X-COM 2: Terror From The Deep - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for X-COM 2: Terror From The Deep - Strategy Guide (Page 02).
Your net score is (your_score - alien_score), which is the score you
see on the monthly performance report (and the graph). The funding
changes are affected by your total score.
2.2 How do I win? How do I lose?
You win by finding the sources of the alien threat and "deal with it"
once and for all... For some ideas on what the threat is, see H. P.
Lovecraft's works.
You can lose by several ways:
1) You were in debt for over $1,000,000 for two months. Your
sponsors had had enough of your mismanagement and terminated the
XCOM project. Earth was conquered by aliens not long after.
2) You had two consecutive "bad" rating months (big negative
score), and your sponsors had had enough and terminated XCOM
project. Just how negative is "bad" depends on your difficulty
level. For details, you need to see the OSG.
3) You lost all of your bases to the aliens.
4) UNCONFIRMED: You lost a certain number of sponsor to alien
infiltration. (not sure of exact number, maybe all? All but one?)
5) You failed to destroy T'Leth after sending out the expedition.
You only get one chance.
2.3 Bases
2.3.1 Where should I put my first base? Later?
Remember that your bases now MUST be underwater, which limits your
choices.
Second, your first base has only 1 standard sonar, and even if you
start adding to it right away, you are STILL stuck with that sonar for
almost a whole month. You HAVE to pick a good start, or you won't
detect any USOs at all!
There are several things to consider while placing your first base.
Keep in mind that your first base will be your only base for a while,
so make sure you place it where you get maximum coverage of the
sponsors, who also pays the most. The problem is how to maximize the
country coverage WHILE maximizing the covered countries' total
payment. Therefore, any spot can cover multiple sponsors is good.
We know that the US pays the most (always), so a base near US is
usually a good idea. Eastern US seaboard, near Georgia, is good that
it can also cover parts of Eastern Canada.
Other good spots include:
Eastern Africa (covers Egyptian Cartel, Arabian Bloc, and
possibly Asian Coalition)
Western India (covers Asian Coalition and maybe Arabian Bloc)
Japan (covers Neo-Japan, Federation of Korea, and Free China)
Mediterranean (covers Euro-Syndicate and Egyptian Cartel)
2.3.2 How should I name my bases?
I personally name bases based on the ocean they are in, plus the COM
suffix (stands for Command). Ex: PacCom (Pacific), AtlanCom
(Atlantic), IndCom (Indian), etc. If there are more than one, one gets
Nor (North), Sou (South), etc. prefixes.
Naming bases is important because it means less confusion on the
Intercept screen on choosing which base to launch the fighters and
transports. Launching from the wrong one means the craft will not get
there in time, run out of fuel before getting there (never get there
since it will come back first), etc. This is important since XCOM2
crafts have shorter ranges than XCOM1.
2.3.3 What should I add to my base at first? Later?
Initial modifications you need for the main base are: alien
containment (prisoners), general stores (ammo and captured artifacts),
and wide array sonar (detection), preferably in that order.
Keep in mind that the initial base is PRACTICALLY undefendable. If you
have the money and the inclination to fix it, build a sub pen between
to two southern sub pens first, then dismantle the north one, then
dismantle the modules linking the sub pens to the base until only the
airlock is left, then build to the empty space to the north.
Alien containment is first since it takes longer to construct, and you
already have some storage space for the captured artifacts. Besides, a
"general stores" module only takes 10 days.
Later, with more money, add labs, living quarters, workshops, and
defense, in approximately that order.
Defenses comes last usually since you can defend with aquanauts and
SWSs. Of course, don't clog up the items list.
Note: According to the TFTD:OSG, the 80-item limit has been expanded
to 110 items, also there's a predetermined list of items you will get
during base defense, so you should not see any more "50 flares and
clips but no guns" scenarios.
If you have lots of money and the necessary techs to build a craft,
try to keep an sub pen available,
2.3.4 What types of bases should I build?
I use about 5 types of bases. You can "grow" from one to another, but
usually finances will limit your growth.
Some players prefer to have 2-3 large multi-purpose bases rather than
6-7 specialized bases. Both strategies can work, and I don't recommend
one or the other.
2.3.4.1 Sensor/Sonar Base
This is also known as a "listening post" to some players.
The sonar base just have sonars, and later, Transmission Resolvers.
Remember to put in a storage space (for SWSs and their ammo) and a
living quarter (for expansion and a few aquanauts as guards). Stock it
with a SWS and a few aquanauts for defense, add one defense station
when you can afford it.
