Carrier Command 2/Vehicles

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< Carrier Command 2
Revision as of 15:38, 23 August 2021 by Prod (talk | contribs) (use infobox directly)

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.

CC2 VehicleController.jpg

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.

Left to right: Holding pattern, CCTV camera, and elevator status displays.

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.

Holding Pattern Terminology
Real life circuits consist of four different legs. Expect to hear these terms when talking about holding patterns! CC2 AviationCircuits.jpg

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.

Issue Go Codes and show additional map data here.

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.

Abbreviation SEL WLR BER RZR PTR ALB MNT NDL SWD TRT BRG
Name Seal Walrus Bear Razorbill Petrel Albatross Manta Needlefish Swordfish Turret Barge

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

An Albatross circles an island to scout for the land assault.

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 a waypoint shows some additional 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

Seal

CC2 Seal.jpg
HP 400
Armour 10
Weight (kg) 10 000
Support slots 2 (Observation camera, IR Countermeasures, Sonic Pulse Generator, Smoke Launcher (Explosive), Smoke Launcher (Stream))
Primary slots 1 (30mm Cannon, 40mm Cannon, Anti-Air Cannon, Missile Array, Virus Bots, Actuated Camera, Radar)

Walrus

CC2 Walrus.jpg
HP 400
Armour 20
Weight (kg) 15 000
Support slots 2 (Observation Camera, IR Countermeasures, Sonic Pulse Generator, Smoke Launcher (Explosive), Smoke Launcher (Stream))
Primary slots 1 (30mm Cannon, 40mm Cannon, Anti-Air Cannon, Missile Array, Virus Bots, Actuated Camera, Radar)

Bear

CC2 Bear.jpg
HP 400
Armour 40
Weight (kg) 20 000
Support slots 2 (Observation Camera, IR Countermeasures, Sonic Pulse Generator, Smoke Launcher (Explosive), Smoke Launcher (Stream))
Primary slots 1 (Battle cannon, Heavy Cannon, Artillery Gun)

Air Assets

Albatross

CC2 Manta.jpg
HP 40
Armour 0
Weight (kg) 20 000
Camera slot 1 (Gimballed camera)
Radar slot 1 (AWACS Radar)
Primary slots 4 (20mm Autocannon, Rocket Pod, Bomb (Light), Bomb (Medium), Bomb (Heavy), Missile (IR), Missile (Laser), Missile (AA), Missile (TV), Torpedo, Torpedo (Noise), Torpedo (Countermeasure), External Fuel Tank)

Manta

CC2 Manta.jpg
HP 80
Armour 4
Weight (kg) 25 000
Camera slot 1 (Gimballed camera)
Support slots 2 (Observation Camera, IR Countermeasures, Sonic Pulse Generator, Smoke Launcher (Explosive), Smoke Launcher (Stream))
Radar slot 1 (AWACS Radar)
Primary slots 4 (20mm Autocannon, Rocket Pod, Bomb (Light), Bomb (Medium), Bomb (Heavy), Missile (IR), Missile (Laser), Missile (AA), Missile (TV), Torpedo, Torpedo (Noise), Torpedo (Countermeasure), External Fuel Tank)

Razorbill

CC2 Razorbill.jpg
HP 40
Armour 0
Weight (kg) 15 000
Support slots 2 (IR Countermeasures, Sonic Pulse Generator, Smoke Launcher (Explosive), Smoke Launcher (Stream))
Primary slots 2 (20mm Autocannon, Rocket Pod, Bomb (Light), Bomb (Medium), Bomb (Heavy), Missile (IR), Missile (Laser), Missile (AA), Missile (TV), Torpedo, Torpedo (Noise), Torpedo (Countermeasure), External Fuel Tank)

Petrel

CC2 Petrel.jpg
HP 40
Armour 0
Weight (kg) 15 000
Camera slot 1 (Gimballed camera)
Primary slots 4 (20mm Autocannon, Rocket Pod, Bomb (Light), Bomb (Medium), Bomb (Heavy), Missile (IR), Missile (Laser), Missile (AA), Missile (TV), Torpedo, Torpedo (Noise), Torpedo (Countermeasure), External Fuel Tank)

Island Assets

Turrets

Some islands have fixed gun installations that will attack enemy vehicles that get too close. These turrets utilize the same selection of weaponry as amphibious assets, allowing them to serve a variety of purposes. 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.

Escort Ships

File:CC2 Swordfish.png
A swordfish patrol craft.

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-launched torpedoes. Both are armed usually with a SAM battery to launch missiles at aircraft, and a deck gun capable of destroying huge numbers of enemy amphibious assets.

For best results, target them with shipbourne torpedoes.