Stellaris combat computer ranges. If I choose Artillery mode The ship will hold a 80 range distance. Stellaris combat computer ranges

 
 If I choose Artillery mode The ship will hold a 80 range distanceStellaris combat computer ranges I have jumped back into stellaris recently and I had a few questions

A spinal mount weapon has a range of 150. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Stellaris Combat: List your tactics. However, if you fill. they dont. This page was last edited on 14 October 2017, at 11:31. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 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. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless. If you have the ship designer, the combat computer. Ships' combat behavior is. 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. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Additionally, the combat computer improves your chances of hitting your target. #3. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 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. 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. You don't need a combat computer to get perfect or near-perfect tracking. 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. So they will rush into point-blank 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 ??Stellaris. 0 unless otherwise noted. Sabaithal Dec 17, 2018 @ 1:39pm. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. 0 unless otherwise noted. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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). The Carrier computer has two values: It details the ship holds position at 150. I believe combat computers use to tell you the exact range of where the ship would go. I didn't know that there were a suggestion forum, so I revised my article in the main Stellaris forum, and fixed and added few things, and posting here again. Cv are full missile, mostly there to die. something,. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Stellaris Dev Diary #318 - Announcing Astral Planes. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. 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. a P-slot computer (L has long range, P has short range. If I choose Artillery mode The ship will hold a 80 range distance. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. . 2. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. 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. Ships now better keep their distance from the enemies at maximum weapon range. Ships now better keep their distance from the enemies at maximum weapon range. Research the combat roles, it should be in that tree. 4. Vanidas Oct 26, 2016 @ 4:48pm. Stellaris. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. They are attacking an enemy Starbase. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. - Frigates now can use the Picket. Bozidar Radulovic. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. 5. So your BB. . BS are 3 strike craft, anti-missile pd and missile for all weapons. 6 Orion is bringing a combat rework and rebalance. Try removing the Point. maxxal22. Remove those, and the remaining "Median" weapon is P-slot). 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. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. Mazey Mar 4 @ 5:01pm. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Now updated for 3. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Further modifiers would increase it even higher. Then it depends on the ship computer. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. lexa_dG • 10 mo. 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. 1. 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. Reply. PD has a maximum range of only 30. A battleship armed with many medium-caliber guns. But If. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. That range is 150, while the only combat computer available for Titan is artillery which is 80. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. Apr 8 @ 3:25pm Oh dear. It’s currently used for deluge planet killer colossus weapon. . 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. Would work much better if you could swap to arty CC. Think of corvettes as an expandable screen. Distance in computer slot are not really that big (30/50/80). Does that mean with Combat Computer - Carrier, their range increased to 260 and 240?As for SC engagement range, this is actually dependent on the carrier ship's engagement range which can be affected by the Carrier combat computer. On top of that, ships will always approach to within range of their longest-ranged weapon. You can obliterate most of the enemies while suffering 0 damage. Stellaris: Tech. This means that fleets with long-range weaponry can engage enemies from further away. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. i made a mixed fleet. Change the Carrier. 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. 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. paradoxwikis. Stellaris Ship Design Guide 2023 [3. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. You need the tech. Sub-forums: Game specific Tech Support. Computer system. Ships with this computer will not charge. Content is available under Attribution-ShareAlike 3. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. "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. Here are our Stellaris tips to help you out. Carrier computer should keept it's distance, artillery too. New Sniper Combat Computers. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. 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. Ok, just to see that I have this clear. 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. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Unless countering a specific threat mix the defenses up evenly between shields and armor. I like this trade off versus having 0 combat power under 45 range. In another thread someone was talking about combat computers, too (as they currently are in 2. 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 confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. 130 attack range is good. #4. Big guns have minimum range. Range was useless before. alter the flow and spacing of space battles in Stellaris. 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. 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. Stellaris. It's military concepts however, still elude me at times. ago. PD has a maximum range of only 30. The Lance also doesn't have minimum range (but the other L-weapons do). 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. 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. spudwalt • Voidborne • 9 mo. 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. Community Hub. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Those three top-tier weapons already do it very effectively without any special optimizations. However all this is at least 2 categories below "optimal". These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 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. Originally I wanted to just run the artillery combat computer, but it says it will keep the ship at the longest weapon range I have on the ship, which considering artillery battleships will almost always run spinal weapons, put the range at 150, which is 30 more than the kinetic artillery. Fluffy-Tanuki • 1 day ago. 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 will keep those techs from drawing and your robots will never. For example. Artillery Combat Computers are inadequate. Jump to latest Follow Reply. . Empires live and die by the strength of their fleet in Stellaris. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. ago. 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. . 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. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Next to fire are the lasers in the L-Slots. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. 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. notagoodpainter • 10 mo. It was used for Stellaris v1. 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). And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Cruiser are torpedoes and missiles. These deal -50% damage to shields, so they are highly ineffective. The only exception is Carrier-type. The enemy fleet had dwarfed my combined fleet. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. So my problem is my Titan would die first because it's got less range. The "Artillery Combat Computer" tells ships to fire from 80 range. It means the median range of your guns. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. It's the range on the weapons that matter. This wouldn't be an issue, if fleets were also allowed to close in on ships outside of the system, but they seem to respect those boundaries. This is the one essential part where there is a. 5). For picket I prefer precog because I rather have the tracking. H11DN-D4NG3R Oct 13 @ 3:00am. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. ago. In 3. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. 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. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Stellaris 3. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. As an example: if a ship has 5 weapons with max ranges. 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. The Lance also doesn't have minimum range (but the other L-weapons do). Stellaris Space Combat should be better. Ones with Long range and/or minimal range in a position so they can keep firing distance. View this video if you want to lea. 12 / 16% Speed. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. thanks for the help. Stellaris. Precog raises the base evasion of ships, wich is nice. Torpedo assault carrier is the most balanced ship design. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Games. Which is kinds slow going against the armour. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 3. 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. 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. 4 "Gemini"! Please see the patch notes for more details. This mod improves the battle aesthetics of the game by making changes that. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. 6, we’ve also reworked how the Ascension Paths from Utopia work. 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. View this video if you want to lea. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 56 for the autocannon. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 9 Meta Update] August 27, 2023. Next to fire are the lasers in the L-Slots. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Ranges haven't been changed much by the last patch, except for torpedoes. Number of sections. 0 unless otherwise noted. And how that affects combat. 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. 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. 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. 0,7. 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. Last edited by Forblaze; Apr 8 @ 1:53pm #1. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. The Big SCHLEEP Oct 13 @ 1:51pm. More. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Without the tech they default to a single preset. They don't stay at range, they never did, the artillery computer has never worked. Here are my thoughts about making combat computer and range system better; 1. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. When you say Combat Computer, which type. Swarm, and cruisers are best with precognitive. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Max range is the range of the longest range weapon you have equipped. It says the ship will stay at range and shoot. Max range is the range of the longest range weapon you have equipped. I feel like the ship computer technology should give us a range of distances our fleets can stay. How Battles Begin. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. The one downside is that medium disruptors, the biggest ones there are, have a range of 40 while artillery has 120 this only applies if you're like me and didn't manage to get cloud lightning (how does an entire map not have one void cloud on my half of the galaxy?), I suggest using a combat computer that closes range to the enemy. 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'. . Ship Designer, right hand side you'll see a slot for combat computer. One interesting design is to set the Titan up for long-range combat since the only type of Combat Computer available to it is the Artillery computer. In addition, while most M weapons are 2x and L 4x the damage. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. The first thing I noticed was that the defensive computer fleet had higher strength ratings. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. The early vessels can't engage from long range. 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. 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. The Carrier Computer will cause your carriers to stay at maximum range,. Kinetic battery range: 45-120. 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. Charge - Ships close distance to the enemy and engage at point-blank range. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Melee Attacks against other Combat Robots. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Commentary: The most versatile of all combat units. Basically, my fleet is composed of destroyers and cruisers. Half weapons slot filled with Railguns, half Laser, artillery combat computer. What is the Stellaris combat rework meta and how will things change in patch 3. Screen fleets which are missile based. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Both "Line" and "Picket" computers charge into "Median" range. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. 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. So stacking range is still worthwhile? Artillery combat computers have +20% range. If I equip my defense. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. this is the default carrier AI. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. And if range overflows the ship can't fight at all. Corvettes are quick, cheap to build, and smaller but have high evasion. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?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. ago. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range 84. they will try to stay in certain range. Keep the artillery combat computer on most of your carrier battleships for that extra range and fire rate; you will only need 1 battleship with the carrier combat computer for the whole fleet to engage earlier. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. " Mid-Range against Ships. Stellaris Dev Diary #310 - Matters of. Nanite auto cannon, new weapon . Large Railgun has 100range and Kinetic batteries have 120. any help ??CthuluIsSpy Oct 21 @ 10:01am. The idea being that cruisers form a line in front of destroyers, covering them with flak fire while the destroyers pummel at long range with kinetic batteries. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. If they are 50, 50 and 250 the median is still 50. 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 ??Fill bow and core with M slots and the stern with 2x S slots. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ship, dealing decent damage. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. I now add my Picket ships so that they protect these artillery ships. 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. forget about armour. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. This is what's wrong with autocannons. Currently 2 computers try to get inside the minimum range. Use combat computers with lower ''range''. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. The 3. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. The combat computer just means that they will try to stay in certain range, so if you put autocannons on artillery ship it will be useless 14 m4potofu • 4 yr. In another thread someone was talking about combat computers, too (as they currently are in 2. Use the computer that best suits the type of ship, I. . The carrier computer titan will stay further back. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. When no enemy in desired range, then the ships will attempt to gain range. Huh, never experienced. Apparently artillery computers also use the median range, which is weird because it says long range in the description. This allows the ships to be properly positioned for fleet air defense. I use cruisers for this. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 8. Thoughts on 3. May also be reflected in different shipsets. Description. 5. Stellaris > General Discussions > Topic Details. 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). Max-tracking Battleships are hardly an unorthodox design. Video by Montu Plays. Mazey Mar 4 @ 5:01pm. 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. 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. Business, Economics, and Finance. Crusader Kings II: Tech Support. Kinetic artillery has a range of 120. This page was last edited on 14 October 2017, at 11:31. Report. A huge step forward for Stellaris wars, would be attrition.