Armor penetrating rounds are a great investment against strike groups. Get a small ship with big guns such as the Intrepid and you can take out an entire strike group with just that one ship and nothing else. You have to get in close and aim at the ammo, and most of them except for the Archangel class will explode once you hit them and you can try to aim directly at them as the armor-piercing rounds do exactly that and go through the armor to hit the internal systems. Ideally you would hit the bridge, but that's a bit more difficult to identify on the ships, while the ammo canisters are clearly labeled in yellow on the targeting reticle in the bottom right corner.
Very accurate on tip 6. If you are facing a ship that is bigger than you or a slow bastard it is better to sacrifice your own accuracy than risk getting blown to pieces. Most strike groups and carriers have the speed of a concrete fridge so they just sit there, no reason to get in close if they can barely move. I mean, sure you are losing the possibility of drilling into the enemy ship since your shells will scatter over a wider area, but in exchange they have to deal with shot travel time you can avoid, they can not. This is even useable if you are in a Capital VS Capital fight, sure your ship can not maneuver much, but capital ships usually have smaller guns as an auxiliary, allowing you to shoot down some enemy volleys as a defense.
Thanks, yeah I like doing this one. The only problem with capital ship battles is that it’s pretty much the first to the finish line, but if you can stop it’s missiles you have a better chance 👍
Now I know it'd likely take some good practice, but if your ship is a tiny little maneuverable flea and you're facing a large ship without small auxiliary weapons you can potentially get extremely close and dance around them, doing this you can leave them effectively unable to lay their guns on you as their turrets wheel around firing impotently into the sky whilst they bring them to bear, this along with repeated popping up and down behind and around the target presents a lot of opportunities for friendly fire in both directions too. You can also simply choose to dodge incoming fire until your foes have very little fuel to continue operating with when you bring the next vessel into play.
@@CATASTEROID934 I think dodging around that much and trying to evade would probably make me run out of fuel first 😂. I do this a few times in my let’s play though
I like the strategy of sending in a fast ship(Lightning Class) first and soften them up and have them expend missiles...then retreat from the battle space and send in a big boy (Gladiator Class) :)
To add on to missle. If you get a stealth attack in, aim for any ships carrying missle or atleast the ones that have an overstock of them. Since they be on the ground, a single clip is enough to detonate them while still on board. Ontop of baiting rockets to fr, you can also blow them up in the air near an enemy incase it isn't close enough to make impact or as soon as they fire one you can detonate it before it gets distance from them. Enemy misses are your best friend.
One thing I've noticed is that if you're moving upwards, your shots will drift upwards, downwards, etc., so your speed and movement need to be taken into account. If thrusting upwards, aim low.. 🥦🦖
you can see the amount of missiles they carry on the bottom right "ASM" is anti ship missile "AAM" is anti air missile (Sprints) I dont know what GPB is (Great Pritish Bound?) And FSS is Fire Suppression System
Friendly fire is great but don't revolve your plan around the enemy hitting themselves. Tried that a couple of times and ended up getting shot down more times than I want to admit.
ok I had prologue turned and and I turned it off and I got some explanation of stuff . I think the interface should be allowed to be customized to make it bigger also from the beginner perspective I think there should not be fuel consumption in fight mode because you should focus on fight and weaponry als fuel consumption level should be showed clearly and bigger not somewhere between small characters, new Carrier Command 2 update came out , I read now that with air stuff they fixed it but next is major update 2
I feel like the combat should have been slower, maybe like ultimate admiral, the ships have so much detail wasted on being small dots most of the time.
I like them but I didn't think they needed mentioning in the guide. People seem to know how to use them, I suppose the only confusion is equipping them but I talked about that in another video =)
@@stuartrogers2118 For combat missiles you can only purchase them form the shipwright in cities that have the "C" symbol on the overworld map. When you mouse over it is says "Rare modules" or something similar. That's the kind of place that sells you your missiles that you equip on your ships and fire in combat.
Armor penetrating rounds are a great investment against strike groups. Get a small ship with big guns such as the Intrepid and you can take out an entire strike group with just that one ship and nothing else. You have to get in close and aim at the ammo, and most of them except for the Archangel class will explode once you hit them and you can try to aim directly at them as the armor-piercing rounds do exactly that and go through the armor to hit the internal systems. Ideally you would hit the bridge, but that's a bit more difficult to identify on the ships, while the ammo canisters are clearly labeled in yellow on the targeting reticle in the bottom right corner.
Love that. great idea =)
That scene when you hide behind the falling on fire ship from cover to heavy fire easy looked like a movie scene >w>
Yeah looks awesome that!
Highfleet is so cinematic!
