stellaris combat computer ranges. 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. stellaris combat computer ranges

 
 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 easystellaris combat computer ranges  #3

Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Others use sapient. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. So the base power and damage output of AC1 is 30% higher than Coilgun2. Content is available under Attribution-ShareAlike 3. Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. Edit: the tech is called Basic Combat Computer. A huge step forward for Stellaris wars, would be attrition. For picket I prefer precog because I rather have the tracking. Ranges haven't been changed much by the last patch, except for torpedoes. 0 unless otherwise noted. Number of sections. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. ago they will try to stay. 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). 6 also includes new galaxy shapes to explore, new story events, a new. Iirc engagement range refers to the distance at which a ship enters combat. 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 is a sci-fi grand strategy game set 200 years into the future. Modified 5 years, 8 months ago. Apparently it means the median range of all of your weapons. Jump to latest Follow Reply. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. 9 Meta Update] August 27, 2023. Further modifiers would increase it even higher. Ok, just to see that I have this clear. This means that fleets with long-range weaponry can engage enemies from further away. I feel like the ship computer technology should give us a range of distances our fleets can. 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. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Think of corvettes as an expandable screen. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. 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). ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. BS are 3 strike craft, anti-missile pd and missile for all weapons. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 1. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. The Lance also doesn't have minimum range (but the other L-weapons do). Stellaris Destroyers Upkeep Costs. Half weapons slot filled with Railguns, half Laser, artillery combat computer. 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. Every single admiral has the trait that gives + engagement range. It means the median range of your guns. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 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. Community Hub. To echo this , it will get weapons with short range into combat faster. So it's 10% from the picket computer. 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. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. Melee Attacks against other Combat Robots. Couple of Questions:. Their combat computer is set to "artillery", I double checked. This is what's wrong with autocannons. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The newly added maximum range computers set the range of the ship's longest weapon range as the. 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. Kinetic artillery has a range of 120. What those ranges are depend on the weapons you pick. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Stellaris > Dyskusje ogólne > Szczegóły wątku. 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. 6, we’ve also reworked how the Ascension Paths from Utopia work. they want to shoot not hang back as escorts. in vanilla giga cannon 45-150, this mod 45-25 in vanilla neutron launchers 45-120, this mod 45-25 Don't know if this was on purpose or not, but I'd reckon it wasn't on purpose. . Because for shitty fleet ai they also lose efficiency, if the target is not like that. Those three top-tier weapons already do it very effectively without any special optimizations. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". - Updated for Stellaris version 2. 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. Ships with this computer will not charge. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. Median range is the "middle" range of all equipped weapons. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Assign an number of ships to a set of very general orders. It says to double engagement range. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Carrier combat computer. So stacking range is still worthwhile? Artillery combat computers have +20% range. Combat Computer and influence on ranged combat. . Currently 2 computers try to get inside the minimum range. paziek Devouring Swarm • 3 yr. However, if you fill. Autocannons are extremely short range. maxxal22. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Can anyone explain to me why battleships and titans with artillery combat computers will negate their own range advantage as…as the title says in all my fleets 1 ship is guaranteed to charge right next to the enemy while all others follow the combat computer behavior in their design. Previously, strike craft were next to useless due to the way AI handled combat. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. However from gameplay perspective any weapon with a minimum range. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. As an example: if a ship has 5 weapons with max ranges. "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. Cv are full missile, mostly there to die. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. Missiles have a range of 0-80 or 0-120. Max range is the range of the longest range weapon you have equipped. If the ranges of your weapons are 50, 50 and 100 the median is 50. May also be reflected in different shipsets. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. Per page: 15 30 50. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. If 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. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). The problem is the AI that's best for a PD screen also moves the ship into short range of the opposing fleet where they are promptly destroyed. "Beam Sabres, go brrrr. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . A spinal mount weapon has a range of 150. " How does this make any sense? PD has a maximum range of only 30. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max 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. they sit back outside of their range even as they're getting shot at after they reach a. Plus Neutron, and Proton Launcher from G slot. If it has a Line computer, it will advance to 50 range. . 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. 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. 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. . Combat computers (again) Spidee. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 10. Mb i shoulld build a second one though. 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. Fill remaining slots with Armor. Here are my thoughts about making combat computer and range system better; 1. PD has a maximum range of only 30. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris > Workshop > mineben256's Workshop. 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. "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. 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 if you have 110,120,130 it would use the 120, as 120 is the median. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. Would work much better if you could swap to arty CC. . However all this is at least 2 categories below "optimal". 4. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. 130 attack range is good. See the Stellaris wiki for more info on how to install. Alpha strike meta is a symptom of several underlying problems. H11DN-D4NG3R Oct 13 @ 3:00am. ago. 10. 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. Max range is the range of the longest range weapon you have equipped. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. What happened to me: I scavenged a titan from some archaeological site and try to use the titan to engage a cultist fleet from the opposite side of a star system. Also waits for all ships of the same class to gather. Missile is best in very early but should switch when enemy have point defense. i made a mixed fleet. #4. So your BB. 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. If the balance were such that carriers were only effective at even longer distances, they would be too specialized to be useful outside of as a sort of defacto ftl inhibitor that forces every ship that enters the system into combat. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. Stellaris Combat: List your tactics. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. This page was last edited on 14 October 2017, at 11:31. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Games. Change the Carrier. Cruiser are torpedoes and missiles. 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). maxxal22. Use whatever you have the most tech in. The 3. Aug 2, 2018. And if range overflows the ship can't fight at all. The autocannon also fires faster. I cant remember). Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. As an example: if a ship has 5 weapons with max ranges. Use combat computers with lower ''range''. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here] of enemy ship. As a fleet 3. Last edited by Forblaze; Apr 8 @ 1:53pm #1. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. 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. friendly_aura hostile_aura: Aura definitions. Kinetic artillery has a range of 120. 5). Ships' combat behavior is. If they are 50, 50 and 250 the median is still 50. Ships now better keep their distance from the enemies at maximum weapon range. They used to be like that, but now each ship has a different strategic type of combat computer, and the later researched versions are little more than upgrades. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. notagoodpainter • 10 mo. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. . 10. 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. How Stellaris' Orion Update Rebalances Space Combat. 31 for the Gauss vs. And how that affects combat. Thoughts on 3. 6 combat rebalance update. The only exception is Carrier-type. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. The "Artillery Combat Computer" tells ships to fire from 80 range. Stellaris Combat: List your tactics. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. By punching in the numbers once more in the chance to hit formula we arrive at: cth = 75 - (80 - 45) -> cth = 75 - 35 -> cth = 40 With the +20 from the combat computer, T3 PD has a 60% chance to connect its shots. Broadsider // M14 / L6 A2. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. they will try to stay in certain range. 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. Ships now better keep their distance from the enemies at maximum weapon range. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. They're small fast ships with short range weapons that come in close to fight. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Combat computers support New Ship Classes & More (NSC) and Space Combat. The early vessels can't engage from long range. According to the official Stellaris 3. Research the combat roles, it should be in that tree. Also artillery computers with missiles is neat because they also run away while spamming missiles. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. It says the ship will stay at range and shoot. Then I looked at the weapons and noticed. It just flies up to enemies and never actually starts 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. COMBAT_DETECT_RANGE_MULT = 1. In addition, while most M weapons are 2x and L 4x the damage. 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. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. If I choose Artillery mode The ship will hold a 80 range distance. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. 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 "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 2. 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. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. 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. 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. Throughout the game they would simply close to 0 range and engage. Computer system. 5. Stellaris Combat Rebalance has a new meta. famingfire. Stellaris Dev Diary #318 - Announcing Astral Planes. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. ago. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. What those ranges are depend on the weapons you pick. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. UwU. #7. 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. Combat Computer and influence on ranged combat. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. spudwalt • Voidborne • 9 mo. alter the flow and spacing of space battles in Stellaris. Sniper Rifle against. The Fleet. . This page was last edited on 14 October 2017, at 11:31. 0 unless otherwise noted. Its sections consist of an Artillery Bow, Core, and Stern. If I have a ship with an artillery tactics combat computer (tells the ship to stay at a range of 80) does that mean it will stop at 80 range no matter what or will it still move closer if it has weapons equipped that have less than 80 range?This is entirely about what combat computer to pick. I like this trade off versus having 0 combat power under 45 range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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 ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. All Discussions. lexa_dG • 10 mo. 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. something,. Stellaris 3. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Combat computer ranges now. The carrier computer titan will stay further back. Screen fleets which are missile based. Stellaris. Others use sapient. The biggest advantage and weakness of carrier fleets is there range. 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. 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. 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. Micromanagement will be a bit harder with this one. Heimdall313 Aug 19, 2020 @ 6:43pm. 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. . 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. Here are our Stellaris tips to help you out. I believe combat computers use to tell you the exact range of where the ship would go. For Torpedo it will charge the enemy regardless of weapons range. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. New Sniper Combat Computers. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Picket here refers only to the picket computer - not to the picket ship section. 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 computer Stellaris really needs us to be able to create battlegroups within our fleets. 8 (3. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. Report. 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. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Stellaris Dev Diary #310 - Matters of. Ship Designer, right hand side you'll see a slot for combat computer. 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. 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. Like always it is important for you to remember that things are subject to change. You don't need a combat computer to get perfect or near-perfect tracking. 30) over a Sapient computer. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Stellaris Combat Rebalance has a new meta. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). Carrier combat computer should just be altered to become the new "long range" computer. This is the one essential part where there is a meaningful choice between different options. 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. Its sections consist of an Artillery Bow, Core, and Stern. Precog raises the base evasion of ships, wich is nice. If the other fleet has equally long-range weapons, this isn't always an issue. 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. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??So, barely any weapons are artillery weapons. Let's say I have a large amount of Artillery ships. 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. Stellaris. Never research Synthetics or Sapient Combat Computers. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. Reply. 2 Le Guin (0d1c) - Mod version 4. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. A spinal mount weapon has a range of 150. 6 for fleet combat? We will look at. The carriers now have a listed engagement range of 125 and my artillery has a listed range of 150 (plus the artillery computer gives 20% additional range). View this video if you want to lea. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Both are very important and it really depends on how combats play out. RC_0041 • 10 mo. 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. 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. In short, Go longer range weapon. 8. It’s currently used for deluge planet killer colossus weapon. Torpedo assault carrier is the most balanced ship design. Now updated for 3. 23 marca 2018 o 13:36. Content is available under Attribution-ShareAlike 3. Empires live and die by the strength of their fleet in Stellaris. 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. There's zero effective difference between 30, 50, or 80 engagement range, partly because weapons mostly exceed those distances and partly because ships will not maintain distance. The Carrier Computer will cause your carriers to stay at maximum range,. Now my Railguns have a range of 100 and the Lasers only 80. . Nesano Aug 14, 2018 @ 8:52pm. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. If the enemy is faster, then they cannot. The computer dictates ship behavior, using the weapons to determine the range. If it has combat role. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. When no enemy in desired range, then the ships will attempt to gain range. Carrier combat computer. So they will rush into point-blank range. I'm not totally sure what that means. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews.