Difference between revisions of "Hangar (Long War)"

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(Interceptor Weapons)
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===Avalanche Missiles===
 
===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.  
+
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 interceptors start equipped with these missiles.  
 
*All interceptors start equipped with these missiles.  
*Slow firing, long range missiles with medium damage and low armor penetration.
+
*Slow firing, long range missiles with medium damage and no armor penetration.
 
*Avalanche Missiles are free of cost and available without research or manufacturing.
 
*Avalanche Missiles are free of cost and available without research or manufacturing.
  
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*Medium fire rate, long range with medium damage and low armor penetration.
 
*Medium fire rate, long range with medium damage and low armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|Advanced Beam Weapons]] research.
 
*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.
+
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Supercapacitors]] Foundry project.
  
 
===Plasma Cannon===
 
===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.
 
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, high damage and high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Vehicular Plasma Weapons]] research.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Vehicular Plasma Weapons]] research.
 +
*Requires 1 Alien Rifle.
  
 
===EMP Cannon===
 
===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.
 
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, medium damage and very high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|EMP Weapons]] research.
 
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|EMP Weapons]] research.
 +
*Requires 1 Sectopod Wreck.
  
 
===Fusion Lance===
 
===Fusion Lance===
 
The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
 
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 Interceptor.
+
*Can only be loaded on a Firestorm.
 +
*Medium fire rate, extreme damage and high armor penetration.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Fusion Weapons]] research.
 
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Fusion Weapons]] research.
 +
*Requires 1 Fusion Core.
  
 
==Modules==
 
==Modules==

Revision as of 19:47, 21 February 2018

Long War Main Page
Wiki-facbox hangar.png
Effect Main staging ground for Xcom aircraft
Adjacency Bonus None
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§0 | 0 | 0 | 0 | 0
Quick
§0 | 0 | 0 | 0 | 0
Maintenance §0
Power 3


Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.

Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar. Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm.

Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.

As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.



















Aircraft

Interceptors

Raven - the initial interceptor 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 interceptors upgrade)
  • Armor = 5

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

  • An upgraded interceptor
    • Available after researching 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 interceptors upgrade)
  • Armor = 25

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.
  • 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 Final Mission (4).
  • Procurement Cost: NA
  • Maintenance Cost per Month: §20 (§15 with NA bonus)

Pilots

In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an interceptor 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.

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!

Interceptor Weapons

It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following 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 interceptors 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, long range, low damage and low armor penetration.
  • Available to build after completing Alien Materials research.
  • Receives a significant upgrade after completing the 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, long range with medium damage and low armor penetration.
  • Available to build after completing Advanced Beam Weapons research.
  • Receives a significant upgrade after completing the 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, high damage and high armor penetration.
  • Available to build after completing 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, medium damage and very high armor penetration.
  • Available to build after completing 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, extreme damage and high armor penetration.
  • Available to build after completing Fusion Weapons research.
  • Requires 1 Fusion Core.

Modules

You can also build one-time use 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 ship's fire.
  • Can be activated at Balanced and Defensive Stance.
  • Available to Engineering after researching Cyberdisc Autopsy and finishing the 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 Alien Materials and completing the 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 Floater Autopsy and completing the 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 projects once the appropriate research has been done:

UFO tracking

  • Improved Interceptor detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an interceptor 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 credits apply, reducing research time by 25%.

UFO countermeasures

  • Increased dodge (+15%)
  • 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.
  • Increases the amount of alloys and elerium salvaged from the aircraft.
  • Available once Alien Materials has been researched.

Armored Fighter

  • Increased armor.
  • Available as a Foundry project once Advanced Aerospace Concept 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 Concept 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 Concept has been researched.
  • 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.

Elerium Afterburners

  • Increases interceptor combat time by 5 seconds.
  • Available once Alien Propulsion 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.
  • Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.

See Also

Vigilo Confido black.png Long War: XCOM Facilities
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop