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anton-korduan

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Everything posted by anton-korduan

  1. Hey commanders! How do you use the weapons / which weapons do you use on your Mantas and Walrusses - better asked: Do you also have the impression, you're disregarding some weapons? I have. The plasma-gun (Manta) for example. It works only to ground - not air to air. Why should I take this and not go for a gettling or rockets? Must say, have the game not open so I have to compare all the values (Strength, Material-Cost, Production-Time). But I have the feeling that there are some weapons, we don't know about their hidden strength. Ah! Now I remember: One benefit of Plasma is / could be that you get much more shots in comparison with a hand full of rockets... (have to try it). Missiles are also a good example: I thought thew are not interesting (much more expensive then rockets and you still carry less of them) till I recognized that they are aiming! You wait till the sound and optical indicator appears and the missile flys toward the aim - over mounains, in curves... (most the time *g*). My last theme is the bomb. I tryed it two or three times and never hit my target ;-) It's not eays because you have to know, how to approach / fly. But last time I observed my "bomb-test" with a second manta and... *boom*: That's an explosion! Whow. Wonder if it could crack an shield-protected command-center? Hm... dont' think so. ;-) So, what can you report about your weaponary-experience?
  2. Hi there! Playing now Beta2 since three days my wanting for an handbook grows. Therefore we're in Beta-State there is no handbook / script / explanation where I could find some details which would be helpful or just interesting. So I gained some experience while playing, read something here in the forum and finally said to me "why not self-helping us!". Here I start now the "did you know"-Section. Lets collect here useful informations about gameplay. No tipps how to win the game, no Cheating-Hints, just things which could stand in the Carrier-Command handbook. Besides: Make it as short as possible (only one or two paragraphs or so). And it would be nice to start with "Did you know..." and following the keyword. So lets start! :ok: 1) Did you know... about "Auto-Aiming Laser"? I realized yesterday that the (Manta) Laser is auto-aiming, if you are near enough. The brackets around the enemy turn yellow (and later red). If you aim then near the center, the laser "fits in" and stays there, hitting the target, even if you shake a little bit away - just like a "shake reduction", known from photo-cameras. I didn't know, because I stayed always far away, opening fire very early - and the laser seems to be pretty unuseful. But now he reveals to be really "hot". 2) Did you know... that the Defense-Power of Islands is in relation to their neighbours? It was really interesting to read about this here. Short form: Defence Islands are giving defence-power to their neighbour-islands. Multiple defence Islands connected are adding their defence-power. The defence-power of non-defence islands is also growing (mining and factory). 3) Did you know... that Stockpile is also Factory? I read about this also here in this forum and tried it for myself - its astounding: The stockpile-state gives also a factory-function to their island - whatever type of island it is. So if you set your stockpile to a mining-island it will be a mining AND factory island in the same time. Therefore it's not so smart to set stockpile to a factory island because you loose this additional factory-income of the stockpile-state. 4) Did you know... that only one Bomb is delivered? Normally, you build a weapon (for example a plasma-gun), you use it and you reload it. One exeption is the bomb. Really expensive (4000 Materials) you can only drop one an that's it. Good to know before hoping you can also reload it... 5) Did you know... that the (enemy) Carrier has different Damage-Zones? Its very helpful to know where to aim - I found that here and now I know where are enginges located. If I dont want the enemy carrier to flee I focus the boom/outrigger, where the engines are located. By the way: On one situation the enemy carrier was nearly down - but then I realized, he was repairing the hangar-decks: everything is burning, really a wreck, but four fully equipped mantas are suddenly starting through the smoke... 