How To Repair Headquarters In Carrier Command
Carrier Command 2
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Carrier Basics
It's the basics of operating a carrier from where the tutorial leaves you lot.
Welcome/FaQ
I've fabricated this guide for people who are new to the game and want to know how to really get started from stuff similar existence able to resupply and go along upwardly the fight to not pull hair out with the lack of information floating about.
This guide seems pretty rough will you update it more and iron it out?
Possibly depends on how i feel and i will endeavour to add more than data to it over time.
Will you get over Drones and how to use them?
I might at a later date because it'southward more fun to sympathize that arrangement yourself then be told what are information technology's limits.
I don't empathise how to go started what should i practise?
Launch your carrier, pick an island to square up with and give him what he has coming!.
y'all can always apace go over to your map and run into it's forcefulness (the shields are like a challenge level).
Enjoy my rough guide and get out helpful info in the comments!
Happy Hunting Commanders!
Repairing
Repairing the ship
So when your send has taken damage organisation volition stop working and yous'll need to stop your gunkhole from catastrophe in the deep bounding main. Y'all can but repair one arrangement at a fourth dimension so pick what is the most important.
- Hull: The hull can take the biggest hits just takes the longest to repair.
- Wep FL: non sure simply i retrieve information technology'south for CIWS defences
- Wep FR: CIWS once more i think
- Wep Fifty: Your prowl missile and gun
- Wep R: AA Launchers and something else?
- Bridge: Your Controls and you
- Wep BL: Torpedoes Left
- Wep BR: Torpedoes Right
The Weapons
The Carrier has iii offensive weapons to speak of the cannon/gun (160mm shells), the Prowl Missile and Torpedoes.
Cannon/Gun
This is actually your main murder boy so lets give it a few pros and cons
Ammo: 160mm
Pros
- information technology fires off 5 rounds per salvo (shooting)
- It takes 160mm ammo proficient expanse of effect. (compact)
- tin't be shoot down or actually intercepted.
Cons
- Limited Fire angle
- long time to rearm fully
- Express range 6km-6.5km max
Personally i use it a lot for cleaning up turrets and a groups when i don't want to waste cruise missiles.
The Cruise Missile
my personally favourite robot remover and you lot know the deal, pros and cons
Ammo: Cruise Missile
Pros
- Chain-able missiles (it's a bit buggy but a lot of fun)
- 15km-20km range max (achievement fun)
- large splash radius
Cons
- Can be shot down by CWIS Guns
- Tracking can be funky and tin lead to misses
- Limit of 6 shots before reload
I personally don't have a lot of bad to say about the cruise missiles I enjoy them simply hate fighting ships with them considering of the CWIS.
The Torpedo
Ammo: Torpedoes (normal)
Ammo: Torpedoes dissonance *
Ammo: Torpedoes countermeasure **
The unsung hero of naval power, The torpedoes are very useful because of how they can knockout ships without yourself beingness detected. Also are located on the rear of the Carrier.
So lets go over controls.
In the display of the radar you can encounter a red line, That line is the torpedo line and works off the disallowment given at the bottom number brandish on the weapons panel. The display number panel to a higher place this the fuse earlier the torpedo is live and tracking any is in front of it. This is the bespeak of dissonance makes to fake being a ship and making torpedoes fired at you useless.
Dissimilar the chief gun and missiles you lot have to put the torpedoes into the tube (with a button). This can be done with the employ of the far right panel that broken up with L1 and R1 along with L2 and R2 (left and correct sides of the boat). Finally the buttons of torpedoes. the greyness Top is Torp load the 1 under is noise maker and im certain i don't have to tell you what the ruby one does.
Torpedo Types
* Dissonance Torpedoes are used to divert enemy torpedoes just making a radar bespeak.
** Countermeasure will emit a sound (doesn't show upwards on radar) that volition blind torpedoes.
Pros
- Great for ambushes
- Large Range (haven't tested a lot)
- can sink ships in 1-2 torpedoes
Cons
- No leading can lead to misses
- Can be tricked by dissonance maker
- Hard to utilize in the start
That covers the Basics of the Weapons.
The Defences
Anti Air
(Far Left Panel)
When it comes to the anti air they will lock upward aircraft and only really demand you to burn down the missiles with the click of the grey buttons under the toggles.
The Screens to a higher place will show you lot how much ammo you have in each the Strength of the lock on hitting the target.
CIWS
(Correct side of the Left Panel)
Fully Automatic don't take to really worry about, information technology will shoot down aircraft and missiles that get to close to you simply unlike the Anti Air information technology has a limited range. But plow them on and exit them on really (turn them off if yous want to keep power for something else).
Counter Measures Switch
(Elevation right switch by the tv)
Used to bullheaded the sonar of enemy torpedoes
Only a switch to pop out Countermeasures for IR locked missiles and other lock on weapons. changed info.
helpful panic button really.
Logi
Lets empathise how this works
- Green dotted line = barge fastened to
- Little green icon = barge itself
- yellow dotted line = warehouse attached to
- blueish box with 10 = you lot
Now simply put, You adhere a barge to a warehouse but click and dragging from the barge to the warehouse nothing more (tin have more than then one clomp to a warehouse). Subsequently that you then click and drag from the warehouse to the factory and that will make the barge sympathize that the warehouse will want whatever is being stored and made at the manufacturing plant in it's storage.
Barges
Don't Try attach them also anything but a warehouse < (mistake) When attaching a barge yous will click and drag it to one manufactory and ane warehouse, they'll automatically transport requests from warehouse to what the warehouse it attached too. they're going to ferry equipment and ammo betwixt the warehouse and whatsoever it'south attached too. they go very bellyaching when you endeavour to make them practice annihilation else.
Helpful tip if your barge isn't transporting to your carrier and sitting idle unlink the warehouse to the carrier and then relink it.
The clomp tab is very helpful in understand what the barges y'all have are doing and how your requests are coming forth.
Warehouses
So when information technology comes to Logi this is it, your going to be attaching factories to the warehouse you want information technology to go besides. this is done but click dragging the warehouse onto the factory, giving information technology a dotted line.
Factories
Then in the peak correct you lot can run across the money you have from taking land and killing robots.
You also have how much is already in storage under the blueprints tab at the factory and what you can craft at the factory.
finally y'all have the queue that is what has been paid for and is beingness crated there.
In this epitome you lot can run across the price of the design merely understand once you've clicked on the plus or anything, information technology will take it out of your cash and start making it.
Stock Tab
it's very elementary to understand but always double cheek it because sometime y'all can make a request and not take the supplies so the barges will be trying to for fill your society without anything happening because it won't cease requesting the supplies.
You demand to sign in or create an business relationship to practice that.
How To Repair Headquarters In Carrier Command,
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2572053506
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