![]() 50% speed increase can be of pivotal importance in order to get around larger ships to unload damage without risking to lose the interceptor. One of the most critical tools to destroying UFOs that are otherwise unbeatable with auto-resolve (or leave the player with heavily damaged ships) is the afterburner.Having one ship as a bait while the other sneaks around to unload it's ammunition into the UFO will make air combat a lot easier and more reliable. UFOs will typically only go after one Xenonaut aircraft, and will normally follow that ship until it disengages or is destroyed. Outnumbering enemies when it comes to air combat is particularly effective.If there is a Corvette with two Fighters, taking down the corvette will lead to the escorts disappearing, which can be good if you're facing them with only two foxtrots or not enough ammo to destroy all of them. Destroying the bomber that is threatening to bomb the city will absolve the threat as a whole. This is especially important to know when attempting to strike down Alien Aerial Terror missions. ![]() Destroying the main craft can often times result in a successful air interception, despite one or both escorts being unharmed.This fact can also be used for finishing crafts off with condors and the like. If you are on par with alien technology, or even a little behind, four Foxtrot Missiles will take out any craft at that stage. A great strategy against almost all crafts that roam around funding nations throughout the game is to have Foxtrots in all bases ready to charge and damage UFOs for other Foxtrots to finish. UFOs are not repaired in between air assaults by Xenonaut interceptors.Any Interceptor that leaves the field and goes into the black area surrounding the field is considered to have disengaged from the fight and will return to base unless instructed otherwise. There will always be only your Interceptors and the Alien UFOs on the board. The combat area consists of a wide empty area representing the airspace in which the engagement is occurring, there are no defining features in the environment. UFOs employ plasma weaponry and energy missiles in combat. Main craft typically cannot barrel roll though escort craft can. Usually this consists of a single "main" UFO and two "escort" UFOs. There can be between one to three separate UFOs in a engagement. You directly command each interceptor akin to a RTS game. Certain interceptors are capable of performing dodging rolls to evade missiles and all interceptors can use afterburners which increase their movement speed by 50%, but increase their fuel consumption by 300%. All Interceptors carry fuel for movement, health, and weapons. You can directly control up to three individual interception craft. However in situations where you don't have a 100% chance or you want to keep using the interceptor on multiple engagements you will have to manually control the interception. Usually it is more efficient to auto resolve most UFO encounters where you have a 100% chance of success.
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