Stellaris combat computer ranges. If the enemy is faster, then they cannot. Stellaris combat computer ranges

 
 If the enemy is faster, then they cannotStellaris combat computer ranges 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

0 unless otherwise noted. 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). The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Please let me know if any part of the mod is broken/needs changing, thanks!Ideally the three combat behaviors can be made neutral and interchangeable across all ship types and their stat bonusses moved to a different module slot. The combat role is the little computer chip icon, the bottom item on the vertical list at the right of the designer screen once you have chosen the ship type you want to modify. The first thing I noticed was that the defensive computer fleet had higher strength ratings. . Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. 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. Just disable the Override submod and you'll be fine. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Kinetic artillery has a range of 120. 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. 130 attack range is good. Bozidar Radulovic. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 10. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. notagoodpainter • 10 mo. 6 anyway, I know I have. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. Stellaris Dev Diary #318 - Announcing Astral Planes. Business, Economics, and Finance. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. In Stellaris we have a number of different types of. It says the ship will stay at range and shoot. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 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. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Combat computers (again) Spidee. A spinal mount weapon has a range of 150. It is developed by Paradox Development Studio and published by Paradox Interactive. The effective DPS is 2. 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. However all this is at least 2 categories below "optimal". Artillery computer. So they will rush into point-blank range. Minimum range means, that ships cannot fire too close with certain 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 ??So, barely any weapons are artillery weapons. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. 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. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. 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. 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. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range 84. 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 ??I then set its combat computer to "artillery," which makes it hang back at the same distance as my battleships. If you have the ship designer, the combat computer. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. When you say Combat Computer, which type. 8. Apparently artillery computers also use the median range, which is weird because it says long range in the description. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. I didn't know that there were a suggestion forum, so I revised my article in the main Stellaris forum, and fixed and added few things, and posting here again. Since this would mean that most likely the kinetic artillery just. Crusader Kings II: Tech Support. 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. Last edited by Forblaze; Apr 8 @ 1:53pm #1. 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. 2. The "Artillery Combat Computer" tells ships to fire from 80 range. Cruiser: 120 speed, +125% DMT = 270 speed. Mono-cruiser fleets are totally viable. 6. Apr 8 @ 3:25pm Oh dear. If the ranges of your weapons are 50, 50 and 100 the median is 50. despite it saying it will try to stay at the range of our Hangar Bays, the combat computer behavior is set to a 'formation_distance' of 'median'. " How does this make any sense? PD has a maximum range of only 30. 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. lexa_dG • 10 mo. 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. #3. I like this solution a bit better since currently the Elite Equipment Upgrade can be stacked for some really extreme configurations, which was not my original intent. Stellaris Space Combat should be better. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. If they are 50, 50 and 250 the median is still 50. A new Stellaris update 3. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Micromanagement will be a bit harder with this one. i made a mixed fleet. Stellaris. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Stellaris Combat Rebalance has a new meta. 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. What Combat Computer should I give these Picket Ships? This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have a hope in hell of hitting them). But If. You can see the load out in the image. Sapient Combat Computer +10%, Gale Speed +5%. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. The 3. 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. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. 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. Use combat computers with lower ''range''. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. " 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. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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). Kinetic artillery has a range of 120. #7. Because for shitty fleet ai they also lose efficiency, if the target is not like that. I have also started building fleets (nearly) purely of Battleships + 1 Titan. a P-slot computer (L has long range, P has short range. Kinetic battery range: 45-120. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. The description says the ship will stay 'at range. Stellaris > General Discussions > Topic Details. As it's showed in my video, those cruisers with artillery combat computers stayed at artillery range (100-80) and didn't charge forward while the battleships with carrier combat computer charged like. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. Just to clarify, these are the questions that pertain most to what I'm not understanding. New Sniper Combat Computers. ago. It's military concepts however, still elude me at times. And how that affects combat. 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. Shields even regenerate during combat. What is the Stellaris combat rework meta and how will things change in patch 3. 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] of enemy ship. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Apparently it means the median range of all of your weapons. . 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. 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. 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. (mods have no effect on this as it happens when no mods are enabled aswell) From what. PD has a maximum range of only 30. this is the default carrier AI. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. 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. Carrier combat computer should just be altered to become the new "long range" computer. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. 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. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 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. 1. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. 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. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. R5: All ships in the fleet have artillery combat computers. At least basic combat computer. I have also started building fleets (nearly) purely of Battleships + 1 Titan. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. It's also on steam workshop for easier installing. Never research Synthetics or Sapient Combat Computers. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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. Ships now better keep their distance from the enemies at maximum weapon range. 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. Stellaris > Dyskusje ogólne > Szczegóły wątku. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Viewed 684 times. 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. Throughout the game they would simply close to 0 range and engage. You get more fire rate and +10 more tracking (40 vs. #4. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. There are no other type of ships in the fleet. S. Now, this isn't an issue when we are only running long-range weapons. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 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. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Also waits for all ships of the same class to gather. If the enemy is faster, then they cannot. They are also the reason combat computers are somewhat broken. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Others use sapient. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 8 (3. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. 14. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. Without the tech they default to a single preset. However all this is at least 2 categories below "optimal". I generally prefer the precog interface. 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. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. If it has combat role. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. To echo this , it will get weapons with short range into combat faster. Cv are full missile, mostly there to die. Yes, also a big part of screening, what I like to do is get 10 destroyers in my battleship fleets, 5 with the picket combat computer, 5 with the artillery combat computer, the picket ships are likely to die first but they keep the enemy's at bay, till my battleships and my other destroyers get some distance/they keep the enemy where I want them (away from my. 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. It will zoom into combat as fast as it can in order to reach that range. 2. 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. Interact with diverse alien races, discover strange. -1. Additionally, the combat computer improves your chances of hitting your target. 5. So they will rush into point-blank range. This wouldn't be an issue, if fleets were also allowed to close in on ships outside of the system, but they seem to respect those boundaries. . 8. In another thread someone was talking about combat computers, too (as they currently are in 2. 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. So the base power and damage output of AC1 is 30% higher than Coilgun2. Max range is the range of the longest range weapon you have equipped. Also i have one titan with me purely for -20% shield aura for Unbidden ships. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. RC_0041 • 10 mo. Report. Fluffy-Tanuki • 1 day ago. 5. 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. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. Half weapons slot filled with Railguns, half Laser, artillery combat computer. 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. Now my Railguns have a range of 100 and the Lasers only 80. Mb i shoulld build a second one though. What is the Stellaris combat rework meta and how will things change in patch 3. When no enemy in desired range, then the ships will attempt to gain range. Think of corvettes as an expandable screen. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). Having more opportunities to attack means that you win. 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. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Capital ships ended up being spheroids in the 1 km to 10 km range; bigger ships would be slow-moving "monitors" that were for defending chokepoints and valuable planets. That range is 150, while the only combat computer available for Titan is artillery which is 80. . Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. They don't stay at range, they never did, the artillery computer has never worked. 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. 6 for fleet combat? We will look at. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. #3. This means that fleets with long-range weaponry can engage enemies from further away. The only exception is Carrier-type. 0 unless otherwise noted. In game description for it is "Ship engagement range +100%" at a range of 150. It says to double engagement range. Aug 2, 2018. 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. The Big SCHLEEP Oct 13 @ 1:51pm. Combat Computers: Picket VS Line. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. 6 also includes new galaxy shapes to explore, new story events, a new. Stellaris > General Discussions > Topic Details. In addition, while most M weapons are 2x and L 4x the damage. Sabaithal Dec 17, 2018 @ 1:39pm. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Ships now better keep their distance from the enemies at maximum weapon range. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max 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. 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. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. For specific weapons, you can really pick your choice. 0 unless otherwise noted. 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. Max range is the range of the longest range weapon you have equipped. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 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. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. 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. but their behavior does not change based on your combat computer. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. Large Railgun has 100range and Kinetic batteries have 120. Others use sapient. Plus Neutron, and Proton Launcher from G slot. Every single admiral has the trait that gives + engagement range. I feel like the ship computer technology should give us a range of distances our fleets can. It's an interesting concept (and I'm glad the developers are experimenting with trying things out), but this one just seems to have a whole lot of problems when it comes down to the details. It also will try to maintain range, so an enemy closes to within around. 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. I'm not sure the combat behavior changes were all that effective. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. It’s currently used for deluge planet killer colossus weapon. Alpha strike meta is a symptom of several underlying problems. 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. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Frankly I don't mind what outcome you two come to; it doesn't concern me. These deal -50% damage to shields, so they are highly ineffective. 2 Le Guin (0d1c) - Mod version 4. The Carrier computer works just as well (or baldy) as the other ones in that regard. " How does this make any sense?PD has a maximum range of only 30. I know there's been a lot of discussion about the changes to combat in 3. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. For fleet design, biggest ships available are best, however you might want a corvette or destroyer fleet on the side to chase down stragglers as those are a lot faster (destroyers slightly slower, but won't take so much for losses cleaning up stations). Missiles have a range of 0-80 or 0-120. 415K subscribers in the Stellaris community. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. 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. Artillery computers now have an increased combat range according to the weapon range bonus. Range was useless before. I like this trade off versus having 0 combat power under 45 range. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 6 Orion is bringing a combat rework and rebalance. 12 / 16% Speed. 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. Now updated for 3. If I equip my defense. View this video if you want to lea. 23 marca 2018 o 13:36. They have more range and can shoot without problems, but. 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. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. So my problem is my Titan would die first because it's got less range. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. 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. First you need to make sure that you have different behavior computer set in your ships (artilery vs picket), then - in war - fight against big immobile oponent (some starbase). Sabaithal Dec 17, 2018 @ 1:39pm. I see my ships fire missiles at a starbase almost immediately after entering a system but move halfway across the system unecessarily as the combat computer is using the fixed number for the missiles 100-120. I now add my Picket ships so that they protect these artillery ships. - Updated for Stellaris version 2. The problem is the AI that's best for a PD screen also moves the ship into short range of the opposing fleet where they are promptly destroyed. Stellaris Combat: List your tactics. 3. View this video if you want to lea. This page was last edited on 14 October 2017, at 11:31. 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. 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 computerStellaris really needs us to be able to create battlegroups within our fleets. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. 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. 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. Stellaris Ship Design Guide 2023 [3. This page was last edited on 14 October 2017, at 11:31. Computer system. 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. ago. . 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. If the other fleet has equally long-range weapons, this isn't always an issue. 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. maxxal22. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. However, the second, the ability to ignore shields, still applies. ago. . Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. It's a Behemoth Planetcraft from Gigastructural Engineering. More. And actually tell you exactly what it does in the UI instead of just using vague terms like "line" and artillery"The Carrier computer doesn't seem to let the carrier get close enough for the strike craft to do any damage. Shields even regenerate during combat. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. 1; Reactions: Reply. ago. I am far more concerned about how the ships perform relative to each other and what changes need to be made. " Mid-Range against Ships. 0,7. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. Unlike most people who post stuff to stellaris who. 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 ??More Combat Computers. 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. When I click on the battle computer I don't get any other options. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. For Torpedo it will charge the enemy regardless of weapons range. Ships now better keep their distance from the enemies at maximum weapon range. The Personal Computer. Modified 5 years, 8 months ago. The early vessels can't engage from long range.