stellaris combat computer ranges. 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. stellaris combat computer ranges

 
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 computerstellaris combat computer ranges  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

I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. This is the one essential part where there is a. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Artillery computer. You can obliterate most of the enemies while suffering 0 damage. Artillery Combat Computers are inadequate. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. They have. Stellaris Combat: List your tactics. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . They're small fast ships with short range weapons that come in close to fight. 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). Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 10. 1. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. When you say Combat Computer, which type. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Frankly I don't mind what outcome you two come to; it doesn't concern me. 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. Starfire Breeze Major. What those ranges are depend on the weapons you pick. 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. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. The newly added maximum range computers set the range of the ship's longest weapon range as the. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 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. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. 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. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris > Workshop > mineben256's Workshop. If you have the ship designer, the combat computer. . 2 Le Guin (0d1c) - Mod version 4. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". 0 unless otherwise noted. . All other combat computers make sense to me except for Picket and Line. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 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. Edit: the tech is called Basic Combat Computer. 3 Badges. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . The description says the ship will stay 'at range. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. "I have used beams when it would put my weapons range above the range dictated by the combat computer. 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. Apparently it means the median range of all of your weapons. #3. Aug 2, 2018. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. It says to double engagement range. Shield is better but crystal plating is the best. Melee Attacks against other Combat Robots. 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. The first thing I noticed was that the defensive computer fleet had higher strength ratings. Crusader Kings II: Tech Support. 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. According to the official Stellaris 3. 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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. The carrier computer titan will stay further back. 6 combat rebalance update. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. 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. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. 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. Use combat computers with lower ''range''. 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. Combat computers support New Ship Classes & More (NSC) and Space Combat. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Then it depends on the ship computer. . The biggest advantage and weakness of carrier fleets is there range. 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). Improve the behavior patterns of Artillery Combat Computers. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Next to fire are the lasers in the L-Slots. Hearts of Iron III: Tech Support. Shields even regenerate during combat. It's the range on the weapons that matter. Agreed, and I have 2 different types of Crusiders, Hephaestus class to duke it out against the enemy and Halcyon, to shoot a bunch of missiles from afar, same with Battleships, Vindicators for broadsides and Artemis class for sniping shields away with long range X weapon and L weapons. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. I cant remember). Ships may end up not firing some of their weapons if you use the. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. Here are my thoughts about making combat computer and range system better; 1. Kinetic artillery has a range of 120. Corvettes are quick, cheap to build, and smaller but have high evasion. Report. We would like to show you a description here but the site won’t allow us. . That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Modified 5 years, 8 months ago. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. (mods have no effect on this as it happens when no mods are enabled aswell) From what. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. By punching in the numbers once more in the chance to hit formula we arrive at: cth = 75 - (80 - 45) -> cth = 75 - 35 -> cth = 40 With the +20 from the combat computer, T3 PD has a 60% chance to connect its shots. . (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. 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. " Mid-Range against Ships. 2. There are no other type of ships in the fleet. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. 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. 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. Content is available under Attribution-ShareAlike 3. Never research Synthetics or Sapient Combat Computers. ago. The 3. 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. R5: All ships in the fleet have artillery combat computers. 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. It was used for Stellaris v1. 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. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 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. 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. 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. If it has a Line computer, it will advance to 50 range. carrier computer being the furthest at 150 range. 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. Subscribe to downloadZBeautiful Battles. Please let me know if any part of the mod is broken/needs changing, thanks!Ideally the three combat behaviors can be made neutral and interchangeable across all ship types and their stat bonusses moved to a different module slot. Range was useless before. Stellaris Destroyers Upkeep Costs. Large Railgun has 100range and Kinetic batteries have 120. 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. friendly_aura hostile_aura: Aura definitions. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. I like this trade off versus having 0 combat power under 45 range. This allows the ships to be properly positioned for fleet air defense. So the small guns really become obsolete to the others, especially in terms of range. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. It just flies up to enemies and never actually starts combat. As an example: if a ship has 5 weapons with max ranges. 6 Orion is bringing a combat rework and rebalance. 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. . 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. 9 Meta Update] August 27, 2023. The "Artillery Combat Computer" tells ships to fire from 80 range. 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. 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. The only exception is Carrier-type. If you have the ship designer, the combat computer. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. 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. Reply. 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. #4. 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. BS are the screen element. Stellaris Combat: List your tactics. Yes, also a big part of screening, what I like to do is get 10 destroyers in my battleship fleets, 5 with the picket combat computer, 5 with the artillery combat computer, the picket ships are likely to die first but they keep the enemy's at bay, till my battleships and my other destroyers get some distance/they keep the enemy where I want them (away from my. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. Use whatever you have the most tech in. If the enemy is faster, then they cannot. 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. Now my Railguns have a range of 100 and the Lasers only 80. So they will rush into point-blank range. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. ago. Stellaris 3. CryptoForgot to change the combat computer on the battleship -- oops. Big guns have minimum range. For Spinal mounts, this is 150 iirc. 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. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. lexa_dG • 10 mo. ago. 3. In another thread someone was talking about combat computers, too (as they currently are in 2. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. It’s currently used for deluge planet killer colossus weapon. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. 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. Now if there are bombers involved you have to bite the bullet and have PD of some sort. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. thanks for the help. It says the ship will stay at range and shoot. Stellaris Titan Designs. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. The final essential module is the Combat Computer. As an example: if a ship has 5 weapons with max ranges. 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. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". 2. 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. Also artillery computers with missiles is neat because they also run away while spamming missiles. See full list on stellaris. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Now updated for 3. 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,. 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. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. 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. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Previously, strike craft were next to useless due to the way AI handled combat. Ships with this computer will not charge. Sniper Rifle against. 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. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. If you have weapon with 250 range and that ship is engaged in combat then it will fire at anything within that 250 range regardless of what combat role it has set. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). That is an AI owned Titan with long range computer sitting at the edge of the system occasionally shooting it's T weapon while all of the autocannons are vastly out of range and. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. - Frigates now can use the Picket. 5. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. It's military concepts however, still elude me at times. 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. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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). The early vessels can't engage from long range. The early vessels can't engage from long range. Basic idea is a huge missile and strike craft swarm to saturate pd. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. So the base power and damage output of AC1 is 30% higher than Coilgun2. View this video if you want to lea. 8. . Also waits for all ships of the same class to gather. 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. Combat computer ranges now. What is the Stellaris combat rework meta and how will things change in patch 3. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Try removing the Point. Stellaris Combat Rebalance has a new meta. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. So it's 10% from the picket computer. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. Apr 8 @ 3:25pm Oh dear. In addition, while most M weapons are 2x and L 4x the damage. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 1; Reactions: Reply. If it has combat role. Business, Economics, and Finance. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. Change the Carrier. Ranges haven't been changed much by the last patch, except for torpedoes. 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. This mod improves the battle aesthetics of the game by making changes that. Point Defense has a range of 0-30. I'm trying to make a versatile BS fleet and use the carrier combat computer. 3: To stick to the targetting computer for a bit. Now I hover over. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Now, this isn't an issue when we are only running long-range weapons. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Newbie Naval Combat Guide: For Stellaris 3. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. Its sections consist of an Artillery Bow, Core, and Stern. 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. 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. ' 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. Carrier combat computer. For picket I prefer precog because I rather have the tracking. To echo this , it will get weapons with short range into combat faster. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Big guns have minimum range. You just have to love PCs. Ship Designer, right hand side you'll see a slot for combat computer. May also be reflected in different shipsets. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Let's say I have a large amount of Artillery ships. However from gameplay perspective any weapon with a minimum range. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. 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). This page was last edited on 14 October 2017, at 11:31. ago. 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. . 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. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. A spinal mount weapon has a range of 150. 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. Per page: 15 30 50. 5). any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??I then set its combat computer to "artillery," which makes it hang back at the same distance as my battleships. m4potofu • 4 yr. 8 (3. You don't need a combat computer to get perfect or near-perfect tracking. "Beam Sabres, go brrrr. The carrier computer titan will stay further back. Cruiser are torpedoes and missiles. New Sniper Combat Computers. 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. Screen fleets which are missile based. 0 unless otherwise noted. So stacking range is still worthwhile? Artillery combat computers have +20% range. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Others use sapient. They have more range and can shoot without problems, but. 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. 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. 4. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. This is the one essential part where there is a meaningful choice between different options. Every single admiral has the trait that gives + engagement range. Range was useless before. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. 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. One of the better designs is the long-range combat ship. "Some changes have been made to strike craft to make hangar sections more valuable. Unlike most people who post stuff to stellaris who. Stellaris Dev Diary #318 - Announcing Astral Planes. Like always it is important for you to remember that things are subject to change. A spinal mount weapon has a range of 150. 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. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very large bonus to weapon range. You'll take. Business, Economics, and Finance. Nope, unique computer due to the ship, it only supports the one combat computer. Research the combat roles, it should be in that tree. Point Defense has a range of 0-30. 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. 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. ago. any help ??Unless I'm missing something, three Advanced Afterburners (+20% each) should be enough to outrun cruiser even if both use DMT: Battleship: 100 speed, +125% DMT, +60% x3 AA = 285 speed. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?edit: in any case, try to get as much range as possible (examples are: admirals with cautious/synthetic trait, artillery combat computer, rapid deploment doctrine, your juggernaut in same system) and engage from high distance, this way your ships will shot several times before enemy get to you, which in best case may even lead to 0 ships lostWhile at it, might as well increase Range, Speed and Tracking of Missiles, especially the Swarm / Whirlwind types, so they can have a role as "anti corvette" weapon. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. This page was last edited on 31 May 2022, at 00:31. 0 unless otherwise noted. 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. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. 0! Please see the patch notes for more details. For Torpedo it will charge the enemy regardless of weapons 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. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Heimdall313 Aug 19, 2020 @ 6:43pm. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 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. COMBAT_DETECT_RANGE_MULT = 1. Think of corvettes as an expandable screen. Just to clarify, these are the questions that pertain most to what I'm not understanding. 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. You can see the load out in the image. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. . It says the ship will stay at range and shoot. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 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. Apparently artillery computers also use the median range, which is weird because it says long range in the description. 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. Sapient Combat Computer +10%, Gale Speed +5%. 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. but their behavior does not change based on your combat computer. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. I'm not sure the combat behavior changes were all that effective. You don't necessarily need a PC to be a member of the PCMR. 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. 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. So your BB. 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. Currently 2 computers try to get inside the minimum 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. 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. The component is called specialised combat computer. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. This page was last edited on 31 May 2022, at 00:31. Also i have one titan with me purely for -20% shield aura for Unbidden ships. It is developed by Paradox Development Studio and published by Paradox Interactive. Carrier computer should keept it's distance, artillery too. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Ships' combat behavior is. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. There are no other type of ships in the fleet.