23 marca 2018 o 13:27 Combat computer ranges. 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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. lexa_dG • 10 mo. 130 attack range is good. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. You just have to love PCs. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Stellaris > General Discussions > Topic Details. 4. This is what's wrong with autocannons. I like this trade off versus having 0 combat power under 45 range. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. 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. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. What happened to me: I scavenged a titan from some archaeological site and try to use the titan to engage a cultist fleet from the opposite side of a star system. You can obliterate most of the enemies while suffering 0 damage. Stellaris Combat Rebalance has a new meta. So the small guns really become obsolete to the others, especially in terms of range. Maybe as an anchor for your brawler line as a sort of fleet carrier. I see my ships fire missiles at a starbase almost immediately after entering a system but move halfway across the system unecessarily as the combat computer is using the fixed number for the missiles 100-120. Further modifiers would increase it even higher. 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. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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). Jump to latest Follow Reply. In 3. I believe combat computers use to tell you the exact range of where the ship would go. It says the ship will stay at range and shoot. 10. 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. they want to shoot not hang back as escorts. 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. The only exception is Carrier-type. Artillery computers now have an increased combat range according to the weapon range bonus. Mono-cruiser fleets are totally viable. What is the Stellaris combat rework meta and how will things change in patch 3. 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. In Stellaris we have a number of different types of. They don't stay at range, they never did, the artillery computer has never worked. Next to fire are the lasers in the L-Slots. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 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. 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. 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. 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). Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. 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. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Make it so that it gives a bonus that can apply to both SC and XL weapons. (Unless the enemy fleet has longer-ranged. Now updated for 3. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. According to the official Stellaris 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. Mb i shoulld build a second one though. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Nesano Aug 14, 2018 @ 8:52pm. I prefer kinetic is solid choice for early - mid game. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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). Improve the behavior patterns of Artillery Combat Computers. Others use sapient. There is no real balance between weapons - instead there are points where certain weapons are better than others and sometimes that changes depending on what tech you and your enemies get. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??So, barely any weapons are artillery weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. Next to fire are the lasers in the L-Slots. And how that affects combat. 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. Autocannons are extremely short range. . . For Torpedo it will charge the enemy regardless of weapons range. alter the flow and spacing of space battles in Stellaris. ago. This page was last edited on 31 May 2022, at 00:31. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. A huge step forward for Stellaris wars, would be attrition. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. spudwalt • Voidborne • 9 mo. 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. a P-slot computer (L has long range, P has short range. As an example: if a ship has 5 weapons with max ranges. The early vessels can't engage from long range. Also artillery computers with missiles is neat because they also run away while spamming missiles. Game Version 2. Content is available under Attribution-ShareAlike 3. If they are 50, 50 and 250 the median is still 50. As a fleet 3. I generally prefer the precog interface. #3. 3. #4. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So stacking range is still worthwhile? Artillery combat computers have +20% range. When I click on the battle computer I don't get any other options. Stellaris 3. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. This page was last edited on 14 October 2017, at 11:31. 18 votes, 17 comments. If it has a Line computer, it will advance to 50 range. The final essential module is the Combat Computer. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. . Now my Railguns have a range of 100 and the Lasers only 80. Stellaris. 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. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . 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. 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. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. Missiles have a range of 0-80 or 0-120. The wording "medium range" for the Picket, Line, and Artillery combat computers should be interpreted as the mathematical median of all the weapons' ranges the ship has. What those ranges are depend on the weapons you pick. They will now engage from a larger distance,. 8. 3. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. Artillery Combat Computers are inadequate. The "Artillery Combat Computer" tells ships to fire from 80 range. 10. At least basic combat computer. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. UwU. It is developed by Paradox Development Studio and published by Paradox Interactive. That range is 150, while the only combat computer available for Titan is artillery which is 80. The component is called specialised combat computer. Change the Carrier. 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. RC_0041 • 10 mo. 2. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. 5. New Sniper Combat Computers. 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. So in Human vs Human play, the core midgame threat is the Missile Artillery-computer Destroyer: Swarmer + Missiles + 3x Afterburners for maybe 50% midgame Evasion, 120+ range. The Personal Computer. 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. Assign an number of ships to a set of very general orders. 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). 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. Use the computer that best suits the type of ship, I. Previously, strike craft were next to useless due to the way AI handled combat. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. What those ranges are depend on the weapons you pick. . This page was last edited on 31 May 2022, at 00:31. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Also artillery computers with missiles is neat because they also run away while spamming missiles. 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. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Showing 1 - 4 of 4 comments. It's the range on the weapons that matter. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. A battleship armed with many medium-caliber guns. Never research Synthetics or Sapient Combat Computers. 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. 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. . " Mid-Range against Ships. Number of sections. You get more fire rate and +10 more tracking (40 vs. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. If a ship of a design is under construction or being upgraded, the design cannot be edited. Subscribe to downloadZBeautiful Battles. 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. Improve the behavior patterns of Artillery Combat Computers. Charge - Ships close distance to the enemy and engage at point-blank range. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. In game description for it is "Ship engagement range +100%" at a range of 150. Because for shitty fleet ai they also lose efficiency, if the target is not like that. If you have the ship designer, the combat computer. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Reply. The "Artillery Combat Computer" tells ships to fire from 80 range. You need the tech. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. . 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. forget about armour. Now updated for 3. PD has a maximum range of only 30. It means the median range of your guns. What Combat Computer should I give these Picket Ships? This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have a hope in hell of hitting them). With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". Additionally, the combat computer improves your chances of hitting your target. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. PD has a maximum range of only 30. Modified 5 years, 8 months ago. The Lance also doesn't have minimum range (but the other L-weapons do). The final essential module is the Combat Computer. Stellaris Titan Designs. 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. Improve the behavior patterns of Artillery Combat Computers. So if you have 110,120,130 it would use the 120, as 120 is the median. You'll take. any help ??CthuluIsSpy Oct 21 @ 10:01am. 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. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. Games. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. They are also the reason combat computers are somewhat broken. Median range is the "middle" range of all equipped weapons. 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 the one essential part where there is a. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 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. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. #3. carrier computer being the furthest at 150 range. 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. 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. Minimum range means, that ships cannot fire too close with certain weapons. Interact with diverse alien races, discover strange. Here are my thoughts about making combat computer and range system better; 1. . Choosing the right combat computer for the job will fix your ships' suicide behavior. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. 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. Stellaris Destroyers Upkeep Costs. 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. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. Business, Economics, and Finance. 1. 0 unless otherwise noted. Carrier combat computer should just be altered to become the new "long range" computer. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. 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. I now add my Picket ships so that they protect these artillery ships. But If any of the guns on the ship have less range than 80, they will not be used or what? My Large modules are fine with 100 range, but my medium sized modules, only have 75 range (78. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Range was useless before. This page was last edited on 14 October 2017, at 11:31. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 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. The hangar craft have a range stat, but. 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. Alpha strike meta is a symptom of several underlying problems. 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,. 5). Hello Everyone, is it me, or is the artillery computer a bit weird? I know there are optimized builds for BS, but I always build by my gut. 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. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 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 combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. 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. Stellaris. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. 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. I have jumped back into stellaris recently and I had a few questions. 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. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. New Sniper Combat Computers. 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. 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. 1. You can see the load out in the image. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. . Shields even regenerate during combat. How Stellaris' Orion Update Rebalances Space Combat. . The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. 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. Business, Economics, and Finance. Unless countering a specific threat mix the defenses up evenly between shields and armor. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Apart from this, Stellaris patch 3. 12 / 16% Speed. 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. 2 Le Guin (0d1c) - Mod version 4. 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. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Their combat computer is set to "artillery", I double checked. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. 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. 0 unless otherwise noted. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. This means that fleets with long-range weaponry can engage enemies from further away. I use cruisers for this. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Content is available under Attribution-ShareAlike 3. Its sections consist of an Artillery Bow, Core, and Stern. Europa Universalis IV: Tech Support. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. What is the Stellaris combat rework meta and how will things change in patch 3. Stellaris Dev Diary #310 - Matters of. 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. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. However from gameplay perspective any weapon with a minimum range. Frankly I don't mind what outcome you two come to; it doesn't concern me. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. There are no other type of ships in the fleet. Stellaris Ship Design Guide 2023 [3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. If I choose Artillery mode The ship will hold a 80 range distance. If the ranges of your weapons are 50, 50 and 100 the median is 50. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). It just flies up to enemies and never actually starts combat. 31 for the Gauss vs. 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. Sniper Rifle against. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. This is never effected by anything other then the flat number on the computer. The effective DPS is 2. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris. (mods have no effect on this as it happens when no mods are enabled aswell) From what. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. (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. The problem is the AI that's best for a PD screen also moves the ship into short range of the opposing fleet where they are promptly destroyed. Distance in computer slot are not really that big (30/50/80). Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Picket combat computers have a small bonus to combat speed. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Currently 2 computers try to get inside the minimum range. However all this is at least 2 categories below "optimal". There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. If the enemy is faster, then they cannot. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. . Screen fleets which are missile based. 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. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. 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. 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. Charge - Ships close. The computer dictates ship behavior, using the weapons to determine the range. 130 attack range is good for kinetic batteries and. 5. 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.