TheTuninator Posted January 16, 2012 Share Posted January 16, 2012 (edited) I've been playing a bit more Xenonauts recently, and I've noticed that the MiG-32, when armed with Avalanches, seems rather useless in a head-on fight where the UFOs are charging right at you. As there's no option to slow down and you can't change directions without losing missile lock, you have to fly the MiG right into the UFO's guns, and by the time you can launch the Avalanches due to the 8-second lock time they've got you in their sights, thus ensuring a dead MiG as it doesn't have the dogfighting capability of the F-17. My question is, am I just using the MiG wrong, or is this something other people have encountered? It seems problematic to keep a MiG out of weapons range of a UFO when the UFO is on an attack heading, thus defeating the entire purpose of having Avalanches in the first place. Any advice on how I can better use the MiG and Avalanches would be greatly appreciated! Edited January 16, 2012 by TheTuninator Quote Link to comment Share on other sites More sharing options...
PureArctic Posted January 16, 2012 Share Posted January 16, 2012 I tend to try keep the mig slightly behind an F-17, and off to the side. Use the f-17 to draw shots from the ufo's, which it can dodge, giving the mig time to lock on and fire with avalanches. Once it's fired missiles, i usually set afterburner and retreat, then flank UFO if it's still alive with remaining planes if mig is being chased. Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted January 16, 2012 Author Share Posted January 16, 2012 Thanks for the advice! I'll try drawing off fire with F-17s and see if that works, as I can't seem to think of a way to keep the MiG out of the engagement envelope. Quote Link to comment Share on other sites More sharing options...
Chris Posted January 17, 2012 Share Posted January 17, 2012 Yeah we do need to add something to control the speed of the interceptors really, else the MiG always flies into combat first. Right now you'll probably have to put the F-17s on afterburner to make sure they get there first, which is a bit ridiculous. Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted January 17, 2012 Author Share Posted January 17, 2012 That would indeed be a nice feature, hope it makes it in with the air combat update! Quote Link to comment Share on other sites More sharing options...
Moonshine Fox Posted January 17, 2012 Share Posted January 17, 2012 *floggs the dead horse about pulling the directional indicator forward or backwards for speed* Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted January 17, 2012 Author Share Posted January 17, 2012 Even just a "slow" option would be good, so you'd have Afterburners for fast, default speed, and slow. Three different speeds would probably be more than enough, there just needs to be a way to let the MiG actually launch Avalanches before it's deep in a UFO's combat envelope. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted January 17, 2012 Share Posted January 17, 2012 I reckon 5 is necessary, because while 3 would suffice for the scouts and fighters, when you get the battleships etc. they could go pretty slow... Quote Link to comment Share on other sites More sharing options...
MacGyverDTH Posted January 19, 2012 Share Posted January 19, 2012 I have problems with the air combat. Most time my planes were shot down because i dont really know how this air fight works. I dont know if this air fight is final or if it will change much, but is it possible that someone will maybe do an youtubo video with some explanations how this works and with some hints... !? This would be very helpful for me. Quote Link to comment Share on other sites More sharing options...
Chris Posted January 20, 2012 Share Posted January 20, 2012 It does need more explanation. I'm trying to think of a good way of making it more intuitive but it does take some getting used to. We also need to pace it better - the MiG is essentially pointless at the beginning of the game. I think we need to add a small Light Scout at the beginning of the game that is slower and easier to kill than the Large Scout so everyone can get familiar with air combat, then have the Corvettes, Fighters and Large Scouts all appear at the same time. That'll mix it up a bit. Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted January 21, 2012 Author Share Posted January 21, 2012 (edited) I have problems with the air combat. Most time my planes were shot down because i dont really know how this air fight works. I dont know if this air fight is final or if it will change much, but is it possible that someone will maybe do an youtubo video with some explanations how this works and with some hints... !? This would be very helpful for me. The most important thing is to make sure your F-17s get into enemy range before the MiG (they can tank) and, very importantly, make sure that you fire off missiles in multiple salvos. If you fire off all your missiles at once, Scouts will just dodge them, and then you're up a certain creek without a paddle. If you volley them, the second wave will usually catch the Scout. You can keep missiles from all going off at the same time by right-clicking them and toggling the color indicator to red; that will keep them from automatically firing. Edited January 27, 2012 by TheTuninator Quote Link to comment Share on other sites More sharing options...
Guyver Posted January 26, 2012 Share Posted January 26, 2012 how you deal with 1 corvette and 2 fighter escorts? i can deal a corvette with zomgwtfit avalanche missiles from 3 mig32, but then the fighters will kill my helpless migs with their aliens missiles! tactic retreat and a second squad of f17 to pursue the fighters? also, it's normal that ONLY scout ufo leave a crash zone? i'm sure to bringing it down, even with cannons, to not completely destroy the corvette/fighter ufo. Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted January 26, 2012 Author Share Posted January 26, 2012 how you deal with 1 corvette and 2 fighter escorts? i can deal a corvette with zomgwtfit avalanche missiles from 3 mig32, but then the fighters will kill my helpless migs with their aliens missiles! tactic retreat and a second squad of f17 to pursue the fighters? also, it's normal that ONLY scout ufo leave a crash zone? i'm sure to bringing it down, even with cannons, to not completely destroy the corvette/fighter ufo. You can't use MiG-32s in a furball with multiple UFOs at the moment; they'll just kill you in the head-on charge, as avalanches can't fire until you're in range of their guns. The default loadout of 2x F-17s and 1x MiG-32 works decently well, but you're going to need F-17s one way or the other. Corvettes leave a crash zone too, at least they have for me. Their tileset isn't implemented yet, though, so it's still the "evil shed". Quote Link to comment Share on other sites More sharing options...
