OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: PPQ on January 20, 2024, 02:34:15 am
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I usually skip the MIG-31 and go strait for the interceptor because that's what I always did in old XCOM. Do you guys think that's a good idea or maybe I am making a mistake here?
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Usually you can skip both MiGs / Interceptors altogether and get to Ravens / Thunderstorms. If you have Kitsune, it can outrun/intercept weak UFOs, which is exactly the niche for these. Usually you're better off tailing UFOs to landing, anyway.
Also, I don't remember MiGs ever being there in "old XCOM", unless you mean "old XCOM Files".
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Probably. This mod is such a joy to play that I don't remember when the last time is that I did not have it installed.
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MiGs give some ability to handle cultist aircraft, but nothing really dominant, and Interceptors/Ravens can come online so soon afterwards that it's really not worth it unless you're specifically focusing your research on other topics and trying to make do in the meanwhile. And even Interceptors are so much worse than Ravens for actually chasing UFOs and not too far research-wise, so it's better to get Ravens. Thunderstorms and weapons for them can take a bit more time, so at least a few Ravens are good if you do play the air game. Which, as noted, isn't truly necessary.
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MiGs give some ability to handle cultist aircraft, but nothing really dominant, and Interceptors/Ravens can come online so soon afterwards that it's really not worth it unless you're specifically focusing your research on other topics and trying to make do in the meanwhile. And even Interceptors are so much worse than Ravens for actually chasing UFOs and not too far research-wise, so it's better to get Ravens. Thunderstorms and weapons for them can take a bit more time, so at least a few Ravens are good if you do play the air game. Which, as noted, isn't truly necessary.
Honestly that is what I expected to hear. And I am a bit sad as it feels balance vise that we really should get more use out of those.
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In my current game, I've used a decent number of Interceptors. By May, I don't have any way to manufacture the alloys needed for replacing everything with Ravens, and I want to build my first Improved Lab, which takes lots of alloys. I've also used alloys for Tanks. Minigun Tanks train up Accuracy fast, and Laser Tanks make Ghost missions a cakewalk.
Interceptors can easily shoot down all of the Hybrid defense craft with little risk. It's 50/50 against alien fighters though. Those things do way too much damage.
The Mig definitely seems like it doesn't have much of a niche, because it's a straight (though expensive) shot to Interceptors. The Arrow did a good enough job against cult craft.
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In my current game, I've used a decent number of Interceptors. By May, I don't have any way to manufacture the alloys needed for replacing everything with Ravens, and I want to build my first Improved Lab, which takes lots of alloys. I've also used alloys for Tanks. Minigun Tanks train up Accuracy fast, and Laser Tanks make Ghost missions a cakewalk.
Interceptors can easily shoot down all of the Hybrid defense craft with little risk. It's 50/50 against alien fighters though. Those things do way too much damage.
Good point. Their niche is when you don't have alien alloys. I guess.
The Mig definitely seems like it doesn't have much of a niche, because it's a straight (though expensive) shot to Interceptors. The Arrow did a good enough job against cult craft.
Which is funny given that in real life the MIG-31 is quite literally designed to be a giant flying radar dish with long range missiles.
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Interceptors are at least tough enough to stand toe to toe against medium and large scouts. They outrun the Hybrid Aircars and you can easily take them out in large numbers without risk of return fire.
MIGs though, seem to have tissue thin armor and will be blown up as soon as a UFO sneezes on them. They also have poor range and are pretty slow. I'm not sure there's a single UFO they can come out on top of, and they can't safely clear out Hybrid Aircars, which are a big risk to transports.
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Speaking of aircraft just how do you unlock the tier 2 submarine? The wiki both in game and online is circular as in the research link just leads to the unit.
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Speaking of aircraft just how do you unlock the tier 2 submarine? The wiki both in game and online is circular as in the research link just leads to the unit.
You will get it by researching Advanced Underwater Operations. But observe that it is used only for specific missions - the small one is nonetheless used for 'old and easy' missions. This can be somewhat confusing because this is not explained anywhere in-game.
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Random question. How good is the Avenger as a fighter? I mean, stat vise it looks good enough to be a decent fighter. And it has a lot of weapons, better HP and really is competitive with the Tormentor in all but speed.