6) Did you know... that Walrus-Missiles are not bottom-aiming? Missiles are really great: Long range, much power. But it was surprising for me to realize that you can not aim really "low" with that: when you want to destroy an cannon on plain ground the missiles fly to high because the minimum of "lowering" the turrent is reached. It's okay for higher buildings or when there some hills (positioning yourself nose down) - but there are situations when its good to know that missiles can not aim as deep as other weapons. 7) Did you know... that you can use facilities? This is a really important thing: Even on enemy islands you can use buildings to rearm, refuel and repair your walruses. These buildings are shown in the map - if you aim with the mouse-cursor over it an symbol appears: Wrench for repairing, Ammo for reaming and an lightning for refueling. Drive manually to the building (the crossaim will change to the symbol, then press "execute" [F]) or instruct your walrus to do it automatically (also by selecting the walrus and then clicking on the building-symbol on the map. Maybe then you have also to klick "ececute" [F] to trigger the command). 8) Did you know... when the carrier guns are auto-firing and when not? If you select the carrier weapon system [1] OR sometimes also when selecting the carrier himself [0] all cannons are set to manually. Even if you swich to map mode. This is dangerous because if an enemy is approaching the carrier will not defend itself automatically. I make this experience often: looking to the map, seeing an manta coming near and no one fires. Then switching to any manta or walrus an the hell begins to open... (hearing all cannons firing and seeing on the map an enemy manta being destroyed...) (Only in Beta2 - fixed now) So feel free to expand the list. If possible add the link to original posting. Happy carrier-greetings Anton, addicted
  3. I've made the experience that the scout drone ist useful if you want to destroy the command center with your carrier-shell and the center is not visible from seaside. So the scout drone flyes to a good spotting-point (top of a hill) and guides the shell-shots from the carrier. This is sometimes very good if the enemy command center is good-protected (deadly island) and/or covered by mountains. Naturally it depends on the situation and is no "general-strategy".
  4. Who's the best Carrier-Commander? Lets find out - here's the Challenge! In Carrier-Command it's all about time. Just waiting and gathering ressources... this is easy. But to go forward and risk something... managing time and ressources in a optimal way - that's what a real commander is capable of. So the faster - the better. Show now your strength, your intelligence and your power: Capture all islands and destroy the enemy carrier as fast as possible. Then post your result and a screenshot of your Map. Lets see whats your position in the "Carrier-Command-Hiscore". Game-Conditions: Start a new Strategy Game with this settings: Captured islands count: -1 Enemy strength: +1 Startup ressources: -1 Island output rate: -1 Enemy carrier destroyed: required All islands captured: required Optional but strongly recommendet: Install the "Carrier-AI" Mod by ElectroCarrier using Thygrrr's CarrierTools. After winning the game post a screenshot*, showing your map an used time. Post also which system-plattform you are using (PC / XBOX), your Patch-Version and if you use the Carrier-AI Mod. * Capturing the screenshot: This ist a little bit tricky because if you take the last island the "congratulations-screen" appears and you have no more time for taking the screenshot. So save your game a few moments before you capture the last island (say: when the rebuilding or hacking of the command-center is in progress) and take then the screenshot of your map. Finish your game to see that your walrus ist destroyed, while hacking... ;-) This all is a question of honor - so do not cheat or use tricks (faking screenshots or using different starting-conditions). And thats' also the prize: Honor. No money, no benefit - just honor. And a really good challenge in this real good game! Carrier-Command Highscore-Table [table=width: 600, class: grid, align: left] [tr] [td]Pos[/td] [td]Name[/td] [td]Time*[/td] [td]Patch[/td] [td]Carrier AI Mod[/td] [/tr] [tr] [td]1[/td] [td]anton_korduan[/td] [td]8 Days, 02:56 Hours[/td] [td]1.2 / PC[/td] [td]Yes[/td] [/tr] [/table] * The time is "game days and hours" - not real time. Just select the map (Key "M") and read the game time in the upper-right corner. And now... go for it! ---------- Post added at 09:36 AM ---------- Previous post was at 09:35 AM ---------- So of course I'm gonna make the beginning - here's my time: My time is 8 Days, 02:56 Hours. And the screenshot - small: ...and with full resolution: http://www.korduan.de/ccgm/screen004.jpg (450 kB)
