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About This SheetVariables
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Use: Estimate the average number of full-duration interceptions required to down a UFO.
1) Go up to File and then "Make a Copy" in order to edit this sheet.
2) Input your variables in N2 through N12.
3) Match your weapon and alien UFO in the "# Encounter" table at K14.

Caveats
:
1) Sheet assumes full-duration encounters so aborting is not factored in.
2) Sheet does not model received damage, you'll have to learn this on your own.
3) Tracking Modules are not modeled, but they have the same effect as Elerium Afterburners.

Basic Air-Game Advice
: In my most recent Let's Play I got to December before losing a single country to panic on Impossible. The air-game strategy that I used is as follows:
1) Always go Aggressive until Laser + UFO Countermeasures, then always go Defensive.
2) Only attack Scout/Raiders in the beginning and Fighters (blinking) if you have Stingray.
3) Do not engage Destroyers (medium blinking) until Pen Weapons
4) Rush Laser. XenoBio->Alien Weapons->Beam->Adv Beam
5) Prioritize Seeker Autopsy and Advanced Aero Techs.
6) A Defensive Laser Cannon Interceptor with UFO Countermeasures & Improved Avionics will have a 50% to hit (with 0 pilot kills, up to 80% with 10) an alien UFO while said UFO will have a single digit chance to hit the interceptor in the early months. UFOs gain approximatly 3% to hit per month, but you can completely dominate small and medium UFOs with minimal repair time. I only keep 3 interceptors per continent and it's more than enough.
7) Skip Wingtip Sparrowhawks entirely and delay Armored Fighters until very late to save resources, it's just not needed with the above strategy unless you want to take on bigger UFOs.
Pilot Kills0
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Penetrator WeaponsFALSE
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Improved AvionicsFALSE
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FirestormFALSE
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Super CapacitorsFALSE
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Elerium AfterburnersFALSE
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Analysis CompleteFALSE
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StanceBal
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Wingtip SparrowhawksFALSE
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Cinematic (2nd wave)FALSE
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Enhanced CoilgunFALSE
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# EncounterScoutFighterRaider
Destroyer
Harvester
Abductor
Transport
Terror
Battleship
A CarrierOverseer
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Avalanche1.43.72.720.369.182.672.297.1271.8241.6145.5
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Stingray1.82.12.64.38.8105.392.124.8346.5154.0185.5
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Phoenix1.32.11.95.312.675.265.888.4247.5220.0132.5
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Laser0.61.00.92.55.935.230.841.4115.9103.062.0
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Plasma0.30.40.50.50.91.81.91.511.84.519.0
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EMP0.50.60.80.81.41.71.62.07.84.95.9
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Fusion0.30.30.50.50.81.21.21.16.43.25.7
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About The Author1 Engage
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Created by xwynns2 Engage
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Message me on Reddit3 Engage
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Check out my hyper-efficient, aggressive and rapid-action Long War Impossible series on Youtube4 Engage
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5 Engage
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Advanced values and addition information below this line. It can be safely ignored. :)
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WeaponRangeLow DAvg DHigh DRoFHit %PenIDDPSScoutFighterRaider
Destroyer
Harvester
Abductor
Transport
Terror
Battleship
A CarrierOverseer
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Avalanche100340425510240%03Avalanche89366794444444
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Stingray1002002503001.540%102Stingray70637042354418474
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Phoenix1001401752100.7540%51Phoenix9864983425555555
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Laser100290362.5435155%54Laser2091362097352101010101010
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Plasma100650812.5975140%225Plasma36134135334134120517129010223934
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EMP100310387.54650.5530%306EMP243230238224222222200222155222111
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Fusion1001200150018001.2530%267Fusion407385398378378302265378189340113
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ShipHPArmorIDSpeedEngage TDPS TimeScoutFighterRaider
Destroyer
Harvester
Abductor
Transport
Terror
Battleship
A CarrierOverseer
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Scout75004427.1Avalanche8.423.822.4179.3784.3896.41120.41344.52016.81792.7560.2
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Fighter8501210407.5Stingray10.713.521.438.1100.01142.91428.6342.92571.41142.9714.3
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Raider1500511329.4Phoenix7.713.315.346.6142.9816.31020.41224.51836.71632.7510.2
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Destroyer16001853010.0Laser3.66.27.221.866.9382.1477.7573.2859.8764.3238.8
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Harvester350020122412.5Plasma2.12.54.34.710.319.529.320.787.933.573.3
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Abductor40003062512.0EMP3.13.76.37.115.818.025.027.057.936.022.5
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Transport50003271816.7Fusion1.82.23.84.29.313.218.915.947.623.522.0
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Terror600025132015.0
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Battleship9000368358.6DPS:
Raw expected damage per second against target
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A Carrier80002814358.6DPS Time:
Raw number of seconds for a kill. Color coding does not factor in time to close on target (Range stat)
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Overseer2500409605.0# Encounter:
Adjusted number of encounters for a kill. Color coding DOES factor in time to close on target.
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Interceptor25005110
Source: XGItemTree
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Firestorm400025315
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Advanced
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C, D, EWeapon Damage Columnd
Lowest possible damage (C), Average damage (D), Highest possible damage (E)
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0-3Crit Damage1
Critical hit damage gain over base hit. 1=100%. 0.5=50%
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Alien Tech Level0
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Values
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3
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5Penetrator Weapons
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10Improved Avionics
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5Firestorm
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5Elerium Afterburners
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10Analysis Complete
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15Stance
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15Cinematic (2nd wave)
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