stellaris combat computer ranges. Additionally, the combat computer improves your chances of hitting your target. stellaris combat computer ranges

 
 Additionally, the combat computer improves your chances of hitting your targetstellaris combat computer ranges  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

. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Also artillery computers with missiles is neat because they also run away while spamming missiles. Missiles have a range of 0-80 or 0-120. I cant remember). Since this would mean that most likely the kinetic artillery just. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. Point Defense has a range of 0-30. Sabaithal Dec 17, 2018 @ 1:39pm. 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. Combat computer ranges now. Currently 2 computers try to get inside the minimum range. "I have used beams when it would put my weapons range above the range dictated by the combat computer. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The Carrier Computer will cause your carriers to stay at maximum range,. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 8 (3. Artillery computers now have an increased combat range according to the weapon range bonus. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. We would like to show you a description here but the site won’t allow us. There are no other type of ships in the fleet. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. It is developed by Paradox Development Studio and published by Paradox Interactive. alter the flow and spacing of space battles in Stellaris. Community Hub. The carrier computer titan will stay further back. In game description for it is "Ship engagement range +100%" at a range of 150. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. This page was last edited on 14 October 2017, at 11:31. And how that affects combat. . Content is available under Attribution-ShareAlike 3. Swarm, and cruisers are best with precognitive. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. (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. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. This page was last edited on 31 May 2022, at 00:31. All Discussions. 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. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. 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. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 0% damage effective (their listed damage per a day vs their actual damage per a day), meaning they spent an average of about 63% of their time doing nothing but flying around (EDIT: Just a clarification that prior to 2. If I choose Artillery mode The ship will hold a 80 range distance. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. This mod improves the battle aesthetics of the game by making changes that. Ok, just to see that I have this clear. Ships now better keep their distance from the enemies at maximum weapon range. 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. 2. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. 6 anyway, I know I have. The Lance also doesn't have minimum range (but the other L-weapons do). 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. 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 ??Fill bow and core with M slots and the stern with 2x S slots. Assign an number of ships to a set of very general orders. Ive seen ships stay at range, and try to stay at range with artillary computer. 56 for the autocannon. 6, we’ve also reworked how the Ascension Paths from Utopia work. #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 ??The distance depends on the combat computer. Nope, unique computer due to the ship, it only supports the one combat computer. This is what's wrong with autocannons. . Use the computer that best suits the type of ship, I. It is a known problem, I found dozens of reddit and paradox forum threads about fleets facehugging each other, ignoring their combat computer stances and there are no mod to fix this, that are on 3. 6 combat rebalance update. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. New Sniper 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 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. Screen fleets which are missile based. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 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. Thoughts on 3. 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. See the Stellaris wiki for more info on how to install. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. BS are the screen element. 5. #4. Just to clarify, these are the questions that pertain most to what I'm not understanding. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. This page was last edited on 31 May 2022, at 00:31. I generally prefer the precog interface. notagoodpainter • 10 mo. Plus Neutron, and Proton Launcher from G slot. Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). 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. The biggest advantage and weakness of carrier fleets is there range. 1. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. If the ranges of your weapons are 50, 50 and 100 the median is 50. Apparently artillery computers also use the median range, which is weird because it says long range in the description. The Fleet. 0 unless otherwise noted. To echo this , it will get weapons with short range into combat faster. Median range is the "middle" range of all equipped weapons. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. 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. (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. It’s currently used for deluge planet killer colossus weapon. New Sniper Combat Computers. In another thread someone was talking about combat computers, too (as they currently are in 2. 30) over a Sapient computer. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. notagoodpainter • 10 mo. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. 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. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Having more opportunities to attack means that you win. Distance in computer slot are not really that big (30/50/80). Picket here refers only to the picket computer - not to the picket ship section. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Range was useless before. Stellaris is a sci-fi grand strategy game set 200 years into the future. PD has a maximum range of only 30. So the base power and damage output of AC1 is 30% higher than Coilgun2. Newbie Naval Combat Guide: For Stellaris 3. #3. 6 Orion is bringing a combat rework and rebalance. 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 ??Good news everyone! Today’s Dev Diary will be about Fleet Combat and the different things affecting it. When no enemy in desired range, then the ships will attempt to gain range. Combat computer set for extra range. Jump to latest Follow Reply. However, the second, the ability to ignore shields, still applies. You need the tech. As an example: if a ship has 5 weapons with max ranges. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. I'm not totally sure what that means. they sit back outside of their range even as they're getting shot at after they reach a. 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. 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. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. The upkeep cost of Stellaris destroyers is based on the. 8. They have. 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. 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. This is never effected by anything other then the flat number on the computer. Kinetic battery range: 45-120. 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. 0 unless otherwise noted. 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. Throughout the game they would simply close to 0 range and engage. #3. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. You don't necessarily need a PC to be a member of the PCMR. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. "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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. It's also on steam workshop for easier installing. 0 unless otherwise noted. 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. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. 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. 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. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Combat computers (again) Spidee. "Some changes have been made to strike craft to make hangar sections more valuable. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. Cruiser are torpedoes and missiles. I feel like the ship computer technology should give us a range of distances our fleets can. 3. Ships now better keep their distance from the enemies at maximum weapon range. 