Stellaris combat computer ranges. 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. Stellaris combat computer ranges

 
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 isStellaris combat computer ranges 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

25% is the swarm combat computer, which isn't allowed for destroyers. Combat computer set for extra range. What is the Stellaris combat rework meta and how will things change in patch 3. Others use sapient. 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Carrier computer should keept it's distance, artillery too. 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. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 6 anyway, I know I have. As a fleet 3. Throughout the game they would simply close to 0 range and engage. 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. Ones with Long range and/or minimal range in a position so they can keep firing distance. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Median range is the "middle" range of all equipped weapons. Mono-cruiser fleets are totally viable. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Yes, also a big part of screening, what I like to do is get 10 destroyers in my battleship fleets, 5 with the picket combat computer, 5 with the artillery combat computer, the picket ships are likely to die first but they keep the enemy's at bay, till my battleships and my other destroyers get some distance/they keep the enemy where I want them (away from my. The final essential module is the Combat Computer. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. For Torpedo it will charge the enemy regardless of weapons range. " 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. Sabaithal Dec 17, 2018 @ 1:39pm. These will give you 55 passive tracking bonus. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. . 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. 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Artillery Combat Computers are inadequate. they sit back outside of their range even as they're getting shot at after they reach a. BS are the screen element. I generally prefer the precog interface. 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). Median range is the "middle" range of all equipped weapons. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. this is the default carrier AI. 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. #7. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 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. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. 30 corvettes, 6-10 BS, rest cruisers. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Mb i shoulld build a second one though. Swarm, and cruisers are best with precognitive. Every single admiral has the trait that gives + engagement range. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Ive seen ships stay at range, and try to stay at range with artillary computer. "I have used beams when it would put my weapons range above the range dictated by the combat computer. 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. ago. 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. Stellaris Ship Design Guide 2023 [3. The only exception is Carrier-type. 8 (3. For example, the swarm computer has a formation_distance of 10, so the ship will. CryptoForgot to change the combat computer on the battleship -- oops. When no enemy in desired range, then the ships will attempt to gain range. As an example: if a ship has 5 weapons with max ranges. Because for shitty fleet ai they also lose efficiency, if the target is not like that. We would like to show you a description here but the site won’t allow us. Compare EU4 or CK2 to Stellaris. 2 Le Guin (0d1c) - Mod version 4. " How does this make any sense? PD has a maximum range of only 30. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 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. They will now engage from a larger distance,. " Mid-Range against Ships. notagoodpainter • 10 mo. Newbie Naval Combat Guide: For Stellaris 3. Both are very important and it really depends on how combats play out. Torpedo assault carrier is the most balanced ship design. Use combat computers with lower ''range''. 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. 6 combat rebalance update. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. . This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 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 ??The problem is that those computers use a preset range instead of adapting to your actual loadout. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Think of corvettes as an expandable screen. 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. This is never effected by anything other then the flat number on the computer. I like this solution a bit better since currently the Elite Equipment Upgrade can be stacked for some really extreme configurations, which was not my original intent. Stellaris Dev Diary #310 - Matters of. Dont ask how those work, right now id say. For an edition that just unlocks all the computers without any AI modifiers or tech barriers, please use All Ranges for Combat Computers Unlocked Simple Edition. . 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. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Now if there are bombers involved you have to bite the bullet and have PD of some sort. 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. You can obliterate most of the enemies while suffering 0 damage. Next to fire are the lasers in the L-Slots. If they are 50, 50 and 250 the median is still 50. How Battles Begin. 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. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Their combat computer is set to "artillery", I double checked. . but their behavior does not change based on your combat computer. . 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. The Fleet. This update rebalances combat and ship design aspects once considered useless. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Stellaris. If I choose Artillery mode The ship will hold a 80 range distance. View this video if you want to lea. I cant remember). Just to clarify, these are the questions that pertain most to what I'm not understanding. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. Minimum range means, that ships cannot fire too close with certain weapons. UwU. 8. Ships' combat behavior is. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Europa Universalis IV: Tech Support. 3 Badges. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. 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. they will try to stay in certain range. Combat Computers: Picket VS Line. 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). 5). Distance in computer slot are not really that big (30/50/80). -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. In the actual battle you can see the missiles going off and the strike craft occasionally missing (the bright blue beams of light), but the unbidden barely fire. Corvettes are quick, cheap to build, and smaller but have high evasion. 130 attack range is good for kinetic batteries and. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range 84. I'm not sure the combat behavior changes were all that effective. Since this would mean that most likely the kinetic artillery just. 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. 18 votes, 17 comments. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Nanite auto cannon, new weapon . As an example: if a ship has 5 weapons with max ranges. 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. Mazey Mar 4 @ 5:01pm. At first my titan move towards the fleet to get in range but when it engage in combat it immediately turn around 150 degrees and start to flee. It's better to just improve the AI of the ships in battle so that only the real sluggers will enter weapons range like destroyers and corvettes while battleships must only absolutely stay max range while carriers shouldn't even attempt to move as soon as they enter the system and just launch fighters ASAP. 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. 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. . Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Now I hover over. There are no other type of ships in the fleet. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Sapient Combat Computer +10%, Gale Speed +5%. That range is 150, while the only combat computer available for Titan is artillery which is 80. Apart from this, Stellaris patch 3. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. Stellaris > General Discussions > Topic Details. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. Ranges haven't been changed much by the last patch, except for torpedoes. Improve the behavior patterns of Artillery Combat Computers. " How does this make any sense?PD has a maximum range of only 30. Stellaris: Tech. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. 23 marca 2018 o 13:27 Combat computer ranges. . ' 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. The only thing that Sapient offers that Precognitive doesn't is a +10% evasion boost, but Destroyers aren't really "dodge-tanks" like Corvettes can be. This is what's wrong with autocannons. 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 ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. Business, Economics, and Finance. 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 > Workshop > mineben256's Workshop. 9 Meta Update] August 27, 2023. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. 3. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 2. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 6 for fleet combat? We will look at. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Content is available under Attribution-ShareAlike 3. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 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. So if you have 110,120,130 it would use the 120, as 120 is the median. 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. Content is available under Attribution-ShareAlike 3. Carrier combat computer. The Lance also doesn't have minimum range (but the other L-weapons do). If it has combat role. Ships now better keep their distance from the enemies at maximum weapon range. Stellaris Destroyers Upkeep Costs. I cant remember). Alpha strike meta is a symptom of several underlying problems. 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. 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. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. com The carrier computer actually affects Combat Engagement Range, which is the range at which the ship considers itself to be "in combat" and starts doing its combat behaviours. 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. "Some changes have been made to strike craft to make hangar sections more valuable. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Community Hub. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Combat Computer and influence on ranged combat. Currently 2 computers try to get inside the minimum range. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. It was used for Stellaris v1. 0 unless otherwise noted. Now updated for 3. Hearts of Iron III: Tech Support. 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. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. They're small fast ships with short range weapons that come in close to fight. 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. Sabaithal Dec 17, 2018 @ 1:39pm. This mod allows all types of combat computers to be used with every ship size after getting the first combat computer tech (for a mod without these barriers, see below). . A max level combat computer would bump this to 300 with its engagement range bonus. For specific weapons, you can really pick your choice. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 6. Stellaris > General Discussions > Topic Details. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Autocannons are extremely short range. Games. The hangar craft have a range stat, but they're. Range was useless before. In game description for it is "Ship engagement range +100%" at a range of 150. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Further modifiers would increase it even higher. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. 0 unless otherwise noted. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 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. Some weapons have minimal range and firing arc. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. So the base power and damage output of AC1 is 30% higher than Coilgun2. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. I'll grant that you lose all of 5% range by using the Precognative rather than the Sapient computer, that still gives you a 15% greater range than the Destroyers. When you say Combat Computer, which type. It’s currently used for deluge planet killer colossus weapon. You don't need a combat computer to get perfect or near-perfect tracking. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. notagoodpainter • 10 mo. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Stellaris is a sci-fi grand strategy game set 200 years into the future. Ok, just to see that I have this clear. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Throughout the game they would simply close to 0 range and engage. Kinetic artillery has a range of 120. If the balance were such that carriers were only effective at even longer distances, they would be too specialized to be useful outside of as a sort of defacto ftl inhibitor that forces every ship that enters the system into combat. 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. A spinal mount weapon has a range of 150. Big guns have minimum range. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Which result in inability to fire those weapons. New Sniper Combat Computers. Fluffy-Tanuki • 1 day ago. 23 marca 2018 o 13:36. S. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. 1. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. Heimdall313 Aug 19, 2020 @ 6:43pm. I believe combat computers use to tell you the exact range of where the ship would go. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Stellaris 3. 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. Also i have one titan with me purely for -20% shield aura for Unbidden ships. I like this trade off versus having 0 combat power under 45 range. -1. Thread starter CocoCincinnati; Start date Dec 17, 2022;. 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. 1. 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 loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 2. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. 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. I do have some smaller weapons in the hanger section, so that could be part of the issue. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. See full list on stellaris. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Interact with diverse alien races, discover strange. Shields even regenerate during combat. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Swarm, and cruisers are best with precognitive. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Carrier combat computer should just be altered to become the new "long range" computer. "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. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. (Unless the enemy fleet has longer-ranged. The effective DPS is 2. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". It also will try to maintain range, so an enemy closes to within around. Kinetic battery range: 45-120. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 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. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. If the enemy is faster, then they cannot. Artillery computer. In short, Go longer range weapon. 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. 2 Answers. So your BB. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 1; Reactions: Reply. The enemy fleet had dwarfed my combined fleet. 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. 0 unless otherwise noted. Most of your fleet. 31 for the Gauss vs. If my enemy is shield tech heavy, Missile Corvettes are the way to go. With the RoF bonus from the computer, its DPS rises to 12. 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. Per page: 15 30 50. Unlike most people who post stuff to stellaris who. Maybe as an anchor for your brawler line as a sort of fleet carrier. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Like always it is important for you to remember that things are subject to change. 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). Empires live and die by the strength of their fleet in Stellaris. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Missile is best in very early but should switch when enemy have point defense. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. The "Artillery Combat Computer" tells ships to fire from 80 range. 3. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. BS are 3 strike craft, anti-missile pd and missile for all weapons. Choosing the right combat computer for the job will fix your ships' suicide behavior. They have. #4. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. It's military concepts however, still elude me at times. Change the Carrier. Then I looked at the weapons and noticed. But If. 5. Artillery computers now have an increased combat range according to the weapon range bonus. I have also started building fleets (nearly) purely of Battleships + 1 Titan. I use cruisers for this. It says to double engagement range. I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. 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. spudwalt • Voidborne • 9 mo. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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 computerStellaris really needs us to be able to create battlegroups within our fleets. Kinetic artillery has a range of 120. Content is available under Attribution-ShareAlike 3. Big guns have minimum range. Iirc engagement range refers to the distance at which a ship enters combat. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. friendly_aura hostile_aura: Aura definitions. . A huge step forward for Stellaris wars, would be attrition. 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. 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,. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 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 going "to" a fixed point). 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. 5. In the actual battle you can see the missiles going off and the strike craft occasionally missing (the bright blue beams of light), but the unbidden barely fire. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). One of the better designs is the long-range combat ship. Improve the behavior patterns of Artillery Combat Computers. ago.