Stellaris combat computer ranges. Now updated for 3. Stellaris combat computer ranges

 
 Now updated for 3Stellaris combat computer ranges  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

Next to fire are the lasers in the L-Slots. ago. Nanite auto cannon, new weapon . This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. " How does this make any sense?PD has a maximum range of only 30. 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. As an example: if a ship has 5 weapons with max ranges. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). You just have to love PCs. Content is available under Attribution-ShareAlike 3. they dont. Try removing the Point. Point Defense has a range of 0-30. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. A spinal mount weapon has a range of 150. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. Combat Computer and influence on ranged combat. What is the Stellaris combat rework meta and how will things change in patch 3. but their behavior does not change based on your combat computer. Build cruisers. They're small fast ships with short range weapons that come in close to fight. The enemy fleet had dwarfed my combined fleet. 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). This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. But If any of the guns on the ship have less range than 80, they will not be used or what? My Large modules are fine with 100 range, but my medium sized modules, only have 75 range (78. Let's say I have a large amount of Artillery ships. Point Defense has a range of 0-30. The Fleet. 6, we’ve also reworked how the Ascension Paths from Utopia work. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 6 but one thing that doesn't seem to have come up is that artillery combat computers are now horrible on titans and artillery battleships. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. They have. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. The carrier computer titan will stay further back. However all this is at least 2 categories below "optimal". This page was last edited on 31 May 2022, at 00:31. If they are 50, 50 and 250 the median is still 50. Content is available under Attribution-ShareAlike 3. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. Compare EU4 or CK2 to Stellaris. 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. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. 1; Reactions: Reply. Stellaris Titan Designs. 6 Orion is bringing a combat rework and rebalance. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. ago. The "Artillery Combat Computer" tells ships to fire from 80 range. Jump to latest Follow Reply. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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. Basically, my fleet is composed of destroyers and cruisers. Modified 5 years, 8 months ago. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. This page was last edited on 31 May 2022, at 00:31. Stellaris > General Discussions > Topic Details. #3. on Late game, you are using L weapon with 120, 150, and 250 range. It was used for Stellaris v1. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. lexa_dG • 10 mo. Game Version 2. All Discussions. There are no other type of ships in the fleet. 12 / 16% Speed. Would work much better if you could swap to arty CC. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Subscribe to downloadZBeautiful Battles. 6 for fleet combat? We will look at. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Can anyone explain to me why battleships and titans with artillery combat computers will negate their own range advantage as…as the title says in all my fleets 1 ship is guaranteed to charge right next to the enemy while all others follow the combat computer behavior in their design. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. 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. If I choose Artillery mode The ship will hold a 80 range distance. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. New Sniper Combat Computers. 5). 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. . Then it depends on the ship computer. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. 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. Business, Economics, and Finance. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. For Spinal mounts, this is 150 iirc. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. best defense of your larger ships seems to be to have your corvettes and destroyers engage close in and prevent the enemy from going to your larger ships. Carrier combat computer. 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). If the enemy ship moves closer than half of the ship's preferred attack range and the maintain distance combat behavior is active, then the ship will try to use a "back off" maneuver to return to its preferred attack range. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Perdition beam range: 0-250. 6 also includes new galaxy shapes to explore, new story events, a new. Ranges haven't been changed much by the last patch, except for torpedoes. 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. This is never effected by anything other then the flat number on the computer. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Every M slot is filled with Swarmer/Whirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. Now my Railguns have a range of 100 and the Lasers only 80. However, the second, the ability to ignore shields, still applies. Assign an number of ships to a set of very general orders. 8. Hello Everyone, is it me, or is the artillery computer a bit weird? I know there are optimized builds for BS, but I always build by my gut. Their combat computer is set to "artillery", I double checked. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?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 ??For specific weapons, you can really pick your choice. Charge - Ships close distance to the enemy and engage at point-blank range. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. However all this is at least 2 categories below "optimal". Research the combat roles, it should be in that tree. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. 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 Destroyers Upkeep Costs. All Discussions. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. . In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. A new Stellaris update 3. The early vessels can't engage from long range. It says the ship will stay at range and shoot. Cv are full missile, mostly there to die. