5. --So, in B13, if I had a rifle assault, he'd probably get RF. However, Interception time is an issue as UFOs will just leave after some time. If the aliens send a UFO and it is damaged, destroyed or lost, the aliens will pay resources for it, limiting their options in the next month. Hit n run is pretty much the same thing only less restrictive in most situations. Grenades have just as much damage and range (once upgraded which can be done quite early), have a far wider range of uses, more can be carried, and they don't have the massive mobility issues. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys: specifically, it is the strength of the killshot that determines the UFO's survival. Close. This class of craft is used primarily for air raids and anti-satellite operations. This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don't get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron. Rocket launcher can be exchanged for 8 damage grenades or +50% range on the grenades.

The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. XCOM: Enemy Unknown > General Discussions > Topic Details.

It's been 3 years since I put my hands on the original Long War - about time to jump back into a Ironman Impossible campaign of this fantastic mod. When a UFO lands it is either conducting a harvest mission (gain resources) or a research mission (gain research). As such, the Long War's UFO page will be your general guide for how--- or if-- to attempt to engage these potent UFOs. There's never a situation where an engineer isn't better than a rocketeer. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth's skies. During those awkward diagonal firefights your assault can usually run to flank and then run back into cover every single turn.

I don't like hit and run on assaults, if your assault can flank an ayy then either close encounters would have worked too or it's a flier, and hnr doesn't work with fliers. Engineers- with supression, 3 grenade slots, bombard, battlescanners and S&M are my lifesavers with ghost grenades (Earlier i prefer repair instead of supression, because of the arc thrower). direct i strongly believe, so the perk is not that interesting, you re better off with executioneer (which goes great with in the zone perk). All trademarks are property of their respective owners in the US and other countries. Note that in the above example while the Laser Cannon and Stingray Missiles are about equal on a per-hit basis, the Laser Cannon is more effective in combat due to its higher rate of fire and higher accuracy. Laser Cannon (290 damage, 25% armor penetration) vs Fighter (armor 60%): effective armor mitigation value of 60%-25%=35%. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. All through the mission I am missing some shots that are 75-80% chance and on some 100% shots I do half the expected damage. Use Long War Mod Manager to apply any mods. Lastly: they are a permanent upgrade to all current and future XCOM craft, which only needs to be made once, and can't be lost alongside downed interceptors. Four-turn cooldown. A weapon that does less damage than a heavier one but fires faster might have a higher DPS rating. I'm playing my first LW and I have to say that it is pretty interesting what they did with the classes and perk trees. Aggressive gives +15% to hit for both you and the UFO. CE still stays on my tank assaults, because they're tanky as hell and Shock Armor. Steam Workshop: XCOM 2. There are Research and Engineering projects that will assist in aerial sorties.

store your spare interceptors on the other continents and make them rotate. Typically they will take such perks as resilience, extra conditioning, steadfast, will to survive and low profile. Rapid Fire gives 2 confirmed bangs for -15aim. I'm thinking of trying out a generalist Assault that switches back and forth between shotguns and assault rifles depending on the map and the mission, and I'm having a really tough time deciding between HNR and RF.