Interception: Difference between revisions

From Xenonauts 2 Official Wiki
No edit summary
 
(22 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[File:Air combat.png|thumb|400px|Air combat]]
[[File:Hangar view.png|thumb|300px|Aircraft hangar]]
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Shooting down a UFO will prevent it from causing Panic in the local region. Once a squadron reaches an UFO it will bring the following options:
[[File:Air combat.png|thumb|300px|Air combat]]
The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again.
 
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO.
* '''Commence Attack''': Starts an air battle between the interceptors and the UFO.
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle.
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point.
* '''Tail Target''': Interceptors will follow the UFO until they run out of fuel and can attack at any point.
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
* '''Tail Until Over Land''': Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
* '''Autoresolve Attack''': Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.


If an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology.
If an interceptor is destroyed it will be replaced in a day. The time can be reduced to half at the cost of $250,000.


== Air combat ==
== Air combat ==
Line 20: Line 23:
! Health
! Health
! Armor
! Armor
! Top Speed (KM/H)
! Speed (km/h)
! Turn Rate (DEG/SEC)
! Acceleration (m/s)
! Range (KM)
! Turn Rate (deg/sec)
! Range (km)
! Hardpoints
! Upkeep
! Cost
! Cost
|-
|-
| [[File:Interceptor tier1.png|90px]] X-25 Angel || 100 || 0 || 2160 || 60 || 2232 || 350000 Funds
| [[File:Interceptor tier1.png|90px]] X-25 Angel || 100 || 0 || 2160 || 0.02 || 60 || 2232 || 1 Cannon<br>2 Equipment || $80,000 || $350,000
|-
|-
| [[File:Interceptor tier2.png|90px]] X-55 Phantom || 150 || 5 || 3600 || 90 || 12000 || 500000 Funds<br>40 Alien Alloys<br>40 Alenium
| [[File:Interceptor tier2.png|90px]] X-55 Phantom || 150 || 5 || 3600 || 0.03 || 90 || 12000 || 2 Cannon || $80,000 || $500,000<br>40 Alien Alloys<br>25 Alenium
|}
|}


=== Weapons ===
=== Weapons ===
Interceptors can be equipped with the following weapons.
All interceptors have one cannon hardpoint and two equipment hardpoints. Cannon hardpoints can mount every weapon. Equipment hardpoints can only mount missile and torpedo weapons. Interceptors can be equipped with the following weapons:
{| class="wikitable"
{| class="wikitable"
! Weapon
! Weapon
Line 42: Line 48:
! Ammo
! Ammo
! Evasive Roll
! Evasive Roll
! Production cost
! Required research project
|-
|-
| [[File:Cannon tier1.png|90px]] Autocannon
| [[File:Cannon tier1.png|90px]] Autocannon
Line 51: Line 57:
| 3
| 3
| 30
| 30
| 40
| 100
| <span style="color:green;">'''Enabled'''</span>
| <span style="color:green;">'''Enabled'''</span>
| Free
|  
|-
|-
| [[File:Missile tier1.png|90px]] Sidewinder Missile
| [[File:Missile tier1.png|90px]] Sidewinder Missile
Line 60: Line 66:
| -1
| -1
| 0.25
| 0.25
| 5.5
| 20
| 25
| 90
| 4
| 1
| <span style="color:green;">'''Enabled'''</span>
| <span style="color:green;">'''Enabled'''</span>
| 100000 Funds
|  
|-
|-
| [[File:Torpedo tier1.png|90px]] Skylance Torpedo
| [[File:Torpedo tier1.png|90px]] Skylance Torpedo
| 30
| 16
| 20
| 20
| -10
| -10
| 1
| 1
| 7
| 20
| 12
| 90
| 2
| 1
| <span style="color:red;">'''Disabled'''</span>
| <span style="color:red;">'''Disabled'''</span>
| 100000 Funds
|  
|-
|-
| [[File:Cannon tier2.png|90px]] Accelerated Cannon
| [[File:Cannon tier2.png|90px]] Accelerated Cannon
Line 84: Line 90:
| 3
| 3
| 20
| 20
| 40
| 100
| <span style="color:green;">'''Enabled'''</span>
| <span style="color:green;">'''Enabled'''</span>
| 120000 Funds<br>10 Alien Alloys
| Alien Magnetic Weapons
|-
| [[File:Weapon lance tier1.png|90px]] Laser Lance
| 15
| 0
| -4
| 1
| 6
| 12
| 99
| <span style="color:red;">'''Disabled'''</span>
| Heavy Lasers
|-
|-
| [[File:Missile tier2.png|90px]] Alenium Missile
| [[File:Missile tier2.png|90px]] Alenium Missile
Line 93: Line 110:
| -2
| -2
| 0.25
| 0.25
| 5.5
| 20
| 25
| 90
| 4
| 1
| <span style="color:green;">'''Enabled'''</span>
| <span style="color:green;">'''Enabled'''</span>
| 120000 Funds<br>8 Allenium
| Alenium Explosives
|-
|-
| [[File:Torpedo tier2.png|90px]] Alenium Torpedo
| [[File:Torpedo tier2.png|90px]] Alenium Torpedo
| 50
| 25
| 25
| 25
| -15
| -15
| 1
| 1
| 7
| 20
| 12
| 90
| 2
| 1
| <span style="color:red;">'''Disabled'''</span>
| <span style="color:red;">'''Disabled'''</span>
| 120000 Funds<br>10 Allenium
| Alenium Explosives
|-
|-
| [[File:Cannon tier2.png|90px]] Gauss Cannon
| [[File:Cannon tier3.png|90px]] Gauss Blaster
| 15
| 15
| 1
| 1
Line 117: Line 134:
| 3
| 3
| 20
| 20
| 100
| <span style="color:green;">'''Enabled'''</span>
| Heavy Gauss Weaponry
|-
| [[File:Missile tier3.png|90px]] Fusion Missile
| 60
| 0
| -3
| 0.25
| 20
| 90
| 1
| <span style="color:green;">'''Enabled'''</span>
| Fusion Explosives
|-
| [[File:Torpedo tier3.png|90px]] Fusion Torpedo
| 40
| 40
| <span style="color:green;">'''Enabled'''</span>
| 30
| 150000 Funds<br>12 Alien Alloys<br>12 Allenium
| -22
| 1
| 20
| 90
| 1
| <span style="color:red;">'''Disabled'''</span>
| Fusion Explosives
|}
|}

