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Get firestorms out the door when you can,they are a huge jump in tech and on normal difficulty just one can take out a battleship without modules being used and only having lasers fitted.The higher the difficulty however you'll find two firestorms and better weaponry invaluable and maybe still want to use the modules.
Consider also using modules like the aim,dodge and persuit boosters.They make a big difference in your interceptors performance and the higher the difficulty setting the more valuable they become.
=)
Firestorms can take A LOT of damage before being shot down. As for weapons, I like to equip my firestorms with EMP cannons. Your Firestorm needs to get closer for a hit, but the strong health of the craft makes this a non- issue. Two shots from an EMP will bring down most UFOs and it also minimises damage to the UFO recoverable systems (flight computers etc). Plasma cannons will bring down a UFO quicker than anything, but result in more damage to the recoverable items.
For weapons, I go for Laser Cannons ASAP (right after researching Beam Weapons, I go for Heavy Lasers next). An Intercepter with a Laser Cannon and help from Targeting Uplink and Defense Matrix can handle most UFOs in the phase of the game prior to the Alien Base Assault (at least on Classic difficulty).
I've found, for the most part, an intercepter with phoenix can take down everything until the 3rd type of UFO, and except for impossible, I've never depended on any of the tech for the bonuses. It seems to me that the whole thing was created like an afterthought, and I treat it like it. The only thing I've rushed is plasma/emp, just as a catch all. Never had a problem with interceptors being shot down either. Obviously, this means sometimes I have to let the battleships shoot down my satellites in Cassic or Impossible, but I often have another in reserve I can throw up without any trouble.
Has something changed with the release of the expansion?
In my games, it seems that researching Plasma weapons and researching New Fighter Craft come near enough to each other that I am not waiting that much longer for EMP Cannons as opposed to Plasma Cannons. If your research path turns out differently, maybe you do need to consider Plasma Cannons if you are waiting a while for researching New Fighter Craft.
Don't believe there's been any changes to air combat.Air combat difficulty rises with game difficulty as you've described and as you know impossible difficulty doesn't suffer too many failures overall,so for me it's just best to use the modules and double up fighter craft to be prepared for if/when that bad hair day in air combat comes.
I've lost fighters and also just plain failed to shoot down UFOs on impossible in early game and that can be devastating financially to the campaign not to mention panic and likely the loss of a satellite which I may not be able to replace asap (circumstances pending),so I'm a lot more cautious in playing the air combat.
I prefer laser research because as I mentioned it gives great boost to the squad as well.Pheonix cannons are more than adequate early and for sure an option if your going the foundry build route,but I often don't.
Different strokes for different folks and the more options/opinions the OP gets the better.
=)
Straight EMP would mean more downtime for firestoms, which means more firestorms needed ("countered by EMP getting you more, intact ship parts).
I would keep at least one Fusion Lance Firestorm aat each location... for the really big guys.
Mine generally goes:
Interceptor (rockets)
Interceptor (lasers)
Interceptor (plasma)
Firestorm (plasma)
Firestorm (Fusion Lance)
I use EMP if/when I need some parts (or maybe money). Since I've gotten Slingshot down almost blindfolded.. I've moved away from dependancy on EMP tech.