Transmission Resolver detects 100% of alien traffic in the effective
range, which is slightly farther than Wide Array Sonar. Once you have
Transmission Resolver, you don't need sonars at the same base any
more. This also allows you to put up more and cheaper sonar bases.
2.3.4.2 Intercept Base
Intercept Base is a Sonar Base with a hangar housing a fighter sub or
two such as Barracuda or Manta. Watch the storage space since fighter
subs need its own weapons and ammo. Add one if needed.
Consider adding defense now (or assign more guards and SWS) since
aliens may get mad seeing their USOs getting destroyed in your area.
2.3.4.3 Strike Base
Strike Base is an Intercept Base with a second hangar housing a
transport. Remember to add alien containment (prisoners) and storage
(weapons and ammo, plus loot) when needed. Remember to transfer the
artifacts to a research base after the mission!
Consider adding more defense, esp. when the aliens will get really mad
as you attack more of their USOs and/or bases in the area.
2.3.4.4 Command Base
Your primary base, probably your also your first base, contains
EVERYTHING; workshop, laboratory, defenses, sonars, sub pens, etc. A
little too many eggs in one basket if you ask me... But usually
you're too busy to build the REALLY specialized bases. So if defended
successfully, this type of base is perfectly adequate of erasing alien
presence from Earth.
2.3.4.5 Research/Manufacture Base
A base should specialize in either research or manufacture, not both
(doing so is putting too many eggs in one basket). Add living quarters
and either workshop or laboratory as needed. Manufacture base needs
more storage space or an empty hangar (if building crafts) so make
sure you have enough or use TRANSFER a lot.
You shouldn't have to build a lot of defenses here, esp. if you build
the next variant.
2.3.4.6 Special Research/Manufacture Base
USOs will start looking for your base if their brethren keeps getting
attacked and destroyed in the area. If you build a base at North or
South pole, and wait until USOs enter a different zone before
attacking them, you can keep a base pretty safe. Many people have
employed this tactic and it seems to work quite well. This is also
great for MC labs location, for your aquanaut's MC training.
2.3.4.7 Sample Manufacturing base by Jim Vieira
Jim had designed a NICE manufacturing base that is easy to build. Of
course, he didn't put in any defenses... But you can drop a workshop
and/or a living quarters for defenses.
From: jayden@earth.execpc.com (Jim Vieira)
In my current game I decided to build a base strictly dedicated
to manufacture. Both to make money from selling goods and to
relieve the load on my other bases. I also wanted something of a
'storehouse'.
Here's how I have laid it out:
X- Airlock
SWWWWW S- General Stores
SWWrRL W- Workshops
SLLLLL L- Living quarters
S..... r- Sonar (to be replaced soon)
SXHHHH R- Wide Sonar (trans.resolver soon)
S.HHHH H- Sub pen
.- open space
The layout was based on strategic designs from the XCOM USG. [See
next section] The sub pens have no craft. Their purpose is for
building craft. The General stores take only 10 days, so they
were the best choice for that long hallway. I wanted to get this
base up and running very quickly.
As you can see this layout gives me 350 workshops, 300 living
quarters, and 300 stores. I wanted to go more but I have heard
you can only have 255 of any given worker type (soldier,
scientist, engineer). So with 300 living quarters, I can fit 250
engineers and a small 'strike' squad to defend the base. The 350
workshops gives me extra room for projects that require space.
2.3.5 How do I design a easy to defend base?
MPS appear to have gave aliens an extra turn to deploy before allowing
your soldiers to move, when compared to XCOM. Therefore you will find
aliens in modules adjacent to airlocks and sub pens, but these base
building hints are still valid.
XXXXXX This base has only ONE access point: by the lift.
X.XXXX Any other way (such as through the hangar) actually
X.XXXX takes LONGER. And the long corridor spanning FOUR
A..... sections makes EXCELLENT choke points and impromptu
HHHHHH minefields with par.dis. grenades are great for
HHHHHH defense in this kind of situations. If you don't
need three hangars, you can trade the right one for
XXXXXX three more structures down the right side.
X.XXXX
X.XXXX Basically, put the access lift off to one side of
A....X the map and try to isolate that and hangars from the
HHHH.X rest of the base. This should ALWAYS be the primary
HHHH.X base design principle you use...
There is one catch: sometimes, there's a bug in the game that
eliminates some doors that leads you to the rest of the base. Without
grenades and heavy weapons to "dig", you can't kill the aliens in the
other section and thus cannot finish the battle at all.
[Note: If any of you has the TFTD:OSG, compare this section with the
OSG section on the same topic, pg 80-82. Notice any similarities?]
2.3.6 How should I defend a base?
Defending a base against alien raids is tough. Fortunately, unless you
are doing terribly well, aliens usually don't bother your bases for a
while. But near the end, alien battleships and dreadnoughts will come
after your bases, then you have a problem...
To defend against that, you need a high defense rating. I don't know
how much is enough yet, but I would suspect about 3000, which is what
I recommended for XCOM1. That rating should be able to destroy over
90% of incoming dreadnaughts.
On the other hand, if you don't have fighter subs to fight off large
USOs, you may want to let it land and take it out in water (i.e. at
your base). Remember you will see A LOT of aliens on a base raid, I
hope you have a lot of USABLE equipment.
Small USOs usually scout ahead of the large USOs that will actually
raid your base. If you can destroy the scout before it detects your
base, you can prevent the base attack. MC Generator will also decrease
chances of detection.
Inventory in transports now are available for base defense. This is
DIFFERENT from XCOM, in which your transports are yet a separate place
of storage.
Particle Displacement Grenades are vital in base defenses. Dump a few
near entrances and doors, and get ready for the alien death screams.
Of course, aliens are now tougher...
Remember that it's now almost impossible to get rid of particle
displacement grenades once you've thrown them, see the grenades
section, [Various Grenades and Magna-Pack Explosive]
2.3.7 Base Management
Since it takes several weeks before additional modules to the base can
be brought on-line, you need to build them ahead of time. See the base
status often to see how full are your facilities getting. If they are
getting close, start building additional facilities so that they'll be
ready by the time you need them.
Watch the STORES list to note which items takes up the most space.
Those numbers may come in handy when you run out of space and have to
conduct a sale of existing inventory.
Examine "Monthyly Costs" several times a month. One possible end to
the game is overextending yourself financially, and keeping track of
your expenses before the end of the month to make sure you have enough
cash to cover them all is important.
Examine base information screen at least twice every month, check
living quarters, workshops and labs, etc., and determine your
expansion schedule. See above. Dismantle extra stuff before end of
month so you don't pay maintenance on them.
This screen also gives you "utilization ratio". You want to keep
everyone "in use" as not to pay "idle" salaries. If a lot of your
scientists or technicians are sitting idle, something is wrong, and
you better deal with it.
Hire engineers and scientists at the very end of the month so that
they get delivered early NEXT month, so you get maximum research from
them while not paying an extra penny in salary. If you fire then, do
it BEFORE end of the month.
2.3.8 Base modules
Name Days Cost Mant Remark
------------------------------------------------------------------
Airlock 1 300k 4k Entrance to floating base
Alien Containment 18 400k 15k Holds 10 aliens TYPES
Bombardment Shield 38 1200k 15k Gives defense an extra shot
Gauss Defense 24 400k 10k Def value 600, Accuracy 60%
General Stores 10 150k 5k Holds 50 units of equip. (2)
Laboratory 26 750k 30k Allows 50 research
Living Quarters 16 400k 10k Sleeps 50
M. C. Generator 33 1300K 5K Makes base harder to find
M. C. Lab 24 750k 16k For troop MC training
P. W. T. Defense 34 800k 14k Def value 1200, Accuracy 80%
Sonar Array 12 500k 10k 500 nm rng, 5% detect/10 mins
Sonic Defense 34 600k 12k Def value 900, Accuracy 70%
Sub Pen 25 200k 25k Maintains 1 craft
Torpedo Defense 16 200k 5k Def value 500, Accuracy 50%
Trans. Resolver 26 1400k 30k Evaluate USO missions
Wide Sonar Array 25 800k 15k 750 nm rng, 5% detect/10 mins
Workshop 32 800k 35k Allows 50 manufacture (1)
(1) In a workshop, the object being manufactured takes up some space.
So you will not be able to cram all 50 technicians in there.
(2) For exact composition, see [base information]>>[stores]
NOTE 1: Defenses are noticeably cheaper to build in XCOM2
NOTE 2: You can dismantle a facility, even when it is under
construction. Simply click on the facility, and the program will ask
you do you wish to dismantle it, select OK
NOTE 3: To dismantle a base, you must remove all facilities
(transferring all people and equipment elsewhere if needed) then
finally remove the airlock itself.
NOTE 4: Transmission Resolver outranges Wide Array Sonar, and is 100%
effective in detection.
2.4 Finding Alien Colonies
Finding alien colonies is the first step to win the second Alien War,
so find those critters' home or else...
Of course, you do NOT have to take out that colony... You go after the
supply subs instead, repeat as needed. Gain a few million bucks of
loot if you can pull off the raid successfully.
2.4.1 XCOM Agents
XCOM agents have a chance of finding an alien colony for you, but
chances are pretty slim. So do not rely on that. Usually the game will
reveal an alien colony only if you did VERY VERY BAD that month.
2.4.2 Watch the graphs
Watch for high alien activity (check the graphs) yet no interception:
there's probably an alien colony in the area.
Note: alien colonies can be VERY CLOSE to each other, which should be
a bug, but is not.
2.4.3 Slow patrol
Send something slow like a Triton to patrol the area. An empty Triton
has pretty good range and therefore is good in spotting alien bases.
2.4.4 Follow Them Home
Watch USOs, esp. where they land. Trail it and follow it to their
base. After it lands, patrol nearby and you should see the alien
colony. If there are multiple subs landing of appearing at the same
locations, there is probably a base nearby.
2.4.5 Eavesdrop
Transmission Resolvers can find USOs on supply runs. Follow that will
usually lead you to a base. This is a refinement of Follow Them Home.
2.5 Target Selection
If several targets presents itself, which one should you attack? Here
are some of my general guidelines:
2.5.1 USOs in flight
Attack the biggest subs you can handle. Ajax and DUP launchers can
handle small, MAYBE medium USOs. Sonic Oscillators and PWT Torpedoes
are needed for the very large and huge USOs.
Launch from the closest base FROM USO'S INTENDED TARGET if it is known
or can be deduced from its path. Launching from the closest base at
the time of contact will result in a tail chase, resulting frequently
in lost tracking and waste of fuel and time.
If the landing site is on the dark side (i.e. night), you may want to
patrol nearby and wait for light. Of course, in the meanwhile the
landed USO may take off again.
Keep a fighter sub on top of a landed USO in case it takes off before
your transport sub can get to it.
2.5.2 Downed/Landed USOs
[Downed = shot down, Landed = landed by itself]
Attack the biggest USO you can handle. (How many times did I say
that?) Don't bother attacking battleships and dreadnoughts before
getting MC
Larger subs have more aliens and more artifacts to recover, so risk
and reward are proportional.
If you have a choice, attack a landed USO instead of a shot-down USO.
Landed subs are undamaged and therefore have more artifacts (plus
Zrbite). Of course, it also has more enemies.
Some veterans have reported that they can finish game faster by
attacking landed subs only. While score may not be as spectacular,
they also have less risk of retaliation and can get more research done
and have more money (from the extra booty).
Try not to follow an USOs around with a loaded transport (with
soldiers and equipment) unless it's a Triton. The transport is wasting
fuel and time and it may not have enough endurance to finish the race
and thus not able to respond to a different emergency (such as a
terror or artifact site suddenly popping up elsewhere)
2.5.3 Terror sites and Artifact sites
Attack one ASAP, no exceptions. Divert from other subs or base attacks
if necessary. The penalty for ignoring a terror site is simply too
large to ignore, and can cause loss of sponsors.
A site will NOT disappear if you have a ship en route to it. I've been
told by reliable source (Jeff, that is) that he was able to keep a
terror site on the map for three days until he got bored by keep
targeting it with Tritons. :-)
Some terror sites are now "long missions" (two-parter), so take along
LOTS of reloads... Or grab every alien ammo you can. (One more reason
to research fast and furious, so you can use alien weapons)
2.5.4 Alien colonies
Depending on your soldiers, you should attack an alien colony as soon
as you are able to (don't take rookies) or people have low MC ability
or bravery.
According to some reports, a "newly established" alien colony is NOT
as well defended as an "well established" one.
You may want to consider leaving an alien colony alone nearby so you
can keep attacking the supply subs that drops by. Just make sure you
can handle the subs AND possible alien retaliation.
On the other hand... Aliens build colonies like CRAZY in XCOM2. They
build MORE THAN ONE PER MONTH, almost geometric growth! You have to
take out a few or else...
(I have a saved game where there's OVER TWENTY alien colonies on the
map, and I kill at least two a month...)
