You can hit the airfield hangar building itself with artillery at 5km out or any missile, the damage goes right through the hangar and wrecks the units inside. No need to steer it into the opening.
Totally agree with all particularly launching in high seas, common sense, and I think the seas always quieten when you reach blue areas on the depth screen, so just aim for that and then launch everything.
@@gracepierce1024 I’ve only struggled with losing one Alba to a big wave. Since then if I launch in open I just slow when it’s about to take off and then try have the ship going up a wave, but I usually just have recon aircraft take off from the previous island and go ahead.
All good tips! I totally agree with 9. It's fun and challenging fighting with the army you have rather than the army you want and spurs a lot of creativity. It will also increase the longevity of the game as you'll get bored and move on if you can always use the same blueprints. I certainly wouldn't be opposed to more game options when it comes to blueprints though, via a sandbox mode or blueprint scarcity options.
Yeah I feel like part of the experience is that you're supposed to feel like you're the underdog and the odds are stacked against you. Doesn't one of the messages even say they expect a %10 chance of mission success? So the struggle is canon too!
Tip 10 is good - add/investigate: Wind direction drives wave action and height; deep water give larger waves universally; 10 kts seems to support launch/recovery well. I tend to launch on the outer shallows at about 10 knots
I've found that with launching aircraft and landing aircraft, it helps to have the carrier moving. Having the carrier moving gives the plane landing more time to drop in altitude while landing which leads to it needing to make less passes to get a proper landing. I've also found that Razorbill landings are a little janky while stationary as well and at least one time having the carrier moving slightly fixed the problem and let it land. This may even be what the developers intended given this is how carriers operate IRL, at least with planes. For planes top speed works best in my experience, while 1/4th or 1/8th ahead is best for helicopters. The main thing is to just keep an eye on what is going on with your air vehicles during landing so you can properly fix any problems before they run out of fuel or lose all of their health through crashing. Just make sure the carrier is pointed out to sea so that you don't get stranded on top of a sandbar like I did.
I think the main issue is that we are all guessing and that there is no real guidance on it. I’ve had them land while stopped and while moving, even at rough seas when slowing down the carrier as I climb a wave 😂. Good shout about the plane having more time to drop altitude, but also if you auto the plane to land when stationary technically it should give itself the right amount of run up. But like I said, we are just guessing haha
One thing I would really like is a game mode that is kinda like a sandbox mode, with lots of different stuff so you can practice and know how to use the different munitions and units. With that a manual that gives the basics on how to use the different munitions too.
If you're using ship torps from long range, you should set your time delay accordingly for the target distance. The enemy can't detect inactive torps and they don't seem to deploy noise makers when the torps go active close by. Torps move at 43m/s, so every 10 seconds of delay gives you 0.43km range, if you've got a target 8km away, 160 - 170 seconds of delay will have that torp active within the last km. Downside is it increases the risk of missing if you get your firing bearing slightly wrong or the target decides to move.
@@Atova You know, I was gonna ask if this was your full time job or if you had other things going on because your channel stats are insane since CC2 and HighFleet!
@@FrodoUK That would be the dream! But no I have a full time job, just on holidays at the minute so I have more time for this. Recording LP is easy cause I don’t need to edit however the tips videos do so they won’t be as frequent when I go back to work. Plus I’m gonna need another game to cover at some point haha
did my first 3 shield island today, lost 2 razors before i realized the damn Walrusses was armed with AA´s, sorted it out pretty quickly but yeah, its quite a step from 2-3 shield. I like to use the carrier gun to fire 2 salvos at airhangars, its quite expesive but... it works like a sharm.
yep good vid, with planes and rough seas i find the fight heading into the wind and few knots stabilised can get them low fuel birds onto the deck (in one piece), and yep i like those and many realistic touches
ya about 9, we had a game where we took all the low DEF island and didn't get 160mm ammo or torpedo so we got stuck because we couldn't take down enemy ships, in the end we just rammed enemy carrier and spam cruise missiles cause in close range ciws does not work
@@Atova i asumed that as well, but the external fuel tank have a indicator when you are in the vehicle camera, and it show fuel in Liters, to be hones i havent test 2 planes a the same time, the first one to launch with the external fuel tank and the last without, and compare the fuel range.
@@crixt4016 I just had two Albies in a pattern, launched directly one after the other. One had 2 tanks and the other one didn't. When I checked their fuel state, they've always been 2% apart. The unit has 800l of fuel and a single tank should add 100, so it would total out at 1000l with 2 tanks. When I noticed that apparently that seems to be useless, I went into the cam and played around with the things, resulting in the fuel level jumping up just slightly once per tank, but also the tanks being gone (=dropped), not sure if that happens at once or takes 2 separate actions. There's no trigger action shown in the controls tooltips however, but it's basically the firing trigger used. I would expect the internal fuel just stay at 100% while the tanks get drained first and I'd honestly also expect the tanks to hold more capacity. 2 tanks just adding 25% isn't the greatest trade, unless that thing is just there for surveillance. In the Razorbill you'd even have to sacrifice one of just two hardpoints for 25% extra fuel or go with no weapons which is almost useless unless you want to wild weasel some missiles shot at it with CMs (don't even know how well that would work). The Manta comes with 1200l and the Petrel has 2000l. Those drop tanks would almost just take up space for basically a few seconds more playtime... not worth it IMHO. They should be like 300 - 400l to be actually worthwhile, doubling the range of an Alby and adding 66% to the Manta with 2 tanks each (if they'd be 400). Just as a reference, an F-15C holds ~6100kg internally and can carry 3 bags with another 1800kg each, totalling in ~5400kg extra with 3 of them, which almost doubles the total capacity. Another example would be the Bf-109 from WWII. It had an internal capacity of 400l. A single drop tank added 300l. The FW-190 had around 520l internally and carried two additional 300l tanks in the G model, theoretically it could have taken a third one on the centerline rack as well, but that would have left it guns only...
I did not know the petral (petral?) could airlift units. Thank you very much for sharing this knowledge, you've saved me about 15-30 minutes per island. Also, do you have any tips for assigning dumb-fire bomb targets? (My aircraft don't participate with me in the case of bombs)
I think part of the problem is that your carrier is depreciating. One hour into the game, your onboard resources are usually worse off than when you started. Capturing islands, trading non-replenishable high value assets for access to manufacture borderline irrelevant stuff is not as rewarding as games where you feel that you are progressing. I would prefer to attack the enemy carrier with all my cruise missiles, torpedoes and 160 mm intact. I think an advanced tip would be to be able to fly the razorbill. Cleaning up once most of the actual threat is taken care of or after take-over can be a massive time sink. Better to just take a razorbill with two chainguns and play a bit arcade.
I kinda like the early game, thinking about what you can use and keeping track of what you have, then starting to unlock more as you go on I feel like that’s the point though, building up your resources so you can do exactly that, attack the carrier with everything you have. I do talk about that tip in the beginners guide funnily enough 😂. Thanks for watching!
turrets/artillery are exclusively for the bear chassis currently. Took me a while to realize turrets are just a type of vehicle mounted gun instead of sentries.
@@aDutchy1975 it’s automatic, you have a currency screen above your logistics one. Tells you what you have got there. I will be positing a video soon about the currency screen, possibly monday
You can hit the airfield hangar building itself with artillery at 5km out or any missile, the damage goes right through the hangar and wrecks the units inside. No need to steer it into the opening.
BUT that did look fun :D
Totally agree with all particularly launching in high seas, common sense, and I think the seas always quieten when you reach blue areas on the depth screen, so just aim for that and then launch everything.
@@gracepierce1024 I’ve only struggled with losing one Alba to a big wave. Since then if I launch in open I just slow when it’s about to take off and then try have the ship going up a wave, but I usually just have recon aircraft take off from the previous island and go ahead.
great video as always man.. keep that positivity coming.. it always makes for better viewing.. hope the channel blows up
Thanks very much! The growth already has been amazing!
Thanks for the guides Atova. I have found one full gun barrage aimed at the hangar, takes out all if not most aircraft inside.
My pleasure pal. I would love to do that if I had 160mm ammo haha!
@@Atova 160mm, the major point of tip #9 :)
All good tips! I totally agree with 9. It's fun and challenging fighting with the army you have rather than the army you want and spurs a lot of creativity. It will also increase the longevity of the game as you'll get bored and move on if you can always use the same blueprints. I certainly wouldn't be opposed to more game options when it comes to blueprints though, via a sandbox mode or blueprint scarcity options.
Yeah exactly! It’s part of the challenge, once I stopped worrying about the carrier progress I enjoyed it more
Yeah I feel like part of the experience is that you're supposed to feel like you're the underdog and the odds are stacked against you. Doesn't one of the messages even say they expect a %10 chance of mission success? So the struggle is canon too!
@@Driftwood-Cove Yeah exactly, I like the slow burn and building up forces. (But I would love to see more game modes too!)
@@Atova Actually, you can play without enemy carrier. It's a blast. No rush, so chill. Look for multiplayer> host> AI=0, humans=2
@@olegolefirenko7994 Good shout 👍
Tip 10 is good - add/investigate: Wind direction drives wave action and height; deep water give larger waves universally; 10 kts seems to support launch/recovery well.
I tend to launch on the outer shallows at about 10 knots
I've found that with launching aircraft and landing aircraft, it helps to have the carrier moving. Having the carrier moving gives the plane landing more time to drop in altitude while landing which leads to it needing to make less passes to get a proper landing. I've also found that Razorbill landings are a little janky while stationary as well and at least one time having the carrier moving slightly fixed the problem and let it land. This may even be what the developers intended given this is how carriers operate IRL, at least with planes. For planes top speed works best in my experience, while 1/4th or 1/8th ahead is best for helicopters. The main thing is to just keep an eye on what is going on with your air vehicles during landing so you can properly fix any problems before they run out of fuel or lose all of their health through crashing. Just make sure the carrier is pointed out to sea so that you don't get stranded on top of a sandbar like I did.
I think the main issue is that we are all guessing and that there is no real guidance on it. I’ve had them land while stopped and while moving, even at rough seas when slowing down the carrier as I climb a wave 😂. Good shout about the plane having more time to drop altitude, but also if you auto the plane to land when stationary technically it should give itself the right amount of run up. But like I said, we are just guessing haha
One thing I would really like is a game mode that is kinda like a sandbox mode, with lots of different stuff so you can practice and know how to use the different munitions and units.
With that a manual that gives the basics on how to use the different munitions too.
There’s a lot of potential for game modes, I hope they implement some! Practice mode would be great!
If you're using ship torps from long range, you should set your time delay accordingly for the target distance. The enemy can't detect inactive torps and they don't seem to deploy noise makers when the torps go active close by. Torps move at 43m/s, so every 10 seconds of delay gives you 0.43km range, if you've got a target 8km away, 160 - 170 seconds of delay will have that torp active within the last km. Downside is it increases the risk of missing if you get your firing bearing slightly wrong or the target decides to move.
You are a machine! Keep it coming my good man! Nice to see your sub count rising.
Thanks! They will slow down in a couple of weeks when I’m back at work haha. Let’s plays will still continue 👍
@@Atova You know, I was gonna ask if this was your full time job or if you had other things going on because your channel stats are insane since CC2 and HighFleet!
@@FrodoUK That would be the dream! But no I have a full time job, just on holidays at the minute so I have more time for this. Recording LP is easy cause I don’t need to edit however the tips videos do so they won’t be as frequent when I go back to work. Plus I’m gonna need another game to cover at some point haha
@@Atova plenty of games on Steam for sure 👍👍
@@FrodoUK want one that’s gonna fit with the audience I have built. Another Microprose one would be great. Wonder what their next game will be
Great video! Only one comment, if you have cruise missile, it’s more effective to hit an airbase (one shoot four hit). Good job!
God yes! Guided missiles just aren’t the same
Good tips, especially 9 and 10.
Thanks buddy!
did my first 3 shield island today, lost 2 razors before i realized the damn Walrusses was armed with AA´s, sorted it out pretty quickly but yeah, its quite a step from 2-3 shield. I like to use the carrier gun to fire 2 salvos at airhangars, its quite expesive but... it works like a sharm.
Nice work!
yep good vid, with planes and rough seas i find the fight heading into the wind and few knots stabilised can get them low fuel birds onto the deck (in one piece), and yep i like those and many realistic touches
Thanks!
ya about 9, we had a game where we took all the low DEF island and didn't get 160mm ammo or torpedo so we got stuck because we couldn't take down enemy ships, in the end we just rammed enemy carrier and spam cruise missiles cause in close range ciws does not work
CC2 is the channel maker looks like, solid view count 👍👍
Looks that way!
Can you possibly cover all the units, what they look like what they are good at and what they are bad at.
Nice idea, will see what I can do.
Pro tip: when encountering the enemy carrier solo, charge head on while firing decoys and noise torpedoes while engaging with the deck gun.
Thanks for the tip =)
idk how to make the external fuel tanks to work, my planes keep falling off even if the fuel tanks are full (but the internal is empty), any idea?
Hmmm, no idea! Every time I’ve used them I’ve just fitted them and assumed they worked 😂
@@Atova i asumed that as well, but the external fuel tank have a indicator when you are in the vehicle camera, and it show fuel in Liters, to be hones i havent test 2 planes a the same time, the first one to launch with the external fuel tank and the last without, and compare the fuel range.
