Difference between revisions of "Hangar (Long War)"

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**Aerospace and Armor research credits apply, reducing research time by 25% each.
 
**Aerospace and Armor research credits apply, reducing research time by 25% each.
 
*Wingtip Sparrowhawks
 
*Wingtip Sparrowhawks
**Adds weaker Stingray Missiles to Interceptors in addition to other weapons.
+
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.
 
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.

Revision as of 19:18, 18 July 2014

Crafts

Interceptors

Raven - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.

  • The game starts with two of these aircraft.
    • Procurement Cost: §200 (§140 with NA bonus)
    • Maintenance Cost per Month: §40 (§28 with NA bonus)

Firestorm - Superior interceptor available to Engineering after researching Alien Propulsion.

  • An upgraded interceptor
    • Available after researching Alien Propulsion.


Transport

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.
    • Procurement Cost: NA
    • Maintenance Cost per Month: §20 (§14 with NA bonus)


Hangar Storage

Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.

Equipping

You can equip your interceptors in the Hangar menu, under "View Craft". 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. Advanced systems must be manufactured before you can equip them. Modules do not have to be equipped.

Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!

Aircraft Weapons

It takes 7 days to change the weapons on an interceptor craft. They can be equipped with the following weapons:

  • Avalanche Missiles
    • A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology.
      • All interceptors start equipped with these missiles.
      • Slow firing, long range missiles with medium damage and low 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 costavailable without research or manufacturing.
  • Laser Cannon
    • Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
      • Medium fire rate, long range with medium damage and low armor penetration.
      • Available to build after completing Advanced Beam Weapons research.
  • Phoenix Cannon
    • Rapid fire magnetic coilgun designed to shred fast moving targets.
      • Rapid firing,long range,low damage and medium armor penetration.
      • Available to build after completing Gauss Weapons research.
  • Plasma Cannon
      • Available to build after completing Vehicular Plasma Weapons research.
  • EMP Cannon
      • Available to build after completing EMP Weapons research.
  • Fusion Lance
      • Available to build after completing Fusion Weapons research.

One-Time Use Boosts

You can also build one-time use modules to use during interceptions to boost your craft's abilities:

  • Defense Matrix (Dodge)
    • 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.
    • Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.
  • UFO Tracking (Boost)
    • 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 UFOs.
    • Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.
  • Uplink Targeting (Aim)
    • One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.
    • Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
    • Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.

Permanent Aircraft Boosts

There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:

  • UFO tracking
    • Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.
    • Available as a Foundry project once Alien Power Systems has been researched.
    • Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer
    • Aerospace research credits apply, reducing research time by 25%.
  • UFO countermeasures
    • Increased dodge
    • Available as a Foundry project once Seeker Autopsy has been researched.
  • UFO analysis
    • Research of each of the UFO types gives a damage boost when fighting that type again.
    • Available once Alien Materials has been researched.
  • Armored Fighter
    • Increased armor.
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
    • Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld
    • 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 Concept has been researched.
    • Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.
    • 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 Concept has been researched.
    • Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers
    • Aerospace research credits apply, reducing research time by 25%.
  • Improved Avionics
    • Increases Aim
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.
  • Advanced Repair
    • Faster repairs.
    • Available as a Foundry project once Heavy Floater Autopsy has been researched.
  • Super Skyranger
    • Available as a Foundry project once Advanced Aerospace Concept has been researched.


  • NOTE: TABLE NOT UPDATED FOR LONG WAR
Interceptor Upgrades
Item Hit Chance Range Fire Rate Damage Armor Pen. Credits Alien Alloys Elerium Extra Costs Min. Engineer
Avalanche Missiles 70% Long Slow Low Low 0 0 0 None 0
Phoenix Cannon 95% Short Rapid Low Low 35 0 0 None 5
Laser Cannon 85% Short Rapid Low Medium 40 25 0 None 10
Plasma Cannon 85% Long Medium Medium High 135 25 25 None 20
EMP Cannon 100% Short Medium High High 150 25 15 None 30
Fusion Lance 90% Long Slow High High 100 20 15 None 30
Defense Matrix N/A N/A N/A N/A N/A 50 0 0 3 Floater Corpses 5
UFO Tracking N/A N/A N/A N/A N/A 20 0 0 2 Cyberdisc Wrecks 10
Uplink Targeting N/A N/A N/A N/A N/A 10 0 0 3 Sectoid Corpses 5

See Also