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A bit high-maintenance and inefficient to use purely as an interceptor, but has quite a few upsides:
- Second-best Elerium fuel efficiency (but it still eats the preciousss, which is a downside).
- The only dual-beam craft besides the Starfighter (but that means it's kinda married to Plasma Beams, and these guzzle Elerium as well - notice a theme here? :) ). Beams are also outgunned by the heaviest cannons, but still pack more DPS than same-tier missiles. And since you get two plus a missile slot, this is arguably the first- or second-heaviest armament available to any X-Com craft.
- Global reach several times over.
- Second or third wrt speed and acceleration, and doesn't tucker out after one flight.
- The toughest thing you can put in the sky, with shields and evasion on top (but no electronics). Has armour, although unless I'm misunderstanding how armour works, it's not really particularly useful against anything but the lightest weapons. A good repair rate, too, unlike the OG Avenger.
You do need a lot of research and manufacturing to get it, a regular source of Elerium to use it, four pilots to fly it, more money than anything else to maintain it (but not extravagantly so). And since it's also your biggest troop transport by a giant margin, it's kind of a waste to use it as a 'mere' interceptor.
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Hello. I've never really played the original game or went pass first year in the mod. I'm not sure how vehicle combat works. Is there a quick summary somewhere? I've tried to search the forum but got a Database Error.
When I choose mounted weapon in the Hangar screen I can click on the icon and it gets an asterisk in its name (like PKM / *PKM). What does it mean?
Does it matter what machine-gun I'm mounting? Like is there any difference if it's a PKM or a Minimi for example?
I see that I can mount a Rocket Launcher on my Humvee. What rockets will it use - small, big, shrapnel? Does it matter?
I blow some RD vans and cars with my Humvees, but then Dagon Chinooks appeared, and I retreated. Can I shoot them down if I mount a Rocket Launcher? I would think so, but I don't know. I'm waiting for a LITTLEBIRD at the moment.
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Is there a quick summary somewhere?
Not that I know of. You can check the Ufopedia (https://www.ufopaedia.org/index.php?title=UFO_Interception), but that's not short. For the most part, it's intuitive enough.
...asterisk in its name (like PKM / *PKM). What does it mean?
Pre-disable the weapon so your craft won't use it in combat until you re-enable it, either in combat or clicking that spot again.
Does it matter what machine-gun I'm mounting? Like is there any difference if it's a PKM or a Minimi for example?
Depends. A big minigun is double the DPS of a small one, which is double again of a BO LMG.
OTOH, early craft, yours and the enemy's, are so fragile the combat is a crapshoot anyway.
I see that I can mount a Rocket Launcher on my Humvee. What rockets will it use - small, big, shrapnel? Does it matter?
Small. They cost less?
Can I shoot them down if I mount a Rocket Launcher?
Even the PKM has better DPS than the Rocket Launcher, and there's no range difference. The RL has vastly less ammo, too. So unless you're betting on alpha-striking them with quad rockets (and I think the odds are against enough of the rockets connecting for that to work), use bullet sprayers. I liked miniguns several versions ago.
Chinooks are tougher than your craft, but should be less well armed. So I'd guess you can shoot them down with anything, but there's always the chance it'll go wrong.
In general, early combat craft are either really slow or limited-range. I wouldn't bother unless the enemy tries to mess with your transports.
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Hope you don't mind me reviving this thread. I'm in late-game X-Com Files and just got the AIRCAR. What's it good for?
I'm still using Rovers for undercover missions, which can hold 1 more agent. For regular missions I've got Skymarshall (cheap fuel), IronFist and (soon) Avenger.
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Hope you don't mind me reviving this thread. I'm in late-game X-Com Files and just got the AIRCAR. What's it good for?
I'm still using Rovers for undercover missions, which can hold 1 more agent. For regular missions I've got Skymarshall (cheap fuel), IronFist and (soon) Avenger.
I really haven't found any use for it anywhere. Like with many other XCF stuff it's just there for the kicks of it, not for any distinguishing use or purpose as far as one can see. By the point you get it, you have much better options on all fronts.
If it had the same special mission capability like the land rover, then I guess it might have some use as an undercover replacement. But it has no special mission capabilities (I dunno if this is an oversight, though it might be argued that a flying car could not go unnoticed).