stellaris combat computer ranges. Mazey Mar 4 @ 5:01pm. stellaris combat computer ranges

 
 Mazey Mar 4 @ 5:01pmstellaris combat computer ranges COMBAT_DETECT_RANGE_MULT = 1

I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Melee Attacks against other Combat Robots. Fluffy-Tanuki • 1 day ago. paziek Devouring Swarm • 3 yr. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. It means the median range of your guns. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 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. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. #4. #7. 0,7. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. 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. Then I looked at the weapons and noticed. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Bozidar Radulovic. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Mono-cruiser fleets are totally viable. The autocannon also fires faster. 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. There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. I generally prefer the precog interface. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. Empires live and die by the strength of their fleet in Stellaris. Carrier combat computer. Precog raises the base evasion of ships, wich is nice. The 3. I feel like the ship computer technology should give us a range of distances our fleets can. 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. 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. on Late game, you are using L weapon with 120, 150, and 250 range. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. 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. Cv are full missile, mostly there to die. Stellaris Dev Diary #310 - Matters of. These deal -50% damage to shields, so they are highly ineffective. 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. New Sniper Combat Computers. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Stellaris Space Combat should be better. Ships' combat behavior is. 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. . Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. A spinal mount weapon has a range of 150. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Nesano Aug 14, 2018 @ 8:52pm. 6 combat rebalance update. Currently 2 computers try to get inside the minimum range. H11DN-D4NG3R Oct 13 @ 3:00am. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". And how that affects combat. In another thread someone was talking about combat computers, too (as they currently are in 2. 12 / 16% Speed. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. 23 marca 2018 o 13:36. I cant remember). forget about armour. Ship Designer, right hand side you'll see a slot for combat computer. 130 attack range is good for kinetic batteries and. Which result in inability to fire those weapons. The enemy fleet had dwarfed my combined fleet. R5: All ships in the fleet have artillery combat computers. 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. This page was last edited on 14 October 2017, at 11:31. i made a mixed fleet. What is the Stellaris combat rework meta and how will things change in patch 3. One of the better designs is the long-range combat ship. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. 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. a P-slot computer (L has long range, P has short range. Here are my thoughts about making combat computer and range system better; 1. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. There are no other type of ships in the fleet. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Try as I might, I can find little info on how the various combat computers affect strike craft. Since this would mean that most likely the kinetic artillery just. Content is available under Attribution-ShareAlike 3. 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. Now, this isn't an issue when we are only running long-range weapons. Computer system. 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. 6 also includes new galaxy shapes to explore, new story events, a new. Sniper Rifle against. Improve the behavior patterns of Artillery Combat Computers. Reply. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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. 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. 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. 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. Large Railgun has 100range and Kinetic batteries have 120. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. The newly added maximum range computers set the range of the ship's longest weapon range as the. 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. 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. 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. 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. 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. Torpedo assault carrier is the most balanced ship design. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. 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. Modified 5 years, 8 months ago. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Shields even regenerate during combat. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. 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. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 4. ago. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Med Railgun has 75 range, and Large Laser has 80 so they both will work at 80 range with line (because ships do drift) Large Railgun has 100range and Kinetic batteries have 120. For Torpedo it will charge the enemy regardless of weapons range. 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 ??The problem is that those computers use a preset range instead of adapting to your actual loadout. Which result in inability to fire those weapons. "I have used beams when it would put my weapons range above the range dictated by the combat computer. Further modifiers would increase it even higher. Stellaris Combat Rebalance has a new meta. 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. Perdition beam range: 0-250. Combat Computer and influence on ranged combat. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Maybe as an anchor for your brawler line as a sort of fleet carrier. thanks for the help. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. I'll grant that you lose all of 5% range by using the Precognative rather than the Sapient computer, that still gives you a 15% greater range than the Destroyers. Ships stay in formation, 140 distance for Tachyon lances. That range is 150, while the only combat computer available for Titan is artillery which is 80. 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. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. If I choose Artillery mode The ship will hold a 80 range distance. Ok, just to see that I have this clear. 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). combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Stellaris > General Discussions > Topic Details. 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). There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Combat computers tend to just decide if your ships will get close enough to use all their weapons, or stay at the range of the longest range weapons (or far enough back to only use their hangers). A new Stellaris update 3. Autocannons are extremely short range. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. And 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. Which is kinds slow going against the armour. 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 they will rush into point-blank range. Also artillery computers with missiles is neat because they also run away while spamming missiles. 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. 56 for the autocannon. Just to clarify, these are the questions that pertain most to what I'm not understanding. Next to fire are the lasers in the L-Slots. 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. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 2. Huh, never experienced. The carrier computer titan will stay further back. 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. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. 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. 