UncannyGarlic Posted January 27, 2012 Share Posted January 27, 2012 The most important thing is to make sure your F-17s get into enemy range before the MiG (they can tank) and, very importantly to make sure that you fire off missiles in multiple salvos... If you volley them, the second wave will usually catch the Scout... You can keep missiles from all going off at the same time by right-clicking them and toggling the color indicator to red; that will keep them from automatically firing. Is there a volley option? If not, that might be a nice addition. I'm not sure how many weapons you plan on having the best fighter being able to equip but if it's more than two an option to link weapons and fire either in unison or volleys could be nice. The volley option could either be with a preset delay or a customizable delay. This is all assuming that currently you have to deactivate a weapon until you get in range then pause, reactivate it, and resume in order to fire in volleys. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 27, 2012 Share Posted January 27, 2012 No with the avalanches you can just wait until you want to fire then click one of them, wait a second and click the next. Sidewinders auto launch when they get in range but I usually turn that off and launch them manually. Quote Link to comment Share on other sites More sharing options...
plucx Posted January 29, 2012 Share Posted January 29, 2012 I had some trouble with interception too. It's not very intuitive yet but i'm getting to it. Would it be possible to have all the plane being sent to intercept as a Wing? This would help a lot. Especially if you intent to hit the UFO with several planes! Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted January 30, 2012 Share Posted January 30, 2012 you can do that already, just select more than one when you choose to intercept it Quote Link to comment Share on other sites More sharing options...
rynait Posted January 31, 2012 Share Posted January 31, 2012 Hello, dont know if this info is helpful. yellow = fire automatically weapon when in range. red = lock weapon in manual green = ready to fire (but waiting for you to activate, click to fire the green) grey = used, already fired. I point out when starting from default, avalanche is in red, sidewinders and autocannons are in yellow. change the options system remembers the change option at next enagement. as suggested with large corvettes, loadout of 2 f17 and 1 mig is reasonable ( i rearm my migs to carry 3 avalanches and 1 sidewinders). Those pesky scouts rolls well avoiding avalanches (slow moving blips). Corvettes sort of dont roll but i noticed to keep my f17 and m32 alive i needed 3 avalanches not fired in volleys, but out of corvette' range. 3 avalanches knocks corvette down before they fire on my poor m32. the escorts is still a gripe for me, yet to learn tactics with 3 ships. R Quote Link to comment Share on other sites More sharing options...
MikeV37 Posted January 31, 2012 Share Posted January 31, 2012 If a corvette is flying without escort, a Mig can take him out because the missiles lock before the enemy is in range or as it's just in range and the mig can survive one hit while the corvette can't take a salvo of missiles. Then I usually set the Mig to afterburners so it flies through the death zone as fast as possible Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 31, 2012 Share Posted January 31, 2012 If you outnumber them you can always kite and use the free craft to hit the enemy in the back while they follow their target. Tricky to do if you have equal numbers though unless you can take out one of them from extreme range. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted January 31, 2012 Share Posted January 31, 2012 what you might do is get two to go in separate directions, then have the third chase the ones that are chasing the others ones while still outrunning their own chaser? Does that sound like something that might work? =p Quote Link to comment Share on other sites More sharing options...
rynait Posted February 1, 2012 Share Posted February 1, 2012 Hello, interesting tactics. Mine is to always assign a f17 (first one) in intercept list, then pick other two. in combat, the radius and targeting by corvette is targeting the first aircraft. I off-track the first f17's target to some empty spot usually to the northeast, open afterburners. this trick forces corvette to move and maintain it's target on the first f17, creating an open "flanking" zone for both slower 2nd f17 and mig. those two fly into (bit practice) in zone that is not covered by corvette. then let go the missles... this results no damages recieved from corvette. However I have yet figure out a tactic for "three ships... escort style". R Quote Link to comment Share on other sites More sharing options...
tservo1963 Posted February 9, 2012 Share Posted February 9, 2012 I can't seem to get 2 f17s to attack. I launch 2 and when the popup shows up to engage i only get 1 f17 to show up in the fight. can someone explain how i get 2 to show up to attack. i remember in x com i could have them stacked, up to 4 i think, until all planes where at the ufo and then attack at the same time. i just can't get the hang of this part yet. thanks. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 9, 2012 Share Posted February 9, 2012 When you are sending them out through the intercept screen do you send one out per pop up or do you select both crafts and send out at the same time so they fly in a squadron? You can select multiple crafts to send out in the same popup. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted February 9, 2012 Share Posted February 9, 2012 Yeah you can highlight up to three craft at the same time to launch them at a ufo as a squadron. You can't engage at the same time with more than one squadron (even if it only contains one craft) because otherwise you would have to display all of them on the same air combat screen. The UI doesn't support that. Quote Link to comment Share on other sites More sharing options...
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