stellaris combat computer ranges. I now add my Picket ships so that. stellaris combat computer ranges

 
 I now add my Picket ships so thatstellaris combat computer ranges  I see my ships fire missiles at a starbase almost immediately after entering a system but move halfway across the system unecessarily as the combat computer is using the fixed number for the missiles 100-120

I generally prefer the precog interface. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Stellaris. This allows the ships to be properly positioned for fleet air defense. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Edit: the tech is called Basic Combat Computer. Use the computer that best suits the type of ship, I. ago. A better option might be to set engagement range respectively: An "Artillery" option to engage at your longest range; "Line" to close max range for your shortest. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. As an example: if a ship has 5 weapons with max ranges. PD has a maximum range of only 30. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. #3. Currently 2 computers try to get inside the minimum range. You'll take. If I have a ship with an artillery tactics combat computer (tells the ship to stay at a range of 80) does that mean it will stop at 80 range no matter what or will it still move closer if it has weapons equipped that have less than 80 range?This is entirely about what combat computer to pick. however, that's not that they do. For Torpedo it will charge the enemy regardless of weapons range. So your BB. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very large bonus to weapon range. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Autocannons are extremely short range. Description. 6. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. " How does this make any sense?PD has a maximum range of only 30. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The Lance also doesn't have minimum range (but the other L-weapons do). Swarm, and cruisers are best with precognitive. Their combat computer is set to "artillery", I double checked. Which includes most L weapons except autocannon, and laser weapon. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. This page was last edited on 14 October 2017, at 11:31. Would work much better if you could swap to arty CC. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer. Point Defense has a range of 0-30. Improve the behavior patterns of Artillery Combat Computers. The carrier computer titan will stay further back. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). BS are 3 strike craft, anti-missile pd and missile for all weapons. Couple of Questions:. Sabaithal Dec 17, 2018 @ 1:39pm. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. CryptoForgot to change the combat computer on the battleship -- oops. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. Nanite auto cannon, new weapon . The final essential module is the Combat Computer. I am far more concerned about how the ships perform relative to each other and what changes need to be made. PD has a maximum range of only 30. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. A new Stellaris update 3. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Since this would mean that most likely the kinetic artillery just. This update rebalances combat and ship design aspects once considered useless. Business, Economics, and Finance. I feel like the ship computer technology should give us a range of distances our fleets can. If the enemy is faster, then they cannot. How Battles Begin. spudwalt • Voidborne • 9 mo. . The carrier deploys strike craft the momement it enters engagement range. There are no other type of ships in the fleet. Computer system. So they will rush into point-blank range. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". . that's fine, but art computer (range 80) and carrier computer (range 150) are really different. If you have weapon with 250 range and that ship is engaged in combat then it will fire at anything within that 250 range regardless of what combat role it has set. but the picket behavior is to race ahead up to medium range when instead their combat behavior should be to try and remain close to their own capital ships and then engage any ship that gets too close, especially anything. Stellaris Destroyers Upkeep Costs. As an example: if a ship has 5 weapons with max ranges. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. According to the official Stellaris 3. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. Cruiser: 120 speed, +125% DMT = 270 speed. Broadsider // M14 / L6 A2. It says the ship will stay at range and shoot. Mazey Mar 4 @ 5:01pm. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. First you need to make sure that you have different behavior computer set in your ships (artilery vs picket), then - in war - fight against big immobile oponent (some starbase). At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?edit: in any case, try to get as much range as possible (examples are: admirals with cautious/synthetic trait, artillery combat computer, rapid deploment doctrine, your juggernaut in same system) and engage from high distance, this way your ships will shot several times before enemy get to you, which in best case may even lead to 0 ships lostWhile at it, might as well increase Range, Speed and Tracking of Missiles, especially the Swarm / Whirlwind types, so they can have a role as "anti corvette" weapon. Range was useless before. For example, the swarm computer has a formation_distance of 10, so the ship will. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Combat computers tend to just decide if your ships will get close enough to use all their weapons, or stay at the range of the longest range weapons (or far enough back to only use their hangers). Choosing the right combat computer for the job will fix your ships' suicide behavior. 8 (3. It's not about the hardware in your rig, but the software in your heart! Join us in celebrating and promoting tech, knowledge, and the best gaming, study, and work platform there exists. Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. View this video if you want to lea. Kinetic battery range: 45-120. Artillery Combat Computers are inadequate. Combat computer AI instructions are flawed for a few ships. Computer system. 23 marca 2018 o 13:36. A ship engages at the maximum range of its longest weapon. Max range is the range of the longest range weapon you have equipped. The "Artillery Combat Computer" tells ships to fire from 80 range. It's the range on the weapons that matter. Yes,. Choosing the right combat computer for the job will fix your ships' suicide behavior. Now updated for 3. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. So they move to engage new enemies, instead of staying out of range of the current enemies. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Melee Attacks against other Combat Robots. 4. (Unless the enemy fleet has longer-ranged. 5. Missile is best in very early but should switch when enemy have point defense. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. Failing the above, the devs have to either give us cascading targeting prioritization in the code for the combat computers so the computers can say 'ah no more big ships, time to move into close range and fire with close range weapons' or give us direct control of the attack ships and manually target components of the fleet we want targeted. Screen fleets which are missile based. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. 6 “Orion” update contains new galaxy shapes, new artwork as well as the ability for Hive Minds to choose a variation on the Reanimators Civic from the Necroids Species Pack, and a Fleet Combat Rebalance—including a new ship type and changes to combat computers. Mb i shoulld build a second one though. Question about how combat computers work after Orion’s release. Combat computer set for extra range. . There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. ago. Ones with Long range and/or minimal range in a position so they can keep firing distance. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Higher range ones like artillery and carrier will mess up the AI. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. If the ranges of your weapons are 50, 50 and 100 the median is 50. Game Version 2. Now I hover over. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very well, unfortunately. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. carrier computer being the furthest at 150 range. "Combat range" isn't really a term ingame, but it's what I choose to call the range a ship advances to according to its computer. Then I looked at the weapons and noticed. They used to be like that, but now each ship has a different strategic type of combat computer, and the later researched versions are little more than upgrades. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. 5. This page was last edited on 31 May 2022, at 00:31. . I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. . This will keep those techs from drawing and your robots will never. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. Stellaris: Tech. You need the tech. The Lance also doesn't have minimum range (but the other L-weapons do). Let's say I have a large amount of Artillery ships. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 6 combat rebalance update. Point Defense has a range of 0-30. The one downside is that medium disruptors, the biggest ones there are, have a range of 40 while artillery has 120 this only applies if you're like me and didn't manage to get cloud lightning (how does an entire map not have one void cloud on my half of the galaxy?), I suggest using a combat computer that closes range to the enemy. Anyone figure out a ship build to reduce the chance of Offspring ships dying in combat? I've been doing well on my Devouring Swarm Progenitor Hive but noticed on a few battles it looks like my Offspring ships got nuked early on and that ended up death spiralling the battle and I lost due to the maluses. #4. . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Heimdall313 Aug 19, 2020 @ 6:43pm. With the RoF bonus from the computer, its DPS rises to 12. A spinal mount weapon has a range of 150. This is even with a carrier combat computer on one of the BBs, it will engage at good range but run in because of line combat computer. -1. Ships now better keep their distance from the enemies at maximum weapon range. See the Stellaris wiki for more info on how to install. Then it depends on the ship computer. Stellaris 3. Max-tracking Battleships are hardly an unorthodox design. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. Seriously paradox should just add computers for each range so you'd have a 50 range computer a 70;90 and a 110 range computer. 0% damage effective (their listed damage per a day vs their actual damage per a day), meaning they spent an average of about 63% of their time doing nothing but flying around (EDIT: Just a clarification that prior to 2. Carrier computer should keept it's distance, artillery too. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. This page was last edited on 14 October 2017, at 11:31. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless. Get ship behavior modules mod, set missile corvette to "Hit and Run (100)" This is the one advantage to using cruisers for missiles: you can give them the artillery computer, which increases range and has them hang back. Autocannons are extremely short range. No matter at which range the engagement commences, if the Picket computer says that the ship advances to a range of 30, the ship will fly towards the enemy until no more than 30 units of distance separate them. Anyone figure out a ship build to reduce the chance of Offspring ships dying in combat? I've been doing well on my Devouring Swarm Progenitor Hive but noticed on a few battles it looks like my Offspring ships got nuked early on and that ended up death spiralling the battle and I lost due to the maluses. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Ships' combat behavior is. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Some long range weapons like the. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Kinetic artillery has a range of 120. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 31 for the Gauss vs. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. maxxal22. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Compare EU4 or CK2 to Stellaris. 6 anyway, I know I have. When no enemy in desired range, then the ships will attempt to gain range. 8. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. This is never effected by anything other then the flat number on the computer. In 3. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. maxxal22. I'm not sure the combat behavior changes were all that effective. Combat computers tend to just decide if your ships will get close enough to use all their weapons, or stay at the range of the longest range weapons (or far enough back to only use their hangers). I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. Ship behavior should instead move to that range from the nearest ship, but of course then people would complain that their battleships are wasting Giga Cannon and Tachyon Lance and Focused Arc. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. Seems like a lot of weapon ranges were nerfed a lot…Titans already have something like 3/4 of a system of engagement range, and that is still not enough. The biggest advantage and weakness of carrier fleets is there range. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris. . Mb i shoulld build a second one though. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Ships now better keep their distance from the enemies at maximum weapon range. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. Sniper Rifle against. A huge step forward for Stellaris wars, would be attrition. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. The hangar craft have a range stat, but they're. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. The hangar craft have a range stat, but. 30 corvettes, 6-10 BS, rest cruisers. This is coupled with the fact that Def plats are like tissue Paper and get blown away so quickly if it is just the Starbase vs a fleet. they want to shoot not hang back as escorts. As an example: if a ship has 5 weapons with max ranges. I'm not sure the combat behavior changes were all that effective. Newbie Naval Combat Guide: For Stellaris 3. Basically, my fleet is composed of destroyers and cruisers. Does that mean with Combat Computer - Carrier, their range increased to 260 and 240?As for SC engagement range, this is actually dependent on the carrier ship's engagement range which can be affected by the Carrier combat computer. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. However, the second, the ability to ignore shields, still applies. Apparently artillery computers also use the median range, which is weird because it says long range in the description. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Just to clarify, these are the questions that pertain most to what I'm not understanding. The Carrier Computer will cause your carriers to stay at maximum range,. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Vanidas Oct 26, 2016 @ 4:48pm. H11DN-D4NG3R Oct 13 @ 3:00am. Which result in inability to fire those weapons. Its sections consist of an Artillery Bow, Core, and Stern. Cruiser are torpedoes and missiles. How Stellaris' Orion Update Rebalances Space Combat. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Then it'll go "okay, I'm in range, time to stop", but it has to decelerate to do so, and will slide forward a bit. Disengagement - the only reliable way to kill ships (and thus win wars) is to have high alpha damage so that enemy ships don't get to roll for disengage. 6 for fleet combat? We will look at. And how that affects combat. Nesano Aug 14, 2018 @ 8:52pm. Content is available under Attribution-ShareAlike 3. Combat Computer and influence on ranged combat. Number of sections. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Assign an number of ships to a set of very general orders. Agreed, and I have 2 different types of Crusiders, Hephaestus class to duke it out against the enemy and Halcyon, to shoot a bunch of missiles from afar, same with Battleships, Vindicators for broadsides and Artemis class for sniping shields away with long range X weapon and L weapons. Please let me know if any part of the mod is broken/needs changing, thanks!Ideally the three combat behaviors can be made neutral and interchangeable across all ship types and their stat bonusses moved to a different module slot. And actually tell you exactly what it does in the UI instead of just using vague terms like "line" and artillery"The Carrier computer doesn't seem to let the carrier get close enough for the strike craft to do any damage. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 3: To stick to the targetting computer for a bit. Now if there are bombers involved you have to bite the bullet and have PD of some sort. 1. friendly_aura hostile_aura: Aura definitions. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Alpha strike meta is a symptom of several underlying problems. I do have some smaller weapons in the hanger section, so that could be part of the issue. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. I see my ships fire missiles at a starbase almost immediately after entering a system but move halfway across the system unecessarily as the combat computer is using the fixed number for the missiles 100-120. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. this is the default carrier AI. This is coupled with the fact that Def plats are like tissue Paper and get blown away so quickly if it is just the Starbase vs a fleet. The Big SCHLEEP Oct 13 @ 1:51pm. Stellaris > General Discussions > Topic Details. Which result in inability to fire those weapons. Combat computers support New Ship Classes & More (NSC) and Space Combat. Large weapons have minimum ranges, except for lasers. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. Stellaris > General Discussions > Topic Details. Use combat computers with lower ''range''. What is the Stellaris combat rework meta and how will things change in patch 3. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. That's what I hope it meant, unfortunately the tool tip for Carrier Combat Computer uses the term in a phrase that assumes you know what engagement distance means, so leaving an element of doubt. I didn't know that there were a suggestion forum, so I revised my article in the main Stellaris forum, and fixed and added few things, and posting here again. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. What happened to me: I scavenged a titan from some archaeological site and try to use the titan to engage a cultist fleet from the opposite side of a star system. Frankly I don't mind what outcome you two come to; it doesn't concern me. 1. It's also on steam workshop for easier installing. Stellaris. 8. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. spudwalt • Voidborne • 9 mo. Further modifiers would increase it even higher. More Combat Computers. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Others use sapient. These deal -50% damage to shields, so they are highly ineffective. 10. Those three top-tier weapons already do it very effectively without any special optimizations. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. 30) over a Sapient computer. They are attacking an enemy Starbase. 5). If you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. 3. . According to the Devs, what's supposed to happen is strike craft begin to deploy when combat starts, which is going to be in the 2-300 range on a max spec carrier computer. Does that mean all the weapons on the ship double their range? Large neutron launchers and Kinetic artillery only has range of 130 and 120 respectively. This is the one essential part where there is a. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Also waits for all ships of the same class to gather. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. ago. The computer dictates ship behavior, using the weapons to determine the range. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless 14 m4potofu • 4 yr. I use cruisers for this. Like always it is important for you to remember that things are subject to change. If it's a fast alpha strike engagement then artillery will work best, but if it's a long drawn out shootout then line will work best. No matter at which range the engagement commences, if the Picket computer says that the ship advances to a range of 30, the ship will fly towards the enemy until no more than 30 units of distance separate them. ago. S. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. . Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Max range is the range of the longest range weapon you have equipped. It's a Behemoth Planetcraft from Gigastructural Engineering. May also be reflected in different shipsets. thanks for the help. they sit back outside of their range even as they're getting shot at after they reach a. Because for shitty fleet ai they also lose efficiency, if the target is not like that. COMBAT_DETECT_RANGE_MULT = 1. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. The first thing I noticed was that the defensive computer fleet had higher strength ratings. It's an interesting concept (and I'm glad the developers are experimenting with trying things out), but this one just seems to have a whole lot of problems when it comes down to the details. Capital ships ended up being spheroids in the 1 km to 10 km range; bigger ships would be slow-moving "monitors" that were for defending chokepoints and valuable planets. - Frigates now can use the Picket. Stellaris Combat Rebalance has a new meta. They will now engage from a larger distance,. Stellaris Space Combat should be better. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. You don't need a combat computer to get perfect or near-perfect tracking. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 5. Make it so that it gives a bonus that can apply to both SC and XL weapons. It says to double engagement range. R5: All ships in the fleet have artillery combat computers. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. Range has always been useless for everything other than the first shot of a fight because Stellaris has never had a mechanic where ships can intentionally drive away from another ship (because that's much more annoying to make a computer do than it sounds, the computer has to understand the ship's movement as. 6 Orion is bringing a combat rework and rebalance. If I choose Artillery mode The ship will hold a 80 range distance. If it has a Line computer, it will advance to 50. Corvettes are quick, cheap to build, and smaller but have high evasion. Also artillery computers with missiles is neat because they also run away while spamming missiles.