Carrier Command 2/Vehicles

There are various vehicles you will command in Carrier Command 2, and fall broadly in two categories: Amphibious assets (surface vehicles) and air assets.

There are three consoles on the starboard side of the bridge used to control vehicles. With only three consoles, only three players can control vehicles at any time.



To the left are movable spotlights that can be aimed anywhere on the flight deck. Above that are the controls for the runway lights - the green lights at the start (the stern of the ship), the red lights at the end (the bow), and white lights indicating the runway edge. These lights can be used at night to help pilots get their bearings, though in PvP these lights can quickly identify an enemy carrier.

To the right of the runway lights is the ship's log. This updates as players join and leave the game, as enemies are destroyed, and as vehicles are lost in battle. The border glows when an update is available, and the alert can be dismissed by looking at the screen. Oddly, attempting to interact with this screen directly requires the leftmost vehicle control seat to be empty. However, if you are able to sit at an empty drone control seat first, you can then interact with the ship's log normally. The screen in the center displays the current carrier holding pattern and any aircraft in it. Shown include where it is in queue, the handle (A1, for example), and how much fuel it has left. Aircraft will generally attempt to land in the order they were ordered to do so, though this can bar takeoffs for a time as well. Try to queue takeoffs first and then landings so that aircraft can take off to make room for retreating aircraft.

To the right of that is a highly pixelated CCTV camera showing the garage, the hangar, or automatically cycling through both. It serves no real gameplay purpose and is generally too grainy to use as a proper camera. Furthest to the right of that is the aircraft elevator status. Beneath the aircraft elevator status is the crane indicator, indicating whether it is moving or not. If the display is red, the aircraft crane is inoperable due to damage or a lack of power. To the left of the spotlight controls are the three vehicle control consoles. Interacting with these let players manage the ship's vehicles. In between each display are lights indicating the current status of each of the carrier's vehicles. Pressing one will launch it. Vehicles can also be launched from the console itself by clicking on the carrier.

Clicking on empty space while manning a vehicle control console will allow you to issue a "Go" code (see Waypoint Options below) and change the map display to show additional information, such as wind and ocean currents.

Abbreviations
When viewed through cameras, units have abbreviations to identify them.

The Seal, Walrus, Bear, Razorbill, Petrel, Albatross, and Manta are the playable craft that can be launched from your carrier. The Swordfish and Needlefish are naval threats that are never playable. The Barge is a vessel that can be steered and navigated manually, but serves no practical purpose to doing so (players cannot load items onto a barge they are controlling).

Controlling Vehicles
Moving vehicles involves clicking on the vehicles itself and dragging a path to its destination. Clicking and dragging on top of an enemy vehicle will prompt an attack order, and you can specify which weapons the vehicle is to use.

Vehicles can also be set to follow a patrol path by clicking on a vehicle's destination and dragging to another point on the map. This sets up a waypoint system for vehicles to follow. Looping the end waypoint onto another waypoint creates a loop that the vehicle will follow until it runs out of fuel. This is useful to prevent Albatrosses and Mantas from flying over to the next island, or having them fly recon circuits around another island.

Vehicles can be made to return to the carrier by simply clicking on the unit and dragging to the carrier.

Carrier vehicles can be manually controlled by clicking on them, and then clicking on the Camera button. You can then cycle through the vehicle itself and its weapons to determine what items are automatic (yellow bar) or manual (green bar). There are a few notable combinations for this that can help you offload some work to the AI.
 * For ground vehicles, set a waypoint and leave the driving on automatic to have the vehicle drive around while you gun.


 * Conversely, leave the gun on automatic and take manual control of driving to drive very evasively while letting the AI shoot for you.


 * When flying, all targets are invisible unless you have a weapon selected. If you're flying an Albatross with the default loadout, set the flying controls to manual, then switch to an autocannon and switch that to manual, and repeat for the second autocannon. You can now fly the Albatross and attack ground targets with gun runs.


 * Conversely, set up a looping path of waypoints around an island for your Albatross to follow. Hop into the Albatross and set the gimballed camera to manual, but leave everything else on automatic - letting you spot all the enemies on the island from a safe altitude without worrying about crashing.

Waypoint Options
Clicking on an individual waypoint brings up a few additional options:
 * If the waypoint belongs to an aircraft, you can have the waypoint set at a specific altitude. This can be useful to prevent aircraft from flying too low and being shot down by anti-aircraft fire. Waypoint altitudes are inherited from the previous waypoint placed.


 * All vehicles can also be tied to a "Go" code. Tying a "Go" code to a waypoint will have the unit hold there until you transmit the "Go" signal, at which point all vehicles will execute their movements simultaneously. This can be useful to synchronize attacks with multiple vehicles. "Go" codes are most useful for ground units and helicopters. Mantas and Albatrosses have trouble staying in one spot for a "Go" code to be effective. There are four possible "Go" codes: Alpha, Bravo, Charlie, and Delta.

Surface Vehicles
Surface vehicles are all amphibious and launched from the rear of the carrier. Surface vehicles consist of the Seal, Walrus, and Bear. These vehicles fulfill the light, medium, and heavy roles respectively.

These vehicles perform very poorly in the water, suffering from accuracy and speed penalties. Additionally, high waves can also cause vehicles to attack obstructed targets.

Surface vehicles, especially the Seal and Walrus, are no match for Needlefish and Swordfish.

Land vehicles are occasionally known to get stuck on the edges of the carrier. Ensure your surface vehicles fully clear the carrier before letting the AI take over.

All surface vehicles have two slots for support items. On the vehicle loadout screen, the slots appear to the left and right of the vehicle, but both slots are functionally identical to each other.

Seal
A small and fast skirmishing vehicle, the Seal is usually used to support Walruses and Bears, as a land scout, or to capture islands. Seals are very weak and die in just a few hits to autocannons. A single well-placed shot from a Bear will annihilate a Seal.

The Seal can equip a wide variety of armament, including surface to surface missiles, a CIWS identical to the carrier (that can also attack land targets manually), and virus bots for capturing islands.

Player carriers start with four seals on board, with two additional chassis at the main warehouse island that can be brought over by a barge.

Walrus
A larger, more heavily armoured version of the Seal. Walruses are generally the mainstay unit that can perform all functions the seal can, but is notably slower. This makes the Walrus good at combatting other autocannon-equipped enemies.

Bear
The Bear is the heaviest land platform and is essentially a tank with four split tracks. While it can drive like a Walrus or Seal, the Bear has the lowest mobility. It has trouble climbing ramps that the Seal and Walrus can navigate, particularly when attacking a beach.

The Bear is also very fuel-inefficient, necessitating the carrier be very close to the island in order to be able to cover the most space. With no way to refuel vehicles that are stuck, the bear's fuel supply must be carefully managed or it will turn into a very expensive turret.

Bears can only equip weaponry dedicated to them in the primary slot - autocannons and other Seal and Walrus weapons are incompatible. The Bear makes up for this deficiency by equipping the heaviest guns of any land based unit.

Turrets
Some islands have fixed weapons installations that will attack enemy vehicles that get too close. These turrets can be equipped with one of four weapons: a 30mm autocannon, a 40mm autocannon, a long range surface to surface missile array, or an anti-aircraft gun equivalent to your carrier's CIWS. The anti-aircraft gun can intercept missiles as well as aircraft that stray too close. When an island's Command Center is captured, any surviving turrets on that island will change to the team of the island's new owner, and can be remotely controlled from a Carrier via its Unit Control screens.

Turrets have infinite ammo and do not require replenishing. Turrets cannot be repaired, though they have a significant amount of health (800).

Escort Ships
More heavily defended islands have coastal patrol craft that must be destroyed. They consist of the Needlefish and its larger cousin, the Swordfish. Both are very powerful adversaries and should generally be taken down from range by ship or air launched torpedoes. Ships have infinite ammunition and fuel.

Both ships share the same weapons: a deck gun, a naval anti air cannon (equivalent to the CIWS on your carrier and Seals/Walruses), a Naval Missile Array (equivalent to your carrier's own AA missiles), and a torpedo launcher (can load and fire noisemakers and normal torpedoes).

The difference between Needlefish and Swordfish is that Needlefish have two of these weapons. Which of the four is randomly determined, and a Needlefish will never carry two of the same weapon. One of the weapons can be determined by scanning the Needlefish twice and seeing its weapon icon. The other must be determined visually. If the weapon icon is blank after two scans, then the Needlefish is carrying torpedoes.

As two of the weapons are exclusively anti-air and the other two are exclusively for surface threats, it is theoretically possible to encounter a Needlefish which cannot engage surface (has the Naval Missile Array and the Naval Anti Air Cannon) or air (has torpedoes and the deck gun) targets.

This is not the case with the Swordfish. The Swordfish, by contrast, has all four weapons in a randomly determined layout (its deck gun may be at the rear, the front, or amidships, but all Swordfish have a deck gun).

Both ships are best taken down from standoff range using torpedoes. The Needlefish can be sunk with a single torpedo, while the Swordfish requires two.