@@crixt4016 ahhh fair, will have to test it 👍
@@crixt4016 I just had two Albies in a pattern, launched directly one after the other. One had 2 tanks and the other one didn't. When I checked their fuel state, they've always been 2% apart. The unit has 800l of fuel and a single tank should add 100, so it would total out at 1000l with 2 tanks. When I noticed that apparently that seems to be useless, I went into the cam and played around with the things, resulting in the fuel level jumping up just slightly once per tank, but also the tanks being gone (=dropped), not sure if that happens at once or takes 2 separate actions. There's no trigger action shown in the controls tooltips however, but it's basically the firing trigger used.
I would expect the internal fuel just stay at 100% while the tanks get drained first and I'd honestly also expect the tanks to hold more capacity. 2 tanks just adding 25% isn't the greatest trade, unless that thing is just there for surveillance. In the Razorbill you'd even have to sacrifice one of just two hardpoints for 25% extra fuel or go with no weapons which is almost useless unless you want to wild weasel some missiles shot at it with CMs (don't even know how well that would work). The Manta comes with 1200l and the Petrel has 2000l. Those drop tanks would almost just take up space for basically a few seconds more playtime... not worth it IMHO. They should be like 300 - 400l to be actually worthwhile, doubling the range of an Alby and adding 66% to the Manta with 2 tanks each (if they'd be 400).
Just as a reference, an F-15C holds ~6100kg internally and can carry 3 bags with another 1800kg each, totalling in ~5400kg extra with 3 of them, which almost doubles the total capacity. Another example would be the Bf-109 from WWII. It had an internal capacity of 400l. A single drop tank added 300l. The FW-190 had around 520l internally and carried two additional 300l tanks in the G model, theoretically it could have taken a third one on the centerline rack as well, but that would have left it guns only...
Are the torpedo needlefish used only by clicking a waypoint to an enemy vessel? Or can you manually fire the torpedos?
Unfortunately I can't remember =(
I got UI enhancer but I can't set the altitude more than 2k still, is it a new update or is it meant to be? I've tried albatroses so far
I did not know the petral (petral?) could airlift units. Thank you very much for sharing this knowledge, you've saved me about 15-30 minutes per island. Also, do you have any tips for assigning dumb-fire bomb targets? (My aircraft don't participate with me in the case of bombs)
No problem! Thanks for watching 👍
I don't mind the wave mechanic but there should be a way to temporarily stop the plane on th runway until you deem it safe to take off
I agree, can’t believe that’s still not implemented
I don't know how then, but now there is button for that
was that seal able to dock after you dropped it on the deck with the petrel? was wondering if thats a way to recover vehicles that are out of fuel
It automatically docked when it dropped it off. Never tested that but sounds like it should work 👍
Can you make a tutorial for the artillery cannon?
Will do as soon as I unlock it 👍
how do you airlift units with the petrel?
Already done a guide on that!
ua-cam.com/video/MuYuoYKHz_8/v-deo.html
@@Atova my g thanks
These are so great!
Thanks for the support!
I think part of the problem is that your carrier is depreciating. One hour into the game, your onboard resources are usually worse off than when you started.
Capturing islands, trading non-replenishable high value assets for access to manufacture borderline irrelevant stuff is not as rewarding as games where you feel that you are progressing.
I would prefer to attack the enemy carrier with all my cruise missiles, torpedoes and 160 mm intact.
I think an advanced tip would be to be able to fly the razorbill. Cleaning up once most of the actual threat is taken care of or after take-over can be a massive time sink. Better to just take a razorbill with two chainguns and play a bit arcade.
I kinda like the early game, thinking about what you can use and keeping track of what you have, then starting to unlock more as you go on
I feel like that’s the point though, building up your resources so you can do exactly that, attack the carrier with everything you have.
I do talk about that tip in the beginners guide funnily enough 😂. Thanks for watching!
Very helpfull videos. Good Work! I posted your channel on official steam CC2 game forum. I hope that help you continue great work.
Much appreciated!
What ammo type is the carrier gun?
Yep, 160mm 👍
160
Air dropping torps is almost a cheat code.
Is it? I always get shot down or the torp runs out before it hits.
Managed maybe 2 hits with air drop. Compared to ship launched 50+ sinkings.
@@catastrophy1481 it's give you better angles often.
It drops so fast it just clips through the flight deck
How can you place turrets or reinforce a island with vehicles?
You cant unfortunately, unless you leave some behind.
turrets/artillery are exclusively for the bear chassis currently. Took me a while to realize turrets are just a type of vehicle mounted gun instead of sentries.
How can you salvage wrecks?
@@aDutchy1975 it’s automatic, you have a currency screen above your logistics one. Tells you what you have got there. I will be positing a video soon about the currency screen, possibly monday
First!
😂😂😂
👎