stellaris combat computer ranges. ago. stellaris combat computer ranges

 
 agostellaris combat computer ranges  Others use sapient

Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. Swarm, and cruisers are best with precognitive. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. 3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. For Torpedo it will charge the enemy regardless of weapons range. 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. S. With the RoF bonus from the computer, its DPS rises to 12. If I choose Artillery mode The ship will hold a 80 range distance. ago. . 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. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Description. alter the flow and spacing of space battles in Stellaris. . 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max 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. If it has a Line computer, it will advance to 50 range. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. spudwalt • Voidborne • 9 mo. Perdition beam range: 0-250. 1. It means the median range of your guns. It just flies up to enemies and never actually starts combat. It's the range on the weapons that matter. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Shield is better but crystal plating is the best. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. Frankly I don't mind what outcome you two come to; it doesn't concern me. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Here are our Stellaris tips to help you out. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 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 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. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. 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). 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 bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. 8. Jump to latest Follow Reply. I use cruisers for this. The Carrier computer has two values: It details the ship holds position at 150. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. CryptoForgot to change the combat computer on the battleship -- oops. 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. It's a Behemoth Planetcraft from Gigastructural Engineering. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. If the enemy is faster, then they cannot. Mazey Mar 4 @ 5:01pm. In Stellaris we have a number of different types of. One practical design to strategize the titan for long-range combat is related to the fact that the artillery computer is the only combat computer available. 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. This mod improves the battle aesthetics of the game by making changes that. Plus Neutron, and Proton Launcher from G slot. Sabaithal Dec 17, 2018 @ 1:39pm. The carrier deploys strike craft the momement it enters engagement range. Now updated for 3. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. 10. 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. Nesano Aug 14, 2018 @ 8:52pm. Corvettes are quick, cheap to build, and smaller but have high evasion. So they move to engage new enemies, instead of staying out of range of the current enemies. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. 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. It's not about the hardware in your rig, but the software in your heart! Join us in celebrating and promoting tech, knowledge, and the best gaming, study, and work platform there exists. 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. maxxal22. 6 anyway, I know I have. So your BB. You don't need a combat computer to get perfect or near-perfect tracking. Report. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. Combat Computer and influence on ranged combat. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Carrier combat computer. 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. If a ship of a design is under construction or being upgraded, the design cannot be edited. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Additionally, the combat computer improves your chances of hitting your target. despite it saying it will try to stay at the range of our Hangar Bays, the combat computer behavior is set to a 'formation_distance' of 'median'. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. The newly added maximum range computers set the range of the ship's longest weapon range as the. The Carrier Computer will cause your carriers to stay at maximum range,. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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). Additionally, the combat computer improves your chances of hitting your target. 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. So my problem is my Titan would die first because it's got less range. 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). They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Their combat computer is set to "artillery", I double checked. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. (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 ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. They are attacking an enemy Starbase. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. 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. 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. They will shoot as soon as they can. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. The 3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. This is the one essential part where there is a. 9 Meta Update] August 27, 2023. H11DN-D4NG3R Oct 13 @ 3:00am. Combat computer AI instructions are flawed for a few ships. Remove those, and the remaining "Median" weapon is P-slot). Melee Attacks against other Combat Robots. Both are very important and it really depends on how combats play out. 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. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. 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. Stellaris. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. All Discussions. 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. Assign an number of ships to a set of very general orders. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. The first thing I noticed was that the defensive computer fleet had higher strength ratings. 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. Change the Carrier. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. Vanidas Oct 26, 2016 @ 4:48pm. So it's 10% from the picket computer. 0 unless otherwise noted. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. It says the ship will stay at range and shoot. The "Artillery Combat Computer" tells ships to fire from 80 range. There are no other type of ships in the fleet. Next to fire are the lasers in the L-Slots. Report. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. RC_0041 • 10 mo. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Ive seen ships stay at range, and try to stay at range with artillary computer. 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. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. Some long range weapons like the. Large weapons have minimum ranges, except for lasers. It was used for Stellaris v1. i made a mixed fleet. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 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. Unless countering a specific threat mix the defenses up evenly between shields and armor. . My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. If I equip my defense. Combat Computer and influence on ranged combat. Computer system. they dont. But If. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Ships now better keep their distance from the enemies at maximum weapon range. 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. ago. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. These deal -50% damage to shields, so they are highly ineffective. When no enemy in desired range, then the ships will attempt to gain range. Kinetic artillery has a range of 120. "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. Kinetic artillery has a range of 120. So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. Stellaris Dev Diary #310 - Matters of. As an example: if a ship has 5 weapons with max ranges. 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. 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. Per page: 15 30 50. They are also the reason combat computers are somewhat broken. Previously, strike craft were next to useless due to the way AI handled combat. 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. Having more opportunities to attack means that you win. 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. The Big SCHLEEP Oct 13 @ 1:51pm. This is the one essential part where there is a meaningful choice between different options. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. The component is called specialised combat computer. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. 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. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. 3. 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. New Sniper Combat Computers. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. Broadsider // M14 / L6 A2. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. This. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. 2. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Kinetic battery range: 45-120. Edit: the tech is called Basic Combat Computer. Some weapons have minimal range and firing arc. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. On top of that, ships will always approach to within range of their longest-ranged weapon. Compare EU4 or CK2 to Stellaris. If I choose Artillery mode The ship will hold a 80 range distance. Most of your fleet. That's what I hope it meant, unfortunately the tool tip for Carrier Combat Computer uses the term in a phrase that assumes you know what engagement distance means, so leaving an element of doubt. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. 30 corvettes, 6-10 BS, rest cruisers. Sub-forums: Game specific Tech Support. So in Human vs Human play, the core midgame threat is the Missile Artillery-computer Destroyer: Swarmer + Missiles + 3x Afterburners for maybe 50% midgame Evasion, 120+ range. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. And actually tell you exactly what it does in the UI instead of just using vague terms like "line" and artillery"The Carrier computer doesn't seem to let the carrier get close enough for the strike craft to do any damage. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. ' 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. 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. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. 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. We would like to show you a description here but the site won’t allow us. Large Railgun has 100range and Kinetic batteries have 120. The "Artillery Combat Computer" tells ships to fire from 80 range. (I'm aware that sticking them on 3x Afterburner missile cruisers vs Crisis/FE produces entertaining results)Disruptors buffed, energy weapon of short range high damage fast attack. Since this would mean that most likely the kinetic artillery just. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. Stellaris is a sci-fi grand strategy game set 200 years into the future. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. If the other fleet has equally long-range weapons, this isn't always an issue. 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. Because Stellaris is on a 64 bit executable since 2. 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. The effective DPS is 2. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Artillery computer. The carrier computer titan will stay further back. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 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. - Updated for Stellaris version 2. Just disable the Override submod and you'll be fine. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). This means that fleets with long-range weaponry can engage enemies from further away. One of the better designs is the long-range combat ship. 2. Now, this isn't an issue when we are only running long-range weapons. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. 5). Games. Range is the undisputed king of Stellaris combat. You can obliterate most of the enemies while suffering 0 damage. 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). but their behavior does not change based on your combat computer. Every single admiral has the trait that gives + engagement range. However, if you fill. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. . 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. Content is available under Attribution-ShareAlike 3. 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. However, the second, the ability to ignore shields, still applies. 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 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. 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 have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Mb i shoulld build a second one though. A spinal mount weapon has a range of 150. Use combat computers with lower ''range''. Question about how combat computers work after Orion’s release. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. 8. Swarm, and cruisers are best with precognitive. Because for shitty fleet ai they also lose efficiency, if the target is not like that. A spinal mount weapon has a range of 150. 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. 3 Badges. ago. If the enemy is faster, then they cannot. BS are 3 strike craft, anti-missile pd and missile for all weapons. 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. If they are 50, 50 and 250 the median is still 50. 5. 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. Higher range ones like artillery and carrier will mess up the AI. 130 attack range is good for kinetic batteries and. Point Defense has a range of 0-30. This page was last edited on 14 October 2017, at 11:31. Shields even regenerate during combat. Empires live and die by the strength of their fleet in Stellaris. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. More Combat Computers. A spinal mount weapon has a range of 150. New Sniper Combat Computers. PD has a maximum range of only 30. So stacking range is still worthwhile? Artillery combat computers have +20% range. Business, Economics, and Finance. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. 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. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. 1; Reactions: Reply. And if range overflows the ship can't fight at all. They have more range and can shoot without problems, but. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. Huh, never experienced. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. The Personal Computer. UwU. 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. Showing 1 - 4 of 4 comments. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Like always it is important for you to remember that things are subject to change. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. For picket I prefer precog because I rather have the tracking. - Frigates now can use the Picket. New Sniper Combat Computers. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Modified 5 years, 8 months ago. Artillery computers now have an increased combat range according to the weapon range bonus. Further modifiers would increase it even higher. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Iirc engagement range refers to the distance at which a ship enters combat. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. paradoxwikis.