"Combat range" isn't really a term ingame, but it's what I choose to call the range a ship advances to according to its computer. 2 Answers. 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). Remove those, and the remaining "Median" weapon is P-slot). however, that's not that they do. Let's say I have a large amount of Artillery ships. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fill bow and core with M slots and the stern with 2x S slots. 3 Badges. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Charge - Ships close. 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. 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. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. The carrier computer titan will stay further back. All Discussions. To echo this , it will get weapons with short range into combat faster. So they move to engage new enemies, instead of staying out of range of the current enemies. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 6 is now available on PC. When no enemy in desired range, then the ships will attempt to gain range. So your BB. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 8. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 6, Strikcraft were. Also i have one titan with me purely for -20% shield aura for Unbidden ships. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Range was useless before. Point Defense has a range of 0-30. How Stellaris' Orion Update Rebalances Space Combat. 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. 30 corvettes, 6-10 BS, rest cruisers. This is the one essential part where there is a meaningful choice between different options. Subscribe. What Combat Computer should I give these Picket Ships? 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 a hope in hell of hitting them). 6, we’ve also reworked how the Ascension Paths from Utopia work. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?edit: in any case, try to get as much range as possible (examples are: admirals with cautious/synthetic trait, artillery combat computer, rapid deploment doctrine, your juggernaut in same system) and engage from high distance, this way your ships will shot several times before enemy get to you, which in best case may even lead to 0 ships lostWhile at it, might as well increase Range, Speed and Tracking of Missiles, especially the Swarm / Whirlwind types, so they can have a role as "anti corvette" weapon. Crusader Kings II: Tech Support. Nope, unique computer due to the ship, it only supports the one combat computer. Bombardment ftw. For Torpedo it will charge the enemy regardless of weapons range. But If any of the guns on the ship have less range than 80, they will not be used or what? My Large modules are fine with 100 range, but my medium sized modules, only have 75 range (78. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Range is the undisputed king of Stellaris combat. Plus Neutron, and Proton Launcher from G slot. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Depending on your combat computer, your ship will use different tactics and stay at different 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. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Stellaris 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Autocannons are extremely short range. Yes,. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Business, Economics, and Finance. 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. When I click on the battle computer I don't get any other options. 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 ??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. Like always it is important for you to remember that things are subject to change. In Stellaris we have a number of different types of. The component is called specialised combat computer. 5. . Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Picket combat computers have a small bonus to combat speed. Combat Computer and influence on ranged combat. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Fluffy-Tanuki • 1 day ago. What is the Stellaris combat rework meta and how will things change in patch 3. 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'. RC_0041 • 10 mo. 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. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Previously, strike craft were next to useless due to the way AI handled combat. In short, Go longer range weapon. 3. #3. This is never effected by anything other then the flat number on the computer. Their combat computer is set to "artillery", I double checked. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. One of the better designs is the long-range combat ship. "Beam Sabres, go brrrr. 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. 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. That is an AI owned Titan with long range computer sitting at the edge of the system occasionally shooting it's T weapon while all of the autocannons are vastly out of range and. . Business, Economics, and Finance. Its sections consist of an Artillery Bow, Core, and Stern. Get ship behavior modules mod, set missile corvette to "Hit and Run (100)" This is the one advantage to using cruisers for missiles: you can give them the artillery computer, which increases range and has them hang back. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Stellaris. It's the range on the weapons that matter. . The autocannon is great but only has a range of 20 while the Gauss has a range of 40. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. "Combat range" isn't really a term ingame, but it's what I choose to call the range a ship advances to according to its computer. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. Then it depends on the ship computer. Ranges haven't been changed much by the last patch, except for torpedoes. lexa_dG • 10 mo. they sit back outside of their range even as they're getting shot at after they reach a. A spinal mount weapon has a range of 150. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. Frankly I don't mind what outcome you two come to; it doesn't concern me. 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. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Europa Universalis IV: Tech Support. BS are the screen element. Now updated for 3. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. I believe combat computers use to tell you the exact range of where the ship would go. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. spudwalt • Voidborne • 9 mo. When you say Combat Computer, which type. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. I'm not totally sure what that means. there are two advantages to using Missiles. 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. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. You don't necessarily need a PC to be a member of the PCMR. 1. Agreed, and I have 2 different types of Crusiders, Hephaestus class to duke it out against the enemy and Halcyon, to shoot a bunch of missiles from afar, same with Battleships, Vindicators for broadsides and Artemis class for sniping shields away with long range X weapon and L weapons. #4. Stellaris: Tech. 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. Now my Railguns have a range of 100 and the Lasers only 80. Cv are full missile, mostly there to die. As an example: if a ship has 5 weapons with max ranges. The "Artillery Combat Computer" tells ships to fire from 80 range. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Melee Attacks against other Combat Robots. Content is available under Attribution-ShareAlike 3. paradoxwikis. 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. ago. 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. 4. Every M slot is filled with Swarmer/Whirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. Content is available under Attribution-ShareAlike 3. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. I like this trade off versus having 0 combat power under 45 range. New Sniper Combat Computers. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. Just to clarify, these are the questions that pertain most to what I'm not understanding. 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. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. something,. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. 10. Ships stay in formation, 140 distance for Tachyon lances. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. So my problem is my Titan would die first because it's got less range. 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. Because for shitty fleet ai they also lose efficiency, if the target is not like that. In 3. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. 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 final essential module is the Combat Computer. If I choose Artillery mode The ship will hold a 80 range distance. You'll take. I now add my Picket ships so that they protect these artillery ships. The "Artillery Combat Computer" tells ships to fire from 80 range. Would work much better if you could swap to arty CC. Unlike most people who post stuff to stellaris who. 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. Choosing the right combat computer for the job will fix your ships' suicide behavior. Use the computer that best suits the type of ship, I. I'm not sure the combat behavior changes were all that effective. 8 (3. They will now engage from a larger distance,. If a ship of a design is under construction or being upgraded, the design cannot be edited. Video by Montu Plays. Content is available under Attribution-ShareAlike 3. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. H11DN-D4NG3R Oct 13 @ 3:00am. It means the median range of your guns. As an example: if a ship has 5 weapons with max ranges. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. You can see the load out in the image. 6 combat rebalance update. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. Maybe as an anchor for your brawler line as a sort of fleet carrier. but their behavior does not change based on your combat computer. The early vessels can't engage from long range. If they are 50, 50 and 250 the median is still 50. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Shields even regenerate during combat. Next to fire are the lasers in the L-Slots. 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. Nanite auto cannon, new weapon . 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. Change the Carrier. Some long range weapons like the. (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. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. Now I hover over. Nesano Aug 14, 2018 @ 8:52pm. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 5. " How does this make any sense?PD has a maximum range of only 30. PD has a maximum range of only 30. 130 attack range is good. Disengagement - the only reliable way to kill ships (and thus win wars) is to have high alpha damage so that enemy ships don't get to roll for disengage. Charge - Ships close distance to the enemy and engage at point-blank range. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. 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. 0 unless otherwise noted. 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. Reply. lexa_dG • 10 mo. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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). It's also on steam workshop for easier installing. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Torpedo assault carrier is the most balanced ship design. 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). 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. ago. Most of your fleet. 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. 6 also includes new galaxy shapes to explore, new story events, a new. "Some changes have been made to strike craft to make hangar sections more valuable. Report. Range was useless before. Which result in inability to fire those weapons. 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. RC_0041 • 10 mo. A max level combat computer would bump this to 300 with its engagement range bonus. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. I have jumped back into stellaris recently and I had a few questions. I generally prefer the precog interface. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. . Game Version 2. 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. Use combat computers with lower ''range''. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Now if there are bombers involved you have to bite the bullet and have PD of some sort. It’s currently used for deluge planet killer colossus weapon. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. 18 votes, 17 comments. . It means the median range of your guns. 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. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. The Fleet. 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. We would like to show you a description here but the site won’t allow us. What those ranges are depend on the weapons you pick. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. ago they will try to stay. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). However all this is at least 2 categories below "optimal". . Ships now better keep their distance from the enemies at maximum weapon range. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Their combat computer is set to "artillery", I double checked. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 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. It's the range on the weapons that matter. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. 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. 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. 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. Picket here refers only to the picket computer - not to the picket ship section. However all this is at least 2 categories below "optimal". If it has combat role. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. COMBAT_DETECT_RANGE_MULT = 1. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. 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. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. CryptoForgot to change the combat computer on the battleship -- oops. Stellaris 3. 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. PD has a maximum range of only 30. 3. 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. 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. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 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. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. You can obliterate most of the enemies while suffering 0 damage. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). The Lance also doesn't have minimum range (but the other L-weapons do). 1. Carrier combat computer should just be altered to become the new "long range" computer. View this video if you want to lea. . Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. Stellaris Combat Rebalance has a new meta. If you have the ship designer, the combat computer. With the RoF bonus from the computer, its DPS rises to 12. 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. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. The only thing that Sapient offers that Precognitive doesn't is a +10% evasion boost, but Destroyers aren't really "dodge-tanks" like Corvettes can be. Stellaris Combat: List your tactics. Median range is the "middle" range of all equipped weapons. maxxal22. Missiles have a range of 0-80 or 0-120. Stellaris Combat: List your tactics. The upkeep cost of Stellaris destroyers is based on the. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. friendly_aura hostile_aura: Aura definitions. Use the computer that best suits the type of ship, I. All Discussions. This page was last edited on 31 May 2022, at 00:31. ago. Iirc engagement range refers to the distance at which a ship enters combat. The enemy fleet had dwarfed my combined fleet. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Ships now better keep their distance from the enemies at maximum weapon range. For specific weapons, you can really pick your choice. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 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. ago. According to the Devs, what's supposed to happen is strike craft begin to deploy when combat starts, which is going to be in the 2-300 range on a max spec carrier computer. Stellaris Destroyers Upkeep Costs. Some weapons have minimal range and firing arc. 5). Combat Computers: Picket VS Line. 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. Stellaris Dev Diary #318 - Announcing Astral Planes. Also artillery computers with missiles is neat because they also run away while spamming missiles. The Carrier Computer will cause your carriers to stay at maximum range,. Stellaris Dev Diary #310 - Matters of. 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. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. I now add my Picket ships so that. alter the flow and spacing of space battles in Stellaris. 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. As a fleet 3. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. 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. 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 ??So, barely any weapons are artillery weapons. They're small fast ships with short range weapons that come in close to fight. 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. famingfire. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Those three top-tier weapons already do it very effectively without any special optimizations. This page was last edited on 14 October 2017, at 11:31. . The effective DPS is 2. Content is available under Attribution-ShareAlike 3. 14. A huge step forward for Stellaris wars, would be attrition. 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. 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. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). 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. Mono-cruiser fleets are totally viable. Then it depends on the ship computer. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. 2. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Carrier computer should keept it's distance, artillery too. In another thread someone was talking about combat computers, too (as they currently are in 2. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. 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. 8. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. If it has a Line computer, it will advance to 50 range. Which result in inability to fire those weapons. Compare EU4 or CK2 to Stellaris.