Dieser Leitfaden ist zum Spielen gemacht Trägerkommando 2 Turniere auf dem Discord-Server von Tricky, bei denen Spieler gegeneinander antreten. Die Modifikationen (Mods) Die in diesem Wettbewerb erlaubten Personen sind wie folgt:
- 2x Fahrzeugwassergeschwindigkeit
- Captain Controls
- Sanfter Raketengeschwindigkeitsfan
- Turbo -Lastkähne
- Revolution
Dieser Leitfaden gibt Anweisungen zur Ausführung spezifischer Aufgaben im Befehl Carrier 2, Konzentration auf die Erreichung präziser Ziele. Es ist in Kategorien organisiert, basierend auf den Arten von Zielen und ihrem Schwierigkeitsgrad. Gründlichkeit sicherstellen, Selbst Operationen, die nicht empfohlen werden, werden abgedeckt. Es ist wichtig zu beachten.
Inselaufnahmeoperationen
Gläser auf der Insel
Diese Taktik, angerufen „Gläser auf der Insel,“ Hat seinen Namen aus dem Glas gebildet, wenn Sand intensive Wärme und Druck von Artillerieschalen ausgesetzt ist. Der Ansatz besteht. Jedoch, Es ist eine teure und nicht nachhaltige Methode.
Basic Capture
In der Basis -Capture -Strategie, Die Spieler beginnen normalerweise damit, ihre ersten Inseln zu erfassen. Diese Methode beinhaltet die Bereitstellung 1 Albatross mit einer Körblerkamera, 1 Razorbill ausgestattet mit 2 20MM Autocannons, Und 1 Versiegelung mit Virus -Bots. Der erste Schritt besteht darin, den Träger in der Nähe der gezielten Insel zu positionieren. Nächste, Starten Sie einen Albatross mit einer Kegelkamera, Halten Sie es über 1000 m, um gemahlenes Feuer zu vermeiden. Nach dem Scannen aller Ziele, manuell den Razorbill steuern, um markierte Feinde zu zerstören. Sobald die Insel klar ist, Stellen Sie das Siegel in der Befehlszentrum ein. Weisen Sie es an, Virus -Bots freizusetzen und zum Träger bei Autopilot zurückzukehren. Während für das Level effektiv 1 Inseln, Dieser Ansatz übersieht potenzielle Marinebedrohungen im Level 2, 3, Und 4 Inseln. Obwohl sicher für Level 1 Inseln, Der Prozess ist zeitaufwändig, Ermöglichen, feindliche Flugzeuge von Flugplätzen zu starten und den Scanprozess zu stören. Löschen 3 Und 4 Inseln mit gerecht 1 Razorbill ist eine Herausforderung aufgrund der Aufrechterhaltung einer sicheren Höhe und einer genauen Schießerei. Während einfach und kostengünstig, Diese Strategie ist nicht für Inseln mit Luftverteidigungseinheiten geeignet. Die Spieler, die diese Taktik verwenden, und die Autocannons und Flugzeugzellen sind anfällig für Zerstörungen.
Kanonenbill
Die Gunbill -Technik ist eine schnellere Version der Basic Capture -Methode, Überspringen des Scouting -Schritts. Beginnen Sie mit dem Start eines Razorbill, der mit ausgestattet ist, mit 2 20MM Autocannons 15 km von der Zielinsel entfernt. Legen Sie es an, auf die Insel zu fliegen, und Spieler können manuelle Kontrolle übernehmen, Fliegen Sie den Razorbill mit maximalem Gas, um den Prozess zu beschleunigen. Bei der Ankunft, Der Razorbill identifiziert und führt Ziele auf der Grundlage des Tracer -Feuers während des Tages und den Scheinwerfern nachts ein. Priorisieren Sie die Ziele am Flughafen (Wenn vorhanden) und in der Nähe des Kommandozentrums. Der Flugzeugträger bewegt sich in Richtung der Insel, und ein Siegel mit Virus -Bots wird hergestellt. Der Träger befindet sich in der Nähe der Küste, Vor der Ladebucht in Richtung Strand. Normalerweise, Der Razorbill zerstört alle Ziele, bevor der Träger ankommt. Wenn einige Feinde bleiben, Das Virussiegel kann einsetzen, solange keine Einheiten innerhalb von 1,5 km vom Kommandozentrum entfernt sind. Diese Strategie ist riskanter als die grundlegende Erfassung, Da Piloten möglicherweise nicht daran gewöhnt sind, nicht markierte Ziele zu ansprechen, Und es besteht ein erhöhtes Risiko, ohne erfahrene Piloten durch Bodenfeuer abgeschossen zu werden. Es geht nicht um Luftverteidigungseinheiten auf Inseln und stellt eine Gefahr für Inseln mit Marinezielen dar. Berücksichtigen Sie das Risiko, den Standort des Trägers während der Eroberung anzuzeigen. Trotz dieser Risiken, Es kann die Zeit erheblich verkürzen, eine Insel zu fangen, Besonders für Inseln auf niedrigem Niveau ohne Marineeinheiten.
Anmerkung des Herausgebers:
Der Razorbill mit Dual 20 -mm -Kanonen, auch bekannt als die ‚Kanonenbill,‘ ist kostengünstig, schnell einsatzbar, und angenehme Einheit, die für die Erde nach Bodenversorgung verwendet wird, nachdem sie die Luftüberlegenheit über der Insel gesichert hat. Es spielt eine wichtige Rolle in der Reinigungsphase und der ‚töten‘ Teil der Kill -Kette. Diese Einheiten, ausgestattet mit Dual 20 -mm -Kanonen, werden direkt vom Aufzug aus gestartet, sie machen 45 Sekunden bis zu einer Minute schneller im Einsatz im Vergleich zu Flugzeugen mit festem Flügel. Die Wiederherstellung im Muster dauert nur ungefähr 30 Sekunden bis eine Minute. Typischerweise, Ein Träger trägt vier dieser Kanonenbills. Jedoch, Sie haben einen Nachteil, Welches ist ihre begrenzte Reichweite. Sie werden normalerweise in der Nähe der Zielinsel oder innerhalb der Ziele eingesetzt 10-15 Kilometer des Trägers, manchmal mehr abhängig von den günstigen Bedingungen und den Fähigkeiten des Bedieners.
