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. 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. 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. 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. Carrier combat computer should just be altered to become the new "long range" computer. Large weapons have minimum ranges, except for lasers. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Every single admiral has the trait that gives + engagement range. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 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. 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). ago. 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. What those ranges are depend on the weapons you pick. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. The "Artillery Combat Computer" tells ships to fire from 80 range. Mazey Mar 4 @ 5:01pm. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. In 3. Those three top-tier weapons already do it very effectively without any special optimizations. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. " 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. 56 for the autocannon. 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. 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. 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. And how that affects combat. Last edited by Forblaze; Apr 8 @ 1:53pm #1. What is the Stellaris combat rework meta and how will things change in patch 3. Subscribe. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. - Frigates now can use the Picket. Torpedo assault carrier is the most balanced ship design. Sabaithal Dec 17, 2018 @ 1:39pm. A spinal mount weapon has a range of 150. com The carrier computer actually affects Combat Engagement Range, which is the range at which the ship considers itself to be "in combat" and starts doing its combat behaviours. You need the tech. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Couple of Questions:. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The idea being that cruisers form a line in front of destroyers, covering them with flak fire while the destroyers pummel at long range with kinetic batteries. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. #7. The carrier computer titan will stay further back. Without the tech they default to a single preset. I've found it to be highly effective at keeping my more valuable battleships alive longer. Plus Neutron, and Proton Launcher from G slot. Stellaris Dev Diary #318 - Announcing Astral Planes. 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. 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. Can anyone explain to me why battleships and titans with artillery combat computers will negate their own range advantage as…as the title says in all my fleets 1 ship is guaranteed to charge right next to the enemy while all others follow the combat computer behavior in their design. 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. 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. I'm not totally sure what that means. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. 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. 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. Assign an number of ships to a set of very general orders. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Screen fleets which are missile based. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Range was useless before. 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. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". It's the range on the weapons that matter. . Apart from this, Stellaris patch 3. If the ranges of your weapons are 50, 50 and 100 the median is 50. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. 4. 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. Mazey Mar 4 @ 5:01pm. 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. Content is available under Attribution-ShareAlike 3. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. 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. BS are the screen element. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . 5. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. I now add my Picket ships so that. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. When no enemy in desired range, then the ships will attempt to gain range. Edit: the tech is called Basic Combat Computer. Report. 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. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. Then it depends on the ship computer. 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. Just to clarify, these are the questions that pertain most to what I'm not understanding. You get more fire rate and +10 more tracking (40 vs. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. Shield is better but crystal plating is the best. A spinal mount weapon has a range of 150. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. They're small fast ships with short range weapons that come in close to fight. I like this solution a bit better since currently the Elite Equipment Upgrade can be stacked for some really extreme configurations, which was not my original intent. 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. These will give you 55 passive tracking bonus. 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. Games. Dont ask how those work, right now id say. Also artillery computers with missiles is neat because they also run away while spamming missiles. Carrier computer should keept it's distance, artillery too. ago. 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. Bombardment ftw. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. The 3. Charge - Ships close. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. ago. 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. Hearts of Iron III: Tech Support. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. Alpha strike meta is a symptom of several underlying problems. In addition, while most M weapons are 2x and L 4x the damage. This page was last edited on 14 October 2017, at 11:31. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Yes,. So your BB. 6 also includes new galaxy shapes to explore, new story events, a new. Median range is the "middle" range of all equipped 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. ago. Reply. 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. 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. R5: All ships in the fleet have artillery combat computers. With the RoF bonus from the computer, its DPS rises to 12. Vanidas Oct 26, 2016 @ 4:48pm. As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30. 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. 0 unless otherwise noted. 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. 30) over a Sapient computer. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. In another thread someone was talking about combat computers, too (as they currently are in 2. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. 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). a P-slot computer (L has long range, P has short range. The component is called specialised combat computer. They don't stay at range, they never did, the artillery computer has never worked. 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. I do have some smaller weapons in the hanger section, so that could be part of the issue. These deal -50% damage to shields, so they are highly ineffective. Combat computer AI instructions are flawed for a few ships. 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. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 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. Carrier combat computer. -1. 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. 3. 130 attack range is good. paradoxwikis. I cant remember). I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. Max range is the range of the longest range weapon you have equipped. As it's showed in my video, those cruisers with artillery combat computers stayed at artillery range (100-80) and didn't charge forward while the battleships with carrier combat computer charged like crazy. 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. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. any help ??CthuluIsSpy Oct 21 @ 10:01am. Which result in inability to fire those weapons. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). So they will rush into point-blank range. The Lance also doesn't have minimum range (but the other L-weapons do). I like this trade off versus having 0 combat power under 45 range. 6 combat rebalance update. ago. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. If it has a Line computer, it will advance to 50. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. " How does this make any sense?PD has a maximum range of only 30. Shields even regenerate during combat. . 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. Capital ships ended up being spheroids in the 1 km to 10 km range; bigger ships would be slow-moving "monitors" that were for defending chokepoints and valuable planets. Content is available under Attribution-ShareAlike 3. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. 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. Ships may end up not firing some of their weapons if you use the. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. The only exception is Carrier-type. 6 for fleet combat? We will look at. Ships with this computer will not charge. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Modified 5 years, 8 months 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. New Sniper Combat Computers. Melee Attacks against other Combat Robots. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 8. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. The final essential module is the Combat Computer. More Combat Computers. 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. All other combat computers make sense to me except for Picket and Line. Try as I might, I can find little info on how the various combat computers affect strike craft. lexa_dG • 10 mo. In addition, while most M weapons are 2x and L 4x the damage. Median range is the "middle" range of all equipped weapons. 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. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. If the enemy is faster, then they cannot. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Build cruisers. Currently 2 computers try to get inside the minimum range. This page was last edited on 31 May 2022, at 00:31. Stellaris. 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. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Empires live and die by the strength of their fleet in Stellaris. It also will try to maintain range, so an enemy closes to within around. 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. Sniper Rifle against. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. Cruiser: 120 speed, +125% DMT = 270 speed. 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. It says the ship will stay at range and shoot. 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. Improve the behavior patterns of Artillery Combat Computers. Artillery computers now have an increased combat range according to the weapon range bonus. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Autocannons are extremely short range. 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). Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). Higher range ones like artillery and carrier will mess up the AI. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds (approximately 300,000 km for one light-second), and the system offered Evasion based on the length of time between when a weapon is fired and when it would impact, along with the thruster capability of the ship. It just flies up to enemies and never actually starts combat. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. 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. #3. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. It says the ship will stay at range and shoot. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. The 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. This mod improves the battle aesthetics of the game by making changes that. Frankly I don't mind what outcome you two come to; it doesn't concern me. It says to double engagement range. A battleship armed with many medium-caliber guns. 8. Distance in computer slot are not really that big (30/50/80). 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. 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. Stellaris Dev Diary #310 - Matters of. For picket I prefer precog because I rather have the tracking. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. In Stellaris we have a number of different types of. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. I have jumped back into stellaris recently and I had a few questions. . 23 marca 2018 o 13:27 Combat computer ranges. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. The enemy fleet had dwarfed my combined fleet. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. 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. 3. notagoodpainter • 10 mo. This update rebalances combat and ship design aspects once considered useless. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. Reply. When you say Combat Computer, which type. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Try removing the Point. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. What is the Stellaris combat rework meta and how will things change in patch 3. The "Artillery Combat Computer" tells ships to fire from 80 range. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. Business, Economics, and Finance. Per page: 15 30 50. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Commentary: The most versatile of all combat units. ago. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. . e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computer Stellaris really needs us to be able to create battlegroups within our fleets. Stellaris Combat Rebalance has a new meta. Apparently it means the median range of all of your weapons. 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. PD has a maximum range of only 30. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. Both "Line" and "Picket" computers charge into "Median" range. Since this would mean that most likely the kinetic artillery just. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. thanks for the help. The Carrier computer has two values: It details the ship holds position at 150. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. 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. famingfire. Number of sections. You just have to love PCs. 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. If the enemy ship moves closer than half of the ship's preferred attack range and the maintain distance combat behavior is active, then the ship will try to use a "back off" maneuver to return to its preferred attack range. Report. Throughout the game they would simply close to 0 range and engage. 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. Some long range weapons like the. ago they will try to stay. 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. Stellaris 3. Torpedo assault carrier is the most balanced ship design. UwU. Swarm, and cruisers are best with precognitive. 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. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. #4. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. Huh, never experienced. Thoughts on 3. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Artillery computer. RC_0041 • 10 mo. If it has combat role. " How does this make any sense? PD has a maximum range of only 30. 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. . Point Defense has a range of 0-30. 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 you have the ship designer, the combat computer. If I choose Artillery mode The ship will hold a 80 range distance. in vanilla giga cannon 45-150, this mod 45-25 in vanilla neutron launchers 45-120, this mod 45-25 Don't know if this was on purpose or not, but I'd reckon it wasn't on purpose. May also be reflected in different shipsets. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Here are my thoughts about making combat computer and range system better; 1. For Spinal mounts, this is 150 iirc. 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. 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. As a fleet 3. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. (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. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). Here are our Stellaris tips to help you out. 6. 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.