Carrier Command 2/Carrier: Defences

The carrier is equipped with a variety of defences and countermeasures to protect itself from attack. There is considerable overlap between offensive weapons and defensive weapons, as most carrier weapons systems do not discriminate between air and surface targets.

Missiles
The carrier is equipped with AA missiles to destroy incoming enemies. The missiles are labeled as "AA" in the game, utilize "AA Missiles" as a weapon, and visually appear to be a pair of British Rapier surface to air missiles. Despite their appearance and label, they can engage all targets - including surface ones - that stray too close to the carrier.

Each of the two launchers, located on the starboard side of the carrier (and visible from the bridge), loads four missiles before taking time to reload.

The default state of the missiles is "ARMED". Once an enemy enters ranged, the status will change to "TRACKING" and a white button will begin glowing underneath the missile arming switch. Pressing this button will launch a missile. It is not possible to determine what target the missile locks onto - it merely attacks the nearest enemy.

Close In Weapons System (CIWS)
The carrier is also equipped with four CIWS (pronounced sea-whizz) rotary cannons that accept 20mm ammunition. Like missiles, the CIWS will automatically engage targets that enter range. Unlike the missiles, CIWS will also engage enemy missiles that enter range, protecting the carrier and any nearby units.

The CIWS' range is extremely short and can only be practically used as a self defence tool.

As with the missiles, the CIWS cannot be set to engage a specific target, and will simply attack targets to the best of its ability.

Noisemakers
Loaded into and launched from torpedo tubes, noisemakers offer a long range defence against incoming enemy torpedoes by decoying them away from your carrier. Noisemakers must be set to travel on a specific bearing and will divert enemy torpedoes until their activation delay expires.

To load a noisemaker into a torpedo tube, press the "Load Noisemaker" button next to the relevant torpedo tube (L1, L2, R1, or R2).

Noisemakers will continue to travel in their set bearing until they are destroyed or run aground.

Noisemakers are referred to in-game as "Torpedo (Noisemaker)".

Countermeasures
Countermeasures, similar to noisemakers, will cause torpedoes to lose their target. Unlike noisemakers, which operate at a distance, countermeasures are fired from the rear of the carrier and do not move once deployed. An enemy torpedo will lose its target but it can still hit the carrier, so moving the carrier after firing countermeasures is advised.

Countermeasures are referred to in-game as "Torpedo (Countermeasure)".