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Carrier command 2 vehicles
Carrier command 2 vehicles








carrier command 2 vehicles

You can operate the controls or all installed modules and weapons independently, but to control both at the same time you will need to activate them all manually and then return to the controls. Managing which parts of a vehicle you control also takes getting used to and is easy to fiddle with under pressure. Giving commands on the map is of course awkward on a controller, and while the game recognizes the toggling pretty well, there was always too much friction to ever feel safe, except for the most cautious of flights. Using the keyboard is uncomfortable, the mouse is entirely reserved for the camera (and then only if you have a camera module installed), and I felt the lack of analogue control, even though I had my controller exactly zero for the last 18 months Times have used. Then of course a player who can handle a helicopter or jet would shine, but I haven’t really dealt with any of the planes. It wasn’t long before I spotted and bombarded most of the defenses of the aircraft carrier’s large guns, unwilling to trust air units with little self-preservation or initiative and not wait for buggies and tanks to slowly crawl to the beaches immediately for the ammunition have to go out and come back.Ĭhoppers are much less arduous to take off and land, but god they’re fragile

carrier command 2 vehicles

However, playing it with a certain level of proficiency is an entirely different matter. Playing Carrier Command 2 is pretty easy. Between a decent tutorial and help menu and experience with similar games, I quickly felt comfortable. This is not a game that you immerse yourself in. However, planes are a game in themselves and probably the biggest hurdle for anyone looking to dive in. Ground vehicles are simple enough (and amphibious, the only case where Hostile Waters was actually much fiddler), though you’ll still have to watch out for the range finder display once it’s fuel time if you want those shots to be counted. The bulk of your job is coordinating and planning and optimizing assignments, and when you take the helm you’ll be greeted with a sim that’s just like the real thing. However, this is not the action-first interpretation of the other Hostile Waters descendants of Carrier Command. However, playing it with any skill level is a whole different matter.” “Playing Carrier Command 2 is pretty straightforward. No, every time your drone vehicles are off the ship, you can remotely connect to them, either to passively monitor and locate a circling scout ship, or to actively take control and crash into so many missiles, as you like. Because you don’t just slide symbols around on the map or watch helplessly from the bridge as another helicopter crashes directly into an oncoming missile. Like last week’s HighFleet, it’s big on diagetic interfaces, though, like this game, reasonable concessions are made when it comes to the action sections. In practice, you’ll flip switches, look through binoculars and turn off the monitors that you don’t use because you’re energy conscious, and then forget which one does what when you need it again because you’re an idiot, too. You control a carrier, of course, with the freedom to attack where and how you want.Īt least strategically. Two automated carriers set out to submerge each other by directing land and air vehicles, with dozens of islands in between, each defended by AI vehicles and towers hostile to the two carriers, and each housing a base which, if captured, can produce replacement vehicles, weapons, and supplies. The idea is persuasive enough that it’s frustrating that it has been revisited so rarely since the 1988 original. But I think this game as a single player game is a little too short to fully convince me.










Carrier command 2 vehicles