Stellaris combat computer ranges. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. Stellaris combat computer ranges

 
 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 IMOStellaris combat computer ranges  So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots

If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. 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. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. If I choose Artillery mode The ship will hold a 80 range distance. Then it depends on the ship computer. 1. I feel like the ship computer technology should give us a range of distances our fleets can stay. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. The Lance also doesn't have minimum range (but the other L-weapons do). Artillery computer. 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 think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Combat computers (again) Spidee. Ships now better keep their distance from the enemies at maximum weapon range. These deal -50% damage to shields, so they are highly ineffective. 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. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fleet units in Stellaris Stellaris guide. 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. 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. #3. Sabaithal Dec 17, 2018 @ 1:39pm. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. Nope, unique computer due to the ship, it only supports the one combat computer. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. They will shoot as soon as they can. lexa_dG • 10 mo. 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 ??They’ll do it. It just flies up to enemies and never actually starts combat. ago they will try to stay. Never research Synthetics or Sapient Combat Computers. 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. 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. More Combat Computers. I now add my Picket ships so that they protect these artillery 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 10. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. 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. 0 unless otherwise noted. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. ago. I cant remember). Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. And how that affects combat. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 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. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). 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. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. How Stellaris' Orion Update Rebalances Space Combat. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. For example, the swarm computer has a formation_distance of 10, so the ship will. Big guns have minimum range. Combat computers support New Ship Classes & More (NSC) and Space Combat. 4. It is developed by Paradox Development Studio and published by Paradox Interactive. The first thing I noticed was that the defensive computer fleet had higher strength ratings. Artillery Combat Computers are inadequate. The Personal Computer. It's the range on the weapons that matter. Europa Universalis IV: Tech Support. 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. spudwalt • Voidborne • 9 mo. 8. Combat computer AI instructions are flawed for a few ships. 6 combat rebalance update. Stellaris 3. 9 Meta Update] August 27, 2023. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Stellaris > General Discussions > Topic Details. #4. This page was last edited on 14 October 2017, at 11:31. ' 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. . Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. What those ranges are depend on the weapons you pick. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. 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. So the small guns really become obsolete to the others, especially in terms of range. The "Artillery Combat Computer" tells ships to fire from 80 range. Ships may end up not firing some of their weapons if you use the. 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. they dont. I prefer kinetic is solid choice for early - mid game. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 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. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. . Apart from this, Stellaris patch 3. Large Railgun has 100range and Kinetic batteries have 120. 3. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Ships now better keep their distance from the enemies at maximum weapon range. Use whatever you have the most tech in. Stellaris 3. Some long range weapons like the. Game Version 2. Point Defense has a range of 0-30. 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. Stellaris: Tech. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. 5). So if you have 110,120,130 it would use the 120, as 120 is the median. 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. 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. The hangar craft have a range stat, but. Mono-cruiser fleets are totally viable. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. 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. I feel like the ship computer technology should give us a range of distances our fleets can. Auto cannon is kinetic version . Stellaris Ship Design Guide 2023 [3. COMBAT_DETECT_RANGE_MULT = 1. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. "Some changes have been made to strike craft to make hangar sections more valuable. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. RC_0041 • 10 mo. 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. on Late game, you are using L weapon with 120, 150, and 250 range. This update rebalances combat and ship design aspects once considered useless. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. 18 votes, 17 comments. 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. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. . 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. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. . So they move to engage new enemies, instead of staying out of range of the current enemies. This wouldn't be an issue, if fleets were also allowed to close in on ships outside of the system, but they seem to respect those boundaries. 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. Change the Carrier. 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. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. It will zoom into combat as fast as it can in order to reach that range. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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 will try to stay in certain range. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. 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. Which includes most L weapons except autocannon, and laser weapon. 5. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. 2 Le Guin (0d1c) - Mod version 4. 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. Improve the behavior patterns of Artillery Combat Computers. Just disable the Override submod and you'll be fine. 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. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. You need the tech. 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. 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. 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. Plus Neutron, and Proton Launcher from G slot. forget about armour. ago. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. I'm not sure the combat behavior changes were all that effective. 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. Combat computer set for extra range. The carrier computer titan will stay further back. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Ok, just to see that I have this clear. 4 "Gemini"! Please see the patch notes for more details. It was used for Stellaris v1. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. However from gameplay perspective any weapon with a minimum range. Ones with Long range and/or minimal range in a position so they can keep firing distance. 