stellaris combat computer ranges. As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30. stellaris combat computer ranges

 
As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30stellaris combat computer ranges 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

Stellaris > General Discussions > Topic Details. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Improve the behavior patterns of Artillery Combat Computers. I now add my Picket ships so that they protect these artillery ships. 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. 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. 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). . The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 5. 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. 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. COMBAT_DETECT_RANGE_MULT = 1. Showing 1 - 4 of 4 comments. Cruiser: 120 speed, +125% DMT = 270 speed. This page was last edited on 31 May 2022, at 00:31. alter the flow and spacing of space battles in Stellaris. CryptoForgot to change the combat computer on the battleship -- oops. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". They have more range and can shoot without problems, but. spudwalt • Voidborne • 9 mo. Unless countering a specific threat mix the defenses up evenly between shields and armor. Stellaris Space Combat should be better. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. 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. A ship engages at the maximum range of its longest weapon. The Personal Computer. 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. 4. Stellaris. Charge - Ships close. 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. 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. 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. 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. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. A new Stellaris update 3. Use the computer that best suits the type of ship, I. 3. 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. Autocannons are extremely short range. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. They have. any help ??Unless I'm missing something, three Advanced Afterburners (+20% each) should be enough to outrun cruiser even if both use DMT: Battleship: 100 speed, +125% DMT, +60% x3 AA = 285 speed. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 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. . 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. - Frigates now can use the Picket. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. Auto cannon is kinetic version . And if range overflows the ship can't fight at all. Sabaithal Dec 17, 2018 @ 1:39pm. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. Med Railgun has 75 range, and Large Laser has 80 so they both will work at 80 range with line (because ships do drift) Large Railgun has 100range and Kinetic batteries have 120. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. This page was last edited on 14 October 2017, at 11:31. The Fleet. COMBAT_DETECT_RANGE_MULT = 1. Missile is best in very early but should switch when enemy have 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 ??Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. " Mid-Range against Ships. However all this is at least 2 categories below "optimal". As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. Remove those, and the remaining "Median" weapon is P-slot). Description. Apparently it means the median range of all of your weapons. For Torpedo it will charge the enemy regardless of weapons range. How Battles Begin. However, the second, the ability to ignore shields, still applies. Improve the behavior patterns of Artillery Combat Computers. (mods have no effect on this as it happens when no mods are enabled aswell) From what. 0 unless otherwise noted. 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. It's the range on the weapons that matter. A spinal mount weapon has a range of 150. Also waits for all ships of the same class to gather. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. I have also started building fleets (nearly) purely of Battleships + 1 Titan. If it has a Line computer, it will advance to 50. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. maxxal22. -1. I feel like the ship computer technology should give us a range of distances our fleets can stay. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computerStellaris really needs us to be able to create battlegroups within our fleets. 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. The problem is the AI that's best for a PD screen also moves the ship into short range of the opposing fleet where they are promptly destroyed. Subscribe. Use whatever you have the most tech in. Content is available under Attribution-ShareAlike 3. I cant remember). 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. 10. It seems that a lot of people have been just putting an X bow on a carrier core since 3. The early vessels can't engage from long range. Without the tech they default to a single preset. They are attacking an enemy Starbase. (Unless the enemy fleet has longer-ranged. 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. 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. Vanidas Oct 26, 2016 @ 4:48pm. More Combat Computers. Compare EU4 or CK2 to Stellaris. Stellaris Combat Rebalance has a new meta. 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. forget about armour. 23 marca 2018 o 13:27 Combat computer ranges. Number of sections. Melee Attacks against other Combat Robots. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. paziek Devouring Swarm • 3 yr. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Per page: 15 30 50. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. (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. Content is available under Attribution-ShareAlike 3. 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. Which includes most L weapons except autocannon, and laser weapon. ago. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . BS are the screen element. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. 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. 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. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. 0,7. 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. In addition, while most M weapons are 2x and L 4x the damage. #4. Empires live and die by the strength of their fleet in Stellaris. Max range is the range of the longest range weapon you have equipped. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. 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. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. For example. Others use sapient. 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. I'm not totally sure what that means. ago. As an example: if a ship has 5 weapons with max ranges. 4 "Gemini"! Please see the patch notes for more details. Combat computer AI instructions are flawed for a few ships. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Commentary: The most versatile of all combat units. but their behavior does not change based on your combat computer. Kinetic artillery has a range of 120. Business, Economics, and Finance. The idea being that cruisers form a line in front of destroyers, covering them with flak fire while the destroyers pummel at long range with kinetic batteries. - Updated for Stellaris version 2. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Bombardment ftw. 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. 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. Mazey Mar 4 @ 5:01pm. 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. RC_0041 • 10 mo. In another thread someone was talking about combat computers, too (as they currently are in 2. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". The Lance also doesn't have minimum range (but the other L-weapons do). Large Railgun has 100range and Kinetic batteries have 120. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Others use sapient. 6 Orion is bringing a combat rework and rebalance. Currently 2 computers try to get inside the minimum range. 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. I generally prefer the precog interface. "Some changes have been made to strike craft to make hangar sections more valuable. Plus Neutron, and Proton Launcher from G slot. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. It was used for Stellaris v1. 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. Also artillery computers with missiles is neat because they also run away while spamming missiles. It's a Behemoth Planetcraft from Gigastructural Engineering. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Kinetic artillery has a range of 120. Mb i shoulld build a second one though. Report. Stellaris Destroyers Upkeep Costs. 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. Stellaris Titan Designs. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. 2 Le Guin (0d1c) - Mod version 4. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. The 3. 6. Stellaris. . 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. 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. carrier computer being the furthest at 150 range. 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. Heimdall313 Aug 19, 2020 @ 6:43pm. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. 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. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. ago. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. 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. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. Its sections consist of an Artillery Bow, Core, and Stern. The "Artillery Combat Computer" tells ships to fire from 80 range. they will try to stay in certain range. 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. 6 is now available on PC. 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. 6 also includes new galaxy shapes to explore, new story events, a new. Those three top-tier weapons already do it very effectively without any special optimizations. There are no other type of ships in the fleet. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Assign an number of ships to a set of very general orders. 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 14 m4potofu • 4 yr. 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. 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. 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. 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). 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. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 6 Orion is bringing a combat rework and rebalance. Would work much better if you could swap to arty CC. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. ago. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here. . . But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. 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. How Stellaris' Orion Update Rebalances Space Combat. Couple of Questions:. . As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. See full list on stellaris. Most of your fleet. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. I feel like the ship computer technology should give us a range of distances our fleets can. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. A battleship armed with many medium-caliber guns. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds (approximately 300,000 km for one light-second), and the system offered Evasion based on the length of time between when a weapon is fired and when it would impact, along with the thruster capability of the ship. Because Stellaris is on a 64 bit executable since 2. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Autocannons are extremely short range. It says the ship will stay at range and shoot. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. It just flies up to enemies and never actually starts combat. ago. Try removing the Point. 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. 0 unless otherwise noted. Just to clarify, these are the questions that pertain most to what I'm not understanding. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. 130 attack range is good for kinetic batteries and. 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. 30) over a Sapient computer. Median range is the "middle" range of all equipped weapons. It's better to just improve the AI of the ships in battle so that only the real sluggers will enter weapons range like destroyers and corvettes while battleships must only absolutely stay max range while carriers shouldn't even attempt to move as soon as they enter the system and just launch fighters ASAP. As an example: if a ship has 5 weapons with max ranges. 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. 3. Swarm, and cruisers are best with precognitive. So the base power and damage output of AC1 is 30% higher than Coilgun2. 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. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. 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. Shields even regenerate during combat. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. In Stellaris we have a number of different types of. We'll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes and destroyers will want to stay at such short-range. If I equip my defense. So my problem is my Titan would die first because it's got less range. Use the computer that best suits the type of ship, I. 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. " How does this make any sense?PD has a maximum range of only 30. Now if there are bombers involved you have to bite the bullet and have PD of some sort. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 6, we’ve also reworked how the Ascension Paths from Utopia work. 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. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. We would like to show you a description here but the site won’t allow us. lexa_dG • 10 mo. Throughout the game they would simply close to 0 range and engage. The hangar craft have a range stat, but. 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 ??Good news everyone! Today’s Dev Diary will be about Fleet Combat and the different things affecting it. 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). 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. Torpedo assault carrier is the most balanced ship design. But If. Stellaris Combat Rebalance has a new meta. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). 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. Question about how combat computers work after Orion’s release. The component is called specialised combat computer. Edit: the tech is called Basic Combat Computer. I know there's been a lot of discussion about the changes to combat in 3. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. PD has a maximum range of only 30. Max-tracking Battleships are hardly an unorthodox design. Stellaris Destroyers Upkeep Costs. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. A spinal mount weapon has a range of 150. 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. 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. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 415K subscribers in the Stellaris community. When I click on the battle computer I don't get any other options. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. The hangar craft have a range stat, but they're. 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). Max range is the range of the longest range weapon you have equipped. " How does this make any sense? PD has a maximum range of only 30. I recently had a thread where I discussed a range-based Tracking/Evasion system, but I'll admit I made some pretty large assumptions about the current operating environment with regard to ranges. #3. Subscribe to downloadZBeautiful Battles. So stacking range is still worthwhile? Artillery combat computers have +20% range. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. What those ranges are depend on the weapons you pick. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. All Discussions. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here] of enemy ship. 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 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. You can obliterate most of the enemies while suffering 0 damage. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 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 Big SCHLEEP Oct 13 @ 1:51pm. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. This page was last edited on 14 October 2017, at 11:31. You don't necessarily need a PC to be a member of the PCMR. Ships may end up not firing some of their weapons if you use the. Thread starter CocoCincinnati; Start date Dec 17, 2022;. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. 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. Next to fire are the lasers in the L-Slots. 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. 31 for the Gauss vs. If it has a Line computer, it will advance to 50 range. . Also i have one titan with me purely for -20% shield aura for Unbidden ships. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. 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. 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. Its sections consist of an Artillery Bow, Core, and Stern. Does that mean with Combat Computer - Carrier, their range increased to 260 and 240?As for SC engagement range, this is actually dependent on the carrier ship's engagement range which can be affected by the Carrier combat computer. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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. I cant remember). 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. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. Mb i shoulld build a second one though. . It says to double engagement range. Also artillery computers with missiles is neat because they also run away while spamming missiles. Sub-forums: Game specific Tech Support. With the RoF bonus from the computer, its DPS rises to 12. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. 2. Which result in inability to fire those weapons. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Business, Economics, and Finance. What those ranges are depend on the weapons you pick. 12 / 16% Speed. Report. 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. Additionally, the combat computer improves your chances of hitting your target. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. Games. 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. . #3. "Beam Sabres, go brrrr. 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. . As an example: if a ship has 5 weapons with max ranges.