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. Autocannons are extremely short range. Maybe as an anchor for your brawler line as a sort of fleet carrier. For example. The first thing I noticed was that the defensive computer fleet had higher strength ratings. Stellaris Titan Designs. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. UwU. spudwalt • Voidborne • 9 mo. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 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. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Which result in inability to fire those weapons. ago. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Vanidas Oct 26, 2016 @ 4:48pm. Now if there are bombers involved you have to bite the bullet and have PD of some sort. (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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. 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. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Bombardment ftw. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. spudwalt • Voidborne • 9 mo. This page was last edited on 14 October 2017, at 11:31. To echo this , it will get weapons with short range into combat faster. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. So if you have 110,120,130 it would use the 120, as 120 is the median. Use whatever you have the most tech in. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. For Torpedo it will charge the enemy regardless of weapons range. The enemy fleet had dwarfed my combined fleet. The 3. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Game Version 2. Use the computer that best suits the type of ship, I. A battleship armed with many medium-caliber guns. 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. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. The Carrier Computer will cause your carriers to stay at maximum range,. It also will try to maintain range, so an enemy closes to within around. 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. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. Which stats, if any, from a combat computer factor into the performance of strike craft? For example, a battleship using a hangar and the Sapient Artillery computer would gain +20% range and fire rate. Ships may end up not firing some of their weapons if you use the. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very. However all this is at least 2 categories below "optimal". They have. Aug 2, 2018. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 3. 130 attack range is good for kinetic batteries and. Assign an number of ships to a set of very general orders. When I click on the battle computer I don't get any other options. 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. 30) over a Sapient computer. How Battles Begin. According to the Devs, what's supposed to happen is strike craft begin to deploy when combat starts, which is going to be in the 2-300 range on a max spec carrier computer. Ships now better keep their distance from the enemies at maximum weapon range. In another thread someone was talking about combat computers, too (as they currently are in 2. 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. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. 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). Subscribe to downloadZBeautiful Battles. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Range was useless before. 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. BS are 3 strike craft, anti-missile pd and missile for all weapons. If the other fleet has equally long-range weapons, this isn't always an issue. 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. Commentary: The most versatile of all combat units. Next to fire are the lasers in the L-Slots. These deal -50% damage to shields, so they are highly ineffective. 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. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. Having more opportunities to attack means that you win. however, that's not that they do. 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. Let's say I have a large amount of Artillery ships. 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,. They're small fast ships with short range weapons that come in close to fight. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. 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. It's not about the hardware in your rig, but the software in your heart! Join us in celebrating and promoting tech, knowledge, and the best gaming, study, and work platform there exists. Stellaris. Just to clarify, these are the questions that pertain most to what I'm not understanding. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. The Big SCHLEEP Oct 13 @ 1:51pm. Question about how combat computers work after Orion’s release. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. For Spinal mounts, this is 150 iirc. If I equip my defense. They are also the reason combat computers are somewhat broken. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Content is available under Attribution-ShareAlike 3. Mono-cruiser fleets are totally viable. When no enemy in desired range, then the ships will attempt to gain range. Higher range ones like artillery and carrier will mess up the AI. 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. 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. Basically, my fleet is composed of destroyers and cruisers. The carrier computer titan will stay further back. 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. Which result in inability to fire those weapons. 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. And how that affects combat. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. So your BB. At first my titan move towards the fleet to get in range but when it engage in combat it immediately turn around 150 degrees and start to flee. . A better option might be to set engagement range respectively: An "Artillery" option to engage at your longest range; "Line" to close max range for your shortest. So they will rush into point-blank range. Nanite auto cannon, new weapon . 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. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. Those three top-tier weapons already do it very effectively without any special optimizations. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. So my problem is my Titan would die first because it's got less range. Think of corvettes as an expandable screen. The final essential module is the Combat Computer. Then it depends on the ship computer. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. As an example: if a ship has 5 weapons with max ranges. View this video if you want to lea. Unless countering a specific threat mix the defenses up evenly between shields and armor. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fleet units in Stellaris Stellaris guide. Combat computer set for extra range. Big guns have minimum range. Try removing the Point. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. 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. ago. Report. Because Stellaris is on a 64 bit executable since 2. Others use sapient. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Every single admiral has the trait that gives + engagement range. 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. We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. All Discussions. 10. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Alpha strike meta is a symptom of several underlying problems. With the RoF bonus from the computer, its DPS rises to 12. ago they will try to stay. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?CSS Special Ship : Broadsider. 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. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 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. 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. Some weapons have minimal range and firing arc. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…One of the better designs is the long-range combat ship. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 5. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Screen fleets which are missile based. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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. It was used for Stellaris v1. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Reply. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Artillery computer. Maybe as an anchor for your brawler line as a sort of fleet carrier. This page was last edited on 31 May 2022, at 00:31. Compare EU4 or CK2 to Stellaris. This is the one essential part where there is a. Heimdall313 Aug 19, 2020 @ 6:43pm. 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. They have more range and can shoot without problems, but. If they are 50, 50 and 250 the median is still 50. Last edited by Forblaze; Apr 8 @ 1:53pm #1. 1; Reactions: Reply. If my enemy is shield tech heavy, Missile Corvettes are the way to go. A new Stellaris update 3. 14. 6 combat rebalance update. Sniper Rifle against. And if range overflows the ship can't fight at all. 