The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. You can obliterate most of the enemies while suffering 0 damage. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. 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. As a fleet 3. 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. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. Bozidar Radulovic. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. #7. 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. Next to fire are the lasers in the L-Slots. Build cruisers. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. I believe combat computers use to tell you the exact range of where the ship would go. In another thread someone was talking about combat computers, too (as they currently are in 2. 2 Answers. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. How Battles Begin. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. Report. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. It just flies up to enemies and never actually starts combat. Alpha strike meta is a symptom of several underlying problems. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. alter the flow and spacing of space battles in Stellaris. A new Stellaris update 3. 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. (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. As a fleet 3. any help ??CthuluIsSpy Oct 21 @ 10:01am. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 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. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 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. 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. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. Ok, just to see that I have this clear. 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 ??The problem is that those computers use a preset range instead of adapting to your actual loadout. This page was last edited on 14 October 2017, at 11:31. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 3. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. maxxal22. Median range is the "middle" range of all equipped weapons. 25% is the swarm combat computer, which isn't allowed for destroyers. Stellaris 3. The artillery computer prefers to attack from the range of your longest range weapon. Improve the behavior patterns of Artillery Combat Computers. To echo this , it will get weapons with short range into combat faster. Charge - Ships close. This page was last edited on 14 October 2017, at 11:31. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. they sit back outside of their range even as they're getting shot at after they reach a. 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. 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. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. The Carrier computer works just as well (or baldy) as the other ones in that regard. Stellaris Space Combat should be better. In addition, while most M weapons are 2x and L 4x the damage. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Cruiser: 120 speed, +125% DMT = 270 speed. Stellaris Destroyers Upkeep Costs. Stellaris Combat: List your tactics. paziek Devouring Swarm • 3 yr. 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. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Kinetic artillery has a range of 120. Now if there are bombers involved you have to bite the bullet and have PD of some sort. 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. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Subscribe to downloadZBeautiful Battles. Content is available under Attribution-ShareAlike 3. I use cruisers for this. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. . CryptoForgot to change the combat computer on the battleship -- oops. And how that affects combat. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. The Personal Computer. S. 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. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. But If. friendly_aura hostile_aura: Aura definitions. Remove those, and the remaining "Median" weapon is P-slot). notagoodpainter • 10 mo. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. 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. Median range is the "middle" range of all equipped weapons. 1; Reactions: Reply. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Ships stay in formation, 140 distance for Tachyon lances. I am far more concerned about how the ships perform relative to each other and what changes need to be made. The final essential module is the Combat Computer. 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. Kinetic artillery has a range of 120. 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. 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. 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. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 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. 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. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. In Stellaris we have a number of different types of. Ones with Long range and/or minimal range in a position so they can keep firing distance. 6 Orion is bringing a combat rework and rebalance. 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. 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. If the ranges of your weapons are 50, 50 and 100 the median is 50. If a ship of a design is under construction or being upgraded, the design cannot be edited. Artillery Combat Computers are inadequate. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Every single admiral has the trait that gives + engagement range. Just disable the Override submod and you'll be fine. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 3. 14. Max range is the range of the longest range weapon you have equipped. Let's say I have a large amount of Artillery ships. The "Artillery Combat Computer" tells ships to fire from 80 range. Ones with Long range and/or minimal range in a position so they can keep firing distance. 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. Combat computer set for extra range. This allows the ships to be properly positioned for fleet air defense. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. The 3. 8 (3. 3 Badges. Cv are full missile, mostly there to die. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. So if you have 110,120,130 it would use the 120, as 120 is the median. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. Next to fire are the lasers in the L-Slots. The autocannon also fires faster. As an example: if a ship has 5 weapons with max ranges. 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. 5). It will zoom into combat as fast as it can in order to reach that range. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. If you have the ship designer, the combat computer. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. Computer system. Stellaris. 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 2 computers try to get inside the minimum range. Combat computer AI instructions are flawed for a few ships. It's a Behemoth Planetcraft from Gigastructural Engineering. The Fleet. Now updated for 3. This update rebalances combat and ship design aspects once considered useless. This is the one essential part where there is a. 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. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. ago. Throughout the game they would simply close to 0 range and engage. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 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 "Artillery Combat Computer" tells ships to fire from 80 range. May also be reflected in different shipsets. 9 Meta Update] August 27, 2023. If I choose Artillery mode The ship will hold a 80 range distance. Its sections consist of an Artillery Bow, Core, and Stern. This is the one essential part where there is a meaningful choice between different options. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. 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. 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. 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. 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 the enemy is faster, then they cannot. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 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. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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. Artillery computer. They have. 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. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. This wouldn't be an issue, if fleets were also allowed to close in on ships outside of the system, but they seem to respect those boundaries. Additionally, the combat computer improves your chances of hitting your target. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. 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. 5. Interact with diverse alien races, discover strange. . 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. Choosing the right combat computer for the job will fix your ships' suicide behavior. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Ships may end up not firing some of their weapons if you use the. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. . 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Because for shitty fleet ai they also lose efficiency, if the target is not like that. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). RC_0041 • 10 mo. The Lance also doesn't have minimum range (but the other L-weapons do). 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. - Frigates now can use the Picket. 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. You can see the load out in the image. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??They’ll do it. These will give you 55 passive tracking bonus. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. 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. 5. So they move to engage new enemies, instead of staying out of range of the current enemies. Reply. 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'. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Big guns have minimum range. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. If my enemy is shield tech heavy, Missile Corvettes are the way to go. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Missiles have a range of 0-80 or 0-120. Stellaris > General Discussions > Topic Details. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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). Report. 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. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Torpedo assault carrier is the most balanced ship design. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Both "Line" and "Picket" computers charge into "Median" range. Combat computer ranges now. ago. 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. I have jumped back into stellaris recently and I had a few questions. RC_0041 • 10 mo. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Which includes most L weapons except autocannon, and laser weapon. Make it so that it gives a bonus that can apply to both SC and XL weapons. This is never effected by anything other then the flat number on the computer. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. ago. Some long range weapons like the. 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. I feel like the ship computer technology should give us a range of distances our fleets can. Modified 5 years, 8 months ago. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Would work much better if you could swap to arty CC. 4 "Gemini"! Please see the patch notes for more details. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Showing 1 - 4 of 4 comments. Which is kinds slow going against the armour. Thoughts on 3. Try removing the 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. 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). m4potofu • 4 yr. 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). Stellaris Destroyers Upkeep Costs. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 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. 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. best defense of your larger ships seems to be to have your corvettes and destroyers engage close in and prevent the enemy from going to your larger ships. 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). ' I was thinking this would mean, whatever the longest range weapon the ship had, that's the range it would close to and attack from there, trying to keep that distance. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. . Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Because Stellaris is on a 64 bit executable since 2. (Unless the enemy fleet has longer-ranged. 5. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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. So stacking range is still worthwhile? Artillery combat computers have +20% range. Mazey Mar 4 @ 5:01pm. Broadsider // M14 / L6 A2. The description says the ship will stay 'at range. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Failing the above, the devs have to either give us cascading targeting prioritization in the code for the combat computers so the computers can say 'ah no more big ships, time to move into close range and fire with close range weapons' or give us direct control of the attack ships and manually target components of the fleet we want targeted. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Here are my thoughts about making combat computer and range system better; 1. Content is available under Attribution-ShareAlike 3. 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. The early vessels can't engage from long range. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. 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. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. It means the median range of your guns. Couple of Questions:. Now I hover over. Range was useless before. This page was last edited on 31 May 2022, at 00:31. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. 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. 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). 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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. 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. Autocannons are extremely short range. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 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. Ships now better keep their distance from the enemies at maximum weapon range. Because for shitty fleet ai they also lose efficiency, if the target is not like that. If it has a Line computer, it will advance to 50 range. They will shoot as soon as they can. Unlike most people who post stuff to stellaris who. Combat Computer and influence on ranged combat. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . Charge - Ships close distance to the enemy and engage at point-blank range. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Some weapons have minimal range and firing arc. I prefer kinetic is solid choice for early - mid game. Starfire Breeze Major. Then I looked at the weapons and noticed. Stellaris Combat Rebalance has a new meta. Research the combat roles, it should be in that tree. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Aug 2, 2018. I know there's been a lot of discussion about the changes to combat in 3. This page was last edited on 31 May 2022, at 00:31. You can take out most stations from beyond there weapon range with carries without so much as a scratch on your ship but if a. Additionally, the combat computer improves your chances of hitting your target. Mazey Mar 4 @ 5:01pm. 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. 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. 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. The biggest advantage and weakness of carrier fleets is there range. 2. Precog raises the base evasion of ships, wich is nice. The "Artillery Combat Computer" tells ships to fire from 80 range. Max range is the range of the longest range weapon you have equipped. 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). They will now engage from a larger distance,. Sub-forums: Game specific Tech Support. Game Version 2. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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. " How does this make any sense? PD has a maximum range of only 30. Since this would mean that most likely the kinetic artillery just. Apparently artillery computers also use the median range, which is weird because it says long range in the description. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. carrier computer being the furthest at 150 range. I'm not sure the combat behavior changes were all that effective. "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 carrier computer titan will stay further back. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. However from gameplay perspective any weapon with a minimum range. Stellaris Titan Designs. however, that's not that they do. Stellaris > General Discussions > Topic Details.