Bei Verwendung von Gunbills, Es gibt normalerweise kein ankommendes AA -Feuer, Fackeln sind also nicht notwendig. Die 20 -mm -Kanonen sind entscheidend für die Inselbereinigung, sie zum wichtigsten machen ‚spülen‘ bevor sie mehr produzieren. Die Koordinierung der Start- und Abrufpläne dieser Flugzeuge ist wichtig, um den Verlust von Feuerkraft zu vermeiden. Losing guns can hinder a carrier from capturing additional islands quickly or turn a potential 2-minute capture into a prolonged ground assault or missile battle. In deep strike situations, deploying mantas to take out the gun-carrying rotors can be a viable tactic.
Based on the commenter’s experience, deployment guidelines suggest a range of 10-15 km from the carrier (20-25 km for experienced operators). Gunbills should only be deployed to islands that are mostly or fully marked out, and retrieval should start at 20% fuel if near the carrier. Fuel consumption is higher during travel, so keeping rotors stationary instead of in a loop while waiting to land is recommended. The launch time is typically 45 seconds to a minute, retrieval at the head of the queue takes about 30 seconds from landing to deck, with an additional 30 seconds to stow. The commenter believes that more than one Razorbill is rarely needed, except in the case of a multi-island capture with multiple operators, where a remote island capture with a petrel might be preferable.
Basic Ground Invasion
When players lack airframes and other resources, they may resort to the Basic Ground Invasion strategy. This involves deploying all available ground chassis, usually seals and walruses, equipped with various weapon attachments like 30mm cannons and IR missile turrets. While this combination can handle small groups of enemies on level 1 oder 2 Inseln, it won’t survive encounters with hostile IR Missile vehicles, 40mm vehicles, or bears. Additional support from the carrier, using 160mm artillery or cruise missiles on level 3 oder 4 Inseln, becomes necessary. Jedoch, executing this without an airborne gimbal camera can be challenging.
During the deployment of ground vehicles, the recommended approach is to swiftly move to the command center, defending virus bots until the hack is complete or all hostile units are destroyed. Enhancing survivability in a ground vehicle assault involves focusing fire from all vehicles on one target to eliminate it quickly. Manchmal, the convoy may get overwhelmed by a large number of enemy ground vehicles. To succeed in this strategy, commanders must recognize this situation before it becomes critical, recalling damaged units to the carrier for repair and rearmament. Basic ground invasions often result in heavy losses when commanders commit fully without retreating, consuming valuable time and possibly requiring multiple attempts to capture the island. While seen as a last-ditch effort due to its low success probability and time expense, it is a straightforward method of capturing an island. It does not factor in hostile naval or air assets, and positioning the aircraft carrier next to a capturing island exposes your location to enemy players, adding a risk element to this strategy.
Advanced Ground Invasion
The Advanced Ground Invasion is a refined version of the basic ground invasion, suitable for scenarios where ample resources are available, but airframes cannot be utilized. The primary ground vehicles employed are bears, equipped with IR countermeasures and battle cannons featuring faster reload times, increased ammunition, and damage output equal to heavy cannons. Zusätzlich, walruses are utilized, offering more armor and hitpoints compared to seals, albeit at the expense of slower speed. These walruses may carry 40mm cannons with good damage output and rate of fire but limited ammunition capacity, IR missile launchers with effective long-distance damage around obstacles, albeit with a slow rate of fire, low ammunition capacity, and susceptibility to interception by hostile CIWS, and virus bots.
In this strategy, bears take the lead in the convoy to absorb the majority of damage. The approach involves concentrating fire on the most significant current threat to swiftly eliminate it. Despite the increased concentrated firepower, commanders need to stay vigilant to recognize when the convoy is becoming overwhelmed. Being prepared to recall vehicles back to the carrier, especially in the face of hostile bears and IR missiles, is crucial to prevent their destruction.
It’s essential to note that this method does not factor in naval or air assets. Operating the bear and battle cannon may pose challenges for players with limited experience. Zusätzlich, there’s a consideration of the risk associated with positioning the aircraft carrier next to a capturing island, as it exposes the carrier’s location to enemy players.
Basic Remote Capture
The remote capture strategy relies on the petrel’s unique ability to lift and deploy vehicles, aiming to expedite the arrival of a ground vehicle carrying virus bots at the command center. While some players opt to use the petrel alongside other air assets to clear hostiles from an island, a more efficient approach is to equip the petrel for both attack and utility roles by adding weapons, speziell 2 20MM Autocannons. Two optional weapon slots can target ships or aircraft; some players choose 2 IR missiles for a speed boost in clearing islands of enemies, while others may opt for AA missiles or TV missiles, especially in PvP settings. Another choice is to equip bombs to destroy ships near the target island, with the challenging option of dodging AA missiles and approaching a CIWS-defended ship.
A gimbal camera or gimbal turret is optional. Upon reaching the island, the petrel eliminates targets similarly to the Gunbill method, relying on tracer fire or headlights to identify enemies without scouting in advance. After clearing hostiles, the petrel safely deploys the virus bot ground vehicle at the command center, releases the virus bots, picks up the ground vehicle, and returns to the carrier. This method is faster than the Gunbill method and safer, given the petrel’s superior armor and hitpoints compared to the razorbill. Jedoch, some players may find the petrel challenging to fly due to sluggish controls, limited maneuverability, and delayed power response, exacerbated by the lack of combat experience for new players. Others may find it easier to fly, benefiting from stabilized aim and increased armor for shorter-range shots, resulting in improved accuracy. While suitable for level 1 Und 2 Inseln, it’s not recommended for level 3 Und 4 islands due to the inability to contend with large numbers of hostile naval vessels. The strategy offers the advantage of keeping the aircraft carrier at a safe distance from the target island, concealing its true location from hostile players.
Anmerkung des Herausgebers
It’s essential to consider that IR turrets on a 3-shield and above can target the ground vehicle suspected under the petrel. There is a significant risk that the missile may track the petrel, leading to the loss of the airframe. A skilled pilot can avoid a single missile from the front, but the chances of losing both the petrel and the seal increase as the number of firing units rises.
Advanced Remote Capture
The Advanced Remote Capture is a lightning-fast and challenging variation of the Basic Remote Capture method. Using one petrel equipped with two 20mm autocannons and carrying a seal with virus bots, the objective is to swiftly initiate the capture process and defend the virus bots. The attack begins by eliminating units in the immediate vicinity of the command center. The virus delivery vehicle is deployed at the command center, and the virus bots are released while the petrel hovers nearby, diverting hostile ground fire away from the bots. Attention is focused on destroying all hostile units near the command center and, gegebenenfalls, at the airport. As the attack progresses, the only remaining threats will be at a great distance from the virus bots, unable to interrupt the capture process. An dieser Stelle, the petrel retrieves the bot delivery vehicle and returns to the aircraft carrier.
