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Air Combat (V9)


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In the new build I am having a lot of trouble making scouts crash rather than destroying them outright.

I've tried firing missiles one by one, but the scout will always be destroyed no matter what combination I've tried.

Next idea was to get in F17 gun range, but I haven't been able to get my F17's to be able to physically be in gun range of a scout yet after many tries. They just can't catch up before the scout escapes.

I feel like it might take a prohibitive amount of time to get lucky with missiles and force land a scout.

Any thoughts or opinions from others?

My proposed solutions:

-slightly expand the air combat grid area so there is enough distance for an F-17 to catch up to a scout on afterburn

-make it so a mig can fit an autocannon (is this possible and I don't know how to do it?)

Edited by kefeinzel
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Actually, I believe that the largest UFOs in X-Com (most notably the Battleship) were also the fastest, which may be part of the reason for the confusion. In my eyes, it sort of makes sense for scouts to be among the fastest ships, possibly even faster than Terran fighters. Then again, I've been away for an eternity, so don't take my opinions too seriously :P .

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At the moment I think alien fighters are the fastest, a little quicker than scouts.

Both are faster than the starting interceptors Xenonauts use.

Luckily we have afterburners to catch up to them when we need to.

Not for running away of course, we would never do that...

Nah, Ram em first! Pretend it's Independence Day (the movie)

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