Swarm, and cruisers are best with precognitive. I use cruisers for this. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". If the enemy is faster, then they cannot. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. . And how that affects combat. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. Having more opportunities to attack means that you win. These deal -50% damage to shields, so they are highly ineffective. The "Artillery Combat Computer" tells ships to fire from 80 range. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Content is available under Attribution-ShareAlike 3. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. 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. Missile is best in very early but should switch when enemy have point defense. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. Stellaris. The Carrier computer has two values: It details the ship holds position at 150. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Stellaris Combat: List your tactics. Games. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. This page was last edited on 31 May 2022, at 00:31. A spinal mount weapon has a range of 150. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. 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. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Large Railgun has 100range and Kinetic batteries have 120. Swarm, and cruisers are best with precognitive. Mazey Mar 4 @ 5:01pm. Stellaris Ship Design Guide 2023 [3. Think of corvettes as an expandable screen. 130 attack range is good. 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. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. 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. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. lexa_dG • 10 mo. 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. Range was useless before. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. "I have used beams when it would put my weapons range above the range dictated by the combat computer. 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. Now updated for 3. In Stellaris we have a number of different types of. Precog raises the base evasion of ships, wich is nice. PD has a maximum range of only 30. Mono-cruiser fleets are totally viable. (mods have no effect on this as it happens when no mods are enabled aswell) From what. Its sections consist of an Artillery Bow, Core, and Stern. 10. 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. New Sniper Combat Computers. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. spudwalt • Voidborne • 9 mo. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Stellaris Destroyers Upkeep Costs. A huge step forward for Stellaris wars, would be attrition. As an example: if a ship has 5 weapons with max ranges. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Like always it is important for you to remember that things are subject to change. Stellaris Combat: List your tactics. 0 unless otherwise noted. As an example: if a ship has 5 weapons with max ranges. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Half weapons slot filled with Railguns, half Laser, artillery combat computer. 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. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. 6 for fleet combat? We will look at. They have. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. One of the better designs is the long-range combat ship. 6. #3. 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). Stellaris 3. they sit back outside of their range even as they're getting shot at after they reach a. I have jumped back into stellaris recently and I had a few questions. 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. The carrier computer titan will stay further back. 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. Artillery computer. 3. Then I looked at the weapons and noticed. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. You don't necessarily need a PC to be a member of the PCMR. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Others use sapient. 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. . 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. Previously, strike craft were next to useless due to the way AI handled combat. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. Point Defense has a range of 0-30. . 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. The biggest advantage and weakness of carrier fleets is there range. CryptoForgot to change the combat computer on the battleship -- oops. S. Thread starter CocoCincinnati; Start date Dec 17, 2022;. See the Stellaris wiki for more info on how to install. I cant remember). Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Use the computer that best suits the type of ship, I. Ships' combat behavior is. "Beam Sabres, go brrrr. 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. So it's 10% from the picket computer. 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. It's military concepts however, still elude me at times. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. All other combat computers make sense to me except for Picket and Line. Next to fire are the lasers in the L-Slots. 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 page was last edited on 14 October 2017, at 11:31. Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them. Depending on your combat computer, your ship will use different tactics and stay at different ranges. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". 6 is now available on PC. Both "Line" and "Picket" computers charge into "Median" range. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. When no enemy in desired range, then the ships will attempt to gain range. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. The hangar craft have a range stat, but. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. 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. Ships now better keep their distance from the enemies at maximum weapon range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. 0 NSC2 and Amazing Space Battles seem to have a fix for that, but they come with alot of additional fluff which I dont want. Basically, my fleet is composed of destroyers and cruisers. Carrier computer should keept it's distance, artillery too. 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. . At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. any help ??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. As a fleet 3. . Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 4 "Gemini"! Please see the patch notes for more details. ago they will try to stay. . 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. 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. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. If they are 50, 50 and 250 the median is still 50. 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. I like this trade off versus having 0 combat power under 45 range. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. ago. As a fleet 3. Which result in inability to fire those weapons. In short, Go longer range weapon. carrier computer being the furthest at 150 range. Would work much better if you could swap to arty CC. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. Let's say I have a large amount of Artillery ships. Hearts of Iron III: Tech Support. 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. Mono-cruiser fleets are totally viable. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. 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. Auto cannon is kinetic version . In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. They are also the reason combat computers are somewhat broken. When you say Combat Computer, which type. Content is available under Attribution-ShareAlike 3. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Cruiser are torpedoes and missiles. Dont ask how those work, right now id say. Stellaris: Tech. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. 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. 8 (3. A max level combat computer would bump this to 300 with its engagement range bonus. Interact with diverse alien races, discover strange. The enemy fleet had dwarfed my combined fleet. Which is kinds slow going against the armour. 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. 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. Kinetic artillery has a range of 120. 