See full list on stellaris. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Apparently artillery computers also use the median range, which is weird because it says long range in the description. 130 attack range is good for kinetic batteries and. Large Railgun has 100range and Kinetic batteries have 120. Huh, never experienced. 2 Le Guin (0d1c) - Mod version 4. However from gameplay perspective any weapon with a minimum range. View this video if you want to lea. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. The only exception is Carrier-type. Sabaithal Dec 17, 2018 @ 1:39pm. (I'm aware that sticking them on 3x Afterburner missile cruisers vs Crisis/FE produces entertaining results)Disruptors buffed, energy weapon of short range high damage fast attack. Then it depends on the ship computer. 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. Apparently it means the median range of all of your weapons. 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. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. If they are 50, 50 and 250 the median is still 50. 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. 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. 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. This will keep those techs from drawing and your robots will never. Ships now better keep their distance from the enemies at maximum weapon range. For picket I prefer precog because I rather have the tracking. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris > Workshop > mineben256's Workshop. Ones with Long range and/or minimal range in a position so they can keep firing distance. Combat Computers: Picket VS Line. " 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. 5). Micromanagement will be a bit harder with this one. Corvettes are quick, cheap to build, and smaller but have high evasion. It's a Behemoth Planetcraft from Gigastructural Engineering. 6. 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. "Beam Sabres, go brrrr. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 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. If you have the ship designer, the combat computer. With the RoF bonus from the computer, its DPS rises to 12. 5. This page was last edited on 14 October 2017, at 11:31. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. To echo this , it will get weapons with short range into combat faster. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. It's military concepts however, still elude me at times. When I click on the battle computer I don't get any other options. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. 4 "Gemini"! Please see the patch notes for more details. RC_0041 • 10 mo. Ships now better keep their distance from the enemies at maximum weapon range. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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). At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. It is developed by Paradox Development Studio and published by Paradox Interactive. Business, Economics, and Finance. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. Reply. Stellaris Dev Diary #310 - Matters of. Sniper Rifle against. 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. Max range is the range of the longest range weapon you have equipped. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. 0 unless otherwise noted. Auto cannon is kinetic version . Next to fire are the lasers in the L-Slots. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. paziek Devouring Swarm • 3 yr. A spinal mount weapon has a range of 150. According to the official Stellaris 3. a P-slot computer (L has long range, P has short range. 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. Bombardment ftw. there are two advantages to using Missiles. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. When no enemy in desired range, then the ships will attempt to gain range. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. Mazey Mar 4 @ 5:01pm. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. If it has a Line computer, it will advance to 50. Now my Railguns have a range of 100 and the Lasers only 80. Sabaithal Dec 17, 2018 @ 1:39pm. 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. Then it'll go "okay, I'm in range, time to stop", but it has to decelerate to do so, and will slide forward a bit. spudwalt • Voidborne • 9 mo. Now, this isn't an issue when we are only running long-range weapons. 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. Frankly I don't mind what outcome you two come to; it doesn't concern me. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. . 8. 6 combat rebalance update. Crusader Kings II: Tech Support. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. I feel like the ship computer technology should give us a range of distances our fleets can stay. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Every single admiral has the trait that gives + engagement range. 6 Orion is bringing a combat rework and rebalance. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. 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. 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. 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. Now if there are bombers involved you have to bite the bullet and have PD of some sort. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Here are our Stellaris tips to help you out. 5. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. New Sniper Combat Computers. Plus Neutron, and Proton Launcher from G slot. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. The Personal Computer. PD has a maximum range of only 30. 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. 5. Minimum range means, that ships cannot fire too close with certain weapons. 9 Meta Update] August 27, 2023. It says to double engagement range. The Fleet. Never research Synthetics or Sapient Combat Computers. 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. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. A new Stellaris update 3. If you want to play small ships, use penetrating weapons and try to fight on top of the enemy's warp out point so that he instantly starts in small guns range. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. 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. It’s currently used for deluge planet killer colossus weapon. Autocannons are extremely short range. lexa_dG • 10 mo. 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. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). 6 combat rebalance update. " 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. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. (I personally don't recommend this, they're too useful; if you go Psionic you at least get another ship computer tech as a concession. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. . 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. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. thanks for the help. The final essential module is the Combat Computer. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. carrier computer being the furthest at 150 range. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computer Stellaris really needs us to be able to create battlegroups within our fleets. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Charge - Ships close. 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. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. More Combat Computers. 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 ??They’ll do it. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Subscribe to downloadZBeautiful Battles. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. The hangar craft have a range stat, but. I do have some smaller weapons in the hanger section, so that could be part of the issue. Fill remaining slots with Armor. How Battles Begin. Game Version 2. COMBAT_DETECT_RANGE_MULT = 1. View this video if you want to lea. Stellaris. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. This is what's wrong with autocannons. What is the Stellaris combat rework meta and how will things change in patch 3. Community Hub. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Which includes most L weapons except autocannon, and laser weapon. For Torpedo it will charge the enemy regardless of weapons range. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. Nesano Aug 14, 2018 @ 8:52pm. 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. RC_0041 • 10 mo. 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. ago. 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. alter the flow and spacing of space battles in Stellaris. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Mb i shoulld build a second one though. Modified 5 years, 8 months ago. - Updated for Stellaris version 2. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. 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. As it's showed in my video, those cruisers with artillery combat computers stayed at artillery range (100-80) and didn't charge forward while the battleships with carrier combat computer charged like. The computer dictates ship behavior, using the weapons to determine the range. 30 corvettes, 6-10 BS, rest cruisers. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. So your BB. Carrier combat computer should just be altered to become the new "long range" computer. 1. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. So the base power and damage output of AC1 is 30% higher than Coilgun2. For specific weapons, you can really pick your choice. 6 is now available on PC. One of the better designs is the long-range combat ship. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 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. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. Assign an number of ships to a set of very general orders. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?CSS Special Ship : Broadsider. ago. they want to shoot not hang back as escorts. #4. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Others use sapient. Without the tech they default to a single preset. This update rebalances combat and ship design aspects once considered useless. Combat Computer and influence on ranged combat. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. H11DN-D4NG3R Oct 13 @ 3:00am. #3. If my enemy is shield tech heavy, Missile Corvettes are the way to go. 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. Last edited by Forblaze; Apr 8 @ 1:53pm #1. Half weapons slot filled with Railguns, half Laser, artillery combat computer. . even with artillery computer your ships will try to close to optimal firing range for the weapons they have. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. but their behavior does not change based on your combat computer. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. despite it saying it will try to stay at the range of our Hangar Bays, the combat computer behavior is set to a 'formation_distance' of 'median'. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Cruiser: 120 speed, +125% DMT = 270 speed. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 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. - Frigates now can use the Picket. Point Defense has a range of 0-30. ago. Use whatever you have the most tech in. 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. The newly added maximum range computers set the range of the ship's longest weapon range as the. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Stellaris is a sci-fi grand strategy game set 200 years into the future. A huge step forward for Stellaris wars, would be attrition. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Maybe as an anchor for your brawler line as a sort of fleet carrier. It says the ship will stay at range and shoot. However, the second, the ability to ignore shields, still applies. #3. 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. . Then it depends on the ship computer. 3. . The combat role is the little computer chip icon, the bottom item on the vertical list at the right of the designer screen once you have chosen the ship type you want to modify. 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. If a ship of a design is under construction or being upgraded, the design cannot be edited. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). S. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. Their combat computer is set to "artillery", I double checked. These will give you 55 passive tracking bonus. As an example: if a ship has 5 weapons with max ranges. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. What those ranges are depend on the weapons you pick. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. ago. Build cruisers. It also will try to maintain range, so an enemy closes to within around. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Higher range ones like artillery and carrier will mess up the AI. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Ships now better keep their distance from the enemies at maximum weapon range. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. 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. CryptoForgot to change the combat computer on the battleship -- oops. So if you have 110,120,130 it would use the 120, as 120 is the median. In 3. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. m4potofu • 4 yr. Ships now better keep their distance from the enemies at maximum weapon range. If you want to play small ships, use penetrating weapons and try to fight on top of the enemy's warp out point so that he instantly starts in small guns range. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). They're small fast ships with short range weapons that come in close to fight. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. Try as I might, I can find little info on how the various combat computers affect strike craft. Capital ships ended up being spheroids in the 1 km to 10 km range; bigger ships would be slow-moving "monitors" that were for defending chokepoints and valuable planets. In game description for it is "Ship engagement range +100%" at a range of 150. It's an interesting concept (and I'm glad the developers are experimenting with trying things out), but this one just seems to have a whole lot of problems when it comes down to the details. 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. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. 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. Also artillery computers with missiles is neat because they also run away while spamming missiles. BS are the screen element. I feel like the ship computer technology should give us a range of distances our fleets can. 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. Having more opportunities to attack means that you win. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Content is available under Attribution-ShareAlike 3. 6 for fleet combat? We will look at. A max level combat computer would bump this to 300 with its engagement range bonus. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. This 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). Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. 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. 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. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. 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. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Combat computer AI instructions are flawed for a few ships. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. On top of that, ships will always approach to within range of their longest-ranged weapon. For Torpedo it will charge the enemy regardless of weapons range. Throughout the game they would simply close to 0 range and engage. UwU. As an example: if a ship has 5 weapons with max ranges. If the enemy is faster, then they cannot. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. If it's a fast alpha strike engagement then artillery will work best, but if it's a long drawn out shootout then line will work best. . 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. Compare EU4 or CK2 to Stellaris. 3. Ones with Long range and/or minimal range in a position so they can keep firing distance. If I equip my defense. Per page: 15 30 50. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Business, Economics, and Finance. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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 combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Computer system. The "Artillery Combat Computer" tells ships to fire from 80 range. 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. . So stacking range is still worthwhile? Artillery combat computers have +20% range. Artillery computer. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. All other combat computers make sense to me except for Picket and Line. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. 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. The enemy fleet had dwarfed my combined fleet. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. 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. ago. Swarm, and cruisers are best with precognitive. Torpedo assault carrier is the most balanced ship design. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Unlike most people who post stuff to stellaris who. Combat computers support New Ship Classes & More (NSC) and Space Combat. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. 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. In addition, while most M weapons are 2x and L 4x the damage. 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. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Picket combat computers have a small bonus to combat speed. ago. If they are 50, 50 and 250 the median is still 50. I believe combat computers use to tell you the exact range of where the ship would go. Picket here refers only to the picket computer - not to the picket ship section. Big guns have minimum range. ' 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. This mod improves the battle aesthetics of the game by making changes that. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. As it's showed in my video, those cruisers with artillery combat computers stayed at artillery range (100-80) and didn't charge forward while the battleships with carrier combat computer charged like crazy. Stellaris: Tech. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 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,. Currently 2 computers try to get inside the minimum range. It has however been brought to the devs' attention that the tooltip for each combat computer should include the 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. 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. You can see the load out in the image. Ships' combat behavior is.