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Just remember that tough aliens can still appear randomly on any mission, so make sure your squad has a good enough alpha strike. During the mid and lategame you can use crashed Scouts as a safe method of capturing alien captives, farming multiple meld cannisters at low risk, and training up lower level soldiers. Furthermore, the presence of certain high level enemies (in this case, the guaranteed Outsider pod) grants the squad bonus XP this is just enough to grant PFCs a level to Specialist without needing to obtain any kills, assuming no soldiers die on the mission. Following this, you can use Scouts to train up your low-kill pilots each pilot gains +3% accuracy (max +30%) and +1% damage (no cap) per kill, so try to hit 10 with as many different pilots as you can.Īlthough they give very little in terms of alloys and elerium, crashed Scouts offer a great opportunity to train up rookie soldiers throughout the early months, due to the extremely low number of aliens encountered.
#LONG WAR AIR COMBAT UPGRADE#
Once you get Laser Cannons, you can safely switch to Defensive Stance Laser Cannons are enough of a firepower upgrade that you can down Scouts in fewer Interceptions on Defensive that an Avalanche can on Aggressive, and you'll take significantly less damage from enemy UFOs. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is very small expect to have to send 2-3 interceptors after Scouts on Aggressive, at least in the early months when Interceptor accuracy and damage is low. They will start appearing right from the start of a campaign and continue to show up throughout the game. These will be the first UFO's that the player will encounter use Avalanche Missiles to down them efficiently. Salvage: 28 Alloys, 35/30/25/25 Elerium (difficulty-dependent)Īliens: 5-11 Crash, 9-11 Landing, or 20-23 Trap also, +3 aliens at AR > 360 Pods: 2 Soldier Crash or Landing, 3 Soldier & 1 Terror Trap +1 Soldier 50% of the time (or 100% for Small pods) +1 Soldier at AR > 360 Bonus Pods: 1 Command pod of 1 outsider (before ABA) / 2 outsiders (after ABA) This process does not apply to the Bonus pods.Įquipment: 1x UFO Power Source, 2x UFO Flight Computers Conversely, if this is not the case, the game may randomly use fewer than the maximum number of pods, compacting the aliens into fewer pods. Once this Analysis project is completed, your Interceptors will gain +10% damage against the matching UFO type (and +20% more salvage from it too), providing your air force a better chance of taking down UFOs of the same type in future (and for better rewards).Īlien crew is subject to Pod Overflow and Pruning rules in short, if there are too many aliens to fit in the number of available pods, additional aliens are discarded.
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It is also important to note that a new UFO Analysis research project will become available after raiding a crashed or landed UFO, one for each type of UFO. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from early game UFO of the same type. Just as the player researches and upgrades their fighters, the Aliens upgrade their UFOs. Unlike Vanilla, Long War UFOs get better over time. Below is a short general description of the types of UFOs that the player can encounter in the Long War. UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat.