And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. The "Artillery Combat Computer" tells ships to fire from 80 range. Game Version 2. #3. Without the tech they default to a single preset. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. " Mid-Range against Ships. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. When no enemy in desired range, then the ships will attempt to gain range. notagoodpainter • 10 mo. 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. 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. any help ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. 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. Their combat computer is set to "artillery", I double checked. Next to fire are the lasers in the L-Slots. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. 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). Content is available under Attribution-ShareAlike 3. 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. Some weapons have minimal range and firing arc. ago. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. - Updated for Stellaris version 2. Ones with Long range and/or minimal range in a position so they can keep firing distance. This is what's wrong with autocannons. Ships now better keep their distance from the enemies at maximum weapon range. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. If I equip my defense. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 4. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. ago. . Let's say I have a large amount of Artillery ships. . 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. ago. 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. Stellaris. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. It says the ship will stay at range and shoot. Stellaris 3. I'm familiar with various concepts and tactics revolving around military strategies and military theory in general, however I still feel my ability to actually use said tactics in this game is limited due to my limited experience. Further modifiers would increase it even higher. Additionally, the combat computer improves your chances of hitting your target. At least basic combat computer. As a fleet 3. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. Shield is better but crystal plating is the best. You can obliterate most of the enemies while suffering 0 damage. 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. #4. It was used for Stellaris v1. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. Now updated for 3. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. 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. Now if there are bombers involved you have to bite the bullet and have PD of some sort. I'm trying to make a versatile BS fleet and use the carrier combat computer. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Missiles have a range of 0-80 or 0-120. It will zoom into combat as fast as it can in order to reach that range. 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. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. Charge - Ships close distance to the enemy and engage at point-blank 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. You just have to love PCs. In another thread someone was talking about combat computers, too (as they currently are in 2. Video by Montu Plays. It's the range on the weapons that matter. Iirc engagement range refers to the distance at which a ship enters combat. 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. 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. 8 (3. PD has a maximum range of only 30. 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 bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. 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). All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. 3. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. What is the Stellaris combat rework meta and how will things change in patch 3. The carrier deploys strike craft the momement it enters engagement range. Most of your fleet. 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. Unlike most people who post stuff to stellaris who. What those ranges are depend on the weapons you pick. 1; Reactions: Reply. 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. 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). 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. If my enemy is shield tech heavy, Missile Corvettes are the way to go. 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. The newly added maximum range computers set the range of the ship's longest weapon range as the. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Which result in inability to fire those weapons. Combat computers (again) Spidee. Build cruisers. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Ok, just to see that I have this clear. 130 attack range is good for kinetic batteries and. If they are 50, 50 and 250 the median is still 50. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Also i have one titan with me purely for -20% shield aura for Unbidden ships. alter the flow and spacing of space battles in Stellaris. Couple of Questions:. New Sniper Combat Computers. They're small fast ships with short range weapons that come in close to fight. Improve the behavior patterns of Artillery Combat Computers. 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. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. Currently 2 computers try to get inside the minimum range. Never research Synthetics or Sapient Combat Computers. 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 update rebalances combat and ship design aspects once considered useless. Stellaris Combat: List your tactics. 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. It says the ship will stay at range and shoot. 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 ??More Combat Computers. Community Hub. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Commentary: The most versatile of all combat units. m4potofu • 4 yr. According to the official Stellaris 3. Big guns have minimum range. 130 attack range is good. 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. Combat computers tend to just decide if your ships will get close enough to use all their weapons, or stay at the range of the longest range weapons (or far enough back to only use their hangers). At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. The Lance also doesn't have minimum range (but the other L-weapons do). Dont ask how those work, right now id say. 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 my Railguns have a range of 100 and the Lasers only 80. 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,. 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. A max level combat computer would bump this to 300 with its engagement range bonus. 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. 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. If it has a Line computer, it will advance to 50 range. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Stellaris Destroyers Upkeep Costs. 2 Le Guin (0d1c) - Mod version 4. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. 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. PD has a maximum range of only 30. 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 final essential module is the Combat Computer. Use the computer that best suits the type of ship, I. Edit: the tech is called Basic Combat Computer. One interesting design is to set the Titan up for long-range combat since the only type of Combat Computer available to it is the Artillery computer. 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. 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. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Kinetic artillery has a range of 120. The Carrier computer has two values: It details the ship holds position at 150. I have also started building fleets (nearly) purely of Battleships + 1 Titan. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. 6, we’ve also reworked how the Ascension Paths from Utopia work. 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. 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. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. 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. If the ranges of your weapons are 50, 50 and 100 the median is 50. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Stellaris is a sci-fi grand strategy game set 200 years into the future. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. It means the median range of your guns. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Showing 1 - 4 of 4 comments. Reply. Higher range ones like artillery and carrier will mess up the AI. So the base power and damage output of AC1 is 30% higher than Coilgun2. . Max range is the range of the longest range weapon you have equipped. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Assign an number of ships to a set of very general orders. I generally prefer the precog interface. They will now engage from a larger distance,. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fleet units in Stellaris Stellaris guide. The Fleet. 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. The only exception is Carrier-type. Mono-cruiser fleets are totally viable. 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. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. This. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. 3. Artillery computer. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Autocannons are extremely short 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. Large weapons have minimum ranges, except for lasers. The biggest advantage and weakness of carrier fleets is there range. 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. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. 5. Ships now better keep their distance from the enemies at maximum weapon range. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. maxxal22. 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?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. See full list on stellaris. New Sniper Combat Computers. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 6, Strikcraft were. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. 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. Number of sections. The component is called specialised combat computer. 25% is the swarm combat computer, which isn't allowed for destroyers. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Viewed 684 times. 18 votes, 17 comments. Others use sapient. 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. 0,7. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Charge - Ships close. You can see the load out in the image. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 30 corvettes, 6-10 BS, rest cruisers. You don't need a combat computer to get perfect or near-perfect tracking. ago. 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. they sit back outside of their range even as they're getting shot at after they reach a. Basically, my fleet is composed of destroyers and cruisers. 6 for fleet combat? We will look at. Carrier combat computer should just be altered to become the new "long range" computer. Kinetic artillery has a range of 120. Hearts of Iron III: Tech Support. Jump to latest Follow Reply. 5. Compare EU4 or CK2 to Stellaris. (mods have no effect on this as it happens when no mods are enabled aswell) From what. 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. Bombardment ftw. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Ships now better keep their distance from the enemies at maximum weapon range. Plus Neutron, and Proton Launcher from G slot. 12 / 16% Speed. 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'. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. And how that affects combat. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Here are my thoughts about making combat computer and range system better; 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. BS are the screen element. It is a known problem, I found dozens of reddit and paradox forum threads about fleets facehugging each other, ignoring their combat computer stances and there are no mod to fix this, that are on 3. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. No matter at which range the engagement commences, if the Picket computer says that the ship advances to a range of 30, the ship will fly towards the enemy until no more than 30 units of distance separate them. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. 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. 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. For example, the swarm computer has a formation_distance of 10, so the ship will. A spinal mount weapon has a range of 150. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Range was useless before. Hello Everyone, is it me, or is the artillery computer a bit weird? I know there are optimized builds for BS, but I always build by my gut. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. combine this with even the first Artillery combat computer which has +10% range and bam, 110 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 ??Stellaris > Workshop > mineben256's Workshop. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. ago. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 2 Answers. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. It seems that a lot of people have been just putting an X bow on a carrier core since 3. 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. I believe combat computers use to tell you the exact range of where the ship would go. Having more opportunities to attack means that you win. 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. Its sections consist of an Artillery Bow, Core, and Stern. ago they will try to stay. Make it so that it gives a bonus that can apply to both SC and XL weapons. Use combat computers with lower ''range''. Micromanagement will be a bit harder with this one. Computer system. (Unless the enemy fleet has longer-ranged. I'm not totally sure what that means. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. #3. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 6. Large Railgun has 100range and Kinetic batteries have 120. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. Next to fire are the lasers in the L-Slots. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. The "Artillery Combat Computer" tells ships to fire from 80 range. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. More. 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. 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. Swarm, and cruisers are best with precognitive. The hangar craft have a range stat, but they're. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. 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 ??Good news everyone! Today’s Dev Diary will be about Fleet Combat and the different things affecting it. 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. 10. 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. Stellaris. 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. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The first thing I noticed was that the defensive computer fleet had higher strength ratings. 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. It also will try to maintain range, so an enemy closes to within around. For picket I prefer precog because I rather have the tracking. If the enemy is faster, then they cannot. Auto cannon is kinetic version . . If the enemy is faster, then they cannot. Every single admiral has the trait that gives + engagement range. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". The end result has more ship sections, some balance changes to existing weapons, multiple new weapon families with specific combat uses, a new combat computer role, AI fleet and weapon preferences, better defense platforms + "defense stations" and "fortresses" (essentially large and extra large defense platforms), along with. 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. 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. Minimum range means, that ships cannot fire too close with certain weapons. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. 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. COMBAT_DETECT_RANGE_MULT = 1. 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. lexa_dG • 10 mo. ago. Others use sapient. If I choose Artillery mode The ship will hold a 80 range distance. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. . - Frigates now can use the Picket. You'll take. Those three top-tier weapons already do it very effectively without any special optimizations. Combat computers support New Ship Classes & More (NSC) and Space Combat. ago. 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. 31 for the Gauss vs. Stellaris > General Discussions > Topic Details. 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. 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. The enemy fleet had dwarfed my combined fleet. Apparently it means the median range of all of your weapons. They have more range and can shoot without problems, but. In the current build, ships will attempt to get all of their weapons into range, regardless of the combat computer, with the only major difference being that swarming combat computers will always charge straight towards the enemy. The 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. It's also on steam workshop for easier installing. 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. 30) over a Sapient computer. Europa Universalis IV: Tech Support. Combat Computer and influence on ranged combat. Now I hover over. 5. 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). If I choose Artillery mode The ship will hold a 80 range distance. Newbie Naval Combat Guide: For Stellaris 3. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Choosing the right combat computer for the job will fix your ships' suicide behavior. If you have the ship designer, the combat computer. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. 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. Ships may end up not firing some of their weapons if you use the. See the Stellaris wiki for more info on how to install. Fill remaining slots with Armor. Nope, unique computer due to the ship, it only supports the one combat computer. For Torpedo it will charge the enemy regardless of weapons range. Mazey Mar 4 @ 5:01pm. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. 6 anyway, I know I have. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. 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. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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.