Carrier Command 2

Carrier Command 2

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getting into an unwinnable situation is too easy
it seems like with logistics in this game that you can back yourself into a corner in the first few moves of the game to where it pretty much forces you to start over. it's never something you would expect either and not in a good way.

here's an example from my game:

i have a full logistics network with islands making everything i need except for one thing, ammo for the carrier's gun.

every island i'm supposed to capture right now has multiple walrus vehicles with an aa loadout, which means any missile of any type ever shot at/near them is shot down instantly. there is (almost) no way in the game to destroy those units without the carrier gun. if you use a cruise missile, shot down, if you send a plane/heli with ir missiles, both shot down, if you try to send an aircraft with a rotary cannon then the aa will just kill it instantly.

the only thing i can do at this point is kill enemy boats (because they give you a ton of cash), buy a ton of ground vehicles, give them all a 30mm cannon and then send them all at the aa vehicle. it takes about 6 of them to break through and actually kill just one aa vehicle and its escort and most or all of your units die in the process.

as i wait for more chassis to replace the losses i find myself sitting there for up to 2 hours for them to arrive if not longer. this whole time i can do literally nothing.
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Showing 1-8 of 8 comments
Andy Aug 30, 2021 @ 2:46am 
I was thinking this too.
Gun ammo is light at the start, without much in the warehouse. Yet it seems the most key weapon in game.
PeaceMaker Aug 30, 2021 @ 3:45am 
That gun ammo is like gold dust at the start. You gotta use it sparingly until you can get more. As for waiting, I think you can just sail closer to make the delivery faster.
Last edited by PeaceMaker; Aug 30, 2021 @ 3:46am
MixedupJim Aug 30, 2021 @ 4:05am 
This game is designed to throw you the odd curve ball and push you outside your comfort zone. There's also a distinct lack of hand holding which is at odds to today's modern games - you will fail at this game!

120mm is great but, as with all your toys, don't get reliant on it till you've got a good supply going.

You can see what blueprints each island has got so plan your attack route from the start to pick up the stuff you like using.

Learn to improvise - it may look like 120mm is the only counter to AA but it isn't. Dropping 4 bombs manually will usually do the trick, a well flown TV missile at low level can also hit them and if all else fails you'll have to go full ground invasion.

Also, get used to taking control of units yourself. You can hit things with the ground weapons at well beyond the indicated 1,000m
Last edited by MixedupJim; Aug 30, 2021 @ 4:07am
Team Triss Aug 30, 2021 @ 4:25am 
Have you tried overwhelming the AA by dropping multiple bombs at once?

I have had two shot down, but by dropping four I managed to hit the carrier despite active CIWS so I would imagine you can bomb AA like that, as well.

You'd need to do it manually though.
FOARP Aug 30, 2021 @ 2:01pm 
Planning can make the ground invasion easier. Try to land at a sheltered beach as this gives you a toe-hold from which you can plan your next move. Use cruise missiles (or whatever missiles you can actually produce) to snipe defending units that are outside AA coverage. If you're lucky the enemy will move their AA unit in a column together with other units - spot this happening and try to set up and ambush where your units can all fire at once: I did this on an enemy column of 3 x Gun Walrus, 1 x Walrus AA, with my forces being 6 x 30mm gun Seals, and managed to wipe out the enemy column completely losing only two of the Seals.

Also don't forget that even the 30mm can engage enemy units at much longer range than 1000m if you control it manually. If you can see the enemy AA units then just open fire using the 30mm and keep firing until the enemy AA is dead.

I really wish the game didn't basically encourage you to use 160mm ammo right at the start in the tutorial though. I didn't realise that ammo would be so hard to come by so burned through it quickly and then realised what a huge mistake I'd made. The torpedo island is also on the opposite side of the map and I'm down to my last 15 of them.
KDR_11k Aug 31, 2021 @ 3:25am 
If youii can make your own AA guns try controlling a vehicle with them manually...
Shulzidar Aug 31, 2021 @ 9:09am 
Originally posted by 76561198192726397:
it seems like with logistics in this game that you can back yourself into a corner in the first few moves of the game to where it pretty much forces you to start over. it's never something you would expect either and not in a good way.

here's an example from my game:

i have a full logistics network with islands making everything i need except for one thing, ammo for the carrier's gun.

every island i'm supposed to capture right now has multiple walrus vehicles with an aa loadout, which means any missile of any type ever shot at/near them is shot down instantly. there is (almost) no way in the game to destroy those units without the carrier gun. if you use a cruise missile, shot down, if you send a plane/heli with ir missiles, both shot down, if you try to send an aircraft with a rotary cannon then the aa will just kill it instantly.

the only thing i can do at this point is kill enemy boats (because they give you a ton of cash), buy a ton of ground vehicles, give them all a 30mm cannon and then send them all at the aa vehicle. it takes about 6 of them to break through and actually kill just one aa vehicle and its escort and most or all of your units die in the process.

as i wait for more chassis to replace the losses i find myself sitting there for up to 2 hours for them to arrive if not longer. this whole time i can do literally nothing.

You just need to aim for the torpedo BP island (in my runs before shelving the game waiting for any tactical AI to be programmed I didn't have the luxury of knowing in advance which island got which BP... So was a gamble and each torpedo launch was a matter of life or death) and control the height of your waypoints with your albatross... Anything above 1k will make you immune with the exception of waterbone missile launches (hence why you have to go for the torpedo BP fast). Over the course of your wanderings you may get any of the bomb BPs... Get 1 of them. You can safely perform bomb runs against AA or risk a strafe run with a 4 gun albatross that will kill anything before significant return fire happens. Just BE CAREFUL on controlling the EXIT PATH your alby will take after attacking so be sure it doesn't fly over any enemy.
Last edited by Shulzidar; Aug 31, 2021 @ 9:10am
Bambi Aug 31, 2021 @ 6:21pm 
manually firing 20mm cannons will kill anything outside of its range. using the AI = unit commits suicide.

It's unfortunately like that for much of the game. Manual control = easy win. AI = suicide.
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Date Posted: Aug 30, 2021 @ 1:46am
Posts: 8