stellaris combat computer ranges. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. stellaris combat computer ranges

 
 As is your corvettes are required to use the +evasion, + combat speed or not take it at allstellaris combat computer ranges 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)

I feel like the ship computer technology should give us a range of distances our fleets can. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Viewed 684 times. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. 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. Fill remaining slots with Armor. There are no other type of ships in the fleet. ago they will try to stay. I like this trade off versus having 0 combat power under 45 range. 2. 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. 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. Range was useless before. Which includes most L weapons except autocannon, and laser weapon. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Swarm, and cruisers are best with precognitive. 6 also includes new galaxy shapes to explore, new story events, a new. The combat role is the little computer chip icon, the bottom item on the vertical list at the right of the designer screen once you have chosen the ship type you want to modify. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. The hangar craft have a range stat, but. 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. In game description for it is "Ship engagement range +100%" at a range of 150. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Stellaris Destroyers Upkeep Costs. Minimum range means, that ships cannot fire too close with certain weapons. Range was useless before. The upkeep cost of Stellaris destroyers is based on the. Improve the behavior patterns of Artillery Combat Computers. Higher range ones like artillery and carrier will mess up the AI. Yes, also a big part of screening, what I like to do is get 10 destroyers in my battleship fleets, 5 with the picket combat computer, 5 with the artillery combat computer, the picket ships are likely to die first but they keep the enemy's at bay, till my battleships and my other destroyers get some distance/they keep the enemy where I want them (away from my. Stellaris Combat: List your tactics. I now add my Picket ships so that they protect these artillery ships. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. Basically, my fleet is composed of destroyers and cruisers. A spinal mount weapon has a range of 150. Max range is the range of the longest range weapon you have equipped. Ok, just to see that I have this clear. 5. #4. It means the median range of your guns. With the RoF bonus from the computer, its DPS rises to 12. 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. 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. Iirc engagement range refers to the distance at which a ship enters combat. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. 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. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Precog raises the base evasion of ships, wich is nice. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. 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. Max-tracking Battleships are hardly an unorthodox design. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. A huge step forward for Stellaris wars, would be attrition. Combat Computer and influence on ranged combat. 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. Stellaris: Tech. I prefer kinetic is solid choice for early - mid game. S. Ships' combat behavior is. 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. They are attacking an enemy Starbase. Torpedo assault carrier is the most balanced ship design. 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. You can obliterate most of the enemies while suffering 0 damage. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Commentary: The most versatile of all combat units. 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. Large weapons have minimum ranges, except for lasers. But If. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. 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. Shouldn't matter as the evade chance is the same for defensive and precog and +damage modifiers on computers are broken. As a fleet 3. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. 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. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. #7. 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. Carrier computer should keept it's distance, artillery too. any help ??CthuluIsSpy Oct 21 @ 10:01am. 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. 8. Report. 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 ??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. If a ship of a design is under construction or being upgraded, the design cannot be edited. The only exception is Carrier-type. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. RC_0041 • 10 mo. Their combat computer is set to "artillery", I double checked. If they are 50, 50 and 250 the median is still 50. 23 marca 2018 o 13:27 Combat computer ranges. Plus Neutron, and Proton Launcher from G slot. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. View this video if you want to lea. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. Also artillery computers with missiles is neat because they also run away while spamming missiles. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. The Carrier computer works just as well (or baldy) as the other ones in that regard. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. any help ??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 ??Fleet units in Stellaris Stellaris guide. Europa Universalis IV: Tech Support. 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. This is never effected by anything other then the flat number on the computer. . Without the tech they default to a single preset. 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. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. " Mid-Range against Ships. Crusader Kings II: Tech Support. 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). 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. However, if you fill. Change the Carrier. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. Vanidas Oct 26, 2016 @ 4:48pm. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 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. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. 5). When no enemy in desired range, then the ships will attempt to gain range. If the other fleet has equally long-range weapons, this isn't always an issue. Just to clarify, these are the questions that pertain most to what I'm not understanding. Auto cannon is kinetic version . 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. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. For example, the swarm computer has a formation_distance of 10, so the ship will. 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. New Sniper Combat Computers. 5. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. 6, we’ve also reworked how the Ascension Paths from Utopia work. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. New Sniper Combat Computers. 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. there are two advantages to using Missiles. maxxal22. 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. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. 5. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Stellaris Combat: List your tactics. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. These deal -50% damage to shields, so they are highly ineffective. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. Mb i shoulld build a second one though. Stellaris. If the enemy is faster, then they cannot. Carrier combat computer should just be altered to become the new "long range" computer. 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. I cant remember). 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. 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. 6 Orion is bringing a combat rework and rebalance. I'm not sure the combat behavior changes were all that effective. . Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. I like this solution a bit better since currently the Elite Equipment Upgrade can be stacked for some really extreme configurations, which was not my original intent. CryptoForgot to change the combat computer on the battleship -- oops. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. If it has a Line computer, it will advance to 50 range. 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. but their behavior does not change based on your combat 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. A new Stellaris update 3. This page was last edited on 14 October 2017, at 11:31. Sniper Rifle against. According to the official Stellaris 3. Thoughts on 3. Screen fleets which are missile based. Some long range weapons like the. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. This page was last edited on 14 October 2017, at 11:31. Dont ask how those work, right now id say. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. Their combat computer is set to "artillery", I double checked. 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). Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Apparently it means the median range of all of your weapons. carrier computer being the furthest at 150 range. Stellaris 3. A battleship armed with many medium-caliber guns. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. #3. In addition, while most M weapons are 2x and L 4x the damage. Never research Synthetics or Sapient Combat Computers. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. Perdition beam range: 0-250. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Further, Artillery and Carrier computer actually rely on the same weapons to inform their combat behavior; in this case, charging into S-slot missile range. Shields even regenerate during combat. For specific weapons, you can really pick your choice. 415K subscribers in the Stellaris community. It was used for Stellaris v1. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. 2 Le Guin (0d1c) - Mod version 4. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Missiles have a range of 0-80 or 0-120. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. All Discussions. And how that affects combat. It says to double engagement range. 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. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. 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. 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. Question about how combat computers work after Orion’s release. #3. 5. Point Defense has a range of 0-30. 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. It's the range on the weapons that matter. You can take out most stations from beyond there weapon range with carries without so much as a scratch on your ship but if a. Since this would mean that most likely the kinetic artillery just. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. 10. This page was last edited on 31 May 2022, at 00:31. Throughout the game they would simply close to 0 range and engage. a P-slot computer (L has long range, P has short range. Combat Computer and influence on ranged combat. BS are 3 strike craft, anti-missile pd and missile for all weapons. 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. 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. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. Agreed, and I have 2 different types of Crusiders, Hephaestus class to duke it out against the enemy and Halcyon, to shoot a bunch of missiles from afar, same with Battleships, Vindicators for broadsides and Artemis class for sniping shields away with long range X weapon and L weapons. However, the second, the ability to ignore shields, still applies. 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. ' 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. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 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). Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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 newly added maximum range computers set the range of the ship's longest weapon range as the. 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). What those ranges are depend on the weapons you pick. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. When I click on the battle computer I don't get any other options. " How does this make any sense? PD has a maximum range of only 30. (I'm aware that sticking them on 3x Afterburner missile cruisers vs Crisis/FE produces entertaining results)Disruptors buffed, energy weapon of short range high damage fast attack. Ships with this computer will not charge. You don't necessarily need a PC to be a member of the PCMR. If they are 50, 50 and 250 the median is still 50. Also waits for all ships of the same class to gather. For Torpedo it will charge the enemy regardless of weapons range. 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. (mods have no effect on this as it happens when no mods are enabled aswell) From what. Cv are full missile, mostly there to die. 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. PD has a maximum range of only 30. "I have used beams when it would put my weapons range above the range dictated by the combat computer. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 3 Badges. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. Combat computers (again) Spidee. 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. they dont. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. 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. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. 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. . 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. You can see the load out in the image. Newbie Naval Combat Guide: For Stellaris 3. Apart from this, Stellaris patch 3. H11DN-D4NG3R Oct 13 @ 3:00am. Now my Railguns have a range of 100 and the Lasers only 80. I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. Compare EU4 or CK2 to Stellaris. Giga Cannons have longer range (150) than the launchers (130) and strip the shields first; then the Neutron Launchers blow the enemy up. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. 6 anyway, I know I have. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. they want to shoot not hang back as escorts. 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. 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). . something,. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. The enemy fleet had dwarfed my combined fleet. The Personal Computer. 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. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. 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. I use cruisers for this. . The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". ago. 6 for fleet combat? We will look at. . 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. Let's say I have a large amount of Artillery ships. Next to fire are the lasers in the L-Slots. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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). Combat computer ranges now. Remove those, and the remaining "Median" weapon is P-slot). 25% is the swarm combat computer, which isn't allowed for destroyers. 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. 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. Ships now better keep their distance from the enemies at maximum weapon range. COMBAT_DETECT_RANGE_MULT = 1. I have also started building fleets (nearly) purely of Battleships + 1 Titan. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??The distance depends on the combat computer. spudwalt • Voidborne • 9 mo. It's the range on the weapons that matter. See the Stellaris wiki for more info on how to install. More Combat Computers. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. 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. Kinetic artillery has a range of 120. 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 see my ships fire missiles at a starbase almost immediately after entering a system but move halfway across the system unecessarily as the combat computer is using the fixed number for the missiles 100-120. 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. Games. It also will try to maintain range, so an enemy closes to within around. Further modifiers would increase it even higher. I generally prefer the precog interface. At least basic combat computer. Mb i shoulld build a second one though. Sub-forums: Game specific Tech Support. This page was last edited on 14 October 2017, at 11:31. 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. If I equip my defense. 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. Most of your fleet. 3. they sit back outside of their range even as they're getting shot at after they reach a. 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. Get ship behavior modules mod, set missile corvette to "Hit and Run (100)" This is the one advantage to using cruisers for missiles: you can give them the artillery computer, which increases range and has them hang back. 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. 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. So if you have 110,120,130 it would use the 120, as 120 is the median. . 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. Now if there are bombers involved you have to bite the bullet and have PD of some sort. Every single admiral has the trait that gives + engagement range. m4potofu • 4 yr. 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. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. They are also the reason combat computers are somewhat broken. ago. 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). 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. So what is the main difference? Is Picket essentially a close range version, focussing on intercepting missiles and strike craft, but potentially also good for Cruisers or Battleships that you want to 'brawl' with? Put your interceptors and point defence on picket and ships with torpedos and other high dps on. ago. As it's showed in my video, those cruisers with artillery combat computers stayed at artillery range (100-80) and didn't charge forward while the battleships with carrier combat computer charged like crazy. On top of that, ships will always approach to within range of their longest-ranged weapon.