stellaris combat computer ranges. 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. stellaris combat computer ranges

 
 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 hasstellaris combat computer ranges  When the enemy ships catch up they are shot by the titan's kinetic batteries and were

Bozidar Radulovic. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. The 3. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. Point Defense has a range of 0-30. Stellaris Dev Diary #310 - Matters of. Nanite auto cannon, new weapon . 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. 3 Badges. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. You can obliterate most of the enemies while suffering 0 damage. 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. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. It's the range on the weapons that matter. Carrier combat computer. 130 attack range is good. Currently 2 computers try to get inside the minimum range. maxxal22. Also waits for all ships of the same class to gather. The Big SCHLEEP Oct 13 @ 1:51pm. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Combat computer set for extra range. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. . 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. Like always it is important for you to remember that things are subject to change. Improve the behavior patterns of Artillery Combat Computers. More Combat Computers. The biggest advantage and weakness of carrier fleets is there range. This might not be obvious to people that havent screwed with modding, but Ship AI is entirely driven by the ship_behaviour rules AI in battles, weighted by range of guns, position of Attacker fleet and Defender fleet. Ships now better keep their distance from the enemies at maximum weapon range. CryptoForgot to change the combat computer on the battleship -- oops. I like this trade off versus having 0 combat power under 45 range. . The component is called specialised combat computer. One of the better designs is the long-range combat ship. The carrier computer titan will stay further back. 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. 0 unless otherwise noted. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Which includes most L weapons except autocannon, and laser weapon. The Carrier Computer will cause your carriers to stay at maximum range,. . Stellaris: Tech. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. The 3. 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). Mono-cruiser fleets are totally viable. Additionally, the combat computer improves your chances of hitting your target. The hangar craft have a range stat, but. 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. 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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. But If. The upkeep cost of Stellaris destroyers is based on the. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 6 combat rebalance update. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. So the small guns really become obsolete to the others, especially in terms of range. Picket here refers only to the picket computer - not to the picket ship section. New Sniper Combat Computers. Previously, strike craft were next to useless due to the way AI handled combat. 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. 5. Sabaithal Dec 17, 2018 @ 1:39pm. The Personal Computer. ago. 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. 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. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. 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. 10. 6, Strikcraft were. Kinetic battery range: 45-120. Commentary: The most versatile of all combat units. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. This mod improves the battle aesthetics of the game by making changes that. 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. Max range is the range of the longest range weapon you have equipped. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 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. 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. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). - Frigates now can use the Picket. 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. Range is the undisputed king of Stellaris combat. 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. Jump to latest Follow Reply. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. If you have weapon with 250 range and that ship is engaged in combat then it will fire at anything within that 250 range regardless of what combat role it has set. 6 anyway, I know I have. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. Ships now better keep their distance from the enemies at maximum weapon range. See the Stellaris wiki for more info on how to install. 5. Game Version 2. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Use whatever you have the most tech in. These deal -50% damage to shields, so they are highly ineffective. The "Artillery Combat Computer" tells ships to fire from 80 range. 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. If the other fleet has equally long-range weapons, this isn't always an issue. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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. 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. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. 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. they will try to stay in certain range. 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. 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. 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. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. I'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. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 6 but one thing that doesn't seem to have come up is that artillery combat computers are now horrible on titans and artillery battleships. 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. Currently 2 computers try to get inside the minimum range. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. PD has a maximum range of only 30. 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. Micromanagement will be a bit harder with this one. Use the computer that best suits the type of ship, I. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Basically, my fleet is composed of destroyers and cruisers. 415K subscribers in the Stellaris community. 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. The final essential module is the Combat Computer. I'm not totally sure what that means. 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. paradoxwikis. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??More Combat Computers. Empires live and die by the strength of their fleet in Stellaris. Combat computers (again) Spidee. 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. For specific weapons, you can really pick your choice. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. Range was useless before. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Reply. 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. 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). I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. The first thing I noticed was that the defensive computer fleet had higher strength ratings. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Interact with diverse alien races, discover strange. 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. Shields even regenerate during combat. Stellaris. It's the range on the weapons that matter. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. Fill remaining slots with Armor. If the ranges of your weapons are 50, 50 and 100 the median is 50. Hearts of Iron III: Tech Support. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 2 Le Guin (0d1c) - Mod version 4. Nope, unique computer due to the ship, it only supports the one combat computer. friendly_aura hostile_aura: Aura definitions. 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. Median range is the "middle" range of all equipped weapons. Would work much better if you could swap to arty CC. Kinetic artillery has a range of 120. Some long range weapons like the. 6 Orion is bringing a combat rework and rebalance. 