Here are my thoughts about making combat computer and range system better; 1. However all this is at least 2 categories below "optimal". 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. 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. I have jumped back into stellaris recently and I had a few questions. Choosing the right combat computer for the job will fix your ships' suicide behavior. Cv are full missile, mostly there to die. 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?edit: in any case, try to get as much range as possible (examples are: admirals with cautious/synthetic trait, artillery combat computer, rapid deploment doctrine, your juggernaut in same system) and engage from high distance, this way your ships will shot several times before enemy get to you, which in best case may even lead to 0 ships lostWhile at it, might as well increase Range, Speed and Tracking of Missiles, especially the Swarm / Whirlwind types, so they can have a role as "anti corvette" weapon. 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. It is developed by Paradox Development Studio and published by Paradox Interactive. They're small fast ships with short range weapons that come in close to fight. 3. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. In Stellaris we have a number of different types of. A battleship armed with many medium-caliber guns. This. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. 5. 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. Stellaris Dev Diary #318 - Announcing Astral Planes. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Ranges haven't been changed much by the last patch, except for torpedoes. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. . Med Railgun has 75 range, and Large Laser has 80 so they both will work at 80 range with line (because ships do drift) Large Railgun has 100range and Kinetic batteries have 120. Others use sapient. 2 Answers. . New Sniper Combat Computers. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. Both are very important and it really depends on how combats play out. So the base power and damage output of AC1 is 30% higher than Coilgun2. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Use combat computers with lower ''range''. Community Hub. All Discussions. 6 for fleet combat? We will look at. Ships now better keep their distance from the enemies at maximum weapon range. Try removing the Point. The 3. It's a Behemoth Planetcraft from Gigastructural Engineering. 2. Also artillery computers with missiles is neat because they also run away while spamming missiles. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. All other combat computers make sense to me except for Picket and Line. spudwalt • Voidborne • 9 mo. ago. Ignoring the range considerations, it appears that trading the 20% damage increase on bolts would require a nominal increase of 20% for (accuracy + tracking) to be equal in effectiveness (assuming that the enemy still has evasion to be countered). Max-tracking Battleships are hardly an unorthodox design. It also will try to maintain range, so an enemy closes to within around. Combat computer set for extra range. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. "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. Apr 8 @ 3:25pm Oh dear. 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. More Combat Computers. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. However, the second, the ability to ignore shields, still applies. Unless countering a specific threat mix the defenses up evenly between shields and armor. This is what's wrong with autocannons. . I would also add a note in that the X weapon can be swapped for a Tachyon Lance. 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. 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 carrier computer titan will stay further back. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. Screen fleets which are missile based. Additionally, the combat computer improves your chances of hitting your target. 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). For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. 2. How Battles Begin. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 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. If I equip my defense. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. Mazey Mar 4 @ 5:01pm. 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. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Maybe as an anchor for your brawler line as a sort of fleet carrier. If I choose Artillery mode The ship will hold a 80 range distance. Mono-cruiser fleets are totally viable. At least basic combat computer. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. What those ranges are depend on the weapons you pick. Artillery computers now have an increased combat range according to the weapon range bonus. For Spinal mounts, this is 150 iirc. 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. ' I was thinking this would mean, whatever the longest range weapon the ship had, that's the range it would close to and attack from there, trying to keep that distance. Range was useless before. In 3. I'll grant that you lose all of 5% range by using the Precognative rather than the Sapient computer, that still gives you a 15% greater range than the Destroyers. A spinal mount weapon has a range of 150. Median range is the "middle" range of all equipped weapons. Auto cannon is kinetic version . m4potofu • 4 yr. 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. Kinetic artillery has a range of 120. However all this is at least 2 categories below "optimal". PD has a maximum range of only 30. Artillery computer. 6 anyway, I know I have. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. Stellaris is a sci-fi grand strategy game set 200 years into the future. 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. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. 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. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. I feel like the ship computer technology should give us a range of distances our fleets can. This is coupled with the fact that Def plats are like tissue Paper and get blown away so quickly if it is just the Starbase vs a fleet. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . 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. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. maxxal22. The final essential module is the Combat Computer. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. Europa Universalis IV: Tech Support. Try removing the Point Defense or adding Kinetic Artillery (range of 45-120). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It’s currently used for deluge planet killer colossus weapon. And if range overflows the ship can't fight at all. 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. 8 (3. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. CryptoForgot to change the combat computer on the battleship -- oops. "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. This is the one essential part where there is a. 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. Kinetic artillery has a range of 120. It is a known problem, I found dozens of reddit and paradox forum threads about fleets facehugging each other, ignoring their combat computer stances and there are no mod to fix this, that are on 3. Game Version 2. 56 for the autocannon. Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them. Fluffy-Tanuki • 1 day ago. Showing 1 - 4 of 4 comments. If it has a Line computer, it will advance to 50. Starfire Breeze Major. (mods have no effect on this as it happens when no mods are enabled aswell) From what. This mod improves the battle aesthetics of the game by making changes that. Business, Economics, and Finance. Distance in computer slot are not really that big (30/50/80). 5. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. Unless countering a specific threat mix the defenses up evenly between shields and armor. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. As a fleet 3. 10. Basic idea is a huge missile and strike craft swarm to saturate pd. Median range is the "middle" range of all equipped weapons. It's the range on the weapons that matter. 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. Stellaris 3. ago. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. A new Stellaris update 3. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. Which stats, if any, from a combat computer factor into the performance of strike craft? For example, a battleship using a hangar and the Sapient Artillery computer would gain +20% range and fire rate. So they will rush into point-blank range. 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. The final essential module is the Combat Computer. Sub-forums: Game specific Tech Support. gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. Precog raises the base evasion of ships, wich is nice. Games. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. The end result has more ship sections, some balance changes to existing weapons, multiple new weapon families with specific combat uses, a new combat computer role, AI fleet and weapon preferences, better defense platforms + "defense stations" and "fortresses" (essentially large and extra large defense platforms), along with. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. Every M slot is filled with Swarmer/Whirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Minimum range means, that ships cannot fire too close with certain weapons. How Stellaris' Orion Update Rebalances Space Combat. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. Just to clarify, these are the questions that pertain most to what I'm not understanding. 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. The Carrier Computer will cause your carriers to stay at maximum 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. 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. Ships now better keep their distance from the enemies at maximum weapon range. 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). Kinetic artillery has a range of 120. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. 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. 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. Bombardment ftw. #3. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. The autocannon is great but only has a range of 20 while the Gauss has a range of 40. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Every single admiral has the trait that gives + engagement range. ago. Stellaris Combat: List your tactics. 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. 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. Remove those, and the remaining "Median" weapon is P-slot). These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 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. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. We would like to show you a description here but the site won’t allow us. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Shields even regenerate during combat. Kinetic battery range: 45-120. This page was last edited on 31 May 2022, at 00:31. ago. Currently 2 computers try to get inside the minimum range. " How does this make any sense?PD has a maximum range of only 30. . Ones with Long range and/or minimal range in a position so they can keep firing distance. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 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. At first my titan move towards the fleet to get in range but when it engage in combat it immediately turn around 150 degrees and start to flee. . ago. 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. Combat Computer and influence on ranged combat. 8. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 6 but one thing that doesn't seem to have come up is that artillery combat computers are now horrible on titans and artillery battleships. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. The not realizing the dragon is mergeable is a classic 'Stellaris UI doesn't explain as much as it should' especially as you state, like doesn't act like like. 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. 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. Melee Attacks against other Combat Robots. Ships now better keep their distance from the enemies at maximum weapon range. The artillery computer prefers to attack from the range of your longest range weapon. The hangar craft have a range stat, but they're. I know there's been a lot of discussion about the changes to combat in 3. 31 for the Gauss vs. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. This mod allows all types of combat computers to be used with every ship size after getting the first combat computer tech (for a mod without these barriers, see below). The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Choosing the right combat computer for the job will fix your ships' suicide behavior. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 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 have used beams when it would put my weapons range above the range dictated by the combat computer. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. a P-slot computer (L has long range, P has short range. 0 NSC2 and Amazing Space Battles seem to have a fix for that, but they come with alot of additional fluff which I dont want. 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. 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. The Carrier computer works just as well (or baldy) as the other ones in that regard. 5. Improve the behavior patterns of Artillery Combat Computers. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Unlike most people who post stuff to stellaris who. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 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. 6 is now available on PC. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. Report. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?CSS Special Ship : Broadsider. Large weapons have minimum ranges, except for lasers. I do have some smaller weapons in the hanger section, so that could be part of the issue. Most of your fleet. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. Per page: 15 30 50. It says the ship will stay at range and shoot. A spinal mount weapon has a range of 150. As an example: if a ship has 5 weapons with max ranges. Game Version 2. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Improve the behavior patterns of Artillery Combat Computers. any help ??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. You don't necessarily need a PC to be a member of the PCMR. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. If my enemy is shield tech heavy, Missile Corvettes are the way to go. The Personal Computer. Also i have one titan with me purely for -20% shield aura for Unbidden ships. The hangar craft have a range stat, but. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. 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 another thread someone was talking about combat computers, too (as they currently are in 2. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Dont ask how those work, right now id say. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. 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. Content is available under Attribution-ShareAlike 3. Torpedo assault carrier is the most balanced ship design. Picket combat computers have a small bonus to combat speed. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Assign an number of ships to a set of very general orders. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. No matter at which range the engagement commences, if the Picket computer says that the ship advances to a range of 30, the ship will fly towards the enemy until no more than 30 units of distance separate them. Apparently artillery computers also use the median range, which is weird because it says long range in the description. Would work much better if you could swap to arty CC. The 3. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Stellaris Ship Design Guide 2023 [3. Mb i shoulld build a second one though. Further modifiers would increase it even higher. Shields even regenerate during combat. 8. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. 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. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. It means the median range of your guns. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. ago. A spinal mount weapon has a range of 150. any help ??CthuluIsSpy Oct 21 @ 10:01am. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. COMBAT_DETECT_RANGE_MULT = 1. however, that's not that they do. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Stellaris. . 0 unless otherwise noted. One of the better designs is the long-range combat ship. RC_0041 • 10 mo. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. To echo this , it will get weapons with short range into combat faster. Stellaris Space Combat should be better. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. The upkeep cost of Stellaris destroyers is based on the. The Fleet. 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. 8. They are attacking an enemy Starbase. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. Half weapons slot filled with Railguns, half Laser, artillery combat computer. 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. famingfire. View this video if you want to lea. 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. BS are 3 strike craft, anti-missile pd and missile for all weapons. 3. Stellaris. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. Cruiser are torpedoes and missiles. 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. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". Reply. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. i made a mixed fleet. - Updated for Stellaris version 2. 2 Le Guin (0d1c) - Mod version 4. It means the median range of your guns. Mb i shoulld build a second one though. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 30 corvettes, 6-10 BS, rest cruisers. 3: To stick to the targetting computer for a bit. 6 combat rebalance update. 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. 130 attack range is good for kinetic batteries and. Corvettes are quick, cheap to build, and smaller but have high evasion. 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. Combat Computer and influence on ranged combat. (Unless the enemy fleet has longer-ranged. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. If it has combat role. Charge - Ships close distance to the enemy and engage at point-blank range. See full list on stellaris. For specific weapons, you can really pick your choice. As an example: if a ship has 5 weapons with max ranges. they sit back outside of their range even as they're getting shot at after they reach a.