For a faster execution, a highly challenging manual pick-up/drop-off method can be employed. This involves holding the aircraft steady at no higher than 30m above the ground, activating an AI waypoint for the petrel to pick up/drop off the vehicle, and then toggling the auto/manual pilot control button. This method demands skill, and while it can expedite the process, many players may find it riskier and potentially slower than using AI, occasionally resulting in a crashed petrel.
Recommended for use on level 1-2 Inseln, this method shares the strengths and weaknesses of the Basic Remote Capture, with the added risk of failure but a potential island capture time of less than 3 minutes when no naval assets are present.
Player Capture
Capturing an enemy island is a highly challenging operation, particularly when the opposing team has fortified it with numerous turrets and air assets. Positive air superiority is crucial, with one manta breaching the area enough to destroy virus bots attempting a capture. Deploying an air asset with a gimbal camera provides a comprehensive view of the ground situation, enabling artillery strikes on air defense targets like CIWS turrets and IR missile launchers. Jedoch, the opposing team continues to build turrets every 60 Sekunden, potentially occupying them to destroy virus bots near the command center. Counteracting this requires instant response capabilities, achievable through effective team communication using bears with battle cannons, IR countermeasures, and sonic pulse generators, or a razorbill with IR countermeasures and two 20mm autocannons.
While delivering virus vehicles, using a petrel to drop the vehicle at the command center risks the petrel’s destruction, while manually driving the vehicle consumes valuable engagement time. The chosen method depends on the resources players are willing to sacrifice for the island capture. This strategy is resource-intensive, time-consuming, and has a low probability of success, making it suitable only when island capture is absolutely necessary.
Drive-by Capture
The Drive-by Capture is a variation of the Gunbill method where the virus delivery vehicle is not retrieved, resulting in a shorter capture time. A razorbill with two 20mm autocannons is launched from 15km away, potentially manually piloted at maximum throttle to expedite arrival. The razorbill destroys all targets and returns to the aircraft carrier. Typically effective for level 1 oder 2 Inseln, all targets are eliminated before the carrier arrives. Bei der Ankunft, the razorbill lands, and while sailing by the island near the command center, the virus delivery vehicle is deployed in motion. The carrier then leaves the area, allowing the virus vehicle to slowly approach the command center and capture the island. This strategy is primarily suited for level 1 Und 2 islands when no naval units or air defense units are present, as it does not account for such hostile assets.
Two Islands One Seal
This challenging variation of the already difficult Advanced Remote Capture strategy aims to capture two low-level islands using a single seal and petrel. The increased risk in this method comes from the 5-minute self-destruct timer of the virus bot and the need for precise pilot accuracy. Leveraging the fact that micro vehicles like virus bots can be picked up by the petrel, this method involves deploying virus bots on the first island and using the petrel to deliver one of the two virus bots to the second island. The pilot must manage the 5-minute self-destruct timer and execute the transfer in a tight timeframe, often made shorter by the time it takes for the petrel to align itself properly for pickup and drop-off.
This method works when two level 1 oder 2 islands are within 12 Kilometer, and no naval assets are present. The pilot must ensure the first island is clear of hostile units so that the virus bots can be left alone for 2 Minuten. They can choose to let the AI perform the pick-up and drop-off sequence or manually execute it, with the latter carrying a greater risk of crashing or spending more time than the AI on alignment. The pilot must then fly at maximum throttle on an exact heading in the petrel, not being able to see where they are going. Upon arrival at the second island, the pilot must make instant decisions about engaging targets before dropping off the virus bot at the command center and defending it for 2 Minuten. It’s crucial to note that the virus bot is highly fragile, requiring careful protection.
This method is incredibly difficult, minimizes resource consumption, and is highly situational. Successful execution can lead to remarkable gameplay moments, capturing four islands in less than 10 minutes at the beginning of a match. Practice is highly recommended before attempting this strategy in a real match to understand its limits.
Fixed-Wing-Ground Attack
An alternative method for clearing hostile units from islands involves using fixed-wing aircraft in ground attack roles equipped with 20mm autocannons. Similar to the Gunbill method, the objective is to destroy all hostile units, allowing a virus delivery vehicle to capture the command center. Jedoch, this method takes longer to execute, as only a few targets may be destroyed in one pass, and the aircraft is exposed to more ground fire at lower altitudes, increasing the risk of being shot down. Inexperienced fixed-wing pilots may also face challenges, such as diving too steeply close to the ground or controlled flight into terrain.
This method is generally suitable for level 1 oder 2 Inseln, as level 3 Und 4 islands usually have air defenses and naval units. While it may be impractical for destroying an entire island’s defensive structure, fixed-wing ground attack is effective for eliminating select ground units at great distances from the aircraft carrier. Zum Beispiel, a fixed-wing aircraft can surprise an enemy team deploying virus bots after clearing an island of hostiles, leading to a time delay for the enemy team as they deploy another set of virus bots, potentially also vulnerable to destruction.
Yeet-a-Jeep
Introduced by Grim Reapers Naval Ops in 2022, the Yeet-a-Jeep method is a variation of the Remote Capture where a petrel carrying a virus delivery vehicle intentionally crashes into the command center. The virus delivery vehicle is then quickly driven to a safe spot within the buildings, avoiding harm from defensive turrets and allowing the capture of the island with the sacrifice of one petrel. This method is suitable for islands where the command center is surrounded by walls and the buildings are arranged to prevent turrets from shooting at the virus bots.
Jedoch, it carries the risk of the petrel being shot down by CIWS before reaching a position where the virus delivery vehicle can safely hide inside the command center. This method assumes the virus bots are safe from fixed-wing ground attack aircraft for the 2-minute capture process and is also feasible on AI-controlled islands if the virus bots are shielded from ground vehicles during the capture.
Basic SEAD Capture
A variation of the Basic Capture, the Basic SEAD Capture method addresses the presence of naval assets and air defense units, albeit at the cost of extra time and resources. The process starts by prioritizing the destruction of hostile ships through various means such as dive bombing, rocket attacks, missile attacks, or torpedoes. Once the ships are eliminated, the island’s air force becomes airborne, posing a threat to friendly aircraft and the carrier. Combat air patrols or carrier AA missiles are used to deal with the hostile air force. A scouting aircraft is then deployed at an orbit above 1000 meters to meticulously identify and scan all ground vehicles and turrets on the island. The carrier moves closer, bombarding CIWS enemies with 160mm shells, and optional cruise missiles target IR missile enemies. Endlich, a razorbill is deployed to destroy the remaining targets, and the virus delivery vehicle captures the island. The entire process can take over 20 Minuten, and careful execution is crucial to success. While exposing the carrier to risk, this method is robust, accounting for all possible hostile AI assets.
Advanced SEAD Capture
The Advanced SEAD Capture is a riskier variation that reduces capture time by leaving some units alive and performing more challenging attack runs in the razorbill. The strategy begins with destroying naval assets using rockets, Bomben, or IR missiles. Hostile aircraft are dealt with strictly through carrier-launched AA missiles. An aircraft orbits above 1000m without returning to the carrier, scanning hostile units once to track positions. Only units near the command center and on the line of approach are fully scanned. CIWS units are immediately destroyed with 160mm artillery. A razorbill with 2 20mm autocannons and IR countermeasures is then launched, engaging targets near the command center and the line of approach. Gleichzeitig, a virus delivery vehicle is ordered to drive to the command center, deploy virus bots, and return to the carrier. The razorbill provides overwatch until ordered to land, followed by the fixed-wing aircraft. This method is faster than the Basic SEAD Capture, lasting 10-15 minutes when successfully executed. The use of a petrel with 2 20mm autocannons introduces risks but can expedite the process. Jedoch, the carrier remains exposed for an extended period, making it susceptible to hostile player teams.
Remote SEAD Capture
With unlimited time and resources, the Remote SEAD Capture method covers all island levels and offers added safety by utilizing needlefish. Naval vessels are destroyed by a manta equipped with rocket pods and a gimbal camera. Gun and cruise missile needlefish are strategically positioned to cover the island. The manta orbits above 1000m, fully scanning all targets. Needlefish then destroy CIWS targets with 160mm artillery and other targets with cruise missiles. As the last units are eliminated, a petrel carrying a virus delivery vehicle arrives, deploying virus bots and retrieving the vehicle before returning to the command center. This method can be optimized for time or safety, depending on the choice of destroying targets near the command center, using the petrel in a ground attack role, or employing only gun needlefish. Safety optimization involves using only gun needlefish and scanning targets for location data at the expense of more needlefish and ammunition.
Doolittle
The Doolittle strategy, named by Grim Reapers Naval Ops, is a one-way remote capture mission where the petrel is not expected to survive or remains grounded at the island after eliminating all defenses. This approach is viable when the command center lacks mobile units and turrets are positioned to prevent engagement with virus bots within the command center. The typical execution involves intentionally crashing the petrel into a blind spot near the command center, allowing the virus bots to capture it without being targeted by turrets. Alternative, the virus delivery vehicle may be deployed out of the turrets‘ Sicht, quickly driven manually into the blind spot for capture, providing a discreet method of island acquisition.
Island Defense Operations
Basic Turret Construction
Most players, when deciding to build turrets on their islands, often choose to construct a CIWS turret at the command center to counter potential aerial threats. Jedoch, they usually stop at building 1-3 turrets due to economic constraints or a perceived lack of danger. This method, while simple and cost-effective, may not be sufficient to repel a massive surprise attack. Vor allem, some island layouts can accommodate only 2-3 Türme, and in such cases, 1 turret of each type should be built when three slots are available. When only 2 slots are available, a combination of CIWS and IR Missile turrets is recommended.
Advanced Turret Construction
This approach involves placing turrets both near and away from the command center, specifically applicable to islands with numerous placement options for new turrets. Constructing turrets away from the command center makes them harder to detect. Gun turrets are openly built at the command center, potentially misleading hostile spotters into underestimating the air defense capabilities. Zusätzlich, CIWS turrets are strategically positioned at a distance from the command center to intercept cruise missiles, and for each CIWS turret, three IR Missile turrets are constructed within range for protection. The numerous IR missile turrets aim to counter the long reload time, allowing quick switching between turrets for rapid, high-volume missile firing. This method seeks a balance between economic efficiency and defense, but additional turrets can be added, especially along the island’s perimeter or areas where hostile units are expected.
Integrated Air Defense
Extending the Advanced Turret Construction, this method incorporates accessories to enhance survivability. A ground vehicle carrying radar and an actuated camera is added to provide early detection of hostile aircraft and ships up to 10 kilometers away. While this method is costly and time-consuming, the strategic advantage of additional intelligence can significantly aid the team in making better decisions.
Land-Based Air Force
Rotary aircraft like the razorbill and petrel can be landed on the ground and left there with steady fuel for an indefinite period. By setting waypoints with altitude set to 0 Meter, the aircraft can be manually landed, and if the throttle is set to 0%, no fuel is consumed. This tactic can enhance an island’s defense by leaving rotary aircraft equipped with AA and TV missiles to fend off attackers. Jedoch, it doesn’t work for fixed-wing aircraft like the albatross or manta.
Barge-Based Air Force
This unconventional method involves landing rotary aircraft on stationary ships or barges in the middle of the ocean. Theoretisch, this allows the conservation of fuel until the carrier is within recovery range. Jedoch, moving the barge may cause the aircraft to fall into the water, and this method is susceptible to challenges posed by ocean waves.
Bear Ambush
Defending the command center involves stationing weaponized ground vehicles, such as bears with battle cannons, on the island. These units can be concealed until hostile virus bots are deployed, allowing them to interrupt the capture process. Jedoch, hiding ground units is challenging, especially in large numbers, and their headlights make them prone to detection. Surviving defensive vehicles can be repurposed to help recapture the island if it is taken.
Deep-Water Seal
A variation of the integrated air defense strategy, the Deep-Water Seal involves deploying a ground vehicle in deep ocean currents, carried into enemy territory. Equipped with radar, Kameras, IR missiles, or a battle cannon, this situational method provides additional radar coverage but is easily spotted and destroyed, Besonders nachts.
Deployable Droid Ambush
Deployable droids, being tiny and lacking lights at night, serve as an ambush tool to protect the command center from virus bots without being easily spotted and destroyed by aircraft. Während effektiv, these droids are expensive and require a significant setup time with the mule to get into position.
AI Activation
In Multiplayer -Spielen, AI islands start in an inactive state, with assets such as aircraft in the hangar and ships stationary. These assets become active once a player is detected, posing a greater threat. Activating islands in the path of hostile teams by flying close to them without engaging can slow their advance and provide a strategic advantage. You can identify an activated island when ships are no longer stationary, and aircraft at the airbase are moving or have a flashing strobe.
Carrier Attack Operations
Basic Knife Fight
A knife fight happens when two aircraft carriers can see each other or are within 10 km of each other. In a typical knife fight, both carriers charge at each other and use weapons like 160mm artillery, cruise missiles, and torpedoes. Während des Kampfes, it’s crucial to watch the enemy carrier to know when they release weapons, allowing the carrier to take evasive action to avoid getting hit. This strategy is usually a last resort, used when there are no aircraft available or when continuing the battle doesn’t offer any meaningful advantage.
Advanced Knife Fight
In an advanced knife fight, players use strategies from experience in player versus player matches. When in close surface action, the strategy involves retreating to a nearby friendly island, providing stability for firing, additional protection from land-based CIWS turrets, and the ability to deploy ground vehicles for countermeasures. Pointing the carrier’s nose at the enemy reduces the time for the 160mm gun to aim, and an airborne spotting aircraft with a gimbal camera helps with accurate shots. During the retreat, high-damage ground vehicles are placed in the enemy’s path, a barge absorbs torpedo damage, and a razorbill provides countermeasures and sonic pulse coverage. While this method gives the carrier the best chance against a charging enemy, it leaves the carrier vulnerable to bombing airstrikes.
Torpedo Spam
Torpedo spam involves repeatedly using torpedoes against an enemy carrier. While torpedoes are generally ineffective due to countermeasures, they can distract the enemy crew and reduce situational awareness. The carrier’s ability to deploy noisemakers and torpedo countermeasures limits the effectiveness of torpedoes, but the goal is to divert the attention of the enemy operators.
Needlefish Swarm
A needlefish swarm is a group of different needlefish ships used by players to take down an enemy aircraft carrier. These ships are mainly 160mm gun boats that can shoot 4 rounds of 5 bullets each. One gun needlefish can destroy a carrier with 3 accurate shots. They are at risk from air attacks and torpedoes. To protect against air threats, these gun needlefish are often accompanied by CIWS needlefish armed with 100 20mm rounds each. This ammo is enough to intercept at least 4 cruise missiles or 2 direct air attacks. Due to their small size, high speed, and ability to jump over waves, needlefish are hard to hit with torpedoes. To avoid torpedoes, a needlefish may make an S-shaped turn. Dropping a noisemaker behind the needlefish fleet can also divert torpedoes. Torpedo and cruise missile needlefish are not typically used in this strategy due to their limitations. Experience suggests that a fleet of at least 5 ships is needed to get close enough for accurate firing. For precise shots, plot waypoints through shallow waters and stop the needlefish before firing.
IR Missile Spam
IR Missile Spam involves launching long-range airstrikes against enemy carriers using IR missiles as the primary weapon. The goal is to hit the carrier with 20 IR missiles before the enemy crew activates the hull repair breaker. While CIWS can intercept IR missiles, releasing them after CIWS targets the aircraft helps avoid interception. This strategy can be countered by deploying IR countermeasures or sonic pulse near the carrier. One advantage is that starting supplies usually include 100 IR missiles and 2 albatross airframes, making it a cost-effective approach that can be attempted right from the start of a match. From a resource perspective, this attack is relatively cheap and poses minimal long-term risks.
Bomb Spam
Bomb Spam is a variation of IR Missile Spam, where heavy bombs are used instead of IR missiles. The advantage is that bombs, dropped from above CIWS engagement range, cannot be diverted by IR countermeasures or sonic pulse, making this strategy highly effective. Jedoch, heavy bombs can only be obtained by capturing a heavy munitions island, purchasing supplies, and delivering them to the carrier. This makes the strategy time-consuming and expensive. Another drawback is that, unlike self-guided IR missiles, bombs require manual dropping, demanding a level of piloting skill that may not be present in all crew members.
Mantas with Rocket Pods
Taking the IR Missile Spam strategy to the next level involves using rockets instead of IR missiles. Rockets can’t be intercepted by CIWS and are accurate beyond CIWS range, making them safer than IR missiles. Rockets cause more damage to the enemy carrier per aircraft used, and their spread increases the likelihood of damaging carrier subsystems. Mantas are chosen for this strategy because they are challenging to shoot down with AA missiles from the carrier. Despite being the most effective air strike method, this strategy is expensive and time-consuming, requiring the capture of three different islands to obtain mantas, rocket pods, and rockets.
Bear Drop
The Bear Drop strategy deploys a bear with a battle cannon via petrel near the enemy carrier (innerhalb 2 Kilometer). The bear then follows the carrier in the water, firing 100mm shells to weaken the carrier’s health. The petrel is sacrificed, crashing into the carrier to allow the bear to enter the vehicle loading bay. Einmal im Inneren, the bear becomes invulnerable to 160mm artillery and cruise missiles, ultimately destroying the carrier. An alternative method is more discreet, deploying a bear in the carrier’s path without being detected. Bears may be equipped with sonic pulse generators or IR countermeasures for increased survivability. To enhance the petrel’s chance of crashing into the carrier, a razorbill with IR countermeasures may escort the vulnerable petrel past enemy AA missiles, or multiple petrels with bears under each.
Swimming Mantas
In-game testing revealed that mantas can skim the ocean’s surface like a boat at low speeds. Although this doesn’t hide them from AWACS or aircraft within 5 Kilometer, it makes them visually challenging to spot and difficult to hit with AA missiles due to potential collisions with waves. The usefulness of this feature in a carrier air strike is uncertain, but it offers an option to conceal a strike package from spotters scanning the sky for strobe lights.
Carrier Defense Operations
Panicked Retreat
During a panicked retreat the enemy carrier will typically activate CIWS defensive systems causing power drain and slow movement while driving in the opposite direction of the attacking force. This leaves them vulnerable to bombing airstrikes, torpedoes, and 160mm salvos.
Basic Retreat
A basic retreat differs from a panicked retreat by implementing strategies known to enhance survivability as seen in previous player versus player situations. The first component to a basic retreat is the basis upon which the decision to retreat is made. Für viele Spieler, the appearance of an enemy carrier within 10 kilometers triggers a retreat. For others, damage inflicted upon the carrier by airborne assets triggers a retreat. Having a criteria set ahead of time for when a retreat should be executed enables instant decision making and reduces confusion amongst the crew. The next choice to be made is the destination of the retreat. Depending on the nature of the threat, this could vary. In the event of an enemy carrier charging your position, it is best to retreat towards an island where shallow waters allow for accurate 160mm fire. In the event of an air attack, it is wise to flee in a direction which strains the fuel reserves of the attacking aircraft or towards an island with friendly turrets. The basic retreat ignores the use of aircraft. Players in basic retreat will often let their aircraft run out of fuel before allowing them to land on the carrier either through fear of detection or loss of situational awareness. Manchmal, a carrier in basic retreat may choose to leave behind ground vehicles in the path of their retreat as a way to inflict damage on the threat typically through IR missiles or 100mm shells.
Advanced Retreat
An advanced retreat incorporates the use of aircraft but can be more difficult to execute due to the level of attention needed to ensure the safety of the carrier, ground vehicles, and aircraft. An advanced retreat is triggered when a hostile aircraft is spotted by an early warning AWACS aircraft greater than 25 kilometers from the carrier. This advance warning time is sufficient to disperse all sources of attention away from the carrier including lights from barges, Fahrzeuge, and aircraft. This makes the carrier more difficult to spot from the incoming aircraft. The carrier is then piloted in a new direction away from the anticipated line of advance and either retreats out of bounds (covered in the section after this) or to a neighboring friendly island where a defense can be mounted. If these tactics do not conceal the carrier and the intruding aircraft spot the carrier, manage defensive weapon system power distribution to maximize speed at all times while only turning on CIWS and AA missiles to fire briefly at targets. Once parked in the shallow waters of an island, deploy ground vehicles and razorbills around the carrier to defend using IR countermeasures, sonic pulse generators, and even smoke which can conceal the carrier’s precise location inside a large cloud. While under attack and stationary, launch a counterattack with the intention to follow the enemy axis of attack and strike back. At this point in the match, this will be the only way to escape pressure applied by enemy air attacks. These guidelines apply with the assumption that the retreat is away from aircraft and not a carrier.
Out of Bounds Retreat
The out of bounds retreat protects the carrier by avoiding detection completely, allowing the carrier to hide in a section of the map unlikely to be scouted but consuming massive amounts of time and fuel. Tall waves in the deep ocean make the edges of the map good for hiding the silhouette of the carrier against the sky and dodging IR missiles. The outside edge of the map can also be a good place to station units with bright light signatures like barges or needlefish. This strategy was used in Tricky’s 14th PvP match where a team had no airframe production opportunities and instead of facing the remaining team head-on, circumvented the entire map to attempt capturing a player-controlled airframe island. This effort failed when the carrier was immediately bombed upon detection. This strategy has historically led to the loss of teams in player versus player matches and should only be used as a last resort.
Nebelwand
Smoke may be deployed roughly 100 meters upwind from the carrier in an attempt to conceal the carrier’s precise position and orientation. It is not yet known if layered smoke conceals a unit from radar detection (displaying a red diamond in the pilot heads-up-display or triangle in the operator control screen) however previous engagements have proven the ability to see the targeting data through smoke. The duration of this smokescreen lasts roughly 20 seconds using stream launched smoke but this time can be extended to 1-2 minutes with the deployment of a smoke-equipped mule to resupply the smoke-launching unit with more smoke. This strategy is only feasible if the carrier is stationary and additional preparation is required to ensure more smoke munitions can be manufactured from captured islands.
Needlefish Fleet
A fleet of needlefish may be used to aid in the defense of an aircraft carrier either as a diversion or direct fire support. Among the needlefish variants, CIWS needlefish are most effective in deterring high accuracy airborne weapon releases against a carrier. Gun needlefish are most effective in defending the carrier in surface naval warfare. The low ammo capacity of the torpedo needlefish (2) and the slow missile speed from the cruise missile needlefish make these variants less capable in a defensive role. Experience has shown that a flotilla of more than 5 CIWS needlefish alone is not sufficient to successfully defend an aircraft carrier from airstrikes, but a fleet of needlefish in combined with other defensive measures may have the ability to mount a successful defense. This strategy is one of the most expensive and time consuming methods and should be considered well in advance of the time when it is needed.
Attack Mode
This strategy follows the common phrase: “the best defense is a good offense” and in Carrier Command 2 player versus player tournaments, this has proven to be true time and time again. To prevent the enemy from mounting dangerous attacks on your carrier, this strategy calls for attacking the enemy before they have the capability to attack you. Typischerweise, this is done by locating the enemy carrier early with reconnaissance aircraft. Attacks can either be done in small bursts spread out over a long period of time or in strong waves with long time gaps in between. Both types of attacks have their advantages and disadvantages but the general consensus is that strong wave attacks with long gaps in between are more successful in deterring the enemy carrier from launching its own attacks and successful in winning the match. Most players will suspend all operations not directly related to the defense of the carrier during an attack, allowing your team more time to prepare a more devastating attack. Oftmals, the first team to seize the initiative in a match by launching an air strike is able to maintain this momentum as long as they are able to maintain air superiority and intelligence superiority. It should be noted that this method of defense is unsustainable without intensive logistical operations and makes your carrier easier to visually spot through aircraft and barge lights.
Bear Trap
A bear trap is the defensive variant of the bear drop. This strategy calls for leaving a bear with a battle cannon in the ocean where an enemy carrier is likely to sail through. A single bear is capable of destroying an enemy carrier either from a distance of less than 2 kilometers or by sneaking inside the enemy vehicle bay undetected and destroying the carrier from within.
Reaper Trap
A reaper trap derives its name from the observed defensive behaviors of the team Grim Reapers Naval Ops. A reaper trap is intended to be a final fallback location where an aircraft carrier can make its final stand in surface action and more recently has evolved to defend against air attacks. In surface action, the enemy will flee towards the fallback island with a cove-like coastal feature where many CIWS turrets may be built along the rim of the island to protect the carrier. While en route to the fallback location, bears with battle cannons and seals with IR missile launchers will be dropped into the ocean with the intention of damaging your carrier as you charge their location. Once in the cove, the enemy carrier pivots to face you head on which allows their 160mm gun to traverse and fire with minimal delay. To guide in accurate artillery fire, an aircraft with a gimbal camera is launched and used as the primary firing platform for 160mm rounds. The carrier viewing scope is also used to deploy cruise missiles and the torpedo station is used to fire an intense spread of torpedoes in groups of 4. More recent evolutions of this strategy have included razorbills with flares and sonic pulse generators to divert incoming air dropped munitions and CIWS equipped ground vehicles to aid the ship CIWS systems. In rare situations, smoke may be employed to obscure the view of the enemy carrier. This is an extremely effective defensive position and should not be approached within 5 kilometers at all costs. Stattdessen, it is recommended to take advantage of the enemy’s immobility to launch increasingly devastating air attacks or precisely timed torpedoes.
Seal on Deck
A seal or walrus may be dropped onto the deck of your own carrier to aid in its defense via the employment of CIWS, IR countermeasures, or sonic pulse. This can even be done early in the match and the vehicle can be parked in the workshop on deck 4 to prevent the vehicle from falling overboard while the carrier is in transit. Manually targeted CIWS fire is capable of intercepting large volumes of missiles or with greater difficulty, Bomben.
Shield Bug
A shield bug refers to an aircraft (usually razorbill) which loiters near the aircraft carrier while defending from an enemy air strike. Equipped with IR countermeasures or sonic pulse generators, the shield bug flies near the dropped munitions and either diverts or destroys them to protect the carrier from damage.
Air Superiority Operations
Slow Reaction Force
A slow reaction force can simply be an aircraft in the carrier hangar equipped for air to air combat. This method requires early-warning to be effectively implemented since the 10 kilometer radius provided by the carrier radar is typically not sufficient to launch and intercept aircraft before they can inflict damage on the carrier.
Quick Reaction Force
A quick reaction force is a group of aircraft in the immediate vicinity of the carrier which are airborne. These aircraft are typically equipped for air to air combat and early warning via AWACS or gimbal camera. While possibly effective in defending the carrier from an air strike composed of slow aircraft, this method is ineffective in stopping mantas from reaching the carrier and inflicting damage. This method also draws attention towards the carrier via flashing aircraft strobe lights making your carrier easier to detect.
Basic Combat Air Patrol
A basic combat air patrol (CAP) is a group of aircraft equipped for air to air combat and early warning via gimbal camera or AWACS. These aircraft patrol large areas in directions where the enemy is most likely to approach. Great distance is put between the CAP and carrier to allow sufficient time for the carrier to either flee in a new direction or launch CAP reinforcements to intercept the incoming threat. A CAP’s main objective is to protect the carrier by either destroying enemy aircraft which breach the patrol area or divert enemy aircraft away from the carrier’s true position and delaying the enemy aircraft until it runs out of fuel. A basic CAP consists of 1 manta and 1 albatross and it is typically positioned 20-30 kilometers away from the carrier to cover 1 suspected enemy axis of advance.
Intermediate Combat Air Patrol
An intermediate combat air patrol (CAP) requires greater numbers of aircraft to either cover more suspected enemy axes of advance or add layers to the patrol route to increase the lethality of the CAP system. A layered CAP typically has 1 group of aircraft 20 kilometers from the carrier and a second group 40 kilometers from the carrier or even further. Replacement CAP aircraft are launched when the patrolling aircraft is at 50% Kraftstoff. Patrolling aircraft are recalled from their route only when the replacement aircraft arrives on station to ensure no gaps in security exist.
Advanced Combat Air Patrol
An advanced combat air patrol is supported by a surface-based radar network and numerous AWACS aircraft to allow enhanced situational awareness. It consists of multiple layers with the outermost patrol exceeding 60 kilometers with AWACS support. These aircraft are typically equipped for air to air combat and anti-shipping weapons so that if the enemy carrier is spotted, the opportunity may be taken to immediately inflict damage and disrupt enemy operations. An advanced combat air patrol not only defends the carrier but also dispatches detachments of fighter aircraft to sweep enemy territory for vulnerable hostile aircraft, further disrupting enemy operations. This strategy requires a strong supply line and a high income to purchase the sufficient equipment for continuous operation. Aircraft are constantly swapped out to ensure no lull in operations takes place by launching replacement aircraft when the patrolling aircraft is at 50% Kraftstoff.
Airframe Attrition
Airframe attrition targets the enemy’s aircraft production facility and forces them into a defeat by systematically destroying every air asset in their possession. Hier, it is vital to act quickly since even the most difficult islands can be captured less than 30 minutes from starting a match. This strategy only works if the enemy is denied the ability to manufacture air assets and you have captured one for yourself. Carefully conduct sweeps of enemy territory to destroy all enemy air assets especially those related to island capture. Im Laufe der Zeit, the enemy team will be forced to relocate their carrier to an airframe island to attempt a ground assault where you may have the opportunity to destroy their ground forces as well. This strategy is incredibly situational yet consistently leads to victory.
One-Way Drones
Deploying combat air patrol (CAP) aircraft without the intention of recovery is the peak of operational capability and material expense. By eliminating the need to recover aircraft, their fuel range is essentially tripled and your carrier is permitted to remain stationed in deep seas where launches can be done safely with the aid of the “deck hold” Taste, and you are less likely to be detected. This strategy requires a strong supply line and extremely high income.
Psychological Warfare Operations
Chatten
Sending messages into the general chat during a match can momentarily distract the enemy or prompt a response thereby delaying enemy decision making. Messages of a confusing nature may cause the enemy to change operational plans or focus their attention on a specific element of the battle. Oftentimes the best defense against chat operations is to completely ignore public messages.
Basic Diversion
A basic diversion is any operation which causes the enemy to momentarily stop what they are doing and focus on the new operation. This may be done for a multitude of reasons, but most commonly to conceal the carrier’s true position. An example of a basic diversion is sending barges in directions away from the carrier’s true location. Another example may be launching torpedoes in the general vicinity where you wish to pretend the carrier actually is since torpedoes are rarely equipped on aircraft. These torpedoes will then appear on enemy AWACS radars and attract attention. Basic diversions require a low number of assets, normalerweise 1-2 and employing few if any weapons.
Intermediate Diversion
An intermediate diversion employs an increased number of assets and weaponry to create the appearance of a carrier’s true location. This is typically done with rotorcraft which inherently have a small operational range and typically are only used near the carrier. These vehicles can however be stored on islands where they may wait and conserve fuel while the carrier exits the area. Other aircraft may circle the location at low altitude to mimic a carrier holding pattern. Barges can also be gathered near the decoy location to give the impression of a carrier onboarding supplies. An intermediate diversion can only be sustained for a few minutes before either being dissolved or realized as a decoy and thus rendered ineffective.
Advanced Diversion
An advanced diversion occurs when every action taken by a carrier is done to conceal its location including the rerouting of air assets to approach the enemy from false attack vectors. A more permanent distraction can be built to imitate a carrier formation using needlefish in a wedge formation missing the formation leader, barges in a cluster, ground vehicles with CIWS, smokescreens, and rotorcraft on nearby islands to mimic short-range operations. This type of diversion is expensive and difficult to maintain if the enemy realizes that the decoy area does not in fact contain a carrier, but this approach may give you valuable time to execute other operational plans which may take longer to implement.
Delayed Remote Capture
A delayed remote capture is simply clearing all the enemies from an island, but not deploying virus bots until a significantly later time into the mission in order to ensure the carrier is not close to the island being captured. The recently implemented Revolution mod in Tricky’s PvP tournaments has made this less effective since the new fog of war does not allow players to see the alignment of islands greater than 25 kilometers from a friendly asset. In spite of this, delayed remote captures still add increased operational safety in matches without the Revolution mod or similar fog of war feature. The one obvious drawback is that resources will not reach the carrier as quickly, but experience in games so far have proven that safety typically outweighs resource gathering.
Chain Delayed Island Captures
The execution of multiple delayed remote captures at exactly the same time can help to obscure the carrier’s true location. This was done in Tricky’s 14th PVP match where 5 islands were captured at once using chained remote capture. This made it more difficult for the enemy to know the true location of the carrier and allowed the carrier to escape the area undetected.
Barge Swarm (written by the editor)
Barges are relatively affordable once a (3-4?) number of islands are captured.
On Scouting
Barges have no intrinsic radar or spotting capability, you can literally ram the enemy carrier and not be able to spot it. Another unit is needed to spot other units. That being said the mere presence of an enemy unit on radar may be enough to significantly distract an enemy carrier’s operations with the mere cost of 1000 credits and a waypoint.
Defensive Torpedo Screen
Glücklicherweise, Barges are quite tanky, other than a sustained IR or Torpedo campaign, es dauert 5 large bombs to kill a barge in one pass. Barge bomb A valid strategy would be to set barges on a follow command on a retreating carrier to pull away torpedoes. As torpedoes tend to track whatever is in front of it it would be very useful to have a barge near carrier in anticipation of enemy contact to draw away a torpedo. Barring that at least in this commenters opinion it is always useful to have a seal (usually S1-4) to drop in the water as an additional torpedo screen.
Offensive operations
Barges can be used in a supporting offensive role as well, to clutter the enemy readouts with surface contacts, and serve as a screen for forward deployed needlefish. What a team might dismiss as just two barges floating in radar range harmlessly may conceal an approaching gun needlefish going in for the kill.
Self imposed barge limits and performance issues.
As discovered in this video as of the economy update, haben ‘too many barges’ can have significant to severe performance issues in a multiplayer game (GR 2022–10-14).Thus its a gentleman’s agreement to limit total number of barges to just 7 as of time of this document.
Potential of an Assault Barge Mod.
As of late 2023 the Assault Barge mod, which allows for the carrying of ground units from radar seals to CIWS to Mules to a bear is not in current standard PVP mod loadouts. The primary reason is due to speed, the barge gets caught on crests of waves and stalls out, and since torpedoes now have a proximity effect a stuck barge can lose all ground units without the ability to move defensively. However it has been proven again and again that a properly placed bear can wipe out a carrier team and the reader would benefit from at least becoming familiar with the mod and how to load on units. (From the front between the lights. There is a slight ‘invisible overhang that retains the ground units). A speed update to the assault barge mod would make the strategy viable again, and a section will be added to this document in the event that it becomes standard.
Note from the author:
Barge reconnaissance and the operation of more than 2 barges per barge island and warehouse island has been unofficially banned by the hosts of Tricky’s PvP matches due to the unconventional nature of the tactic and a proportional increase in lag to the number of barges active in the match.
Mock Attack Runs
Oftmals, recon aircraft may discover the location of the enemy carrier but have no means of inflicting damage. In this event, it may be productive to fly the aircraft in a way that mimics a bombing run. This can distract the crew causing them to waste defensive munitions, delay aircraft launch/recovery, and waste time in general. This is especially recommended if the aircraft is not required to be recovered or a constant surveillance of the enemy carrier is not necessary according to the captain’s judgment.
Logistical Operations
Reactive Ordering
This strategy is typically used by inexperienced players to acquire supplies required for operation. This situation typically occurs when a player realizes supplies are running low. The player then orders the supplies, waits for them to be produced, then once the supplies are built, they wait for the supplies to be delivered to the carrier. During this series of events, all operations on the carrier are halted leaving the carrier in a vulnerable state to enemy air strikes.
Preemptive Ordering
Preemptive ordering calls for the production of supplies which are possibly needed at some point in the future as soon as islands and funds are available. The supplies are then delivered to the carrier before they are needed. This allows the carrier to continue operations as usual but may in some cases not provide the exact supplies needed to conduct future operations possibly leading to some degree of reactive ordering.
Mass Manufacturing
Mass manufacturing occurs when a player uses a surplus of money to produce high volumes of many types of supplies on islands despite no pressing need for these supplies. This method is expensive but allows the player to instantly deliver a wide variety of needed supplies instead of waiting for them to be manufactured. One drawback to this strategy is that in the event of an enemy team capturing an island with a large stockpile, the enemy team is now able to steal these supplies and use them against you.
Minimal Manufacturing
Minimal manufacturing is different from mass manufacturing by producing fewer materials and offloading them from islands as quickly as possible in order to reduce the risk exposure related to losing the island to an enemy team.
Island Cleanout
When an enemy team is close to capturing an island of yours which contains many supplies, an island cleanout is when barges extract all supplies from the island to prevent them from falling into enemy hands.
Looping Barges (written by the editor)
Barges can be looped between the carrier and ship if the crew is task overloaded. In general though this is preferable for production with long build times that are continuously ongoing (Airframes, large bombs), and discouraged with production islands that product lots of small or quick munitions (flares, small munitions, rockets in particular) and have a tendency to ‘Stock’ the barge to the island until production is complete. In which case it is better to just continually load up a set amount and either ‘erinnern’ to send the loaded barge over, or fix the amount of quick munitions so as soon as the order is complete they are on their way to the carrier.
Standby Barges (written by the editor)
In anticipation of capturing a vital island such as heavy munitions, airframes, and sometimes utility and turrets, a barge should almost always be standing by the carrier logistics permitting. Not only does it allow for quick and immediate loading on capture in a game that rewards efficiencies, but it can also serve as an impromptu torpedo screen.
Note from the author:
Standby barges are also recommended when trying to deliver large volumes of supplies to the carrier in one single trip. Routing the barge to pickup supplies and deliver them only when the desired supplies are finished being manufactured is the fastest most efficient way to deliver supplies to a carrier but requires more intense situational awareness and attention to detail, drawing attention away from combat operations.
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