stellaris combat computer ranges. 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. stellaris combat computer ranges

 
 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 themstellaris combat computer ranges  It will zoom into combat as fast as it can in order to reach that range

It is developed by Paradox Development Studio and published by Paradox Interactive. More Combat Computers. Thoughts on 3. (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. . 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. 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). You'll take. Stellaris: Tech. It says the ship will stay at range and shoot. 5). 31 for the Gauss vs. I use cruisers for this. Ive seen ships stay at range, and try to stay at range with artillary computer. Improve the behavior patterns of Artillery Combat Computers. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Now updated for 3. Yes,. On top of that, ships will always approach to within range of their longest-ranged weapon. Interact with diverse alien races, discover strange. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. 415K subscribers in the Stellaris community. Compare EU4 or CK2 to Stellaris. Additionally, the combat computer improves your chances of hitting your target. Stellaris. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. As an example: if a ship has 5 weapons with max ranges. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. In another thread someone was talking about combat computers, too (as they currently are in 2. lexa_dG • 10 mo. These deal -50% damage to shields, so they are highly ineffective. If the other fleet has equally long-range weapons, this isn't always an issue. The artillery computer Titan will move forward until it can shoot, then try to maintain the combat engagement distance by backing away if the enemy comes nearer. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Having more opportunities to attack means that you win. 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. 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. I do have some smaller weapons in the hanger section, so that could be part of the issue. Content is available under Attribution-ShareAlike 3. 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. Artillery Combat Computers are inadequate. Picket combat computers have a small bonus to combat speed. 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 ??They’ll do it. Stellaris. Further modifiers would increase it even higher. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Showing 1 - 4 of 4 comments. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. 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). Alpha strike meta is a symptom of several underlying problems. Description. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 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. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. 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. notagoodpainter • 10 mo. Combat computer AI instructions are flawed for a few ships. Ships now better keep their distance from the enemies at maximum weapon range. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The 3. 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. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 25% is the swarm combat computer, which isn't allowed for destroyers. Combat computer ranges now. 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. 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. You can obliterate most of the enemies while suffering 0 damage. 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. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Dont ask how those work, right now id say. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships 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 ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Kinetic artillery has a range of 120. For specific weapons, you can really pick your choice. 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'. Sabaithal Dec 17, 2018 @ 1:39pm. When no enemy in desired range, then the ships will attempt to gain range. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Cruiser are torpedoes and missiles. This will keep those techs from drawing and your robots will never. 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. 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). ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". Swarm, and cruisers are best with precognitive. 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Just disable the Override submod and you'll be fine. 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. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. 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. 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. Hearts of Iron III: Tech Support. 0,7. 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. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. Additionally, the combat computer improves your chances of hitting your target. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Apparently it means the median range of all of your weapons. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. What those ranges are depend on the weapons you pick. . Cv are full missile, mostly there to die. Broadsider // M14 / L6 A2. 8. However all this is at least 2 categories below "optimal". a P-slot computer (L has long range, P has short range. BS are 3 strike craft, anti-missile pd and missile for all weapons. In the current build, ships will attempt to get all of their weapons into range, regardless of the combat computer, with the only major difference being that swarming combat computers will always charge straight towards the enemy. 3. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Try as I might, I can find little info on how the various combat computers affect strike craft. Some weapons have minimal range and firing arc. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Now, this isn't an issue when we are only running long-range weapons. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). I generally prefer the precog interface. It's also on steam workshop for easier installing. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Stellaris Destroyers Upkeep Costs. 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. What is the Stellaris combat rework meta and how will things change in patch 3. Subscribe to downloadZBeautiful Battles. Its sections consist of an Artillery Bow, Core, and Stern. Modified 5 years, 8 months ago. Also artillery computers with missiles is neat because they also run away while spamming missiles. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. For picket I prefer precog because I rather have the tracking. 130 attack range is good. 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. Charge - Ships close. Stellaris Combat: List your tactics. The Carrier Computer will cause your carriers to stay at maximum range,. Both are very important and it really depends on how combats play out. 1. 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. 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. Ships' combat behavior is. 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. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. They have more range and can shoot without problems, but. This page was last edited on 14 October 2017, at 11:31. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. 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. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Viewed 684 times. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. All Discussions. any help ??CthuluIsSpy Oct 21 @ 10:01am. Ships stay in formation, 140 distance for Tachyon lances. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. 130 attack range is good for kinetic batteries and. As a fleet 3. 3. 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. 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. S. Report. . . All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. Autocannons are extremely short range. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Stellaris Dev Diary #310 - Matters of. - Frigates now can use the Picket. Which is kinds slow going against the armour. Most of your fleet. It's the range on the weapons that matter. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. 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. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Stellaris Dev Diary #318 - Announcing Astral Planes. I'm not sure the combat behavior changes were all that effective. The "Artillery Combat Computer" tells ships to fire from 80 range. there are two advantages to using Missiles. The Lance also doesn't have minimum range (but the other L-weapons do). In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Number of sections. " Mid-Range against Ships. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. Then I looked at the weapons and noticed. 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. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. I now add my Picket ships so that. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Remove those, and the remaining "Median" weapon is P-slot). 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. See the Stellaris wiki for more info on how to install. So if you have 110,120,130 it would use the 120, as 120 is the median. Europa Universalis IV: Tech Support. 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. #3. I'm trying to make a versatile BS fleet and use the carrier combat computer. (Unless the enemy fleet has longer-ranged. Others use sapient. Its sections consist of an Artillery Bow, Core, and Stern. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Hell i see battleships moving in, and out of minimum range while attacking STATIONS. As an example: if a ship has 5 weapons with max ranges. To echo this , it will get weapons with short range into combat faster. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Missile is best in very early but should switch when enemy have point defense. So it's 10% from the picket computer. Apr 8 @ 3:25pm Oh dear. This. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 2. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. It means the median range of your guns. Big guns have minimum range. Use combat computers with lower ''range''. A ship engages at the maximum range of its longest weapon. 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. A max level combat computer would bump this to 300 with its engagement range bonus. It’s currently used for deluge planet killer colossus weapon. Ships with this computer will not charge. 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. I like this trade off versus having 0 combat power under 45 range. 5. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Range is the undisputed king of Stellaris combat. Perdition beam range: 0-250. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. Range was useless before. Precog raises the base evasion of ships, wich is nice. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 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. 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. 0 unless otherwise noted. The biggest advantage and weakness of carrier fleets is there range. 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. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. RC_0041 • 10 mo. The newly added maximum range computers set the range of the ship's longest weapon range as the. 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. It means the median range of your guns. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. 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). Then it depends on the ship computer. 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. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Their combat computer is set to "artillery", I double checked. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. 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. In game description for it is "Ship engagement range +100%" at a range of 150. ago. Throughout the game they would simply close to 0 range and engage. 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. . Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. They have. Stellaris Space Combat should be better. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. It's the range on the weapons that matter. 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. Unlike most people who post stuff to stellaris who. Content is available under Attribution-ShareAlike 3. 6 is now available on PC. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Stellaris is a sci-fi grand strategy game set 200 years into the future. 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. 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. Frankly I don't mind what outcome you two come to; it doesn't concern me. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Shields even regenerate during combat. View this video if you want to lea. The hangar craft have a range stat, but they're. Stellaris Combat Rebalance has a new meta. 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. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. 6 anyway, I know I have. 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. 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. If I equip my defense. (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. As an example: if a ship has 5 weapons with max ranges. The final essential module is the Combat Computer. 6 combat rebalance update. 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. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. The description says the ship will stay 'at range. Previously, strike craft were next to useless due to the way AI handled combat. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Last edited by Forblaze; Apr 8 @ 1:53pm #1. Melee Attacks against other Combat Robots. R5: All ships in the fleet have artillery combat computers. 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. 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. Max range is the range of the longest range weapon you have equipped. 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. Point Defense has a range of 0-30. Assign an number of ships to a set of very general orders. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. BS are the screen element. 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. 30 corvettes, 6-10 BS, rest cruisers. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. Mb i shoulld build a second one though. Vanidas Oct 26, 2016 @ 4:48pm. Stellaris Ship Design Guide 2023 [3. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. " 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. 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. 4 "Gemini"! Please see the patch notes for more details. This mod improves the battle aesthetics of the game by making changes that. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. They are also the reason combat computers are somewhat broken. 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. The artillery computer prefers to attack from the range of your longest range 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. For an edition that just unlocks all the computers without any AI modifiers or tech barriers, please use All Ranges for Combat Computers Unlocked Simple Edition. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. 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. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. Improve the behavior patterns of Artillery Combat Computers. According to the official Stellaris 3. Thread starter CocoCincinnati; Start date Dec 17, 2022;. How Stellaris' Orion Update Rebalances Space 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. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. 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. Carrier computer should keept it's distance, artillery too. Just to clarify, these are the questions that pertain most to what I'm not understanding. 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. Use whatever you have the most tech in. Use the computer that best suits the type of ship, I. . Also artillery computers with missiles is neat because they also run away while spamming missiles. New Sniper Combat Computers. 23 marca 2018 o 13:36. Games. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. 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. You don't necessarily need a PC to be a member of the PCMR. Which result in inability to fire those weapons. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 0 unless otherwise noted. Because Stellaris is on a 64 bit executable since 2. 3. Ships now better keep their distance from the enemies at maximum weapon range. Mb i shoulld build a second one though. . But If.