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. This mod improves the battle aesthetics of the game by making changes that. RC_0041 • 10 mo. 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. 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. To echo this , it will get weapons with short range into combat faster. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Picket here refers only to the picket computer - not to the picket ship section. So they move to engage new enemies, instead of staying out of range of the current enemies. Game Version 2. Shields even regenerate during combat. Plus Neutron, and Proton Launcher from G slot. View this video if you want to lea. paradoxwikis. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Large Railgun has 100range and Kinetic batteries have 120. 10. It means the median range of your guns. Big guns have minimum range. A max level combat computer would bump this to 300 with its engagement range bonus. Shields even regenerate during combat. I've found it to be highly effective at keeping my more valuable battleships alive longer. 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. This page was last edited on 14 October 2017, at 11:31. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Unless countering a specific threat mix the defenses up evenly between shields and armor. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. For Torpedo it will charge the enemy regardless of weapons range. 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. ' I was thinking this would mean, whatever the longest range weapon the ship had, that's the range it would close to and attack from there, trying to keep that distance. they sit back outside of their range even as they're getting shot at after they reach a. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?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. Stellaris Combat: List your tactics. Vanidas Oct 26, 2016 @ 4:48pm. Basic idea is a huge missile and strike craft swarm to saturate pd. Huh, never experienced. We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. The 3. These deal -50% damage to shields, so they are highly ineffective. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. I like this trade off versus having 0 combat power under 45 range. It just flies up to enemies and never actually starts combat. Stellaris Combat Rebalance has a new meta. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. Half weapons slot filled with Railguns, half Laser, artillery combat computer. The 3. The loss of the alpha strike distance makes an appreciable change in my total ships lost vs running with carrier logic and less total battleships get off their salvo before the enemy fleet. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…One of the better designs is the long-range combat ship. 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. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. We'll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes and destroyers will want to stay at such short-range. If the enemy is faster, then they cannot. Additionally, the combat computer improves your chances of hitting your target. 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. -1. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Improve the behavior patterns of Artillery Combat Computers. So in Human vs Human play, the core midgame threat is the Missile Artillery-computer Destroyer: Swarmer + Missiles + 3x Afterburners for maybe 50% midgame Evasion, 120+ range. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 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. I believe combat computers use to tell you the exact range of where the ship would go. I feel like the ship computer technology should give us a range of distances our fleets can. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. What those ranges are depend on the weapons you pick. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. Europa Universalis IV: Tech Support. More. UwU. Autocannons are extremely short range. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . 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. "I have used beams when it would put my weapons range above the range dictated by the combat computer. - Frigates now can use the Picket. Try as I might, I can find little info on how the various combat computers affect strike craft. 0 unless otherwise noted. Bozidar Radulovic. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Weapons in stellaris increase in cost, energy and damage output by 30% every tier. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Keep the artillery combat computer on most of your carrier battleships for that extra range and fire rate; you will only need 1 battleship with the carrier combat computer for the whole fleet to engage earlier. This is the one essential part where there is a. When you say Combat Computer, which type. #4. Nesano Aug 14, 2018 @ 8:52pm. Showing 1 - 4 of 4 comments. 6 anyway, I know I have. 0 unless otherwise noted. 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. Stellaris Combat: List your tactics. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Artillery computer. Stellaris Dev Diary #318 - Announcing Astral Planes. however, that's not that they do. 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. 130 attack range is good. If I equip my defense. New Sniper Combat Computers. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computer Stellaris really needs us to be able to create battlegroups within our fleets. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. 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 ??More Combat Computers. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. lexa_dG • 10 mo. Head to the examples for details. It’s currently used for deluge planet killer colossus weapon. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. More Combat Computers. Also waits for all ships of the same class to gather. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Further modifiers would increase it even higher. For example, the swarm computer has a formation_distance of 10, so the ship will. . It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. It's a Behemoth Planetcraft from Gigastructural Engineering. 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. any help ??CthuluIsSpy Oct 21 @ 10:01am. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. 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. 5. Couple of Questions:. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. 