stellaris combat computer ranges. 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. stellaris combat computer ranges

 
 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 likestellaris combat computer ranges For specific weapons, you can really pick your choice

Unlike most people who post stuff to stellaris who. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. 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. 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. BS are 3 strike craft, anti-missile pd and missile for all 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. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Now updated for 3. ' 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. May also be reflected in different shipsets. This means that fleets with long-range weaponry can engage enemies from further away. 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. However all this is at least 2 categories below "optimal". In addition, while most M weapons are 2x and L 4x the damage. 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. ago. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. It means the median range of your guns. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. (mods have no effect on this as it happens when no mods are enabled aswell) From what. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. I feel like the ship computer technology should give us a range of distances our fleets can. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. If you have the ship designer, the combat computer. Point Defense has a range of 0-30. Cruiser are torpedoes and missiles. At least basic combat computer. They're small fast ships with short range weapons that come in close to fight. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. Thread starter CocoCincinnati; Start date Dec 17, 2022;. 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. Stellaris. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. " 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. For picket I prefer precog because I rather have the tracking. forget about armour. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Also waits for all ships of the same class to gather. 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 14 m4potofu • 4 yr. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 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. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. It says to double engagement range. Most of your fleet. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Computer system. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 3. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. I'm not totally sure what that means. So they will rush into point-blank range. 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. The Fleet. Micromanagement will be a bit harder with this one. 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. Corvettes are quick, cheap to build, and smaller but have high evasion. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. on Late game, you are using L weapon with 120, 150, and 250 range. 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. It's military concepts however, still elude me at times. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. To echo this , it will get weapons with short range into combat faster. Currently 2 computers try to get inside the minimum range. . I would also add a note in that the X weapon can be swapped for a Tachyon Lance. 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. 6 Orion is bringing a combat rework and rebalance. In game description for it is "Ship engagement range +100%" at a range of 150. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. . 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. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. COMBAT_DETECT_RANGE_MULT = 1. Melee Attacks against other Combat Robots. Both are very important and it really depends on how combats play out. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Further modifiers would increase it even higher. With the RoF bonus from the computer, its DPS rises to 12. there are two advantages to using Missiles. Here are my thoughts about making combat computer and range system better; 1. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Mb i shoulld build a second one though. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Additionally, the combat computer improves your chances of hitting your target. 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. 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. For Torpedo it will charge the enemy regardless of weapons range. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. Apparently it means the median range of all of your weapons. 4. 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). 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. 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. 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. According to the official Stellaris 3. How Battles Begin. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. 1. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. 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. The artillery computer prefers to attack from the range of your longest range weapon. 8. 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. Max-tracking Battleships are hardly an unorthodox design. One of the better designs is the long-range combat ship. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. It's the range on the weapons that matter. And how that affects combat. ago. The combat role is the little computer chip icon, the bottom item on the vertical list at the right of the designer screen once you have chosen the ship type you want to modify. 25% is the swarm combat computer, which isn't allowed for destroyers. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Starfire Breeze Major. 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 you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . As an example: if a ship has 5 weapons with max ranges. The autocannon also fires faster. As an example: if a ship has 5 weapons with max ranges. I like this trade off versus having 0 combat power under 45 range. 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. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. thanks for the help. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. . Mono-cruiser fleets are totally viable. #7. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. . Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. Throughout the game they would simply close to 0 range and engage. 130 attack range is good for kinetic batteries and. Then it depends on the ship computer. It just flies up to enemies and never actually starts combat. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Compare EU4 or CK2 to Stellaris. They are attacking an enemy Starbase. They have more range and can shoot without problems, but. It's the range on the weapons that matter. 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. So the base power and damage output of AC1 is 30% higher than Coilgun2. I know there's been a lot of discussion about the changes to combat in 3. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Now, this isn't an issue when we are only running long-range weapons. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Improve the behavior patterns of Artillery Combat Computers. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Ships' combat behavior is. I recently had a thread where I discussed a range-based Tracking/Evasion system, but I'll admit I made some pretty large assumptions about the current operating environment with regard to ranges. When you say Combat Computer, which type. 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. 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. 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. They will now engage from a larger distance,. Research the combat roles, it should be in that tree. lexa_dG • 10 mo. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. The computer dictates ship behavior, using the weapons to determine the range. Point Defense has a range of 0-30. . 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. Combat computers support New Ship Classes & More (NSC) and Space Combat. Subscribe. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. 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. The hangar craft have a range stat, but they're. Also artillery computers with missiles is neat because they also run away while spamming missiles. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. RC_0041 • 10 mo. 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. Stellaris 3. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Also i have one titan with me purely for -20% shield aura for Unbidden ships. This. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. 