stellaris combat computer ranges. Content is available under Attribution-ShareAlike 3. stellaris combat computer ranges

 
 Content is available under Attribution-ShareAlike 3stellaris combat computer ranges  Stellaris Destroyers Upkeep Costs

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). Unlike most people who post stuff to stellaris who. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. For picket I prefer precog because I rather have the tracking. You can see the load out in the image. As an example: if a ship has 5 weapons with max ranges. Plus Neutron, and Proton Launcher from G slot. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. For example, the swarm computer has a formation_distance of 10, so the ship will. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. 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. Combat computer set for extra range. 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. It's the range on the weapons that matter. 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. If the ranges of your weapons are 50, 50 and 100 the median is 50. spudwalt • Voidborne • 9 mo. Stellaris 3. Europa Universalis IV: Tech Support. Improve the behavior patterns of Artillery Combat Computers. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. The enemy fleet had dwarfed my combined fleet. 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. . 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. What those ranges are depend on the weapons you pick. If they are 50, 50 and 250 the median is still 50. If I choose Artillery mode The ship will hold a 80 range distance. 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. 5). 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. 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. Ships stay in formation, 140 distance for Tachyon lances. Content is available under Attribution-ShareAlike 3. Here are my thoughts about making combat computer and range system better; 1. Report. Stellaris Dev Diary #310 - Matters of. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Additionally, the combat computer improves your chances of hitting your target. Some long range weapons like the. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Per page: 15 30 50. And if range overflows the ship can't fight at all. Range was useless before. The Lance also doesn't have minimum range (but the other L-weapons do). Currently 2 computers try to get inside the minimum range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Stellaris Destroyers Upkeep Costs. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. 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. Also artillery computers with missiles is neat because they also run away while spamming missiles. (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. Yes,. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. 4. 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. What those ranges are depend on the weapons you pick. Vanidas Oct 26, 2016 @ 4:48pm. Charge - Ships close. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. As an example: if a ship has 5 weapons with max ranges. 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. - Updated for Stellaris version 2. 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. A ship engages at the maximum range of its longest weapon. carrier computer being the furthest at 150 range. The hangar craft have a range stat, but. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. 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. 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 early vessels can't engage from long range. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). What is the Stellaris combat rework meta and how will things change in patch 3. . Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Thoughts on 3. . Mb i shoulld build a second one though. 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. Their combat computer is set to "artillery", I double checked. I feel like the ship computer technology should give us a range of distances our fleets can stay. When I click on the battle computer I don't get any other options. 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. BS are the screen element. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. They're small fast ships with short range weapons that come in close to fight. In addition, while most M weapons are 2x and L 4x the damage. (Unless the enemy fleet has longer-ranged. . Use the computer that best suits the type of ship, I. COMBAT_DETECT_RANGE_MULT = 1. This page was last edited on 31 May 2022, at 00:31. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. 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. 6 Orion is bringing a combat rework and rebalance. It says the ship will stay at range and shoot. 6 combat rebalance update. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". The Big SCHLEEP Oct 13 @ 1:51pm. For Torpedo it will charge the enemy regardless of weapons range. 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. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. 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. Melee Attacks against other Combat Robots. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. #4. We’ll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes will want to stay at such short-range. A new Stellaris update 3. Like always it is important for you to remember that things are subject to change. This page was last edited on 14 October 2017, at 11:31. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. 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 "Artillery Combat Computer" tells ships to fire from 80 range. Newbie Naval Combat Guide: For Stellaris 3. Currently 2 computers try to get inside the minimum range. Here are our Stellaris tips to help you out. 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. Number of sections. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. This is the one essential part where there is a. Higher range ones like artillery and carrier will mess up the AI. 6 for fleet combat? We will look at. As a fleet 3. Combat Computer and influence on ranged combat. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Torpedo assault carrier is the most balanced ship design. Sabaithal Dec 17, 2018 @ 1:39pm. They are also the reason combat computers are somewhat broken. It says the ship will stay at range and shoot. 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. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. New Sniper Combat Computers. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Maybe as an anchor for your brawler line as a sort of fleet carrier. Picket here refers only to the picket computer - not to the picket ship section. 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. Their combat computer is set to "artillery", I double checked. Range was useless before. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless. 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. Others use sapient. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. 0,7. I cant remember). 415K subscribers in the Stellaris community. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. Reply. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Build cruisers. Computer system. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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 you say Combat Computer, which type. Now, this isn't an issue when we are only running long-range weapons. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Stellaris > General Discussions > Topic Details. 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. I do have some smaller weapons in the hanger section, so that could be part of the issue. 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. Combat Computers: Picket VS Line. The effective DPS is 2. 6 for fleet combat? We will look at. . . Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Which includes most L weapons except autocannon, and laser weapon. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. . Torpedo assault carrier is the most balanced ship design. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. See full list on stellaris. Business, Economics, and Finance. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. The enemy fleet had dwarfed my combined fleet. Depending on your combat computer, your ship will use different tactics and stay at different ranges. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. But If. Content is available under Attribution-ShareAlike 3. Because for shitty fleet ai they also lose efficiency, if the target is not like that. The biggest advantage and weakness of carrier fleets is there range. . 