Difference between revisions of "Talk:Avenger"

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(re-add lost AQ comment)
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[[User:Spike|Spike]] 09:16, 5 April 2008 (PDT)
 
[[User:Spike|Spike]] 09:16, 5 April 2008 (PDT)
 
:You are correct concerning the 1 point per hour: the engine decreases the damage level ([[CRAFT.DAT]], offset 0xA) by one hourly for all xcom ships in 'repairing' state (offset 0x2A set to 2). I can provide you with an 'instant ship repair' patch if you don't believe me ;-) [[User:Seb76|Seb76]] 07:17, 6 April 2008 (PDT)
 
:You are correct concerning the 1 point per hour: the engine decreases the damage level ([[CRAFT.DAT]], offset 0xA) by one hourly for all xcom ships in 'repairing' state (offset 0x2A set to 2). I can provide you with an 'instant ship repair' patch if you don't believe me ;-) [[User:Seb76|Seb76]] 07:17, 6 April 2008 (PDT)
 +
:I must've missed the "Approximately" when I corrected the article(It used to claim that the Firestorm repaired at 5% per day, which is close enough to the actual 4.8% to it have been an honest error). It was finally determined in late October last year that, indeed, all craft repair at 1 HP/hour. [[Talk:Repairs]] is the relevant discussion. Feel free to remove that word at your leisure. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 5 April 2008 (PDT)

Revision as of 14:21, 6 April 2008

It does seem like the Avenger is the ultimate craft. The only thing it doesn't seem to be best at is loiter time -- the Skyranger can patrol an area for much longer looking for an enemy base or watching an area that doesn't have radar coverage. In addition to being faster, tougher, heavily armed, and transporting more soliders, the Avneger also seems to have better fuel-efficiency -- being faster, it can intercept a UFO in less time and thus burn less Elerium-115. Being faster, it can transport a squad to a crash site using less Elerium-115 than a Lightning.

Is there any reason NOT to replace all my Firestorms with Avengers? Should I have nothing but Avengers for air-superiority and transport, and only keep a couple Skyrangers around for specialized tasks?

Eric 22:56, 6 January 2007 (PST)


Well, I suppose there's the long downtime the Avengers tend to have if you like to go on frequent agressive attacks on Battleships. And if you don't recover the amount of elerium you use for fuel in the missions, you'll end up with lots of pretty and expensive Hangar ornaments.
Otherwise, if you've got the elerium stocks to support them, there's no reason not to convert your attackers to Avengers. If you've got a supply ship farm nearby, maintaining an Avenger fleet is certainly viable.
I'd actually replace the Firestorms with Interceptors and keep a few emergency Avengers on standby - but that's only how I'd approach it if I were faced with that scenario. -NKF

Right. So the Avenger is the ultimate UFO-tech craft, but as you say, Interceptors still have their uses.

But, what really surprised me was that the Avenger isn't more of an Elerium-115 hog than the Firestorm or Lightning. If you're intercepting something, the Avenger will spend less time in the air = less fuel used. If I were to mod the game, that's something I would change... those twin nacelles with their respective power sources would consume twice the Elerium-115 per hour of the smaller single-engined craft like the Firestorm/Lighting.

Eric 06:58, 9 January 2007 (PST)

Yeah, I have to say its always been one of the weak spots of the game for me, you shouldnt really have one weapon system that makes everything else almost entirely redundant. The firestorm should have been the fastest, and elerium efficient, but a bit weak for taking on anything too tough, and of course no crew space as now (or maybe at most have a 2 man crew, so you could have used them on small/tiny mop ups), the Lightning should have been the same basically - just a jack of all trades in between the other two Hybrids extremes in each area, so it can fill in whatever is needed in an area, and the avenger should have still been big, tough, heavy, but slower that the other two and more fuel hungry due to its size, so you would really prefer only to send it out when needed.

Making the old human tech either superfluous, or having a very much niche role is fine of course, fits in with the games theme/scenario. Developing technologies that are almost entirely redundant 6 or 7 days later in some cases is just silly.

--Sfnhltb 15:33, 1 March 2007 (PST)

Damage repair rate exactly equal?

Comparing with the Firestorm article, it says there the repair rate is 4.8% per day (not 5% as it says here). This suggests that the repair rate of Firestorm and Avenger is not "approximately" equal but exactly equal - 24 points per day (1 point per hour?). Should we change the main article? Spike 09:16, 5 April 2008 (PDT)

You are correct concerning the 1 point per hour: the engine decreases the damage level (CRAFT.DAT, offset 0xA) by one hourly for all xcom ships in 'repairing' state (offset 0x2A set to 2). I can provide you with an 'instant ship repair' patch if you don't believe me ;-) Seb76 07:17, 6 April 2008 (PDT)
I must've missed the "Approximately" when I corrected the article(It used to claim that the Firestorm repaired at 5% per day, which is close enough to the actual 4.8% to it have been an honest error). It was finally determined in late October last year that, indeed, all craft repair at 1 HP/hour. Talk:Repairs is the relevant discussion. Feel free to remove that word at your leisure. Arrow Quivershaft 17:22, 5 April 2008 (PDT)