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. However, the second, the ability to ignore shields, still applies. A spinal mount weapon has a range of 150. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. This is never effected by anything other then the flat number on the computer. 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. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. The carrier computer titan will stay further back. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. 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. These deal -50% damage to shields, so they are highly ineffective. Their combat computer is set to "artillery", I double checked. The enemy fleet had dwarfed my combined fleet. There are no other type of ships in the fleet. It is a known problem, I found dozens of reddit and paradox forum threads about fleets facehugging each other, ignoring their combat computer stances and there are no mod to fix this, that are on 3. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. 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). Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. paradoxwikis. Both are very important and it really depends on how combats play out. 6 combat rebalance update. 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. Range was useless before. Modified 5 years, 8 months ago. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. It says to double engagement range. Bombardment ftw. 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. ' 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. For example. 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. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. Currently 2 computers try to get inside the minimum range. Unless countering a specific threat mix the defenses up evenly between shields and armor. 6 anyway, I know I have. Stellaris > Dyskusje ogólne > Szczegóły wątku. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. A spinal mount weapon has a range of 150. " Mid-Range against Ships. COMBAT_DETECT_RANGE_MULT = 1. So the small guns really become obsolete to the others, especially in terms of range. The only exception is Carrier-type. In another thread someone was talking about combat computers, too (as they currently are in 2. This wouldn't be an issue, if fleets were also allowed to close in on ships outside of the system, but they seem to respect those boundaries. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Unlike most people who post stuff to stellaris who. The hangar craft have a range stat, but they're. You can obliterate most of the enemies while suffering 0 damage. The computer dictates ship behavior, using the weapons to determine the range. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. Reply. I have also started building fleets (nearly) purely of Battleships + 1 Titan. But If. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. In game description for it is "Ship engagement range +100%" at a range of 150. Try as I might, I can find little info on how the various combat computers affect strike craft. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. You just have to love PCs. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Vanidas Oct 26, 2016 @ 4:48pm. 1. #7. I'm not sure the combat behavior changes were all that effective. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. They're small fast ships with short range weapons that come in close to fight. 9 Meta Update] August 27, 2023. Torpedo assault carrier is the most balanced ship design. 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. It says the ship will stay at range and shoot. Stellaris Combat Rebalance has a new meta. Combat Computer and influence on ranged combat. 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. 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. 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. Some long range weapons like the. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 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. 18 votes, 17 comments. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. This is the one essential part where there is a meaningful choice between different options. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. 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. Iirc engagement range refers to the distance at which a ship enters combat. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. One practical design to strategize the titan for long-range combat is related to the fact that the artillery computer is the only combat computer available. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. Huh, never experienced. 14. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Because Stellaris is on a 64 bit executable since 2. BS are the screen element. 0,7. 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. 2 Le Guin (0d1c) - Mod version 4. 6, Strikcraft were. 6, we’ve also reworked how the Ascension Paths from Utopia work. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Broadsider // M14 / L6 A2. Now, this isn't an issue when we are only running long-range weapons. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. Alpha strike meta is a symptom of several underlying problems. Improve the behavior patterns of Artillery Combat Computers. Reply. 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. Which stats, if any, from a combat computer factor into the performance of strike craft? For example, a battleship using a hangar and the Sapient Artillery computer would gain +20% range and fire rate. Mb i shoulld build a second one though. 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. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Report. 8. Throughout the game they would simply close to 0 range and engage. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Use whatever you have the most tech in. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. This allows the ships to be properly positioned for fleet air defense. Maybe as an anchor for your brawler line as a sort of fleet carrier. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. ago. 6 Orion is bringing a combat rework and rebalance. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. . 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. 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). 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 am far more concerned about how the ships perform relative to each other and what changes need to be made. Higher range ones like artillery and carrier will mess up the AI. 10. Improve the behavior patterns of Artillery Combat Computers. The 3. 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. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. " How does this make any sense? PD has a maximum range of only 30. 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. Change the Carrier. 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. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. However all this is at least 2 categories below "optimal". spudwalt • Voidborne • 9 mo. 0! Please see the patch notes for more details. So your BB. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. any help ??CthuluIsSpy Oct 21 @ 10:01am. You need the tech. Kinetic artillery has a range of 120. Nope, unique computer due to the ship, it only supports the one combat computer. 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. -1. More Combat Computers. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. Mazey Mar 4 @ 5:01pm. Starfire Breeze Major. 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. 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. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 4. The Lance also doesn't have minimum range (but the other L-weapons do). Their combat computer is set to "artillery", I double checked. Business, Economics, and Finance. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. 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. I now add my Picket ships so that. 3 Badges. In addition, while most M weapons are 2x and L 4x the damage. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Picket combat computers have a small bonus to combat speed. The Carrier computer works just as well (or baldy) as the other ones in that regard. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 6 for fleet combat? We will look at.