stellaris combat computer ranges. The autocannon also fires faster. stellaris combat computer ranges

 
 The autocannon also fires fasterstellaris combat computer ranges  combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range

. 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'. The carrier computer titan will stay further back. 6 combat rebalance update. Torpedo assault carrier is the most balanced ship design. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Business, Economics, and Finance. 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. I like this trade off versus having 0 combat power under 45 range. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . #7. Also i have one titan with me purely for -20% shield aura for Unbidden ships. And how that affects combat. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Here are our Stellaris tips to help you out. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. they dont. Content is available under Attribution-ShareAlike 3. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Melee Attacks against other Combat Robots. If the ranges of your weapons are 50, 50 and 100 the median is 50. a P-slot computer (L has long range, P has short range. Every single admiral has the trait that gives + engagement range. Ships stay in formation, 140 distance for Tachyon lances. #4. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. 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. However all this is at least 2 categories below "optimal". And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. RC_0041 • 10 mo. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. 2 Answers. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Throughout the game they would simply close to 0 range and engage. "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. Reply. 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. Build cruisers. 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. 1. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. 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. 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. The Lance also doesn't have minimum range (but the other L-weapons do). So if you have 110,120,130 it would use the 120, as 120 is the median. Stellaris Dev Diary #310 - Matters of. Newbie Naval Combat Guide: For Stellaris 3. 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. It also will try to maintain range, so an enemy closes to within around. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. 0! Please see the patch notes for more details. Autocannons are extremely short range. 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. 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. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Content is available under Attribution-ShareAlike 3. 2. I generally prefer the precog interface. You'll take. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Reply. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. I do have some smaller weapons in the hanger section, so that could be part of the issue. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Use the computer that best suits the type of ship, I. #3. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. 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. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). The description says the ship will stay 'at range. 3. 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. Since this would mean that most likely the kinetic artillery just. 8. . I'm not sure the combat behavior changes were all that effective. . I'm not totally sure what that means. Large Railgun has 100range and Kinetic batteries have 120. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. Unless countering a specific threat mix the defenses up evenly between shields and armor. Further modifiers would increase it even higher. something,. 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. Fluffy-Tanuki • 1 day ago. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Stellaris is a sci-fi grand strategy game set 200 years into the future. 0,7. Because for shitty fleet ai they also lose efficiency, if the target is not like that. So your BB. 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. 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. To echo this , it will get weapons with short range into combat faster. I prefer kinetic is solid choice for early - mid game. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). Stellaris Combat: List your tactics. 56 for the autocannon. PD has a maximum range of only 30. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Aug 2, 2018. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Huh, never experienced. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. These deal -50% damage to shields, so they are highly ineffective. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Just to clarify, these are the questions that pertain most to what I'm not understanding. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Depending on your combat computer, your ship will use different tactics and stay at different ranges. 25% is the swarm combat computer, which isn't allowed for destroyers. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 0 unless otherwise noted. Large Railgun has 100range and Kinetic batteries have 120. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. ago. Sub-forums: Game specific Tech Support. 6 Orion is bringing a combat rework and rebalance. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. 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. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. 3 Badges. If they are 50, 50 and 250 the median is still 50. 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. 10. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Swarm, and cruisers are best with precognitive. ago. 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. " How does this make any sense?PD has a maximum range of only 30. Stellaris. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. 6 for fleet combat? We will look at. 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. They used to be like that, but now each ship has a different strategic type of combat computer, and the later researched versions are little more than upgrades. 10. 31 for the Gauss vs. notagoodpainter • 10 mo. Combat computers support New Ship Classes & More (NSC) and Space Combat. 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. 0 unless otherwise noted. RC_0041 • 10 mo. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. (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. 8 (3. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. Perdition beam range: 0-250. When I click on the battle computer I don't get any other options. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. 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. Which is kinds slow going against the armour. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. 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. 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. For specific weapons, you can really pick your choice. Nesano Aug 14, 2018 @ 8:52pm. 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. Corvettes are quick, cheap to build, and smaller but have high evasion. Then I looked at the weapons and noticed. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Screen fleets which are missile based. Which result in inability to fire those weapons. 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. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. Shields even regenerate during combat. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Stellaris > General Discussions > Topic Details. 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. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Half weapons slot filled with Railguns, half Laser, artillery combat computer. . 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). New Sniper Combat Computers. As an example: if a ship has 5 weapons with max ranges. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. #3. For example. It's the range on the weapons that matter. 5). 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. Sniper Rifle against. 0 NSC2 and Amazing Space Battles seem to have a fix for that, but they come with alot of additional fluff which I dont want. The Big SCHLEEP Oct 13 @ 1:51pm. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. BS are 3 strike craft, anti-missile pd and missile for all weapons. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. 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. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. The enemy fleet had dwarfed my combined fleet. Report. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. 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. Stellaris Space Combat should be better. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. Sabaithal Dec 17, 2018 @ 1:39pm. 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. 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. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. You can see the load out in the image. 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. R5: All ships in the fleet have artillery combat computers. Europa Universalis IV: Tech Support. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Frankly I don't mind what outcome you two come to; it doesn't concern me. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. 12 / 16% Speed. Cv are full missile, mostly there to die. Empires live and die by the strength of their fleet in Stellaris. 5. If it's a fast alpha strike engagement then artillery will work best, but if it's a long drawn out shootout then line will work best. The "Artillery Combat Computer" tells ships to fire from 80 range. Mazey Mar 4 @ 5:01pm. The autocannon also fires faster. 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. Kinetic battery range: 45-120. Swarm, and cruisers are best with precognitive. Remove those, and the remaining "Median" weapon is P-slot). 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. ago. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. COMBAT_DETECT_RANGE_MULT = 1. 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). 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. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. - Updated for Stellaris version 2. Auto cannon is kinetic version . 6 (I forget if they've been given a better in-game name yet) should be removed from the game. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Stellaris Titan Designs. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). 30 corvettes, 6-10 BS, rest cruisers. It says the ship will stay at range and shoot. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. 5. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. When the enemy ships catch up they are shot by the titan's kinetic batteries and were. 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. 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. I have also started building fleets (nearly) purely of Battleships + 1 Titan. . Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. However all this is at least 2 categories below "optimal". 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. lexa_dG • 10 mo. Precog raises the base evasion of ships, wich is nice. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. The early vessels can't engage from long range. Carrier combat computer. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Improve the behavior patterns of Artillery Combat Computers. 1; Reactions: Reply. 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. Couple of Questions:. Business, Economics, and Finance. "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. For Torpedo it will charge the enemy regardless of weapons range. The carrier deploys strike craft the momement it enters engagement 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 ??The distance depends on the combat computer. 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. It's the range on the weapons that matter. Vanidas Oct 26, 2016 @ 4:48pm. 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. PD has a maximum range of only 30. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. I'm trying to make a versatile BS fleet and use the carrier combat computer. 6 also includes new galaxy shapes to explore, new story events, a new. If a ship of a design is under construction or being upgraded, the design cannot be edited. 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. Ships now better keep their distance from the enemies at maximum weapon range. 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. We would like to show you a description here but the site won’t allow us. Its sections consist of an Artillery Bow, Core, and Stern. Head to the examples for details. 130 attack range is good. 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. Then it depends on the ship 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. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. 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. Just disable the Override submod and you'll be fine. Choosing the right combat computer for the job will fix your ships' suicide behavior. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. 9 Meta Update] August 27, 2023. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. alter the flow and spacing of space battles in Stellaris. So while the preferred_attack_range of an artillery combat computer is "max", the maximum range of the longest range weapon on the ship, it has a formation_distance of "median", which is the maximum range of the median ranged weapon on the ship. I've found it to be highly effective at keeping my more valuable battleships alive longer. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 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. In game description for it is "Ship engagement range +100%" at a range of 150. Previously, strike craft were next to useless due to the way AI handled combat. 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. The enemy fleet had dwarfed my combined fleet. 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. More Combat Computers. - Frigates now can use the Picket. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. ago. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. However, if you fill. The "Artillery Combat Computer" tells ships to fire from 80 range. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. however, that's not that they do. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. The effective DPS is 2. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. . Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. The Fleet. . This means that fleets with long-range weaponry can engage enemies from further away. Their combat computer is set to "artillery", I double checked. but their behavior does not change based on your combat computer. on Late game, you are using L weapon with 120, 150, and 250 range. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. Median range is the "middle" range of all equipped weapons. 4 "Gemini"! Please see the patch notes for more details. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. 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. Try removing the Point. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. -1. Kinetic artillery has a range of 120. The biggest advantage and weakness of carrier fleets is there range. Without the tech they default to a single preset. At least basic combat computer. So stacking range is still worthwhile? Artillery combat computers have +20% range. CryptoForgot to change the combat computer on the battleship -- oops. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. Artillery Combat Computers are inadequate. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Range was useless before. Research the combat roles, it should be in that tree. If you have the ship designer, the combat computer. Nope, unique computer due to the ship, it only supports the one combat computer. UwU. Subscribe. Cruiser are torpedoes and missiles. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Content is available under Attribution-ShareAlike 3. You can obliterate most of the enemies while suffering 0 damage. #3. This page was last edited on 14 October 2017, at 11:31. However, the second, the ability to ignore shields, still applies. Game Version 2. But If. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Currently 2 computers try to get inside the minimum range. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 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. 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. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. As a fleet 3. paradoxwikis. Also artillery computers with missiles is neat because they also run away while spamming missiles. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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. The newly added maximum range computers set the range of the ship's longest weapon range as the. maxxal22. 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. Carrier combat computer. Plus Neutron, and Proton Launcher from G slot. Video by Montu Plays. 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 hangar craft have a range stat, but. 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). 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. 2. If the ranges of your weapons are 50, 50 and 100 the median is 50.