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. 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. And how that affects combat. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. A spinal mount weapon has a range of 150. 8 (3. Combat computers (again) Spidee. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 3. It means the median range of your guns. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. 6 combat rebalance update. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. . 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. I'm not totally sure what that means. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Edit: the tech is called Basic Combat Computer. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. You'll take. A ship engages at the maximum range of its longest weapon. Mazey Mar 4 @ 5:01pm. The "Artillery Combat Computer" tells ships to fire from 80 range. Kinetic artillery has a range of 120. Previously, strike craft were next to useless due to the way AI handled combat. In addition, while most M weapons are 2x and L 4x the damage. 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. Stellaris > General Discussions > Topic Details. The "Artillery Combat Computer" tells ships to fire from 80 range. These will give you 55 passive tracking bonus. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. 5. Its sections consist of an Artillery Bow, Core, and Stern. Like always it is important for you to remember that things are subject to change. i made a mixed fleet. 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. Large weapons have minimum ranges, except for lasers. 5. Stellaris Dev Diary #318 - Announcing Astral Planes. Both "Line" and "Picket" computers charge into "Median" range. It's better to just improve the AI of the ships in battle so that only the real sluggers will enter weapons range like destroyers and corvettes while battleships must only absolutely stay max range while carriers shouldn't even attempt to move as soon as they enter the system and just launch fighters ASAP. Auto cannon is kinetic version . On top of that, ships will always approach to within range of their longest-ranged weapon. 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. Stellaris Combat Rebalance has a new meta. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. What is the Stellaris combat rework meta and how will things change in patch 3. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Jump to latest Follow Reply. 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. Europa Universalis IV: Tech Support. This update rebalances combat and ship design aspects once considered useless. friendly_aura hostile_aura: Aura definitions. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 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. Showing 1 - 4 of 4 comments. Its sections consist of an Artillery Bow, Core, and Stern. (Unless the enemy fleet has longer-ranged. 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. Assign an number of ships to a set of very general orders. Additionally, the combat computer improves your chances of hitting your target. Some long range weapons like the. Content is available under Attribution-ShareAlike 3. You just have to love PCs. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. Currently 2 computers try to get inside the minimum range. Business, Economics, and Finance. If it has combat role. I now add my Picket ships so that. they sit back outside of their range even as they're getting shot at after they reach a. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. #3. If I choose Artillery mode The ship will hold a 80 range distance. ago. A huge step forward for Stellaris wars, would be attrition. (mods have no effect on this as it happens when no mods are enabled aswell) From what. 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 Lance also doesn't have minimum range (but the other L-weapons do). Apart from this, Stellaris patch 3. Stellaris Space Combat should be better. 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. how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. . My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. They will now engage from a larger distance,. . In short, Go longer range weapon. 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. ago. Max-tracking Battleships are hardly an unorthodox design. Median range is the "middle" range of all equipped weapons. 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. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). What those ranges are depend on the weapons you pick. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. The upkeep cost of Stellaris destroyers is based on the. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. These deal -50% damage to shields, so they are highly ineffective. This means that fleets with long-range weaponry can engage enemies from further away. If they are 50, 50 and 250 the median is still 50. We would like to show you a description here but the site won’t allow us. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. They are attacking an enemy Starbase. 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. ' 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. . 25% is the swarm combat computer, which isn't allowed for destroyers. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris > Workshop > mineben256's Workshop. 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. Combat Computers: Picket VS Line. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. 9 Meta Update] August 27, 2023. Video by Montu Plays. 23 marca 2018 o 13:36. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 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. 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. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. By punching in the numbers once more in the chance to hit formula we arrive at: cth = 75 - (80 - 45) -> cth = 75 - 35 -> cth = 40 With the +20 from the combat computer, T3 PD has a 60% chance to connect its shots. 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. Charge - Ships close. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. So what is the main difference? Is Picket essentially a close range version, focussing on intercepting missiles and strike craft, but potentially also good for Cruisers or Battleships that you want to 'brawl' with? Put your interceptors and point defence on picket and ships with torpedos and other high dps on. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. I feel like the ship computer technology should give us a range of distances our fleets can stay. The newly added maximum range computers set the range of the ship's longest weapon range as the. 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. 4. Charge - Ships close distance to the enemy and engage at point-blank range. 23 marca 2018 o 13:27 Combat computer ranges. Sub-forums: Game specific Tech Support. 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. Mazey Mar 4 @ 5:01pm. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. CryptoForgot to change the combat computer on the battleship -- oops. Remove those, and the remaining "Median" weapon is P-slot). Range is the undisputed king of Stellaris combat. 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. The carrier computer titan will stay further back. See the Stellaris wiki for more info on how to install. Build cruisers. This page was last edited on 31 May 2022, at 00:31. any help ??CthuluIsSpy Oct 21 @ 10:01am. You can see the load out in the image. 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. I use cruisers for this. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . Precog raises the base evasion of ships, wich is nice. 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. So the base power and damage output of AC1 is 30% higher than Coilgun2. 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. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. However all this is at least 2 categories below "optimal". Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. I feel like the ship computer technology should give us a range of distances our fleets can. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Crusader Kings II: Tech Support. 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: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. If I choose Artillery mode The ship will hold a 80 range distance. 12 / 16% Speed. Big guns have minimum range. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. H11DN-D4NG3R Oct 13 @ 3:00am. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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). Distance in computer slot are not really that big (30/50/80). The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. . You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. This will keep those techs from drawing and your robots will never. 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. Interact with diverse alien races, discover strange. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Swarm, and cruisers are best with precognitive. Then it depends on the ship computer. .