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. 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 6 but one thing that doesn't seem to have come up is that artillery combat computers are now horrible on titans and artillery battleships. Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them. Minimum range means, that ships cannot fire too close with certain weapons. Stellaris > Dyskusje ogólne > Szczegóły wątku. Starfire Breeze Major. 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. Hearts of Iron III: Tech Support. How Stellaris' Orion Update Rebalances Space Combat. 6, Strikcraft were. Fluffy-Tanuki • 1 day ago. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Cruiser are torpedoes and missiles. Stellaris: Tech. 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. 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. "I have used beams when it would put my weapons range above the range dictated by the combat computer. ago. 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. Alpha strike meta is a symptom of several underlying problems. 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. Kinetic artillery has a range of 120. 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. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Others use sapient. A spinal mount weapon has a range of 150. I am far more concerned about how the ships perform relative to each other and what changes need to be made. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Carrier combat computer. #7. lexa_dG • 10 mo. 8. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. The autocannon also fires faster. Screen fleets which are missile based. New Sniper Combat Computers. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. 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. Use whatever you have the most tech in. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 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). -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. 10. 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. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Apr 8 @ 3:25pm Oh dear. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. So they will rush into point-blank range. 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. Ive seen ships stay at range, and try to stay at range with artillary computer. Maybe as an anchor for your brawler line as a sort of fleet carrier. . Weapons in stellaris increase in cost, energy and damage output by 30% every tier. they will try to stay in certain range. 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. Now if there are bombers involved you have to bite the bullet and have PD of some sort. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. It’s currently used for deluge planet killer colossus weapon. 5). Now I hover over. 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. Shields even regenerate during combat. Large Railgun has 100range and Kinetic batteries have 120. Precog raises the base evasion of ships, wich is nice. Last edited by Forblaze; Apr 8 @ 1:53pm #1. Previously, strike craft were next to useless due to the way AI handled combat. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 23 marca 2018 o 13:27 Combat computer ranges. 130 attack range is good for kinetic batteries and. any help ??CthuluIsSpy Oct 21 @ 10:01am. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. 6 also includes new galaxy shapes to explore, new story events, a new. 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. ' 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. As an example: if a ship has 5 weapons with max ranges. However, if you fill. The only exception is Carrier-type. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). I've found it to be highly effective at keeping my more valuable battleships alive longer. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fill bow and core with M slots and the stern with 2x S slots. 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. 8 (3. There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. " Mid-Range against Ships. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Point Defense has a range of 0-30. In Stellaris we have a number of different types of. 30) over a Sapient computer. 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. Then it depends on the ship computer. 10. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. View this video if you want to lea. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. #3. 0! Please see the patch notes for more details. Max range is the range of the longest range weapon you have equipped. Choosing the right combat computer for the job will fix your ships' suicide behavior. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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). Use combat computers with lower ''range''. I'm trying to make a versatile BS fleet and use the carrier combat computer. Head to the examples for details. 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. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Carrier combat computer. Ships may end up not firing some of their weapons if you use the. This allows the ships to be properly positioned for fleet air defense. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). Ships now better keep their distance from the enemies at maximum weapon range. Next to fire are the lasers in the L-Slots. Apparently it means the median range of all of your weapons. this is the default carrier AI. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. However all this is at least 2 categories below "optimal". RC_0041 • 10 mo. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Stellaris Combat Rebalance has a new meta. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. If it has a Line computer, it will advance to 50 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. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very well, unfortunately. Corvettes are quick, cheap to build, and smaller but have high evasion. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). Crusader Kings II: Tech Support. The Carrier computer has two values: It details the ship holds position at 150. 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. Ranges haven't been changed much by the last patch, except for torpedoes. 130 attack range is good. So stacking range is still worthwhile? Artillery combat computers have +20% range. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. 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,. For Spinal mounts, this is 150 iirc. Improve the behavior patterns of Artillery Combat Computers. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Unless countering a specific threat mix the defenses up evenly between shields and armor. Missile is best in very early but should switch when enemy have point defense. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. 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). You get more fire rate and +10 more tracking (40 vs. 3: To stick to the targetting computer for a bit. Fill remaining slots with Armor. Shield is better but crystal plating is the best. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. alter the flow and spacing of space battles in Stellaris. . The early vessels can't engage from long range. The carrier deploys strike craft the momement it enters engagement range. This is never effected by anything other then the flat number on the computer. If it has a Line computer, it will advance to 50. 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'. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. There are no other type of ships in the fleet. 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. 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. Stellaris 3. 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. All Discussions. Stellaris. they sit back outside of their range even as they're getting shot at after they reach a. ago. 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. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. The carrier computer titan will stay further back. Combat computers (again) Spidee. 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. Stellaris Combat: List your tactics. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Showing 1 - 4 of 4 comments. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 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. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. The artillery computer prefers to attack from the range of your longest range weapon. 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). Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Choosing the right combat computer for the job will fix your ships' suicide behavior.