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. The hangar craft have a range stat, but they're. Kinetic artillery has a range of 120. Ships now better keep their distance from the enemies at maximum weapon range. 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. 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. It's the range on the weapons that matter. If I choose Artillery mode The ship will hold a 80 range distance. 6 is now available on PC. 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 Big SCHLEEP Oct 13 @ 1:51pm. Max range is the range of the longest range weapon you have equipped. Europa Universalis IV: Tech Support. 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. With the RoF bonus from the computer, its DPS rises to 12. This update rebalances combat and ship design aspects once considered useless. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). It's the range on the weapons that matter. 8. Last edited by Forblaze; Apr 8 @ 1:53pm #1. 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. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Game Version 2. 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. 1. 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). In another thread someone was talking about combat computers, too (as they currently are in 2. The computer dictates ship behavior, using the weapons to determine the range. Throughout the game they would simply close to 0 range and engage. But If. #3. Business, Economics, and Finance. The final essential module is the Combat Computer. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Combat computers support New Ship Classes & More (NSC) and Space Combat. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . 1; Reactions: Reply. Report. It is developed by Paradox Development Studio and published by Paradox Interactive. Both are very important and it really depends on how combats play out. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. 18 votes, 17 comments. New Sniper Combat Computers. 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. Combat Computer and influence on ranged combat. If they are 50, 50 and 250 the median is still 50. A spinal mount weapon has a range of 150. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Now I hover over. At least basic combat computer. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Bombardment ftw. Stellaris. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. 3. This page was last edited on 31 May 2022, at 00:31. As an example: if a ship has 5 weapons with max ranges. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. maxxal22. Ive seen ships stay at range, and try to stay at range with artillary computer. These will give you 55 passive tracking bonus. If a ship of a design is under construction or being upgraded, the design cannot be edited. 8. 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. 6 Orion is bringing a combat rework and rebalance. ' 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. maxxal22. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 2 Le Guin (0d1c) - Mod version 4. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Distance in computer slot are not really that big (30/50/80). Screen fleets which are missile based. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. I've found it to be highly effective at keeping my more valuable battleships alive longer. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. If you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always. 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'. Combat computer AI instructions are flawed for a few ships. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. This page was last edited on 31 May 2022, at 00:31. Every single admiral has the trait that gives + engagement range. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Basic idea is a huge missile and strike craft swarm to saturate pd. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. A battleship armed with many medium-caliber guns. I now add my Picket ships so that they protect these artillery ships. A max level combat computer would bump this to 300 with its engagement range bonus. Also artillery computers with missiles is neat because they also run away while spamming missiles. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. 5. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. It will zoom into combat as fast as it can in order to reach that range. So the base power and damage output of AC1 is 30% higher than Coilgun2. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??The distance depends on the combat computer. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. 5). In addition, while most M weapons are 2x and L 4x the damage. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. 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. The carrier deploys strike craft the momement it enters engagement range. 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. Stellaris is a sci-fi grand strategy game set 200 years into the future. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. - Updated for Stellaris version 2. 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. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 10. notagoodpainter • 10 mo. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the 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. paradoxwikis. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. 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. So the small guns really become obsolete to the others, especially in terms of range. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. If I equip my defense. 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. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. Iirc engagement range refers to the distance at which a ship enters combat. It says to double engagement range. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Apart from this, Stellaris patch 3. For an edition that just unlocks all the computers without any AI modifiers or tech barriers, please use All Ranges for Combat Computers Unlocked Simple Edition. So the base power and damage output of AC1 is 30% higher than Coilgun2. I have jumped back into stellaris recently and I had a few questions. Viewed 684 times. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. A huge step forward for Stellaris wars, would be attrition. 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. 415K subscribers in the Stellaris community. Previously, strike craft were next to useless due to the way AI handled combat. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. You can obliterate most of the enemies while suffering 0 damage. Combat Computers: Picket VS Line. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Use whatever you have the most tech in. Most of your fleet. For Spinal mounts, this is 150 iirc. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless. Heimdall313 Aug 19, 2020 @ 6:43pm. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. Crusader Kings II: Tech Support. Apr 8 @ 3:25pm Oh dear. I know there's been a lot of discussion about the changes to combat in 3. This. this is the default carrier AI. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. Stellaris Combat Rebalance has a new meta. If you have the ship designer, the combat computer. You can see the load out in the image. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. The 3. As an example: if a ship has 5 weapons with max ranges. Swarm, and cruisers are best with precognitive. 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. So your BB. This is never effected by anything other then the flat number on the computer. It was used for Stellaris v1. . For Torpedo it will charge the enemy regardless of weapons range. So my problem is my Titan would die first because it's got less range. Plus Neutron, and Proton Launcher from G slot. Their combat computer is set to "artillery", I double checked. 130 attack range is good. 31 for the Gauss vs. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. Per page: 15 30 50. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. I'm not totally sure what that means. 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. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Ships now better keep their distance from the enemies at maximum weapon range. The Fleet.