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 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. maxxal22. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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. " How does this make any sense? PD has a maximum range of only 30. The description says the ship will stay 'at range. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. "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. Those three top-tier weapons already do it very effectively without any special optimizations. ago. This page was last edited on 14 October 2017, at 11:31. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Reply. However all this is at least 2 categories below "optimal". 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. 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. If I choose Artillery mode The ship will hold a 80 range distance. Perdition beam range: 0-250. 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. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. Try as I might, I can find little info on how the various combat computers affect strike craft. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Then I looked at the weapons and noticed. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. We would like to show you a description here but the site won’t allow us. Half weapons slot filled with Railguns, half Laser, artillery combat computer. 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. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. I do have some smaller weapons in the hanger section, so that could be part of the issue. Empires live and die by the strength of their fleet in Stellaris. 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. UwU. The carrier computer titan will stay further back. Sabaithal Dec 17, 2018 @ 1:39pm. I cant remember). 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. I'm not sure the combat behavior changes were all that effective. . 6 Orion is bringing a combat rework and rebalance. Because Stellaris is on a 64 bit executable since 2. 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. New Sniper Combat Computers. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. ago. What those ranges are depend on the weapons you pick. Auto cannon is kinetic version . 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Subscribe to downloadZBeautiful Battles. 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. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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. So the base power and damage output of AC1 is 30% higher than Coilgun2. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. they sit back outside of their range even as they're getting shot at after they reach a. Question about how combat computers work after Orion’s release. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Per page: 15 30 50. Precog raises the base evasion of ships, wich is nice. This is even with a carrier combat computer on one of the BBs, it will engage at good range but run in because of line combat computer. 5. Because for shitty fleet ai they also lose efficiency, if the target is not like that. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. At first my titan move towards the fleet to get in range but when it engage in combat it immediately turn around 150 degrees and start to flee. any help ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. 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. Let's say I have a large amount of Artillery ships. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. 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. In another thread someone was talking about combat computers, too (as they currently are in 2. Interact with diverse alien races, discover strange. 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. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. 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. Dont ask how those work, right now id say. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Screen fleets which are missile based. Since this would mean that most likely the kinetic artillery just. . Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). 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). This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 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. 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. #3. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. If a ship of a design is under construction or being upgraded, the design cannot be edited. Content is available under Attribution-ShareAlike 3. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Torpedo assault carrier is the most balanced ship design. Ships stay in formation, 140 distance for Tachyon lances. Like always it is important for you to remember that things are subject to change. Artillery computer. Ships now better keep their distance from the enemies at maximum weapon 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 ??More 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 ships, dealing decent damage. but their behavior does not change based on your combat computer. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. There are no other type of ships in the fleet. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 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. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. Improve the behavior patterns of Artillery Combat Computers. If you have the ship designer, the combat computer. As a fleet 3. View this video if you want to lea. 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). So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. ago. 0 unless otherwise noted. Sapient Combat Computer +10%, Gale Speed +5%. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. 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. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. Large weapons have minimum ranges, except for lasers. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Every single admiral has the trait that gives + engagement range. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. 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. These deal -50% damage to shields, so they are highly ineffective. Apart from this, Stellaris patch 3. m4potofu • 4 yr. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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. Higher range ones like artillery and carrier will mess up the AI. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??For specific weapons, you can really pick your choice. 5. A battleship armed with many medium-caliber guns. . The Lance also doesn't have minimum range (but the other L-weapons do). 23 marca 2018 o 13:27 Combat computer ranges. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. For Torpedo it will charge the enemy regardless of weapons range. H11DN-D4NG3R Oct 13 @ 3:00am. #3. Sub-forums: Game specific Tech Support. 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. Stellaris Combat Rebalance has a new meta. 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. Nesano Aug 14, 2018 @ 8:52pm. I prefer kinetic is solid choice for early - mid game. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. Swarm, and cruisers are best with precognitive. Bombardment ftw. carrier computer being the furthest at 150 range. The carrier deploys strike craft the momement it enters engagement range. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. The only exception is Carrier-type. For Spinal mounts, this is 150 iirc. 5). 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. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Shields even regenerate during combat. Having more opportunities to attack means that you win. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. 3 Badges. Stellaris. 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. That range is 150, while the only combat computer available for Titan is artillery which is 80. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Get ship behavior modules mod, set missile corvette to "Hit and Run (100)" This is the one advantage to using cruisers for missiles: you can give them the artillery computer, which increases range and has them hang back. 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. You'll take. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. Just to clarify, these are the questions that pertain most to what I'm not understanding. 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. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. . I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. When no enemy in desired range, then the ships will attempt to gain range. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. i made a mixed fleet. Europa Universalis IV: Tech Support. The Carrier Computer will cause your carriers to stay at maximum range,. Stellaris > General Discussions > Topic Details.