I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Couple of Questions:. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Next to fire are the lasers in the L-Slots. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long 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. I have jumped back into stellaris recently and I had a few questions. . Ive seen ships stay at range, and try to stay at range with artillary computer. . Content is available under Attribution-ShareAlike 3. Combat Computer and influence on ranged combat. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. If it has a Line computer, it will advance to 50. 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). Others use sapient. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. 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. Kinetic artillery has a range of 120. Improve the behavior patterns of Artillery Combat Computers. There are no other type of ships in the fleet. - Frigates now can use the Picket. When no enemy in desired range, then the ships will attempt to gain range. Picket combat computers have a small bonus to combat speed. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Missile is best in very early but should switch when enemy have point defense. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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. Choosing the right combat computer for the job will fix your ships' suicide behavior. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. This page was last edited on 14 October 2017, at 11:31. See full list on stellaris. 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. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. I have also started building fleets (nearly) purely of Battleships + 1 Titan. however, that's not that they do. 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). New Sniper Combat Computers. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. 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. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Cruiser: 120 speed, +125% DMT = 270 speed. 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. Every single admiral has the trait that gives + engagement 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. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. For Torpedo it will charge the enemy regardless of weapons range. A huge step forward for Stellaris wars, would be attrition. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Newbie Naval Combat Guide: For Stellaris 3. Jump to latest Follow Reply. 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. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. 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). A battleship armed with many medium-caliber guns. (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. For Torpedo it will charge the enemy regardless of weapons range. 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. Further modifiers would increase it even higher. Subscribe to downloadZBeautiful Battles. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. Range is the undisputed king of Stellaris combat. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. 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. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). Description. The carrier computer titan will stay further back. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. 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. 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. Stellaris Combat Rebalance has a new meta. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 3: To stick to the targetting computer for a bit. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. #4. Try removing the Point. . . The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Good news everyone! Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. carrier computer being the furthest at 150 range. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computerStellaris really needs us to be able to create battlegroups within our fleets. New Sniper Combat Computers. 130 attack range is good for kinetic batteries and. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Their combat computer is set to "artillery", I double checked. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Computer system. 6 for fleet combat? We will look at. Melee Attacks against other Combat Robots. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. 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. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. The 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. I feel like the ship computer technology should give us a range of distances our fleets can. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. So if you have 110,120,130 it would use the 120, as 120 is the median. 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. Stellaris is a sci-fi grand strategy game set 200 years into the future. Now if there are bombers involved you have to bite the bullet and have PD of some sort. 5. It seems that a lot of people have been just putting an X bow on a carrier core since 3. Unless countering a specific threat mix the defenses up evenly between shields and armor. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". Frankly I don't mind what outcome you two come to; it doesn't concern me. This page was last edited on 31 May 2022, at 00:31. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. The component is called specialised combat computer. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. As an example: if a ship has 5 weapons with max ranges. I do have some smaller weapons in the hanger section, so that could be part of the issue. 8. Big guns have minimum range. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. It’s currently used for deluge planet killer colossus weapon. 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. 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. All other combat computers make sense to me except for Picket and Line. If you have the ship designer, the combat computer. Dont ask how those work, right now id say. If they are 50, 50 and 250 the median is still 50. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. 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. Cruiser are torpedoes and missiles. spudwalt • Voidborne • 9 mo. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. maxxal22. 8 (3. 8. 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). Shield is better but crystal plating is the best. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. 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. 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: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very large bonus to weapon range. The Fleet. 1; Reactions: Reply. They will now engage from a larger distance,. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Fill remaining slots with Armor. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The computer dictates ship behavior, using the weapons to determine the range. Assign an number of ships to a set of very general orders. You just have to love PCs. Stellaris Titan Designs. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. PD has a maximum range of only 30. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 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. Throughout the game they would simply close to 0 range and engage. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 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). Remove those, and the remaining "Median" weapon is P-slot). A spinal mount weapon has a range of 150. Content is available under Attribution-ShareAlike 3. Higher range ones like artillery and carrier will mess up the AI. Kinetic artillery has a range of 120. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. 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. Stellaris Dev Diary #318 - Announcing Astral Planes. Next to fire are the lasers in the L-Slots. The enemy fleet had dwarfed my combined fleet. 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. ago. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. The newly added maximum range computers set the range of the ship's longest weapon range as the. 0! Please see the patch notes for more details. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Both are very important and it really depends on how combats play out. they dont. 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. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Point Defense has a range of 0-30. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Use combat computers with lower ''range''. Use the computer that best suits the type of ship, I. 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. Ok, just to see that I have this clear. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. 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. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. I know there's been a lot of discussion about the changes to combat in 3. Range was useless before. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. When no enemy in desired range, then the ships will attempt to gain range. BS are the screen element. 5. 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. 12 / 16% Speed. Distance in computer slot are not really that big (30/50/80). 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 Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Report. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. Stellaris Space Combat should be better. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. So your BB. According to the Devs, what's supposed to happen is strike craft begin to deploy when combat starts, which is going to be in the 2-300 range on a max spec carrier computer. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Vanidas Oct 26, 2016 @ 4:48pm. Research the combat roles, it should be in that tree. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Seems like a lot of weapon ranges were nerfed a lot…Titans already have something like 3/4 of a system of engagement range, and that is still not enough. 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. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 0 unless otherwise noted. 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. Point Defense has a range of 0-30. Corvettes are quick, cheap to build, and smaller but have high evasion. 6 also includes new galaxy shapes to explore, new story events, a new. but the picket behavior is to race ahead up to medium range when instead their combat behavior should be to try and remain close to their own capital ships and then engage any ship that gets too close, especially anything. Ranges haven't been changed much by the last patch, except for torpedoes. 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. 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. A spinal mount weapon has a range of 150. "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. Number of sections. 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. . paradoxwikis. The Lance also doesn't have minimum range (but the other L-weapons do). Modified 5 years, 8 months ago. 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. 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. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. R5: All ships in the fleet have artillery combat computers. Ships now better keep their distance from the enemies at maximum weapon range. "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. . Would work much better if you could swap to arty CC. Report. Just disable the Override submod and you'll be fine. The 3. 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. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Alpha strike meta is a symptom of several underlying problems. I believe combat computers use to tell you the exact range of where the ship would go. At least basic combat computer. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). Additionally, the combat computer improves your chances of hitting your target. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. I now add my Picket ships so that. The 3. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Perdition beam range: 0-250. Stellaris Destroyers Upkeep Costs. It says the ship will stay at range and shoot. The "Artillery Combat Computer" tells ships to fire from 80 range. Both "Line" and "Picket" computers charge into "Median" range. This will keep those techs from drawing and your robots will never. 2. RC_0041 • 10 mo. Never research Synthetics or Sapient Combat Computers. 6. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. In another thread someone was talking about combat computers, too (as they currently are in 2. PD has a maximum range of only 30. If it has a Line computer, it will advance to 50 range. If you have the ship designer, the combat computer. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Currently 2 computers try to get inside the minimum range. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. However from gameplay perspective any weapon with a minimum range. COMBAT_DETECT_RANGE_MULT = 1. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Disengagement - the only reliable way to kill ships (and thus win wars) is to have high alpha damage so that enemy ships don't get to roll for disengage. Now I hover over. Change the Carrier. One of the better designs is the long-range combat ship. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Half weapons slot filled with Railguns, half Laser, artillery combat computer. In addition, while most M weapons are 2x and L 4x the damage. Max range is the range of the longest range weapon you have equipped. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Improve the behavior patterns of Artillery Combat Computers. this is the default carrier AI. Maybe as an anchor for your brawler line as a sort of fleet carrier. Use whatever you have the most tech in. 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). When the enemy ships catch up they are shot by the titan's kinetic batteries and were. . Stellaris Combat: List your tactics. 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. The only exception is Carrier-type. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. It will zoom into combat as fast as it can in order to reach that range. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. I use cruisers for this. 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 way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. Carrier computer should keept it's distance, artillery too. #3. 0,7. Europa Universalis IV: Tech Support. So the small guns really become obsolete to the others, especially in terms of range. In addition, while most M weapons are 2x and L 4x the damage. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. (I'm aware that sticking them on 3x Afterburner missile cruisers vs Crisis/FE produces entertaining results)Disruptors buffed, energy weapon of short range high damage fast attack. forget about armour. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Artillery computer. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Carrier 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. A new Stellaris update 3. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 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. 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. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. If the ranges of your weapons are 50, 50 and 100 the median is 50. So it's 10% from the picket computer. Stellaris Combat Rebalance has a new meta. Content is available under Attribution-ShareAlike 3. I have also started building fleets (nearly) purely of Battleships + 1 Titan. "Beam Sabres, go brrrr. Every single admiral has the trait that gives + engagement range. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. 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. 56 for the autocannon. For example. If you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always. 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. 6 Orion is bringing a combat rework and rebalance. So stacking range is still worthwhile? Artillery combat computers have +20% range. . Unlike most people who post stuff to stellaris who. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 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. maxxal22. I cant remember). alter the flow and spacing of space battles in Stellaris. 6 anyway, I know I have. 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.