  5. Ok - thats logical. But is that also "fun"? Does it not take to long / being too slow in the beginning? I have not tested it yet - but I imagine that could be more interesting / smarter to have some more startup-ressources and/or higher island-output-rate. And especially the "captured islands count": if this is really low, it takes really long till the game gets a "flow"... and the game at all takes very, very long then. Isn't it so? What do you think? And your, Species1571 / and somebody else - what's your opinion? --- Who would be in? If we got three at least then lets start a challenge! Would be nice!
  6. *sigh* Yes... know, what you mean. There is so much potencial in the game but with that lame enemy-carrier everything looses sense. So my hope was with that highscore-list to give it a new challenge till the new patch arrives (or mayby longer). So what's your recommendation for a interesting highscore-game-setup? I think enemy-strength at maximum. But the other values? Maybe it's a cool rule not to destroy the enemy carrier at all and finish the game only by taking all islands. What do you think?
  7. Thanx for your reply! I wantet to make it easy enough also for beginners to jump in. But it's a good idea to start a second highscore. What are your complete prefered settings? Yes - lets start a second list! And you're right: the best would be if a point-score system would be included. But for now we help us self. By the way: The fastest victory is the best because 1) Time is all about - its easy to kill the enemy carrier, wait for enough ressources and then get the rest of islands. To go fast means not to go "simple" by using only hammerheads for example (which is not possible on shielded islands). Because hacking is much faster - sometimes. The time-factor is exact what the game is based on: strategy. As you wrote: Methodical approach plus tactics plus overall-strategy - thats the mixture to win the game fast. Fast not in a way of "quick and dirty" - fast in the way of "good plan - good strategy - paysof at least". 2) I've no Idea what else we could measure ;-) Do you have installed the Carrier-AI Mod? On which Enemy-Strength-Setting are you playing?
  8. A small sign of life please: is anybody in?
  9. And here's another table for everybody, who loves those data things... :-) I was really astoundet by the different ranges - and its glad to see this because it gives more deepnes to the weapon choice and the whole game. Before testing this I thought (because I did read it) that nearly every weapon has the same range, about 500m... but far away! I tested some weapons and the result is really interesting. Look yourself (ordered alpabetical, Patch-Version 1.2): Weapon range table for M.A.N.T.A [table=width: 300, class: grid, align: left] [tr] [td]Gatling[/td] [td]302m[/td] [/tr] [tr] [td]Laser[/td] [td]307m[/td] [/tr] [tr] [td]Machine Gun[/td] [td]302m[/td] [/tr] [tr] [td]Missiles[/td] [td]495m[/td] [/tr] [tr] [td]Plasma[/td] [td]380m[/td] [/tr] [tr] [td]Rockets[/td] [td]315m[/td] [/tr] [tr] [td]Tomahawk[/td] [td]1010m (!)[/td] [/tr] [tr] [td]Torpedo[/td] [td]850m[/td] [/tr] [/table] Weapon range table for W.A.L.R.U.S [table=width: 300, class: grid, align: left] [tr] [td]Plasma[/td] [td]410m[/td] [/tr] [tr] [td]Laser Mk.II[/td] [td]310m[/td] [/tr] [tr] [td]Missile[/td] [td]~500m[/td] [/tr] [/table] These values are tested, I got them not from the developers or by reading some script or so. My test setting (maybe you find some smarter way) - Manta fires on own Walrus: 1) Move Walrus 6 to Position A 2) Move Manta 2 to Position B (maybe 600m away) 3) Select first Walrus, than add Manta to selection (Keys: 6, STRG + 2) 4) Select "Assist" from radial menu (Manta 2 assists now Walrus 6) 5) Seled Manta again (Press 2) and breake (Press S) Now you can see the distance from Manta to your aim, the Walrus, and the distance is displayed. Now select "the Weapon of your choice", move slowly to your desired rangemark (maybe 500m) and... fire. If you hit, you get some message. If not - move closer (or aim better *g*) and repeat... Optional: Press 6 to select Walrus (turn towards Manta before) and see what there comes... it was very impressing for me to see (and hear!) the Tomahawk incoming from "nowhere" (1.000m away) and impacting. :-) Maybe also interesting for you: • Fuel comparison table • Vehicle speed table • Table: Shots to take down Command-Center Greetings from the control tower, Anton
  10. anton-korduan

