Has a range of 6km, but shells will spread more at longer ranges and take longer to travel. Requires aerial observation for accurate fire, especially against enemy ships. The main gun’s immediate availability, power, and versatility make it a premium instrument for removing enemy CIWS and a reliable fallback weapon to use against ships. 100 shells will last a decent amount of time if used sparingly to take out high-value targets.ĪMMO (160mm SHELL) – – 100 – 160mm gun ammunition, used in the carrier main gun. Requires aerial observation for accurate fire. Has a range of roughly 5km, which is enough to hit ships and any ground unit without being detected. 100 shells can do a lot of damage, but beware as the AI will automatically spam them if given the opportunity.ĪMMO (120mm SHELL) – – 100 – 120mm gun ammunition, used in ARTILLERY GUN mounted on BEAR-class chassis – useless until both blueprints are acquired. Fires HE shells with heavy bullet drop, which deal heavy damage around the point of impact, and can penetrate even enemy ship hulls. 40k is more than enough unless helicopter strafing runs are your preferred method of dealing with masses of unprotected ground units.ĪMMO (100mm SHELL) – – 100 – 100mm gun ammunition, used in BATTLE CANNON mounted on BEAR-class chassis – useless until both blueprints are acquired. 300 flares will usually last throughout an entire campaign.ĪMMO (20mm) – – 40000 – 20mm ammunition which is used in CIWS guns both carrier-mounted and ground unit mounted, as well as aircraft chainguns. Lauched from the bridge, or as a support call. This is mainly used to spot enemy turrets, which don’t have headlights that reveal their positions unlike mobile units. Utility factories are bottom priority, as your initial supply of camera equipment and virus bots should last you the whole game, and special equipment you get from them is not necessary to succeed.ĪMMO (FLARE) – – 300 – Carrier flares are wide-area illumination rounds that can be used to illuminate islands during night time. – Warehouses. There is no immediate benefit to capturing a warehouse – they are always empty, but you can use them to shorten delivery times for your logistics system. – Turrets. If you manage to secure BEAR-class tank blueprints from your surface chassis factory, definitely consider capturing a turret factory for a chance to get heavy guns for them. By default, this manufactures RAZORBILL chassis. – Air Chassis. Default air chassis are enough to fulfill their role, but if you lose them, you will want one of these. By default, this manufactures SEAL chassis. Has a 50% chance to award the BEAR-class tank blueprint, which is needed to use heavy surface guns. – Surface Chassis. Surface chassis are required to capture islands and are very versatile. – Barges. Having multiple barges speeds up your rearmament significantly and keeps all of the other factories (especially the fuel one) running. By default, this manufactures AMMO (30MM). – Small Munitions. Small munitions include not only ammo for small surface craft, but also artillery shells for your main gun. By default, this manufactures BOMB (LIGHT). These factories will have a large impact on what you will use as a primary weapon. – Large Munitions. These are the things most effective at killing things fast. You can stockpile backup fuel in your carrier’s inventory even if your tank is full. It costs 50 units of fuel to fully refuel a carrier, and a full fuel supply lasts for around 3 islands. – Fuel. With no fuel, your carrier can’t move to capture new islands, which is a soft game over. To replenish your supplies, you must capture islands.Įach island gives you one blueprint in its logistics category.īased on what islands are closest to you and what blueprints you get after capturing them, you will formulate your future strategy. The starting equipment is enough to deal with any threats and capture any, even max difficulty island, but there is a problem – at the start of the game, you have no way to replenish your ammo, vehicles, or fuel. This means that you must make your shots count, conserve valuable ammunition until it is needed, and avoid losing vehicles and equipment that you cannot replenish. After you launch your carrier, you will own some starting equipment, some of which will be in the warehouse, and some will be in your carrier inventory.
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