5. Here are my thoughts about making combat computer and range system better; 1. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Stellaris. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. The first thing I noticed was that the defensive computer fleet had higher strength ratings. ago they will try to stay. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. I do have some smaller weapons in the hanger section, so that could be part of the issue. It's also on steam workshop for easier installing. This page was last edited on 14 October 2017, at 11:31. The carrier deploys strike craft the momement it enters engagement range. New Sniper Combat Computers. Higher range ones like artillery and carrier will mess up the AI. The "Artillery Combat Computer" tells ships to fire from 80 range. 23 marca 2018 o 13:27 Combat computer ranges. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Think of corvettes as an expandable screen. Just to clarify, these are the questions that pertain most to what I'm not understanding. You get more fire rate and +10 more tracking (40 vs. You can obliterate most of the enemies while suffering 0 damage. If the ranges of your weapons are 50, 50 and 100 the median is 50. I like this trade off versus having 0 combat power under 45 range. The Lance also doesn't have minimum range (but the other L-weapons do). 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. Screen fleets which are missile based. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Ships may end up not firing some of their weapons if you use the. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. These will give you 55 passive tracking bonus. However from gameplay perspective any weapon with a minimum range. 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. They will now engage from a larger distance,. 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). 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. Use the computer that best suits the type of ship, I. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). It says the ship will stay at range and shoot. Micromanagement will be a bit harder with this one. The biggest advantage and weakness of carrier fleets is there range. ago. One interesting design is to set the Titan up for long-range combat since the only type of Combat Computer available to it is the Artillery computer. I, and I think others based on what they say in other threads, am constantly having problems with ships not engaging at the range that would be optimal for. In short, Go longer range weapon. So if you have 110,120,130 it would use the 120, as 120 is the median. And if range overflows the ship can't fight at all. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. . ago. 3 Badges. The enemy fleet had dwarfed my combined fleet. paziek Devouring Swarm • 3 yr. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Cruiser are torpedoes and missiles. 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. any help ??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 ??I then set its combat computer to "artillery," which makes it hang back at the same distance as my battleships. Fill remaining slots with Armor. 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 ??Fill bow and core with M slots and the stern with 2x S slots. Stellaris > General Discussions > Topic Details. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. COMBAT_DETECT_RANGE_MULT = 1. I'm trying to make a versatile BS fleet and use the carrier combat computer. The effective DPS is 2. This update rebalances combat and ship design aspects once considered useless. 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. Previously, strike craft were next to useless due to the way AI handled combat. Use whatever you have the most tech in. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. Stellaris Destroyers Upkeep Costs. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. Kinetic artillery has a range of 120. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. Sabaithal Dec 17, 2018 @ 1:39pm. So they will rush into point-blank range. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. In addition, while most M weapons are 2x and L 4x the damage. We’ll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes will want to stay at such short-range. Stellaris. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Because for shitty fleet ai they also lose efficiency, if the target is not like that. We’ll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes will want to stay at such short-range. BS are the screen element. So my problem is my Titan would die first because it's got less range. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. 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. . 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 countered). 0 unless otherwise noted. New Sniper Combat Computers. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Carrier combat computer should just be altered to become the new "long range" computer. Then it depends on the ship computer. 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. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Also i have one titan with me purely for -20% shield aura for Unbidden ships. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. Change the Carrier. The upkeep cost of Stellaris destroyers is based on the. 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. 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. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Ones with Long range and/or minimal range in a position so they can keep firing distance. . The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. In the current build, ships will attempt to get all of their weapons into range, regardless of the combat computer, with the only major difference being that swarming combat computers will always charge straight towards the enemy. Carrier combat computer. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Business, Economics, and Finance. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. The hangar craft have a range stat, but. alter the flow and spacing of space battles in Stellaris. notagoodpainter • 10 mo. So what is the main difference? Is Picket essentially a close range version, focussing on intercepting missiles and strike craft, but potentially also good for Cruisers or Battleships that you want to 'brawl' with? Put your interceptors and point defence on picket and ships with torpedos and other high dps on. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction.