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Funding Nation mood whiplash

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Quizer:
Yeah, one of my bases has two stiletto interceptors, the other only one. I have taken down a harvester UFO without losing one of them, but it took several tries. Unfortunately, it all but cripples one of them for a good long while, and the UFOs also like to fly into my direction range at an angle and immediately exit again. They don't always conveniently approach my base. >_>

Anyway, what armaments do you use on your interceptors? Once you unlock aerial laser cannons, should you replace sparrowhawk missiles with them? I've also salvaged a few copies of the particle weapon from UFOs - I assume they are superior to everything else I could possibly field for now?

The troublesome bit is, weapons with ammunition have their stats written on the ammunition, weapons without have them on the weapon, and the beam weapons don't have their range written on their stat pages. Also, the ammo and reload part isn't entirely clear. Is reloading time during flight, or back at base (you only get what ammo you launched with in one flight)?

Anarch Cassius:
Actually if you are willing to pay for them and have a fast enough plane nothing beats Sparrowhawks for a large part of the game. If you out range and out pace an enemy even slightly you can simply fire Sparrowhawks, break off to reload and repeat. This isn't exactly an exploit as they are expensive and later enemy craft make it much harder to pull off but don't underestimate Sparrowhawks. I won't complain if aliens start fleeing or seeking back up in future updates though.

I haven't used lasers much but I think they are a SHIVA replacement. Particle beams definitely are, and a very good one. With these Saracens actually become fearsome.

Stillettos with Sparrowhawks to start, at some point supplement with Saracens using particle beams. Once you get Dragon and above, whatever alien gear you can afford and fits the ship... but keep your original planes too.

Not loosing crafting taking down a Harvester in the early game should not be expected. They will chase down anything that tries to Sparrowhawk them and blow it out of the sky. If I strike with 3 or more ships I won't loose more than one and sometimes none, but never count on it.

My strategy with big craft before I can down them is to follow them until they land and send a ground team. If they chase me I head for a missile bank and send in back up for the coming big battle. Until I'd dismantled a few fighting them in the sky was a last resort.

Anarch Cassius:
Also, there's no harm in periodically sending planes on patrol. Make sure you have some at base to respond but otherwise it's a great way to find those missions you missed and get a head start on incoming alien ships.

Quizer:
I tried sending out ships to look for landed UFOs or UFOs that flew out of my detection radius, but I never got anything when I did. I guess I could be more persistent about it.


--- Quote ---Stillettos with Sparrowhawks to start, at some point supplement with Saracens using particle beams. Once you get Dragon and above, whatever alien gear you can afford and fits the ship... but keep your original planes too.
--- End quote ---

How many planes do you keep at each base? Those hangars take up space that can be used for other things, so I don't think I can justify more than two interceptors and a dropship per base. I'm not that far from building my first dragon - it's researched, I just need to finish salvaging another UFO before I can start producing them. Once I do, I figure I'll be able to start taking down harvesters for real and slowly replace all my Stilettos with Dragons. How much antimatter do they eat? Is it troublesome to keep them supplied? (I plan to keep dismantling UFOs anyway to supplement my income.)

My first base is set up something like this:

2x Interceptor Hangar
1x Dropship Hangar (2 sq)
1x Entrance
1x Command Center
1x Power Plant
1x Advanced Radar
1x Storage
1x Alien Containment (2 sq)
1x Antimatter Storage
1x Hospital
4x Living Quarters
4x Laboratory
2x Workshop  (2 sq)

The second base is almost done, having all of the main infrastructure built (except antimatter storage), with 2 out of 4 workshops built right now. I decided I need a real production center since 300 hours to dismantle a harvester is still unreasonably long, and 40 researchers keep me on top of research topics as they become available pretty well. I haven't had nothing left to research yet, but I expect it to happen any week now.

Magniff:
I‘m separating my bases into two types: type-1 are military-bases and type-2 are production-bases (workshops use up much more space as laboratory‘s do). My HQ (military-base) is also doing all the research (4 laboratory‘s).
I‘m currently planing to further specialize my production-bases into disassembly- and construction-bases.

Speaking about the early-game and the early mid-game, my standard loadout are two stilleto interceptors in each base.
Military focused bases in addition are holding a firebird dropship, up to three base-defense facility’s and no workshops.
Production focused bases are holding up to five workshops and no base-defense facility‘s or laboratory‘s.

In the beginning my interceptors are equipped with two sparrowhawks and one shiva-cannon.
According to my budget, shivas get replaced by aerial-lasers as soon as possible.
I also replace most of my sparrowhawks by particle-beam weapons, as particle weapons got lower maintenance cost (ammunition).
AFAIK dragon interceptors use antimatter as fuel, I therefore didn‘t build any of these until now (early mid-game).

I try to actively scout the area outside of my radar-range. But as scouting waypoints are not implemented, I conveniently just place my stilletos in order to monitor single locations that exhibit a high population-density (according to the displayed size and number of city during the night).

Regards,
Magniff

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