    Weapon range table

    New range tested: a Torpedo reaches about 850m. (Table is updated) By the way: The impact of a Torpedo causes ca. 50% Damage on every System of the Carrier; the impact-zone seems to suffer up to 75%. So two Torpedoes are enough to sink a Carrier (but tested on the own, not the enemy Carrier).
  11. Sometime it's necessary and useful to take down a Command-Center instead of hacking it. For example to cut the enemys supply-line it's a really fast way just to destroy the Command-Center, leave and continue your masterplan. Especially on Islands with deadly defense-state it is good to know / to plan, how to do this. Therefore I wanted to know, how many shots it takes to destroy a Command-Center. Here we go: Shots to take down Command-Center [table=width: 300, class: grid, align: left] [tr] [td]Weapon[/td] [td]Shots[/td] [/tr] [tr] [td]Tomahawk[/td] [td]2[/td] [/tr] [tr] [td]Howitzer[/td] [td]2[/td] [/tr] [tr] [td]H.E.A.T.[/td] [td]4[/td] [/tr] [tr] [td]Carrier Shell[/td] [td]5[/td] [/tr] [tr] [td]Missiles[/td] [td]8[/td] [/tr] [/table] These values are manually tested (Patch 1.2), I got them not from the developers or by reading some script or so. Rockets should be the same as Missiles, having equal damage (I think - not tested). Note: After several attempts I managed to hit the Command-Center directly with a bomb... beeing disappionted, because it's hard to manage it and the Command-Centre was not destroyed. Maybe also interesting for you: • Fuel comparison table • Vehicle speed table • Weapon range table Greetings from the control tower, Anton
  12. Think this should be moved to section "Official Missions". Answer - yes, there are two endings. It exist an extra thread about that (in section "Official Missions" of course). :-)
  13. Hey there! What't about that scanner - do you use it? When / for what reason? I've tried it and yes, it's nice to see the stats of the enemy unit. What armor and weapon has it, which damage status. But it is "just nice". Not more. Could that be? The only reason to use it - which I see at the moment - is, to check if the unit is a potential danger for me or not. Will say, "can this turrent / walrus hit my manta or not" for example. If it's equipped with a genade launcher I don't have to worry much about. BUT: Is that information worth loosing a slot which I could use much better for ammo, flares or hook? Instead of seeing / understanding and reacting on the information the scanner provides I can simply destoy the enemy unit. Footstep. Additional I get some base-information by the map (symbol for Turrent-Type and Vehicle Armor) and by island-state (weak / normal / strong ...). So I know everything I need to decide whether to approach to or attack the unit(s) or not. I know simply by experience the difference between a "weak" and "strong" AA-Turrent... I wonder if there is not more behind... which I expect, because "information" should be something worthfull for strategy(-games). What's your opinion to the scanner? Maybe I've overseen something? Or there is a difference between using scanner on Manta or Walrus? Tell me! I'm looking forward to.
  14. anton-korduan

    Challenging Game? Where?

    Great! This gives me much more hope... now it's on BI to release Patch 1.3 (or so). If it will last too long for me I come back to your solution, changing the script. But I dont' really like to have this additional efford... (Don't know how complex this is and what software I need - have to check this and read about. Not fun.)
  15. anton-korduan

    Sense of scanner?

    Ah! Yes - I think you speak about Walrus. Correct and good idea: If the scanner would be on the unused second slot, that would be great!
  16. Hi folks! Help me - I didn't get it: Whats the sense of the Plasma gun for walrus (also for Manta)? Compared with Gatling its nearly the same in time and material cost but it's not optimized for Anti-Air attack. For Walrusses is also the H.E.A.T much stronger (with near similar values in waiting and materials). So I dont' want to miss something: please tell me if and why / how / when you use Plasma-Guns (either on Walrus or Manta). Looking forward to your experiences... Thanx!
  17. anton-korduan

