
Unit balance issues: Walrus has 10x the health the seal does yet is the same speed?!? Having 4 or 5 could go along way perhaps even more in another part of the ship. I also think there are not enough unit control stations.
#CARRIER COMMAND 2 REDDIT MANUAL#
Taking manual control is complicated, but somewhat makes sense when you get it, I'm torn here. Heck a tank got stuck trying to leave the carrier. AI pathing is super buggy, though I hear it is being worked on, but it's pretty bad right now. Units: A flying game with ZERO joystick support, haha ya got me, good joke. I could see swapping out production lines take a while but heck would be nice. Being able to pick what you want to build on an island might be the way to fix this. This can leave you high and dry with bear tanks armed with 20mm cannons and no ammo for them. Especially if the islands you did take did not give you matching things to re equip with. Island taking: I can see this getting super repetitive quickly, and this gets harder once you loose a few units. Choppers should be able to take virus bombs, have them land and deploy or parachute down. Waiting 10-15 minutes for your units to go to and come back is not fun. We tried to put them on a plane/chopper they did not equip. You have to land the virus bots via land units. Positioning the carrier can help here but come on. Taking islands, if taking island by land is the only option till late game it is brutal. There is plenty to do for 3-5 people most of the time. If there is too little for each player to do it gets boring fast. I love the fact that single player is overwhelming. It's too big, really just decreasing size hight here would help a ton. The logistics screen is a mess, list not maps.

Captian hud islands need names, and they should be able to ping. Friendly units also need this because upon landing they move to a different bay. Friendly and enemy units need call signs added so attacks can be co-ordinated with other players. Captians hud needs all or most info and should be a source of truth with zero actions available.
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UI/UX: Love the bridge, all the buttons and panels but there needs to be some improvements made. Not sure how you would fight another carrier in the open ocean. On top of that, get into each and every vehicle and take part in the action.Graphics: Look awesome, explosions are awesome, they light up the sky, oooh ahhh, cool! Open ocean is way too choppy, its worse then sea of thrives in a storm. Teamwork: Make the most of different unit types synergies and create combined arms assaults to efficiently win battles. Ensuring these supply lines remain open will be key to your survival. Plan: Once you have taken an island you will need to exploit and defend the resources it provides. The approach you take to a situation will play a big part in the outcome. Strategize: Gather intel from your vehicles’ radars, pick your tools of the trade, and launch your attacks where the enemy presence is thinner. True to MicroProse's heritage, Carrier Command 2 is all about meaningful decisions. Compete against AI or human players and hop into every single vehicle to take matters into your own hands!Ĭarrier Command 2 is Strategy, Planning, and Teamwork on a scale that is both engaging and manageable. Carrier Command 2 is a real-time strategy game that puts you in command of a futuristic carrier able to launch a vast array of aircraft and amphibious units.