9 Meta Update] August 27, 2023. Sub-forums: Game specific Tech Support. I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. Does that mean all the weapons on the ship double their range? Large neutron launchers and Kinetic artillery only has range of 130 and 120 respectively. R5: All ships in the fleet have artillery combat computers. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. 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). Hell i see battleships moving in, and out of minimum range while attacking STATIONS. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. They're small fast ships with short range weapons that come in close to fight. In addition, while most M weapons are 2x and L 4x the damage. 8. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 3: To stick to the targetting computer for a bit. Swarm, and cruisers are best with precognitive. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Starfire Breeze Major. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. #3. It's also on steam workshop for easier installing. Carrier combat computer should just be altered to become the new "long range" computer. there are two advantages to using Missiles. Then it'll go "okay, I'm in range, time to stop", but it has to decelerate to do so, and will slide forward a bit. 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. 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. It says the ship will stay at range and shoot. Apparently it means the median range of all of your weapons. ' 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. That's what I hope it meant, unfortunately the tool tip for Carrier Combat Computer uses the term in a phrase that assumes you know what engagement distance means, so leaving an element of doubt. Content is available under Attribution-ShareAlike 3. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. Throughout the game they would simply close to 0 range and engage. 0 NSC2 and Amazing Space Battles seem to have a fix for that, but they come with alot of additional fluff which I dont want. Crusader Kings II: Tech Support. If my enemy is shield tech heavy, Missile Corvettes are the way to go. That range is 150, while the only combat computer available for Titan is artillery which is 80. Last edited by Forblaze; Apr 8 @ 1:53pm #1. Mb i shoulld build a second one though. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. "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. 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. When I click on the battle computer I don't get any other options. . They are also the reason combat computers are somewhat broken. Its sections consist of an Artillery Bow, Core, and Stern. Content is available under Attribution-ShareAlike 3. A spinal mount weapon has a range of 150. 1. 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. Artillery Combat Computers are inadequate. However, if you fill. So your BB. they want to shoot not hang back as escorts. 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. Seems like a lot of weapon ranges were nerfed a lot…Titans already have something like 3/4 of a system of engagement range, and that is still not enough. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #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). I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. "Beam Sabres, go brrrr. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. Now updated for 3. It's military concepts however, still elude me at times. The hangar craft have a range stat, but they're. Charge - Ships close. 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. 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. They will now engage from a larger distance,. Its sections consist of an Artillery Bow, Core, and Stern. 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 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. something,. It says the ship will stay at range and shoot. 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. This page was last edited on 14 October 2017, at 11:31. 12 / 16% Speed. 0 unless otherwise noted. The carrier deploys strike craft the momement it enters engagement range. 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. 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. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S 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. Shields even regenerate during combat. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. One interesting design is to set the Titan up for long-range combat since the only type of Combat Computer available to it is the Artillery computer. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. 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. Cv are full missile, mostly there to die. This page was last edited on 31 May 2022, at 00:31. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Just disable the Override submod and you'll be fine. The carrier computer titan will stay further back. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 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. . Both "Line" and "Picket" computers charge into "Median" range. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. The Fleet. Description. 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. If it has a Line computer, it will advance to 50 range. #3. This allows the ships to be properly positioned for fleet air defense. Cruiser: 120 speed, +125% DMT = 270 speed. 0 unless otherwise noted. 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. If I choose Artillery mode The ship will hold a 80 range distance. . Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. The description says the ship will stay 'at range. The enemy fleet had dwarfed my combined fleet. If the enemy is faster, then they cannot. Melee Attacks against other Combat Robots. PD has a maximum range of only 30. Content is available under Attribution-ShareAlike 3. . Kinetic artillery has a range of 120. Ship Designer, right hand side you'll see a slot for combat computer. 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 14 m4potofu • 4 yr. 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. Modified 5 years, 8 months ago. For Torpedo it will charge the enemy regardless of weapons range. Big guns have minimum range. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 30 corvettes, 6-10 BS, rest cruisers. 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. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 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 loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 2. Assign an number of ships to a set of very general orders. This will keep those techs from drawing and your robots will never. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. I am far more concerned about how the ships perform relative to each other and what changes need to be made. 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. 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. Stellaris Destroyers Upkeep Costs. Stellaris 3. This is what's wrong with autocannons. spudwalt • Voidborne • 9 mo. This means that fleets with long-range weaponry can engage enemies from further away. Number of sections. Stellaris 3. It’s currently used for deluge planet killer colossus weapon. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. This is the one essential part where there is a. So the base power and damage output of AC1 is 30% higher than Coilgun2. Those three top-tier weapons already do it very effectively without any special optimizations. Try as I might, I can find little info on how the various combat computers affect strike craft. To echo this , it will get weapons with short range into combat faster. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. a P-slot computer (L has long range, P has short range. This. I prefer kinetic is solid choice for early - mid game. 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. The only exception is Carrier-type. How Stellaris' Orion Update Rebalances Space Combat. 0! Please see the patch notes for more details. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). You can see the load out in the image. Ranges haven't been changed much by the last patch, except for torpedoes. 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. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger.