Supreme Commander 2 Wiki
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The '''Command Class Aircraft Carrier''' is a [[Cybran]] naval unit. Its main role is to manufacture, store, and launch air-units - essentially acting as a mobile air-factory. It also produces units at two thirds of their normal cost. Considering that this unit can go on land with the Cybran [http://supcom2.wikia.com/wiki/LEGS_Land_Emergence_Galleon_System LEGS] technology, it can also act as a mobile air factory on land. Although the Command Class does have somewhat powerful guns but no anti-air, it is not reccomended to put this unit into battle, because when the Command class is destroyed, so are all of the planes inside of it.
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The '''Command Class Aircraft Carrier''' is a [[Cybran]] naval unit. Its main role is to manufacture, store, and launch air-units - essentially acting as a mobile air-factory. It also produces units at two thirds of their normal cost. Considering that this unit can go on land with the Cybran [http://supcom2.wikia.com/wiki/LEGS_Land_Emergence_Galleon_System LEGS] technology, it can also act as a mobile air factory on land. Although the Command Class does have somewhat powerful guns but no anti-air, it is not recommended to put this unit into battle, because when the Command class is destroyed, so are all of the planes inside of it.
   
 
==Tips==
 
==Tips==
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* Produces units at half the cost but at the same speed as an Air Factory. (Added in Patch)
 
* Produces units at half the cost but at the same speed as an Air Factory. (Added in Patch)
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== Changes from SC1 ==
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* Similar to the changes to the Atlantis II, the Command Class trades in it's (albeit mediocre) anti-air capability, and tactical missile defense for (also relatively mediocre) surface weapons, and gains the ability to walk on land in SC2.
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* The hangar size has been decreased to 15-25 (needs checking) from SC1's 50. However SC2 allows aircraft to be stored inside the ship, unlike SC1, where once the plane is out, it can only come back in temporarily for resupply/repair.
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* The design of the ship changes dramatically. Although keeping the area where planes enter/leave in a similar position, the actual ship's shape isn't the same, adopting (as what I can only describe as) a catamaran hull, however much bulkier due to being a carrier, as opposed to the singular and extremely long hull in SC1. Almost as if the hull was cut in half, then stuck on to the side to reduce the overall length. It would make sense to shape so it could look normal when walking on land, as opposed to being either oversized, or comically too small and/or out of proportion.
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== Trivia ==
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* Although technically not meant to be on land, ships in SC1 were known to glitch onto land, and slide around certain parts like it was water. Meaning you could randomly find an Aircraft Carrier in the lake in Seton's Clutch, despite the lack of a naval factory (or wreckage of one). AI were big offenders, often glitching their clumped frigates onto land, to then act as water-buoyant point defenses in the midst of trees.
 
[[Category:Cybran units]]
 
[[Category:Cybran units]]
 
[[Category:Naval units]]
 
[[Category:Naval units]]

Revision as of 13:35, 19 May 2019

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Cybran Command Class
Command Class
Cybran icon ship air Aircraft Carrier
Build Costs
Mass32 Energy32 Time32
400 900 60
Experience 750
Health
7000 (+16/sec)
Speed -3 to 3 (Water)
Intel (Radius) Vision: 42
Water Vision: 64
Radar: 64
Sonar: 64
Research Info
Cost
Cumulative
5 Research32
? Research32
Unlocked By ?
Unlocks ?
Weapon: Disintegrator Pulse Laser x 3
Direct Fire - Projectile
DPS 60
Projectile  Damage
150
Salvo Size
Reload time
1 Projectiles (in 0.1 s)
2.5 seconds
Range 50

The Command Class Aircraft Carrier is a Cybran naval unit. Its main role is to manufacture, store, and launch air-units - essentially acting as a mobile air-factory. It also produces units at two thirds of their normal cost. Considering that this unit can go on land with the Cybran LEGS technology, it can also act as a mobile air factory on land. Although the Command Class does have somewhat powerful guns but no anti-air, it is not recommended to put this unit into battle, because when the Command class is destroyed, so are all of the planes inside of it.

Tips

  • Given its ability to move, a good strategy is to place 1-2 Aircraft Carriers to the edge of the map where they won't be detected and mass produce units. Opponents who scout your base and find no Air-Factories may not build adequate air defense against your surprise Air-Force. You will probably need more Command Class Aircraft Carriers or acompany them with engineers as they only get verancy from fighting and therefore will always make planes at that same painfully slow rate of a fresh unassisted air factory.
  • Though able to walk on land, the Aircraft Carrier is best reserved for unit production as its weapons are somewhat insignificant due to thier short ranges.
  • Produced units will not launch until the explicit unload command is given. Any units still onboard when it is destroyed will be lost. For rapid launch, give the command on top of the unit; this will cause all aircraft to launch immediately.
  • Produces units at half the cost but at the same speed as an Air Factory. (Added in Patch)

Changes from SC1

  • Similar to the changes to the Atlantis II, the Command Class trades in it's (albeit mediocre) anti-air capability, and tactical missile defense for (also relatively mediocre) surface weapons, and gains the ability to walk on land in SC2.
  • The hangar size has been decreased to 15-25 (needs checking) from SC1's 50. However SC2 allows aircraft to be stored inside the ship, unlike SC1, where once the plane is out, it can only come back in temporarily for resupply/repair.
  • The design of the ship changes dramatically. Although keeping the area where planes enter/leave in a similar position, the actual ship's shape isn't the same, adopting (as what I can only describe as) a catamaran hull, however much bulkier due to being a carrier, as opposed to the singular and extremely long hull in SC1. Almost as if the hull was cut in half, then stuck on to the side to reduce the overall length. It would make sense to shape so it could look normal when walking on land, as opposed to being either oversized, or comically too small and/or out of proportion.

Trivia

  • Although technically not meant to be on land, ships in SC1 were known to glitch onto land, and slide around certain parts like it was water. Meaning you could randomly find an Aircraft Carrier in the lake in Seton's Clutch, despite the lack of a naval factory (or wreckage of one). AI were big offenders, often glitching their clumped frigates onto land, to then act as water-buoyant point defenses in the midst of trees.