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Aircraft Updates


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Not only that, but two avalanches can barely scratch a scout, and using it on roll-abling UFOs is a waste. I can as well use three condors, outmaneuver scout and shred it from behind without need to bring clumsy glassy Foxtrot to the fight.

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I've never had success using cannons until corsairs (since they're fast enough for me to get behind things). I've tried using condors more this build, but they seem to get killed really fast/require a LOT more work to use effectively.

As for your example: I only need 2x foxtrots per light scout/scout w/ avalanches. This means I can build just one extra hangar, and still kill all of an early wave that shows up on radar at the same time. Foxtrots never get hit if you use them correctly= they can head to base and refuel quickly for mid-game waves, instead of getting repaired/recovered like condors tend to end up.

Even then, foxtrots using alenium/plasma torpedoes annihilate all alien ships. Foxtrots only need to be switched out for marauders when massive ships start showing up.

Using the one-torpedo per rolling ship, wait for roll, then shoot all technique is vital. It also leads to foxtrots literally never getting hit since you outrange all alien ships. Against fighters and bombers: set speed to lowest, have each foxtrot target a separate fighter, put one torp on hold, wait for roll, shoot other= profit.

Once you get alenium explosives, you can send less planes after scouts which = more of a wave killed= more money and reputation. Condors can't do this. Don't have the speed, are outranged by everything above scout, and carry weaker weapons.

I've also noticed that cannons tend to be weak, sent a marauder using a plasma cannon after a scout. Took 3-4 seconds+ to down it. Seems overly long, and would make me hesitant to use them on capital ships.

My point is that you can play like a333 does and do well, but you have to do far more work for it to be successful. This is a problem. There needs to be a few geoscape changes to make it so that condors become necessary, rather than a gentleman's challenge to use.

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As for your example: I only need 2x foxtrots per light scout/scout w/ avalanches.

Scouts are escorted. That means 3 craft in the enemy squadron, and 2 able to roll. If i'd bring two foxtrots to the fight, i'll be able to take down escorts (delayed launch is a must, of course), but then i'm empty! Oh, i can bring three foxtrots, okay, two for escorts, and one will take down the scout? Nope. As i said, two avalanche torpedoes aren't enough to take it down.

Until i'm supplied with alenium explosives, i'm stuck with the foxtrot as a fast, but not reliable thing. It can take light scout in 1:1 combat, but so can be done with the foxtrots, i.e. your starting force, without buying hangar and building foxtrot, saving money for the second base.

As for the tactics - it's not that hard. Light scout can be taken out with the three missiles, so you can take it head on, shoot one first, and almost immediately other three. If you will use pause. scout will not be able to shoot back, and you always have evasive roll just in case.

Or you can practice in maneuvers, since this will come in handy later (for example, against escorted scouts). Just send the fighters away from each other under the angle 90 or so. Scout will fly for one of them, so second plane can flank or tail it and make a clear shot. Afterbutner helps a lot.

So, my point is that i just can't play different early on, even if i'd want to.

But, you know what? It's fun. Challenging and satisfactive, just not something you'd expect on normal difficulty.

Edited by a333
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I wish that they'd bring back the older 4 weapon UI elements. I'm not sure if we can still use the old screen or something (from version 18) or something instead. But I'd really like to be able to shoot more than two hardpoints. Hell, I'd like to have more than 2 hardpoints. On anything, really.

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