Latest revision as of 00:58, 18 July 2023

Aircraft hangar
Air combat

The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO's last known position in hopes of finding it again.

Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:

  • Commence Attack: Starts an air battle between the interceptors and the UFO.
  • Tail Target: Interceptors will follow the UFO until they run out of fuel and can attack at any point.
  • Tail Until Over Land: Interceptors will follow the UFO until it travels over land and then re-engage the UFO.
  • Autoresolve Attack: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.

If an interceptor is destroyed it will be replaced in a day. The time can be reduced to half at the cost of $250,000.

Air combat

Air combat takes place in real-time. Interceptors can execute the following maneuvers.

  • Evasive Roll: Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.
  • Afterburners: Increases movement speed but disables weapons and evasive rolls.
  • Retreat: Interceptor flies away from the UFO until it escapes the combat map.

Interceptors

Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack.

Interceptor Health Armor Speed (km/h) Acceleration (m/s) Turn Rate (deg/sec) Range (km) Hardpoints Upkeep Cost
Interceptor tier1.png X-25 Angel 100 0 2160 0.02 60 2232 1 Cannon
2 Equipment
$80,000 $350,000
Interceptor tier2.png X-55 Phantom 150 5 3600 0.03 90 12000 2 Cannon $80,000 $500,000
40 Alien Alloys
25 Alenium

Weapons

All interceptors have one cannon hardpoint and two equipment hardpoints. Cannon hardpoints can mount every weapon. Equipment hardpoints can only mount missile and torpedo weapons. Interceptors can be equipped with the following weapons:

Weapon Damage Penetration (armor) Destruction (armor) Reload Time (sec) Range Fire Arc Ammo Evasive Roll Required research project
Cannon tier1.png Autocannon 5 0 -0.5 0.25 3 30 100 Enabled
Missile tier1.png Sidewinder Missile 25 0 -1 0.25 20 90 1 Enabled
Torpedo tier1.png Skylance Torpedo 16 20 -10 1 20 90 1 Disabled
Cannon tier2.png Accelerated Cannon 7 1 -0.5 0.25 3 20 100 Enabled Alien Magnetic Weapons
Weapon lance tier1.png Laser Lance 15 0 -4 1 6 12 99 Disabled Heavy Lasers
Missile tier2.png Alenium Missile 40 0 -2 0.25 20 90 1 Enabled Alenium Explosives
Torpedo tier2.png Alenium Torpedo 25 25 -15 1 20 90 1 Disabled Alenium Explosives
Cannon tier3.png Gauss Blaster 15 1 -3 0.25 3 20 100 Enabled Heavy Gauss Weaponry
Missile tier3.png Fusion Missile 60 0 -3 0.25 20 90 1 Enabled Fusion Explosives
Torpedo tier3.png Fusion Torpedo 40 30 -22 1 20 90 1 Disabled Fusion Explosives