Alien colonies are A LOT TOUGHER in XCOM2. It's a "two-parter",
meaning you have to fight your way INTO the base, then fight to
destroy the heart of the base. You'll see LOTS of enemies, including
the really deadly ones. Take no mercy... No stun weapons, at least in
first half.
See [Colony assaults] for more information.
2.6 GeoScape Tricks and Tips
Many people don't realize that click on the USO's icon will bring up
all known info about the USO, even crashed ones. If you detected it
via Transmission Resolver, you'll know A LOT about it.
USO crash sites usually disappear in a few days. If you have no
soldiers available, you can let it sit for a day or two.
Landed subs will take off in a few hours (less than a day).
Terror Sites disappear in less than a day (which mean you have to get
to one ASAP, even if it means skipping subs and landing at night!) On
the other hand, you can keep terror sites on the map if you can keep
it targeted by a craft, any craft. If you have several Tritons, you
can probably keep it targeted almost indefinitely, and it will not
disappear! Or use one of those "no-fuel" crafts. See [Unlimited fuel
craft cheat (built-in)].
UNCONFIRMED: There appears to be a bug that if you went into a non-
terror battle while the terror site is on the map, when you come back
from battle the terror site will have disappeared.
2.7 GeoScape FAQ
Q: Can I dismantle a base?
A: To dismantle a base, you must remove all facilities (transferring
all people and equipment elsewhere if needed) then finally remove the
airlock itself.
Q: Do I need sonar modules if I have Transmission Resolver?
A: No. Transmission Resolver outranges even Wide Array Sonar, and is
100% effective in detection. You need NO SONARS if you have a
Transmission Resolver.
3. INTERCEPTING USOS
"Beta-One, your target is at bearing 335, 150 klicks, little
low." AtlanCom's combat controller said, "Should be coming onto your
scope any second now. Beta-Two is enroute, ETA 2 minutes."
"Tally-ho, AtlanCom, going Judy," Barracuda's pilot replied. He
has sighted the target and is taking over the intercept, "arming
DUPpers." Circuits started to feed target information into the twin
Depleted Uranium Pellet Torpedo launchers nested under the fuselage.
"Target large sized, AtlanCom, continue closing to firing range.
I see three levels on this baby, haven't seen this one before."
"Proceed with caution, Beta-One."
"Don't I always, AtlanCom?" Beta-One's pilot chuckled. "Entering
firing range in five seconds. Four. Three. Two. One... Firing!"
Two rocket-propelled torpedoes dropped free of the launcher, and
their motors ignited two seconds later, charging toward their target.
They connected five seconds later, and explosion was visible even at
this distance. Alien modules fell out through the tear in the hull,
and Beta-One swerved to avoid the debris.
"Firing again... He's returning fire! Evading..."
"Atlancom to Beta-One. Beta-One, please reply..."
3.1 XCOM Crafts
XCOM crafts are divided into two classes: conventional, and advanced.
Conventional crafts are based on "normal" Earth technology, while
advanced crafts are based on captured alien technology and components.
There is no "ideal craft", though the Leviathan comes close. As in a
navy, you probably need a "mixed fleet" of crafts in your war against
the aliens.
3.1.1 XCOM Craft Summary Chart
Speed Accel Fuel Wpn Hull Cargo SWS
----------------------------------------------------------
Triton 790 2 1400 0 160 14 3
Barracuda 2400 3 800 2 120 0 0
----Research required----
Manta 4600 10 30(Z) 6? 2 400 0 0
Hammerhead 4030 9 60(Z)12? 1 960 12 0
Leviathan 5400 9 50(Z)10? 2 1250 26 4
(Z) Uses Zrbite for fuel
Speed : maximum speed of craft, determines if it can keep up
with subs during interception.
Accel : maximum acceleration of craft, determines whether subs
will stay in range
Fuel : amount of fuel carried, determines endurance
Wpn : number of weapon pod mounts available
Hull : amount of damage the craft can take
Cargo : number of "spaces" craft can carry. Each soldier is one
space and each SWS is four spaces
SWSs : maximum number of SWS this craft can carry.
NOTE: in Fuel, 30(Z) 6? means 30 units of fuel (from UFOpedia,
Zrbite), and 6? means estimated Zrbite units used.
3.1.2 Triton
Pro> always available
use regular fuel
transport
very long range
Con> no weapons
easily destroyed
VERY slow
requires monthly lease
Recommendation> This transport should be okay for most purposes, since
10+1 is a normal assault configuration and enough for most purposes.
On BIG jobs you may want to send a Hammerhead or Leviathan, of course.
