
MISSILE (AA) – – 120 – Used in the carriers AA turret system, or mounted on aircraft, this is an IR homing missile which currently has a tendency to get distracted by enemy ground units and miss the air targets you fire it at. The missile is deployed via support call from the camera, and homes in towards the crosshair. MISSILE (LASER) – – 30 – Laser-guided missiles are used in tandem with the observer camera of aircraft, and thus cannot be used on RAZORBILL rotors. At the time of writing, proudly ignores target locks. Has a range of ~4km, and can be fired without a target lock or even target detection, homing in on the enemy ground unit in range and dealing moderate damage. MISSILE (IR) – – 120 – The bread and butter anti-ground weapon that is very easy to use, if a bit unreliable. Fits only on fighter drones such as the ALBATROSS.

#Carrier command 2 cost full#
Has no homing and may not inflict full damage on fast targets. 9000 shots will last a decent amount of time, but if you use massed ground units which will waste many shells, you’ll need more eventually.īOMB (LIGHT) – – 10 – A small bomb that is roughly equivalent in power to standard missiles. One volley will fire 5 shells, meaning that it can only destroy 20 targets on the starting supply, making 160mm a precious resource.ĪMMO (30mm) – – 9000 – 30mm gun ammunition, used in 30mm ground unit turrets. Has a range of 6km, but shells will spread more at longer ranges and take longer to travel. The main gun’s immediate availability, power, and versatility make it a premium instrument for removing enemy CIWS and a reliable fallback weapon to use against ships. Requires aerial observation for accurate fire, especially against enemy ships. 100 shells will last a decent amount of time if used sparingly to take out high-value targets.ĪMMO (160mm SHELL) – – 100 – 160mm gun ammunition, used in the carrier main gun. Has a range of roughly 5km, which is enough to hit ships and any ground unit without being detected. Requires aerial observation for accurate fire. 100 shells can do a lot of damage, but beware as the AI will automatically spam them if given the opportunity.ĪMMO (120mm SHELL) – – 100 – 120mm gun ammunition, used in ARTILLERY GUN mounted on BEAR-class chassis – useless until both blueprints are acquired. Fires HE shells with heavy bullet drop, which deal heavy damage around the point of impact, and can penetrate even enemy ship hulls. 40k is more than enough unless helicopter strafing runs are your preferred method of dealing with masses of unprotected ground units.ĪMMO (100mm SHELL) – – 100 – 100mm gun ammunition, used in BATTLE CANNON mounted on BEAR-class chassis – useless until both blueprints are acquired. 300 flares will usually last throughout an entire campaign.ĪMMO (20mm) – – 40000 – 20mm ammunition which is used in CIWS guns both carrier-mounted and ground unit mounted, as well as aircraft chainguns. Lauched from the bridge, or as a support call. This is mainly used to spot enemy turrets, which don’t have headlights that reveal their positions unlike mobile units. Starting Equipment ListĪMMO (FLARE) – – 300 – Carrier flares are wide-area illumination rounds that can be used to illuminate islands during night time. Loss of the above capabilities makes the campaign progressively harder, and incurs significant delays in terms of how quickly you can capture islands.įollowing is a list of all starting equipment that your carrier receives, roles of said equipment, its capabilities, and a general idea of how long it will last. – Anti-ground warfare (AGW) – fulfilled by a wide variety of methods – Anti-air warfare (AAW) – fulfilled by AA launchers, CIWS, and if desired, AAW equipped aircraft – Anti-CIWS warfare – fulfilled by main gun and ground units

– Anti-sea warfare (ASW) – fulfilled by torpedoes, main gun, and various other methods – Aerial observation and target ID – fulfilled by ALBATROSS UAVs In order of importance and value are the following capabilities: Now that we have an idea of which targets we want to hit, we need to know the capabilities and limits of our carrier, our units, and our gear in order to make good use of the limited resources we have and avoid wasting that which is precious. Utility factories are bottom priority, as your initial supply of camera equipment and virus bots should last you the whole game, and special equipment you get from them is not necessary to succeed. There is no immediate benefit to capturing a warehouse – they are always empty, but you can use them to shorten delivery times for your logistics system. If you manage to secure BEAR-class tank blueprints from your surface chassis factory, definitely consider capturing a turret factory for a chance to get heavy guns for them. By default, this manufactures RAZORBILL chassis. Default air chassis are enough to fulfill their role, but if you lose them, you will want one of these.
