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{{Header Nav|game=Carrier Command 2}} | {{Header Nav|game=Carrier Command 2}} | ||
The carrier also has a number of weapons to be used offensively. Offensive weapons can generally be used in one of two ways - using the viewing scope on the bridge, or by using gimballed cameras (aircraft) or observation cameras (surface vehicles) to mark targets for the carrier's weapons systems. | The carrier also has a number of weapons to be used offensively. Offensive weapons can generally be used in one of two ways - using the viewing scope on the bridge, or by using gimballed cameras (aircraft) or observation cameras (surface vehicles) to mark targets for the carrier's weapons systems. | ||
[[File:CC2 OffensiveWeapons.jpg|class=imgmaxwidth]] | |||
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==Flares== | ==Flares== | ||
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|colspan="2"|[[File:CC2_Flare.jpg|300px]] | |colspan="2"|[[File:CC2_Flare.jpg|300px]] | ||
|- | |- | ||
| Icon || [[ | | Icon || [[CC2_FlareIcon.jpg|64px]] | ||
|- | |- | ||
| Type || Small Munitions | | Type || Small Munitions | ||
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|Cost ||1 | |Cost ||1 | ||
|- | |- | ||
| Build Time || | | Build Time || 4 sec | ||
|} | |} | ||
Flares are illumination devices used to turn night into day. They serve no actual offensive purpose, but can make spotting targets much easier. | Flares are illumination devices used to turn night into day. They serve no actual offensive purpose, but can make spotting targets much easier. | ||
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The ship flare gun has a magazine that loads the same flares used by vehicles to evade missiles. | The ship flare gun has a magazine that loads the same flares used by vehicles to evade missiles. | ||
==Deck Gun== | ==Deck Gun== | ||
{| class="infobox bordered" | {| class="infobox bordered" | ||
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| Weight || 1 | | Weight || 1 | ||
|- | |- | ||
|Cost || | |Cost || 2 | ||
|- | |- | ||
| Build Time || | | Build Time || 2 sec | ||
|} | |} | ||
The deck gun is the only consumer of 160mm shells. Its use requires the gimballed camera, observation camera, or using the viewing scope on the bridge. The bridge viewing scope method is used as part of the game's tutorial at the start of every campaign. | The deck gun is the only consumer of 160mm shells. Its use requires the gimballed camera, observation camera, or using the viewing scope on the bridge. The bridge viewing scope method is used as part of the game's tutorial at the start of every campaign. | ||
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Unlike the cruise missile, the deck gun does not require terminal guidance. However, the deck gun has far more trouble firing at extreme angles. | Unlike the cruise missile, the deck gun does not require terminal guidance. However, the deck gun has far more trouble firing at extreme angles. | ||
==Cruise Missiles== | ==Cruise Missiles== | ||
{| class="infobox bordered" | {| class="infobox bordered" | ||
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|- | |- | ||
| Type || Large Munitions | | Type || Large Munitions | ||
|- | |- | ||
| Weight || 2000 | | Weight || 2000 | ||
|- | |- | ||
|Cost || | |Cost ||50 | ||
|- | |- | ||
| Build Time || | | Build Time || 20 sec | ||
|} | |} | ||
Cruise missiles are launched from the launcher next to the deck gun, and operate on a similar principle: cruise missiles provide indirect fire support to destroy key targets. Cruise missiles are only fired singly, travel to the target much slower than the deck gun's shells, and also require terminal guidance. | Cruise missiles are launched from the launcher next to the deck gun, and operate on a similar principle: cruise missiles provide indirect fire support to destroy key targets. Cruise missiles are only fired singly, travel to the target much slower than the deck gun's shells, and also require terminal guidance. | ||
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Cruise missiles can be intercepted by anti-aircraft vehicles and turrets. If the missile is intercepted, a notification will appear indicating the missile failed to reach its mark. | Cruise missiles can be intercepted by anti-aircraft vehicles and turrets. If the missile is intercepted, a notification will appear indicating the missile failed to reach its mark. | ||
==Torpedoes== | ==Torpedoes== | ||
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|- | |- | ||
| Type || Large Munitions | | Type || Large Munitions | ||
|- | |- | ||
| Weight || 1000 | | Weight || 1000 | ||
|- | |- | ||
|Cost || | |Cost || 25 | ||
|- | |- | ||
| Build Time || | | Build Time || 5 sec | ||
|} | |} | ||
Torpedoes are self-propelled underwater missiles used to sink enemy ships. Torpedoes cannot engage | Torpedoes are self-propelled underwater missiles used to sink enemy ships. Torpedoes cannot engage surface vehicles like the Seal, the Walrus, and the Bear. The only valid targets for torpedoes are Needlefish, Swordfish, and the enemy Carrier. | ||
[[File:CC2_TorpedoBearingSet.jpg|left|thumb|Change the torpedo bearing number to move the red line and have it cross the target.]] | [[File:CC2_TorpedoBearingSet.jpg|left|thumb|Change the torpedo bearing number to move the red line and have it cross the target.]] | ||
Given the threat of Needlefish and Swordfish to surface and air vehicles, torpedoes | Given the threat of Needlefish and Swordfish to surface and air vehicles, however, torpedoes will remain an extremely important part of your arsenal, and can provide some assistance in a carrier-vs-carrier fight. | ||
The carrier has two dual-mount torpedo launchers - one port, and one starboard. Torpedoes will travel on a set bearing, and then activate after some time has passed (activation delay). Both the bearing and the activation delay can be set to the right of the air/sea radar and the viewing scope. | The carrier has two dual-mount torpedo launchers - one port, and one starboard. Torpedoes will travel on a set bearing, and then activate after some time has passed (activation delay). Both the bearing and the activation delay can be set to the right of the air/sea radar and the viewing scope. | ||
[[File:CC2_TorpedoTrackingActive.jpg|right|thumb|The vehicle control screen can view the number of seconds before a torpedo is active.]] | [[File:CC2_TorpedoTrackingActive.jpg|right|thumb|The vehicle control screen can view the number of seconds before a torpedo is active.]] | ||
Torpedo targets are best acquired using the air/sea radar. | Torpedo targets are best acquired using the air/sea radar closeby. A red line on the radar display indicates the direction launched torpedoes will travel. Increasing the bearing turns the red line clockwise, and decreasing the bearing turns it counter-clockwise. Line the red line up to the target on the air/sea radar to acquire a proper bearing. | ||
Load a torpedo by pressing the '''Load Torpedo''' buttons to the right of the bearing and activation timer indicators. You cannot unload a torpedo, so choose carefully what to load each of the four torpedoes with. | Load a torpedo by pressing the '''Load Torpedo''' buttons to the right of the bearing and activation timer indicators. You cannot unload a torpedo, so choose carefully what to load each of the four torpedoes with. | ||
Alter the activation delay as necessary just beneath the bearing. The activation delay determines the number of seconds required for a torpedo to travel before it becomes active and searches for a target. Increasing the activation delay can be helpful to have a torpedo travel past an obstacle before its seeker activates and curves around it. The activation delay can also be helpful to engage a torpedo's tracking once it has passed another target. | Alter the activation delay as necessary just beneath the bearing. The activation delay determines the number of seconds required for a torpedo to travel before it becomes active and searches for a target. Increasing the activation delay can be helpful to have a torpedo travel past an obstacle before its seeker activates and curves around it. The activation delay can also be helpful to engage a torpedo's tracking once it has passed another target. | ||
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