Trick> Consider intercepting an USO with it. Without weapons, it will
just follow the USO around until the USO lands, then the Triton lands
on top of it and starts assault immediately.
3.1.3 Barracuda
Pro> 2 weapon pods
always available
use regular fuel
Con> easily destroyed (esp. by large USOs)
slow (cannot catch smaller USOs)
requires monthly lease
Recommendation> Keep one around for the "easy" targets
3.1.4 Hammerhead
Pro> faster and takes more punishment than Barracuda
transport
no monthly lease since it was built by XCOM
Con> Only 1 weapon pod
large initial expense due to construction
needs Zrbite for fuel
cannot carry SWS
Recommendation> You really need the Manta instead for intercept jobs.
As a transport, the lack of SWS can be crippling earlier in the game,
but later in the game, when soldiers are more powerful, Hammerhead may
be useful.
3.1.5 Manta
Pro> Next fastest sub (to Leviathan)
2 weapon pods
it is rather cheap as an advanced sub
no monthly lease since it was built by XCOM
Con> Large initial expense due to construction
needs Zrbite for fuel
horrible range
cannot stand alone against the largest USOs
Recommmendation> Send a pair or more against the largest USOs, a
single against smaller targets. This should be your primary
interceptor at all times, with maybe a Barracuda or two as backup.
Make sure you launch from closest base...
3.1.6 Leviathan
Pro> fastest XCOM sub (keep up with anything!)
huge damage capacity (can stand up to the largest USOs)
2 weapon pods
holds plenty of Aquanauts and SWSs
can go to any depth
the only vehicle that can take you to T'Leth
Con> VERY EXPENSIVE (including construction costs and materials)
lots of eggs in one basket if aliens bag one of these
needs lots of Zrbite for fuel
Recommendation> You only need one (maybe two) of these, and reserve
them for anti-battleship or -dreadnaught missions, and the final
assault. Send Tritons on other missions instead.
3.2 Target Selection for USOs in transit
Attack the biggest USO you can handle, and that depends on the weapons
you have on the crafts.
Ajax and DUP launchers can handle small, MAYBE medium USOs (expect to
take some damage). Sonic Oscillators and PWT Torpedoes are needed for
the very large and huge USOs, and even then you need something that
can stand up to a few hits, and that means at least Mantas.
Launch from the closest base FROM USO'S INTENDED TARGET if it is known
or can be deduced from its path. Launching from the closest base at
the time of contact will result in a tail chase, resulting frequently
in lost tracking and waste of fuel and time.
If the landing site is on the dark side (i.e. night), you may want to
patrol nearby and wait for light. Of course, in the meanwhile the
landed USO may take off again.
Keep a fighter sub on top of a landed USO in case it takes off before
your transport sub can get to it.
3.3 USO Attack methods
Once you got a fighter sub in range of the USO, it's time to attack.
Here's what different attacks mean, according to me:
Cautious Attack: causes least damage per attack but remains at
the longest range and therefore has the least chance of getting
counter-attacked. Cautious attack is useful when you want a not
too badly damaged USO (just enough to "sink" it) and your weapon
outrange the USO's.
Normal Attack: average damage per attack, close at steady rate,
enough for most attacks if your weapon outranges the USOs. Normal
attack is useful as a general purpose attack. [Interestingly, the
OSG claims that Cautious Attack is virtually identical to Normal
attack, only in that Cautious attack attempts to use the longest-
ranged weapon first, while normal attack just shoot in range]
Aggressive Attack: close to point-blank and let them have it in
the face! Causes the most damage per attack, but exposes craft to
counter-fire. Aggressive attack is good for brave/suicidal
charges (toward an alien battleship or dreadnought, for
instance). You want maximum amount of damage done in the short
time the fighter sub may live under fire, so aggressive it is.
3.4 Multiple interceptors
You can send multiple fighter subs to intercept a single USO. In fact,
you should do so when intercepting large or very large USOs before you
develope the Leviathan (which can take the damage). It is the ONLY way
to keep your fighter subs alive against superior enemy firepower.
You can launch up to FOUR fighter subs at a single target. Just pick
the same USO as the target. As each get within range, they will hang
back, and each will get its own intercept windows. When all four shows
intercept, select attack on each one.
The USO is stupid in that it divides fire among the fighter subs you
send. So while you double/triple/quadruple the firepower you brought
to bear, each of your fighter subs will receive half/one third/one
fourth of the damage it would receive had it attacked alone.
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