    Sense of Plasma gun

    Yes, and additionally I archived that Plasma has 80m more range than gatling for example. See here: Weapon range table
  18. Hi Folks! I love strategic games an I love, when I know, what I am doing. So I love also, when getting Input in form of statistics, tables and so on. In CarrierCommand I'm missing lots of facts... so lets get them by testing :-) Vehicle speed table [table=width: 600, class: grid, align: left] [tr] [td]Vehicle[/td] [td]Land (w.Turbo)[/td] [td]Water (w.Turbo)[/td] [td]Air (w.Afterburner)[/td] [/tr] [tr] [td]Carrier[/td] [td]-[/td] [td]94 (-)[/td] [td]-[/td] [/tr] [tr] [td]Walrus (no Armor)[/td] [td]61 (168)[/td] [td]54 (102)[/td] [td]-[/td] [/tr] [tr] [td]Walrus (Armor MK I)[/td] [td]51 (146)[/td] [td]46 (97)[/td] [td]-[/td] [/tr] [tr] [td]Walrus (Armor MK II)[/td] [td]45 (125)[/td] [td]42 (100)[/td] [td]-[/td] [/tr] [tr] [td]Manta (no Armor)[/td] [td]-[/td] [td]-[/td] [td]211 (356)[/td] [/tr] [tr] [td]Manta (Armor MK I)[/td] [td]-[/td] [td]-[/td] [td]184 (299)[/td] [/tr] [tr] [td]Manta (Armor MK II)[/td] [td]-[/td] [td]-[/td] [td]152 (241)[/td] [/tr] [/table] These values are tested, I got them not from the developers or by reading some script or so. The carriage-weight (Weapons etc.) plays no role for the speed of any vehicle. The maximum speed is 370, reached by a Manta flying nose down plus afterburner... :-) Maybe also interesting for you: • Fuel comparison table • Weapon range table • Table: Shots to take down Command-Center Greetings, Anton
  19. anton-korduan

    Challenging Game? Where?

    This sounds great. I startet with Beta3 - so never had this experience. Hope also that the comming patch arrives soon AND includes this "enemy carrier strength theme". You got the right words. It's weird: I am about to finish the campaign but I see me hesitating, not to finish it too early. Because: I feel a fear to start the long awaitet strategy game ... just not to get really deeply disappointed. If I make the same experience, that the enemy carrier is still so weak and un-intelligent, then the callenge could be gone... maybe forever. I dont' want to take care of the "big bad" enemy. I did it graciously in Beta phasis - ok. But now it's "real", its official and I play such a strategy game because I want exactly that: a challenge. If this is lost... everything is lost. So very thanx for the additional supporting here whith your professional background, maxim.
  20. anton-korduan

    Weapon range table

    Yes - i've linked it below the fuel-comparison table. Think it's better that way, avoiding redundant double-postings. Having these tables in separate threads makes them (maybe) also easier to see / find. ---------- Post added at 08:48 AM ---------- Previous post was at 08:43 AM ---------- Yes! It was astounding for me too. Now lot of weapons get more sense and importance - plasma, missiles and all above tomahawk. Just think about a island (maybe deadly) with scamblers or shield generators - with enough material you are able to disable these installations much faster with one aimed direct hit, from far away. Especially on islands, you want to re-capture this is very useful because you know the positions of this vulnerable points. This saves much time. But it's theory, have it not tested yet.
  21. anton-korduan

    Vehicle speed table

    He compared with WWII - we got here a different situation. If you would be able to shell an island completely by the carrier (which will possibly work only on small islands) then it simply would take too much time: A) for aiming, hitting (try & error), checking if everything is gone and much important B) for rebuilding the command-centre because you cant use the hack-capsule
  22. Update: It worked. I finished the Laser Mk II - Upgrade and after that I got also the cutscene with aurora (which brought me the marsh upgrade). *happy*
  23. Yes, during the campaign. I knew also nothing about that old buildings thill I read this here. And now, I got the Laser Mk II (short before the marshes upgrade). I used the Buildings on three different locations and that's it. Maybe you get the MK II earlier by exploring the buildings, like a bonus or so. ---------- Post added at 03:09 PM ---------- Previous post was at 02:48 PM ---------- Was no big deal - the first one was on a icy-Island. As I used the building (with a Walrus) the message told me that the first part is done - and that that this part of the testing series was for arctical enviroment. So it was clear to me that I have to search the other Parts on other enviroments... will say on a Temperate- and on a Mountain-Island. Searched three or four Islands (with empty Manta, flying fast and high on daylight) and got them - finished :-)
  24. Yes, thanx. I meant the work for sailing to every island (while the enemy carrier is "working" also).
  25. Okay! That means to me: Visit every Island again and search for that buildings... *puh-lotsawork*
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