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. I'm not totally sure what that means. Empires live and die by the strength of their fleet in Stellaris. They will now engage from a larger distance,. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. Research the combat roles, it should be in that tree. The only exception is Carrier-type. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. 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. This page was last edited on 14 October 2017, at 11:31. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. Then I looked at the weapons and noticed. Shield is better but crystal plating is the best. 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. To echo this , it will get weapons with short range into combat faster. Max range is the range of the longest range weapon you have equipped. All other combat computers make sense to me except for Picket and Line. A spinal mount weapon has a range of 150. m4potofu • 4 yr. "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. Think of corvettes as an expandable screen. Modified 5 years, 8 months ago. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. 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). I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. 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. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Content is available under Attribution-ShareAlike 3. The "Artillery Combat Computer" tells ships to fire from 80 range. 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. Improve the behavior patterns of Artillery Combat Computers. Sniper Rifle against. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. This page was last edited on 31 May 2022, at 00:31. 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. 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). 3: To stick to the targetting computer for a bit. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. In 3. 2 Answers. Large weapons have minimum ranges, except for lasers. 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. Minimum range means, that ships cannot fire too close with certain weapons. 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). Ships' combat behavior is. 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. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. So they will rush into point-blank range. A battleship armed with many medium-caliber guns. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Assign an number of ships to a set of very general orders. Huh, never experienced. A max level combat computer would bump this to 300 with its engagement range bonus. Sabaithal Dec 17, 2018 @ 1:39pm. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. 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 ??Good news everyone! Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Carrier computer should keept it's distance, artillery too. 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 combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. The "Artillery Combat Computer" tells ships to fire from 80 range. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Stellaris Destroyers Upkeep Costs. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. 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. 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. #3. ago. In addition, while most M weapons are 2x and L 4x the damage. Mono-cruiser fleets are totally viable. Video by Montu Plays. A ship engages at the maximum range of its longest weapon. If you have the ship designer, the combat computer. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Game Version 2. Like always it is important for you to remember that things are subject to change. This is the one essential part where there is a. 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. 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. Big guns have minimum range. Throughout the game they would simply close to 0 range and engage. 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. 4. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Range has always been useless for everything other than the first shot of a fight because Stellaris has never had a mechanic where ships can intentionally drive away from another ship (because that's much more annoying to make a computer do than it sounds, the computer has to understand the ship's movement as going "to" a fixed point). Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. I like this trade off versus having 0 combat power under 45 range. In addition, while most M weapons are 2x and L 4x the damage. Nesano Aug 14, 2018 @ 8:52pm. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 23 marca 2018 o 13:27 Combat computer ranges. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. Also artillery computers with missiles is neat because they also run away while spamming missiles. Interact with diverse alien races, discover strange. 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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. 25% is the swarm combat computer, which isn't allowed for destroyers. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. Yes,. Artillery computers now have an increased combat range according to the weapon range 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. This. Stellaris > Dyskusje ogólne > Szczegóły wątku. If the enemy is faster, then they cannot. Fill remaining slots with Armor. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Max range is the range of the longest range weapon you have equipped. Originally I wanted to just run the artillery combat computer, but it says it will keep the ship at the longest weapon range I have on the ship, which considering artillery battleships will almost always run spinal weapons, put the range at 150, which is 30 more than the kinetic artillery. The Carrier computer has two values: It details the ship holds position at 150. 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. As a fleet 3. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?CSS Special Ship : Broadsider. Its sections consist of an Artillery Bow, Core, and Stern. These deal -50% damage to shields, so they are highly ineffective. Mb i shoulld build a second one though. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 1. 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. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. 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. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. 14. 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 ??So, barely any weapons are artillery weapons. 1; Reactions: Reply. You can see the load out in the image. Assign an number of ships to a set of very general orders. It's also on steam workshop for easier installing. Edit: the tech is called Basic Combat Computer. 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. On top of that, ships will always approach to within range of their longest-ranged weapon. I cant remember). If I equip my defense. More. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. I am far more concerned about how the ships perform relative to each other and what changes need to be made. The early vessels can't engage from long range. Their combat computer is set to "artillery", I double checked. These will give you 55 passive tracking bonus. 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. Stellaris Titan Designs. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. I have jumped back into stellaris recently and I had a few questions. They don't stay at range, they never did, the artillery computer has never worked. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. The Lance also doesn't have minimum range (but the other L-weapons do). As is your corvettes are required to use the +evasion, + combat speed or not take it at all. At least basic combat computer. 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. 6, Strikcraft were. See the Stellaris wiki for more info on how to install. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Mazey Mar 4 @ 5:01pm. Stellaris > General Discussions > Topic Details. Stellaris. Ships now better keep their distance from the enemies at maximum weapon range. 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. paradoxwikis.