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. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 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). Like always it is important for you to remember that things are subject to change. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. In another thread someone was talking about combat computers, too (as they currently are in 2. It will zoom into combat as fast as it can in order to reach that range. 8. 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. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Combat Computers: Picket VS Line. . Stellaris > Dyskusje ogólne > Szczegóły wątku. Big guns have minimum range. 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. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. ago. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. 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. Stellaris Titan Designs. . - Frigates now can use the Picket. 14. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. . 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. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. paradoxwikis. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. ago they will try to stay. This mod allows all types of combat computers to be used with every ship size after getting the first combat computer tech (for a mod without these barriers, see below). 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. however, that's not that they do. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. And if range overflows the ship can't fight at all. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Nanite auto cannon, new weapon . More Combat Computers. Ships stay in formation, 140 distance for Tachyon lances. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Picket combat computers have a small bonus to combat speed. lexa_dG • 10 mo. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. If the other fleet has equally long-range weapons, this isn't always an issue. in vanilla giga cannon 45-150, this mod 45-25 in vanilla neutron launchers 45-120, this mod 45-25 Don't know if this was on purpose or not, but I'd reckon it wasn't on purpose. Now my Railguns have a range of 100 and the Lasers only 80. spudwalt • Voidborne • 9 mo. If they are 50, 50 and 250 the median is still 50. For Torpedo it will charge the enemy regardless of weapons range. If you have the ship designer, the combat computer. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. 5. 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. COMBAT_DETECT_RANGE_MULT = 1. 130 attack range is good. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Most of your fleet. 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. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. You'll take. 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. Artillery Combat Computers are inadequate. I use cruisers for this. 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. Their combat computer is set to "artillery", I double checked. COMBAT_DETECT_RANGE_MULT = 1. 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. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). 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. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. Research the combat roles, it should be in that tree. 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. Which includes most L weapons except autocannon, and laser weapon. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Computer system. You can see the load out in the image. Now I hover over. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. As a fleet 3. 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. Stellaris. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. 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. 130 attack range is good. Minimum range means, that ships cannot fire too close with certain weapons. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. You get more fire rate and +10 more tracking (40 vs. 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. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. A spinal mount weapon has a range of 150. So they move to engage new enemies, instead of staying out of range of the current enemies. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Bombardment ftw. This is the one essential part where there is a meaningful choice between different options. " How does this make any sense? PD has a maximum range of only 30. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. 31 for the Gauss vs. Now updated for 3. 12 / 16% Speed. 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. The description says the ship will stay 'at range. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. What those ranges are depend on the weapons you pick. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. I feel like the ship computer technology should give us a range of distances our fleets can stay. The only exception is Carrier-type. This. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. 2. 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. 5). Ship Designer, right hand side you'll see a slot for combat computer. Reply. maxxal22. What is the Stellaris combat rework meta and how will things change in patch 3. Ship designs will auto-upgrade if you check the box on the lower right of the screen, with an exception for Jump Drives / Psi Jump Drives. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. Basic idea is a huge missile and strike craft swarm to saturate pd. So stacking range is still worthwhile? Artillery combat computers have +20% range. Cruiser: 120 speed, +125% DMT = 270 speed. 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). ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. 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 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. CryptoForgot to change the combat computer on the battleship -- oops. Also waits for all ships of the same class to gather. At least basic combat computer. It seems that a lot of people have been just putting an X bow on a carrier core since 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. 10. The enemy fleet had dwarfed my combined fleet. Ones with Long range and/or minimal range in a position so they can keep firing distance. Head to the examples for details. 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. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. Frankly I don't mind what outcome you two come to; it doesn't concern me. The first thing I noticed was that the defensive computer fleet had higher strength ratings. These deal -50% damage to shields, so they are highly ineffective. PD has a maximum range of only 30. Build cruisers. ago. ago. A max level combat computer would bump this to 300 with its engagement range bonus. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. Melee Attacks against other Combat Robots. Broadsider // M14 / L6 A2. I'm not sure the combat behavior changes were all that effective. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. " How does this make any sense?PD has a maximum range of only 30. Precog raises the base evasion of ships, wich is nice. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Stellaris. With the RoF bonus from the computer, its DPS rises to 12. they will try to stay in certain range. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. 5. Range is the undisputed king of Stellaris combat. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. That range is 150, while the only combat computer available for Titan is artillery which is 80. 6 for fleet combat? We will look at. Previously, strike craft were next to useless due to the way AI handled combat. Apparently it means the median range of all of your weapons. Charge - Ships close. Never research Synthetics or Sapient Combat Computers. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Use whatever you have the most tech in. 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. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Here are our Stellaris tips to help you out. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. So the base power and damage output of AC1 is 30% higher than Coilgun2. Additionally, the combat computer improves your chances of hitting your target. 6 combat rebalance update. Business, Economics, and Finance. Because for shitty fleet ai they also lose efficiency, if the target is not like that. - Updated for Stellaris version 2. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. They will now engage from a larger distance,. 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. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. S. Ships' combat behavior is. Then I looked at the weapons and noticed. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. Commentary: The most versatile of all combat units.