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. 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. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. 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. 3. All other combat computers make sense to me except for Picket and Line. 4. Every single admiral has the trait that gives + engagement range. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. This mod improves the battle aesthetics of the game by making changes that. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. 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. How Battles Begin. You need the tech. i made a mixed fleet. Just to clarify, these are the questions that pertain most to what I'm not understanding. Combat computer AI instructions are flawed for a few ships. This page was last edited on 31 May 2022, at 00:31. 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. Kinetic battery range: 45-120. If the ranges of your weapons are 50, 50 and 100 the median is 50. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. I'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. Point Defense has a range of 0-30. The component is called specialised combat computer. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. The Lance also doesn't have minimum range (but the other L-weapons do). My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Because Stellaris is on a 64 bit executable since 2. 0 unless otherwise noted. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Missiles have a range of 0-80 or 0-120. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. Currently 2 computers try to get inside the minimum range. The carrier deploys strike craft the momement it enters engagement range. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 130 attack range is good for kinetic batteries and. Precog raises the base evasion of ships, wich is nice. 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. This allows the ships to be properly positioned for fleet air defense. Also i have one titan with me purely for -20% shield aura for Unbidden ships. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. I've found it to be highly effective at keeping my more valuable battleships alive longer. thanks for the help. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. It also will try to maintain range, so an enemy closes to within around. As a fleet 3. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Choosing the right combat computer for the job will fix your ships' suicide behavior. Combat Computers: Picket VS Line. Stellaris: Tech. Swarm, and cruisers are best with precognitive. notagoodpainter • 10 mo. Throughout the game they would simply close to 0 range and engage. I do have some smaller weapons in the hanger section, so that could be part of the issue. It seems that a lot of people have been just putting an X bow on a carrier core since 3. This might not be obvious to people that havent screwed with modding, but Ship AI is entirely driven by the ship_behaviour rules AI in battles, weighted by range of guns, position of Attacker fleet and Defender fleet. 10. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. New Sniper Combat Computers. 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. Since this would mean that most likely the kinetic artillery just. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. As an example: if a ship has 5 weapons with max ranges. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. on Late game, you are using L weapon with 120, 150, and 250 range. Some long range weapons like the. ago. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. When no enemy in desired range, then the ships will attempt to gain range. Combat computers support New Ship Classes & More (NSC) and Space Combat. 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. paziek Devouring Swarm • 3 yr. 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). 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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. Shields even regenerate during combat. This page was last edited on 14 October 2017, at 11:31. Showing 1 - 4 of 4 comments. 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. So stacking range is still worthwhile? Artillery combat computers have +20% range. Per page: 15 30 50. The biggest advantage and weakness of carrier fleets is there range. Starfire Breeze Major. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The carrier computer titan will stay further back. We would like to show you a description here but the site won’t allow us. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. "Beam Sabres, go brrrr. Stellaris Ship Design Guide 2023 [3. Carrier combat computer. 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). Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . 3. Ships now better keep their distance from the enemies at maximum weapon range. 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. A spinal mount weapon has a range of 150. Remove those, and the remaining "Median" weapon is P-slot). And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. Business, Economics, and Finance. If I have a ship with an artillery tactics combat computer (tells the ship to stay at a range of 80) does that mean it will stop at 80 range no matter what or will it still move closer if it has weapons equipped that have less than 80 range?This is entirely about what combat computer to pick. 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 ??CthuluIsSpy Oct 21 @ 10:01am. For picket I prefer precog because I rather have the tracking. Head to the examples for details. Mono-cruiser fleets are totally viable. Seriously paradox should just add computers for each range so you'd have a 50 range computer a 70;90 and a 110 range computer. The "Artillery Combat Computer" tells ships to fire from 80 range. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 56 for the autocannon. As an example: if a ship has 5 weapons with max ranges. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. Content is available under Attribution-ShareAlike 3. 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. 5). 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). Ships now better keep their distance from the enemies at maximum weapon range. 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. Ships now better keep their distance from the enemies at maximum weapon range. 2 Answers. 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. Large Railgun has 100range and Kinetic batteries have 120. Which is kinds slow going against the armour. However, if you fill. So the base power and damage output of AC1 is 30% higher than Coilgun2. ago. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. Hearts of Iron III: Tech Support. Stellaris Combat Rebalance has a new meta. On top of that, ships will always approach to within range of their longest-ranged weapon. Broadsider // M14 / L6 A2. 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. They are attacking an enemy Starbase. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Mb i shoulld build a second one though. friendly_aura hostile_aura: Aura definitions. Picket combat computers have a small bonus to combat speed. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. 2 Le Guin (0d1c) - Mod version 4. The final essential module is the Combat Computer. ' 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. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. Those three top-tier weapons already do it very effectively without any special optimizations. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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). Range was useless before. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. 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. Kinetic artillery has a range of 120. 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. 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. (Unless the enemy fleet has longer-ranged. Interact with diverse alien races, discover strange. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Nesano Aug 14, 2018 @ 8:52pm. 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. The computer dictates ship behavior, using the weapons to determine the range. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. 5. . 10. Viewed 684 times. So what is the main difference? Is Picket essentially a close range version, focussing on intercepting missiles and strike craft, but potentially also good for Cruisers or Battleships that you want to 'brawl' with? Put your interceptors and point defence on picket and ships with torpedos and other high dps on. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. It will zoom into combat as fast as it can in order to reach that range. 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. 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. Max range is the range of the longest range weapon you have equipped. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Combat computer ranges now. 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. 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). 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. Computer system. 0 unless otherwise noted. 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. Now updated for 3. but their behavior does not change based on your combat computer. Bombardment ftw. Apparently artillery computers also use the median range, which is weird because it says long range in the description. Now, this isn't an issue when we are only running long-range weapons. The final essential module is the Combat Computer. That range is 150, while the only combat computer available for Titan is artillery which is 80. 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. spudwalt • Voidborne • 9 mo. (I'm aware that sticking them on 3x Afterburner missile cruisers vs Crisis/FE produces entertaining results)Disruptors buffed, energy weapon of short range high damage fast attack. This is the one essential part where there is a. Others use sapient. 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. Computer system. So your BB. Make it so that it gives a bonus that can apply to both SC and XL weapons. The newly added maximum range computers set the range of the ship's longest weapon range as the. I have jumped back into stellaris recently and I had a few questions. 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. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Huh, never experienced. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. . . Stellaris 3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Sabaithal Dec 17, 2018 @ 1:39pm. PD has a maximum range of only 30. 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. Large weapons have minimum ranges, except for lasers. Mb i shoulld build a second one though. Frankly I don't mind what outcome you two come to; it doesn't concern me. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. I now add my Picket ships so that they protect these artillery ships. I have also started building fleets (nearly) purely of Battleships + 1 Titan. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. 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. May also be reflected in different shipsets. Large Railgun has 100range and Kinetic batteries have 120. View this video if you want to lea. 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. Apparently it means the median range of all of your weapons. Change the Carrier. Now updated for 3. 8 (3. . The carrier computer titan will stay further back. 9 Meta Update] August 27, 2023. 6 “Orion” update contains new galaxy shapes, new artwork as well as the ability for Hive Minds to choose a variation on the Reanimators Civic from the Necroids Species Pack, and a Fleet Combat Rebalance—including a new ship type and changes to combat computers. The 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. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. They used to be like that, but now each ship has a different strategic type of combat computer, and the later researched versions are little more than upgrades. Sabaithal Dec 17, 2018 @ 1:39pm. 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. #3. 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. Ships' combat behavior is. Use combat computers with lower ''range''. You don't need a combat computer to get perfect or near-perfect tracking. 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. 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. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. Vanidas Oct 26, 2016 @ 4:48pm. In addition, while most M weapons are 2x and L 4x the damage. Carrier combat computer should just be altered to become the new "long range" computer. It's not about the hardware in your rig, but the software in your heart! Join us in celebrating and promoting tech, knowledge, and the best gaming, study, and work platform there exists. Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). Its sections consist of an Artillery Bow, Core, and Stern. 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. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. A battleship armed with many medium-caliber guns. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Edit: the tech is called Basic Combat Computer. Artillery computer. 3. 2. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. 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. Also artillery computers with missiles is neat because they also run away while spamming missiles. The 3. #4. Stellaris 3. Stellaris > Dyskusje ogólne > Szczegóły wątku. The "Artillery Combat Computer" tells ships to fire from 80 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 ??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. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. 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. Unless countering a specific threat mix the defenses up evenly between shields and armor. One practical design to strategize the titan for long-range combat is related to the fact that the artillery computer is the only combat computer available. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Last edited by Forblaze; Apr 8 @ 1:53pm #1. ago. 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. Mazey Mar 4 @ 5:01pm. For example, the swarm computer has a formation_distance of 10, so the ship will. The upkeep cost of Stellaris destroyers is based on the. 0! Please see the patch notes for more details. 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. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. I believe combat computers use to tell you the exact range of where the ship would go. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. The hangar craft have a range stat, but. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. famingfire. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Ive seen ships stay at range, and try to stay at range with artillary computer. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. lexa_dG • 10 mo. The early vessels can't engage from long range. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range 84. ago. 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. . Let's say I have a large amount of Artillery ships. Aug 2, 2018. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Content is available under Attribution-ShareAlike 3. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. If you have the ship designer, the combat computer. So they will rush into point-blank range. 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. 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. 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. 0 unless otherwise noted. 2. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. Kinetic artillery has a range of 120. It is developed by Paradox Development Studio and published by Paradox Interactive. Ships with this computer will not charge. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. You don't necessarily need a PC to be a member of the PCMR. I have also started building fleets (nearly) purely of Battleships + 1 Titan. It's the range on the weapons that matter. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. Half weapons slot filled with Railguns, half Laser, artillery combat computer. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. 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. More. Game Version 2. New Sniper Combat Computers. Content is available under Attribution-ShareAlike 3. In another thread someone was talking about combat computers, too (as they currently are in 2. (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. I generally prefer the precog interface. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. 5. Community Hub. Every single admiral has the trait that gives + engagement range. Modified 5 years, 8 months ago. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. BS are the screen element. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Iirc engagement range refers to the distance at which a ship enters combat. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. One of the better designs is the long-range combat ship. Apr 8 @ 3:25pm Oh dear. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. So it's 10% from the picket computer. Stellaris Destroyers Upkeep Costs. Torpedo assault carrier is the most balanced ship design. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Some weapons have minimal range and firing arc. Stellaris. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. Cruiser are torpedoes and missiles. 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. Higher range ones like artillery and carrier will mess up the AI. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. 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. It's better to just improve the AI of the ships in battle so that only the real sluggers will enter weapons range like destroyers and corvettes while battleships must only absolutely stay max range while carriers shouldn't even attempt to move as soon as they enter the system and just launch fighters ASAP. 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. 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. maxxal22. Try as I might, I can find little info on how the various combat computers affect strike craft. You can obliterate most of the enemies while suffering 0 damage. Artillery computers now have an increased combat range according to the weapon range bonus. 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. Combat Computer and influence on ranged combat. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. Stellaris Destroyers Upkeep Costs. Shield is better but crystal plating is the best. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. "Some changes have been made to strike craft to make hangar sections more valuable. ago. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. If you have the ship designer, the combat computer. They will now engage from a larger distance,. 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.