missiles with low damage but medium armor penetration.
 
*Stingray Missiles are free of cost and available without research or manufacturing.
 
 
===Phoenix Cannon===
 
Rapid fire magnetic cannon designed to shred fast moving targets.
 
*Rapid firing, short range, low damage and low armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] research.
 
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Phoenix Coilguns]] Foundry Project.
 
 
===Laser Cannon===
 
Frame mounted Laser Cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
 
*Medium fire rate, short range, medium damage and low armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|Advanced Beam Weapons]] research.
 
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Supercapacitors]] Foundry project.
 
 
===Plasma Cannon===
 
The plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
 
*Medium fire rate, long range, high damage and high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Vehicular Plasma Weapons]] research.
 
*Requires 1 Alien Rifle.
 
 
===EMP Cannon===
 
The EMP Cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
 
*Rapid firing, short range, medium damage and very high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|EMP Weapons]] research.
 
*Requires 1 Sectopod Wreck.
 
 
===Fusion Lance===
 
The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
 
*Can only be loaded on a Firestorm.
 
*Medium fire rate, long range, extreme damage and high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Fusion Weapons]] research.
 
*Requires 1 Fusion Core.
 
 
==Modules==
 
You can also build one-time use [[Air_Combat_(Long_War)#Modules|modules]] to use during interceptions to boost your craft's abilities:
 
 
===Defense Matrix (Dodge)===
 
*2 Cyberdisc Wrecks required
 
*One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
 
*Avoid next two hits from enemy UFO's fire.
 
*Can be activated at Balanced and Defensive stance.
 
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Cyberdisc Autopsy]] and finishing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
 
 
===UFO Tracking (Boost)===
 
*2 Drone Wrecks required
 
*One time use when interceptors are in combat with UFOs.
 
*Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking out UFOs. 
 
*Available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
 
 
===Uplink Targeting (Aim)===
 
*3 Floater Corpses required
 
*One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to their accuracy.
 
*Next two shots against enemy ship always hit.
 
*Can be activated at Balanced and Aggressive stance.
 
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Floater Autopsy]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
 
 
==Permanent Aircraft Boosts==
 
There are a number of permanent boosts to defense, offense, repair time etc available as [[Foundry_(Long_War)#Aerospace_Improvements|Foundry projects]] once the appropriate research has been done:
 
 
===UFO Analysis===
 
*Research of each of the UFO types gives a damage boost when fighting that type again.
 
*Increases the amount of Alloys and Elerium salvaged from the UFO.
 
*Available once Alien Materials has been researched.
 
 
===UFO Tracking===
 
*Improved detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an UFO detection without a Satellite versus 4%). Reveals info about UFO on anti-satellite missions.
 
*Available as a Foundry project once Alien Power Systems has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
===UFO Countermeasures===
 
*Increased dodge (+15%)
 
*Available as a Foundry project once Seeker Autopsy has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
===Armored Fighters===
 
*Increased armor.
 
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 
*Aerospace and Armor research credits apply, reducing research time by 25% each.
 
 
===Wingtip Sparrowhawks===
 
*Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
 
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 
*Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
 
 
===Penetrator Weapons===
 
*Increased weapon penetration.
 
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
===Improved Avionics===
 
*Increases aim.
 
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
===Elerium Afterburners===
 
*Increases interceptor combat time by 5 seconds. 
 
*Available once Alien Propulsion has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
===Advanced Repair===
 
*Faster repairs.
 
*Available as a Foundry project once Heavy Floater Autopsy has been researched.
 
*Cybernetics research credit apply, reducing research time by 25%.
 
 
===Super Skyranger===
 
*Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
 
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 
*Aerospace research credit apply, reducing research time by 25%.
 
 
==See Also==
 
* [[Air Combat (Long War)|Air Combat]]
 
* [[Foundry (Long War)#Aerospace Improvements|Aerospace Improvements]]
 
* [[UFOs (Long War)|UFOs]]
 
 
{{ Facilities (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Facilities (Long War)]]
 

Revision as of 00:48, 19 August 2020

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