Stellaris combat computer ranges. Stellaris. Stellaris combat computer ranges

 
StellarisStellaris combat computer ranges  130 attack range is good

The hangar craft have a range stat, but they're. Which includes most L weapons except autocannon, and laser weapon. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. 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. ago. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. 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. Autocannons are extremely short range. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. And how that affects combat. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Since this would mean that most likely the kinetic artillery just. Additionally, the combat computer improves your chances of hitting your target. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. 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. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. New Sniper Combat Computers. I'm not sure the combat behavior changes were all that effective. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Like always it is important for you to remember that things are subject to change. 0 unless otherwise noted. The enemy fleet had dwarfed my combined fleet. Stellaris Combat Rebalance has a new meta. " How does this make any sense?PD has a maximum range of only 30. i made a mixed fleet. best defense of your larger ships seems to be to have your corvettes and destroyers engage close in and prevent the enemy from going to your larger ships. If the ranges of your weapons are 50, 50 and 100 the median is 50. 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 crazy. 6. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Throughout the game they would simply close to 0 range and engage. The enemy fleet had dwarfed my combined fleet. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Stellaris Combat Rebalance has a new meta. Ones with Long range and/or minimal range in a position so they can keep firing distance. S. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. Business, Economics, and Finance. 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. 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. As an example: if a ship has 5 weapons with max ranges. That range is 150, while the only combat computer available for Titan is artillery which is 80. Screen fleets which are missile based. 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. A spinal mount weapon has a range of 150. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 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). 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. Stellaris is a sci-fi grand strategy game set 200 years into the future. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??The problem is that those computers use a preset range instead of adapting to your actual loadout. A huge step forward for Stellaris wars, would be attrition. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. 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. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. According to the official Stellaris 3. Swarm, and cruisers are best with precognitive. 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). Computer system. Cruiser are torpedoes and missiles. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Community Hub. The only exception is Carrier-type. . Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. PD has a maximum range of only 30. Range was useless before. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. carrier computer being the furthest at 150 range. When you say Combat Computer, which type. The autocannon also fires faster. 23 marca 2018 o 13:36. When I click on the battle computer I don't get any other options. forget about armour. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. In addition, while most M weapons are 2x and L 4x the damage. We’ll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes will want to stay at such short-range. This update rebalances combat and ship design aspects once considered useless. 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. I generally prefer the precog interface. 6 combat rebalance update. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. Then I looked at the weapons and noticed. Currently 2 computers try to get inside the minimum range. In short, Go longer range weapon. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. The "Artillery Combat Computer" tells ships to fire from 80 range. Can anyone explain to me why battleships and titans with artillery combat computers will negate their own range advantage as…as the title says in all my fleets 1 ship is guaranteed to charge right next to the enemy while all others follow the combat computer behavior in their design. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Carrier combat computer. 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. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. Stellaris. Modified 5 years, 8 months ago. However, the second, the ability to ignore shields, still applies. If they are 50, 50 and 250 the median is still 50. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. 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. 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. This is what's wrong with autocannons. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 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. 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. Plus Neutron, and Proton Launcher from G slot. Mazey Mar 4 @ 5:01pm. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. 8. If you have the ship designer, the combat computer. For example, the swarm computer has a formation_distance of 10, so the ship will. The biggest advantage and weakness of carrier fleets is there range. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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. It seems that a lot of people have been just putting an X bow on a carrier core since 3. Games. Mb i shoulld build a second one though. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. It's the range on the weapons that matter. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. Depending on your combat computer, your ship will use different tactics and stay at different ranges. How Battles Begin. Unless countering a specific threat mix the defenses up evenly between shields and armor. This allows the ships to be properly positioned for fleet air defense. Higher range ones like artillery and carrier will mess up the AI. Use combat computers with lower ''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. Thoughts on 3. ago. I prefer kinetic is solid choice for early - mid 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. 56 for the autocannon. For example. But If. Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them. 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. As an example: if a ship has 5 weapons with max ranges. 2. Stellaris > General Discussions > Topic Details. Missile is best in very early but should switch when enemy have point defense. As an example: if a ship has 5 weapons with max ranges. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Also artillery computers with missiles is neat because they also run away while spamming missiles. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. What those ranges are depend on the weapons you pick. "Combat range" isn't really a term ingame, but it's what I choose to call the range a ship advances to according to its computer. Cv are full missile, mostly there to die. Big guns have minimum range. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The upkeep cost of Stellaris destroyers is based on the. You get more fire rate and +10 more tracking (40 vs. 8 (3. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Subscribe. Combat Computers: Picket VS Line. Mazey Mar 4 @ 5:01pm. 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. Corvettes are quick, cheap to build, and smaller but have high evasion. Ships may end up not firing some of their weapons if you use the. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. friendly_aura hostile_aura: Aura definitions. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. 2 Le Guin (0d1c) - Mod version 4. - Frigates now can use the Picket. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Per page: 15 30 50. - Updated for Stellaris version 2. A spinal mount weapon has a range of 150. Torpedo assault carrier is the most balanced ship design. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. 0 unless otherwise noted. What is the Stellaris combat rework meta and how will things change in patch 3. However from gameplay perspective any weapon with a minimum range. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. 2. . We’ll look into different ranges later in the Combat Computer section, but for now it suffices to say that only corvettes will want to stay at such short-range. Their combat computer is set to "artillery", I double checked. 6 is now available on PC. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. That is an AI owned Titan with long range computer sitting at the edge of the system occasionally shooting it's T weapon while all of the autocannons are vastly out of range and. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. 1; Reactions: Reply. 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. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. 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. 3: To stick to the targetting computer for a bit. Think of corvettes as an expandable screen. 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. 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. Stellaris. 4. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Dont ask how those work, right now id say. For picket I prefer precog because I rather have the tracking. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. Description. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Number of sections. . 5. #3. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Large weapons have minimum ranges, except for lasers. You'll take. Game Version 2. Stellaris Dev Diary #318 - Announcing Astral Planes. 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. 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. ago. For Torpedo it will charge the enemy regardless of weapons range. 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. ago. You just have to love PCs. Ships now better keep their distance from the enemies at maximum weapon range. 6 combat rebalance update. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Maybe as an anchor for your brawler line as a sort of fleet carrier. Combat computers (again) Spidee. This will keep those techs from drawing and your robots will never. 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. If a ship of a design is under construction or being upgraded, the design cannot be edited. 12 / 16% Speed. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). This mod improves the battle aesthetics of the game by making changes that. 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. PD has a maximum range of only 30. The early vessels can't engage from long range. 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. 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). Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. Combat computers support New Ship Classes & More (NSC) and Space Combat. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Some weapons have minimal range and firing arc. Those three top-tier weapons already do it very effectively without any special optimizations. Here are my thoughts about making combat computer and range system better; 1. 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. Improve the behavior patterns of Artillery Combat Computers. The Carrier computer has two values: It details the ship holds position at 150. Commentary: The most versatile of all combat units. Artillery Combat Computers are inadequate. 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. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very well, unfortunately. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. Both "Line" and "Picket" computers charge into "Median" range. 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). 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. " 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. a P-slot computer (L has long range, P has short range. The description says the ship will stay 'at range. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. For specific weapons, you can really pick your choice. . Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Frankly I don't mind what outcome you two come to; it doesn't concern me. The 3. 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. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. Missiles have a range of 0-80 or 0-120. So they will rush into point-blank range. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. I've found it to be highly effective at keeping my more valuable battleships alive longer. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. CryptoForgot to change the combat computer on the battleship -- oops. 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. 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. Content is available under Attribution-ShareAlike 3. The computer dictates ship behavior, using the weapons to determine the range. there are two advantages to using Missiles. Basically, my fleet is composed of destroyers and cruisers. A max level combat computer would bump this to 300 with its engagement range bonus. 4. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Combat Computer and influence on ranged combat. The hangar craft have a range stat, but. how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. 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. Remove those, and the remaining "Median" weapon is P-slot). 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. 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. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. Next to fire are the lasers in the L-Slots. Content is available under Attribution-ShareAlike 3. Computer system. 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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. "Beam Sabres, go brrrr. When no enemy in desired range, then the ships will attempt to gain range. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. To echo this , it will get weapons with short range into combat faster. Couple of Questions:. Nope, unique computer due to the ship, it only supports the one combat computer. 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. Choosing the right combat computer for the job will fix your ships' suicide behavior. 0 unless otherwise noted. com The carrier computer actually affects Combat Engagement Range, which is the range at which the ship considers itself to be "in combat" and starts doing its combat behaviours. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Stellaris 3. 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. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. 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. Subscribe to downloadZBeautiful Battles. This page was last edited on 14 October 2017, at 11:31. 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. 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. So your BB. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. The carrier computer titan will stay further back. This page was last edited on 14 October 2017, at 11:31. Question about how combat computers work after Orion’s release. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. H11DN-D4NG3R Oct 13 @ 3:00am. 8. 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). Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. Would work much better if you could swap to arty CC. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. . 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. Stellaris. 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. 25% is the swarm combat computer, which isn't allowed for destroyers. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Mono-cruiser fleets are totally viable. spudwalt • Voidborne • 9 mo. Stellaris > General Discussions > Topic Details. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. I'm not sure the combat behavior changes were all that effective. 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. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. R5: All ships in the fleet have artillery combat computers. Swarm, and cruisers are best with precognitive. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??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. 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. 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. 2. Further modifiers would increase it even higher. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. Thread starter CocoCincinnati; Start date Dec 17, 2022;. Every single admiral has the trait that gives + engagement range. 0 unless otherwise noted. Apr 8 @ 3:25pm Oh dear. I have also started building fleets (nearly) purely of Battleships + 1 Titan. The first thing I noticed was that the defensive computer fleet had higher strength ratings. 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. 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. 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. maxxal22. 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. They have. 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). #3. Without the tech they default to a single preset. It's the range on the weapons that matter. Get ship behavior modules mod, set missile corvette to "Hit and Run (100)" This is the one advantage to using cruisers for missiles: you can give them the artillery computer, which increases range and has them hang back. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds (approximately 300,000 km for one light-second), and the system offered Evasion based on the length of time between when a weapon is fired and when it would impact, along with the thruster capability of the ship. 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. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat.