Every single admiral has the trait that gives + engagement range. . Stellaris Destroyers Upkeep Costs. Also i have one titan with me purely for -20% shield aura for Unbidden ships. If it has a Line computer, it will advance to 50. Big guns have minimum range. Kinetic artillery has a range of 120. 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). They will now engage from a larger distance,. Swarm, and cruisers are best with precognitive. 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. 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. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. It means the median range of your guns. 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. I'm not sure the combat behavior changes were all that effective. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. By punching in the numbers once more in the chance to hit formula we arrive at: cth = 75 - (80 - 45) -> cth = 75 - 35 -> cth = 40 With the +20 from the combat computer, T3 PD has a 60% chance to connect its shots. On top of that, ships will always approach to within range of their longest-ranged weapon. The "Artillery Combat Computer" tells ships to fire from 80 range. Screen fleets which are missile based. Yes,. If a ship of a design is under construction or being upgraded, the design cannot be edited. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. 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). The Big SCHLEEP Oct 13 @ 1:51pm. New Sniper Combat Computers. You'll take. 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. What those ranges are depend on the weapons you pick. something,. In game description for it is "Ship engagement range +100%" at a range of 150. Carrier combat computer. Combat Computers: Picket VS Line. For example, the swarm computer has a formation_distance of 10, so the ship will. So if you have 110,120,130 it would use the 120, as 120 is the median. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Thoughts on 3. 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. 18 votes, 17 comments. Video by Montu Plays. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. A huge step forward for Stellaris wars, would be attrition. (I personally don't recommend this, they're too useful; if you go Psionic you at least get another ship computer tech as a concession. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. 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. 0 unless otherwise noted. Torpedo assault carrier is the most balanced ship design. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. This means that fleets with long-range weaponry can engage enemies from further away. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Try as I might, I can find little info on how the various combat computers affect strike craft. Previously, strike craft were next to useless due to the way AI handled combat. Newbie Naval Combat Guide: For Stellaris 3. ago. Basically, my fleet is composed of destroyers and cruisers. This page was last edited on 14 October 2017, at 11:31. 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. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. That range is 150, while the only combat computer available for Titan is artillery which is 80. Additionally, the combat computer improves your chances of hitting your target. This is the one essential part where there is a. 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. 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. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 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. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Unless countering a specific threat mix the defenses up evenly between shields and armor. Missile is best in very early but should switch when enemy have point defense. 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. They have. "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. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. "I have used beams when it would put my weapons range above the range dictated by the combat computer. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. Artillery Combat Computers are inadequate. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. H11DN-D4NG3R Oct 13 @ 3:00am. 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. However, if you fill. 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. 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. Apparently it means the median range of all of your weapons. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Ship Designer, right hand side you'll see a slot for combat computer. 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 Carrier computer works just as well (or baldy) as the other ones in that regard. Distance in computer slot are not really that big (30/50/80). 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. 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. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Basic idea is a huge missile and strike craft swarm to saturate pd. Sub-forums: Game specific Tech Support. Next to fire are the lasers in the L-Slots. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Their combat computer is set to "artillery", I double checked. 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. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 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. 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. 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). 4. 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. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. Choosing the right combat computer for the job will fix your ships' suicide behavior. The carrier computer titan will stay further back. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 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. 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. 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. It was used for Stellaris v1. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. 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. What those ranges are depend on the weapons you pick. Originally I wanted to just run the artillery combat computer, but it says it will keep the ship at the longest weapon range I have on the ship, which considering artillery battleships will almost always run spinal weapons, put the range at 150, which is 30 more than the kinetic artillery. Report. The component is called specialised combat computer. 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. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 9 Meta Update] August 27, 2023. 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 fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). ago. Micromanagement will be a bit harder with this one. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The "Artillery Combat Computer" tells ships to fire from 80 range. Their combat computer is set to "artillery", I double checked. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. Now I hover over. 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. - Frigates now can use the Picket. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). For Torpedo it will charge the enemy regardless of weapons range. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. This is what's wrong with autocannons. 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. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. Sabaithal Dec 17, 2018 @ 1:39pm. 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 distance depends on the combat computer. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. 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. #7. However, the second, the ability to ignore shields, still applies. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. . If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Frankly I don't mind what outcome you two come to; it doesn't concern me. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. A spinal mount weapon has a range of 150. It says the ship will stay at range and shoot. ' 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. It's also on steam workshop for easier installing. The early vessels can't engage from long range. As an example: if a ship has 5 weapons with max ranges. 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. 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 ??Fleet units in Stellaris Stellaris guide. The enemy fleet had dwarfed my combined fleet. Further modifiers would increase it even higher. With the RoF bonus from the computer, its DPS rises to 12. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Point Defense has a range of 0-30. 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. According to the official Stellaris 3. 23 marca 2018 o 13:36. thanks for the help. 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. #3. 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. I'm trying to make a versatile BS fleet and use the carrier combat computer. Because Stellaris is on a 64 bit executable since 2. These deal -50% damage to shields, so they are highly ineffective. Computer system. I feel like the ship computer technology should give us a range of distances our fleets can stay. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Kinetic artillery has a range of 120. 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. 25% is the swarm combat computer, which isn't allowed for destroyers. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Jump to latest Follow Reply. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. However all this is at least 2 categories below "optimal". You just have to love PCs. 0 unless otherwise noted. 10. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. maxxal22. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. In another thread someone was talking about combat computers, too (as they currently are in 2. there are two advantages to using Missiles. Empires live and die by the strength of their fleet in Stellaris. Mb i shoulld build a second one though. Point Defense has a range of 0-30. Both are very important and it really depends on how combats play out. Mono-cruiser fleets are totally viable. maxxal22. 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. 3 Badges. The hangar craft have a range stat, but they're. For Torpedo it will charge the enemy regardless of weapons range. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. 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. 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. Per page: 15 30 50. When I click on the battle computer I don't get any other options. But If. 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. 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. Stellaris Destroyers Upkeep Costs. Carrier computer should keept it's distance, artillery too. 1. Range was useless before. So stacking range is still worthwhile? Artillery combat computers have +20% range. If it has combat role. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. 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. 10. Europa Universalis IV: Tech Support. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. View this video if you want to lea. Throughout the game they would simply close to 0 range and engage. They're small fast ships with short range weapons that come in close to fight. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. 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. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Ships now better keep their distance from the enemies at maximum weapon range. A spinal mount weapon has a range of 150. 130 attack range is good. Stellaris Titan Designs. I know there's been a lot of discussion about the changes to combat in 3. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. This is the one essential part where there is a meaningful choice between different options. Also i have one titan with me purely for -20% shield aura for Unbidden ships. They don't stay at range, they never did, the artillery computer has never worked. 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. Description. 6. #4. 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. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Shields even regenerate during combat. 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. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Stellaris Combat: List your tactics. The Carrier Computer will cause your carriers to stay at maximum range,. 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. 3. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. It says to double engagement range. . notagoodpainter • 10 mo. Ships now better keep their distance from the enemies at maximum weapon range. 0,7. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. It is developed by Paradox Development Studio and published by Paradox Interactive. 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. Median range is the "middle" range of all equipped weapons. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Throughout the game they would simply close to 0 range and engage. 14. 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. 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. If they are 50, 50 and 250 the median is still 50. Alpha strike meta is a symptom of several underlying problems. 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. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. but their behavior does not change based on your combat computer. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The upkeep cost of Stellaris destroyers is based on the. This update rebalances combat and ship design aspects once considered useless. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Artillery computers now have an increased combat range according to the weapon range bonus. I generally prefer the precog interface. It's military concepts however, still elude me at times. If the ranges of your weapons are 50, 50 and 100 the median is 50. This. 415K subscribers in the Stellaris community. Assign an number of ships to a set of very general orders. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. This page was last edited on 31 May 2022, at 00:31. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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. Those three top-tier weapons already do it very effectively without any special optimizations. 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. Both "Line" and "Picket" computers charge into "Median" range. Additionally, the combat computer improves your chances of hitting your target. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. 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. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. It’s currently used for deluge planet killer colossus weapon. Content is available under Attribution-ShareAlike 3. Couple of Questions:. 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. The autocannon also fires faster. 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. 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. in vanilla giga cannon 45-150, this mod 45-25 in vanilla neutron launchers 45-120, this mod 45-25 Don't know if this was on purpose or not, but I'd reckon it wasn't on purpose. Ive seen ships stay at range, and try to stay at range with artillary computer. Ships with this computer will not charge. 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. I like this trade off versus having 0 combat power under 45 range. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. Having more opportunities to attack means that you win. Stellaris Combat Rebalance has a new meta. Combat computers (again) Spidee. Ships now better keep their distance from the enemies at maximum weapon range. ago. Kinetic artillery has a range of 120. 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. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. At least basic combat computer. Which result in inability to fire those weapons. Compare EU4 or CK2 to Stellaris. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. Use whatever you have the most tech in. However from gameplay perspective any weapon with a minimum 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. Stellaris Ship Design Guide 2023 [3. 5. The early vessels can't engage from long range. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. 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. When you say Combat Computer, which type. 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 ??So, barely any weapons are artillery weapons. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. #3. . Kinetic artillery has a range of 120. If you have the ship designer, the combat computer. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed.