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< Carrier Command 2
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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 Patterns

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

Also, notice the pattern extends far out to the left side of the ship. Don't park with an island on your left side, or landing aircraft may run into anti aircraft fire!

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 CRR BOT
Name Seal Walrus Bear Razorbill Petrel Albatross Manta Needlefish Swordfish Turret Barge Carrier Virus Bot

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

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

CC2 Seal.jpg
HP 400
Armour 10
Weight (kg) 10 000
Fuel Capacity 800 L
Cost 500
Build Time 120 sec
Support slots 2 (Actuated 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, Observation Camera, Radar)

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

CC2 Walrus.jpg
HP 400
Armour 20
Weight (kg) 15 000
Fuel Capacity 1200 L
Cost 750
Build Time 150 sec
Support slots 2 (Actuated 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, Observation Camera, Radar)

A larger, more heavily armored version of the Seal. Walruses are generally the mainstay unit that can perform all functions the seal can as well as outpace it on land, but is notably slower in water. This makes the Walrus good at combatting other autocannon-equipped enemies as well as seal escorts.

Bear

CC2 Bear.jpg
HP 400
Armour 40
Weight (kg) 20 000
Fuel Capacity 1600 L
Cost 1000
Build Time 180 sec
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)

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.

Air Assets

Albatross

CC2 Albatross.jpg
HP 40
Armour 0
Weight (kg) 20 000
Fuel Capacity 800 L
Cost 1000
Build Time 120 sec
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)

The Albatross is an unmanned combat aerial vehicle modeled after the Predator and Reaper drones. Relatively cheap and quick to manufacture, the Albatross serves as an early game attacker and scout aircraft.

It is far more stable and slower than the Manta, making it more suitable for gun runs against enemy ground targets. Its low durability, however, makes it vulnerable to hits from 30mm autocannons and anti-aircraft guns. With no countermeasures, albatrosses suffer particularly against the naval SAMs used by carriers, swordfish, and needlefish.

Early on, its best attachment is the gimbal camera, allowing it to identify targets for surface forces or for the main battery gun. Later in the game it loses its effectiveness vs. the Manta, which has similar attachment options but also has countermeasures and is far more survivable. In cases like these, albatrosses may be more effective at carrying laser guided missiles or for making long distance torpedo runs against enemy ships.

Manta

CC2 Manta.jpg
HP 80
Armour 4
Weight (kg) 25 000
Fuel Capacity 1200 L
Camera slot 1 (Gimballed camera)
Cost 1250
Build Time 180 sec
Support slots 2 (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)

Mantas are fast, multirole UAVs - similar in appearance to the Dassault nEUROn, Grumman X-47, or Sukhoi Okhotnik, - capable of performing any mission. While fairly difficult to fly, Mantas can mount several new attachments that let them surpass the albatross later in the game. With radar capability for spotting air and sea targets, coupled with the camera slot, the manta can act as a long distance scout. While the gimbal camera can only spot enemies from 5,000 metres out, the radar has twice the range - and you can equip both if necessary.

Offensively, the Manta also has the same four weapon slots as the albatross. The Manta, however, does have missile countermeasure capability, letting it scan enemy ships without getting in range of its AA gun.

Razorbill

CC2 Razorbill.jpg
HP 40
Armour 0
Weight (kg) 15 000
Fuel Capacity 400 L
Cost 750
Build Time 120 sec
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)

While being notably different to control than the albatross, the Razorbill is a rotary wing UAV similar in appearance to the Ka-27, with its two coaxial rotors. The Razorbill can equip two primary weapons and two support attachment slots. By default it is equipped with two anti-surface missiles. Aircraft autocannons are a common alternative choice to allow more precise gun runs on ground vehicles.

Razorbills are also far more survivable, thanks to the option to mount missile countermeasure attachments. This, coupled with their precise flying abilities, can make razorbills also effective in the anti-ship role.

When flying a razorbill, remember that the helicopter has its lift vector above it - so increasing engine power will have the aircraft ascend. Move the craft forward by nosing down.

Petrel

CC2 Petrel.jpg
HP 160
Armour 4
Weight (kg) 15 000
Fuel Capacity 2 000 L
Cost 1000
Build Time 180 sec
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)

The petrel is a tiltrotor heavy lift aircraft - similar in appearance to the V-22 Osprey, though with contra-rotating propellers - with similar loadout properties to the albatross.

Despite having the same equipment loadout possibilities as the albatross, the petrel's lack of mobility relegates it to more of a support than a ground attack role. While it can attack enemies from a hover like the razorbill, the petrel's unique ability lets it pick up and carry your ground units around.

To have your petrel pick up a unit, have the petrel fly to a waypoint near the unit you want to pick up, then draw another waypoint from the first waypoint to the vehicle. You can then click and drag from the pickup point to your carrier in order to send both units home (the vehicle falls through the flight deck, straight into the garage).

Alternatively, you can send your petrel carrying your unit to another destination. Make sure to set the altitude of waypoints between the start point and the end point to be high enough to clear any obstacles. At the end, click on the drop off waypoint to open its features (see Waypoint Options) to drop off the vehicle.

Island Assets

Turrets

A turret with a CIWS gun.

Some islands have fixed weapon 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 a CIWS. The CIWS 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

Needlefish
CC2 Needlefish.jpg
HP 300
Primary slots 2 (Naval Gun, Naval Anti Air Cannon, Naval Missile Array, Torpedo Launcher)
Swordfish
CC2 Swordfish.jpg
HP 600
Primary slots 4 (Naval Gun, Naval Anti Air Cannon, Naval Missile Array, Torpedo Launcher)

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

Both ships share the same weapons: a deck gun, a CIWS, 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 mid-deck, 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.