Bro that missle hit on the drifting hulk was amazing
Yeah was nice that happened haha
Very accurate on tip 6. If you are facing a ship that is bigger than you or a slow bastard it is better to sacrifice your own accuracy than risk getting blown to pieces. Most strike groups and carriers have the speed of a concrete fridge so they just sit there, no reason to get in close if they can barely move. I mean, sure you are losing the possibility of drilling into the enemy ship since your shells will scatter over a wider area, but in exchange they have to deal with shot travel time you can avoid, they can not.
This is even useable if you are in a Capital VS Capital fight, sure your ship can not maneuver much, but capital ships usually have smaller guns as an auxiliary, allowing you to shoot down some enemy volleys as a defense.
Thanks, yeah I like doing this one. The only problem with capital ship battles is that it’s pretty much the first to the finish line, but if you can stop it’s missiles you have a better chance 👍
Any luck with a cruise missile vs a Strike Group?
Now I know it'd likely take some good practice, but if your ship is a tiny little maneuverable flea and you're facing a large ship without small auxiliary weapons you can potentially get extremely close and dance around them, doing this you can leave them effectively unable to lay their guns on you as their turrets wheel around firing impotently into the sky whilst they bring them to bear, this along with repeated popping up and down behind and around the target presents a lot of opportunities for friendly fire in both directions too.
You can also simply choose to dodge incoming fire until your foes have very little fuel to continue operating with when you bring the next vessel into play.
@@polartechie in my other video about how to intercept - yes lol
@@CATASTEROID934 I think dodging around that much and trying to evade would probably make me run out of fuel first 😂. I do this a few times in my let’s play though
I like the strategy of sending in a fast ship(Lightning Class) first and soften them up and have them expend missiles...then retreat from the battle space and send in a big boy (Gladiator Class) :)
Yeah there are so many options! Thanks for the support 👍
To add on to missle. If you get a stealth attack in, aim for any ships carrying missle or atleast the ones that have an overstock of them. Since they be on the ground, a single clip is enough to detonate them while still on board.
Ontop of baiting rockets to fr, you can also blow them up in the air near an enemy incase it isn't close enough to make impact or as soon as they fire one you can detonate it before it gets distance from them. Enemy misses are your best friend.
One thing I've noticed is that if you're moving upwards, your shots will drift upwards, downwards, etc., so your speed and movement need to be taken into account. If thrusting upwards, aim low.. 🥦🦖
Indeed!
"Reverse leading"
Yeah, needing to account relative velocity is a pain.
@@daveanthonyvillasista6987 Yeah, starting to get a feel for it after a while though.
The military share a similar motto: Don't aim where they are, aim where they will be.
you can see the amount of missiles they carry on the bottom right "ASM" is anti ship missile "AAM" is anti air missile (Sprints)
I dont know what GPB is (Great Pritish Bound?)
And FSS is Fire Suppression System
that was high level gameplay
hats off
Thanks 😁
Friendly fire is great but don't revolve your plan around the enemy hitting themselves. Tried that a couple of times and ended up getting shot down more times than I want to admit.
No of course, just when opportunities arise 👍
Thanks for the guide!
My pleasure!
Great guide! thank you
You’re welcome 👍
I just bought this today and I suck at it. To the tips it is, then!
It has a steep learning curve!
Super helpful, thanks!
You forgot the most important tip: Change the damn crosshair to "long" in settings. It makes aiming so much easier and more precise.
I’m trying to think if that was in the game when I made this guide. I know some stuff was added after
ok I had prologue turned and and I turned it off and I got some explanation of stuff . I think the interface should be allowed to be customized to make it bigger also from the beginner perspective I think there should not be fuel consumption in fight mode because you should focus on fight and weaponry als fuel consumption level should be showed clearly and bigger not somewhere between small characters, new Carrier Command 2 update came out , I read now that with air stuff they fixed it but next is major update 2
I just wish I was capable of hitting a small-ish target at long range. I'm even using an extended aiming line and it's still not enough.
Practice makes perfect =)
I feel like the combat should have been slower, maybe like ultimate admiral, the ships have so much detail wasted on being small dots most of the time.
Thanks for the comment 👍. I dunno though, I quite enjoy the combat tbh!
@@Atova I am not saying its bad. But it kinda gets old fast.
Are you not a big fan of missiles?
I like them but I didn't think they needed mentioning in the guide. People seem to know how to use them, I suppose the only confusion is equipping them but I talked about that in another video =)
@@Atova how to you get more missiles?I seem to run out of them really fast
@@stuartrogers2118 Strategic missiles or combat missiles?
@@stuartrogers2118 For combat missiles you can only purchase them form the shipwright in cities that have the "C" symbol on the overworld map. When you mouse over it is says "Rare modules" or something similar. That's the kind of place that sells you your missiles that you equip on your ships and fire in combat.