Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. With the RoF bonus from the computer, its DPS rises to 12. Shield is better but crystal plating is the best. Carrier combat 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. How Stellaris' Orion Update Rebalances Space Combat. 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. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Torpedo assault carrier is the most balanced ship design. UwU. on Late game, you are using L weapon with 120, 150, and 250 range. Vanidas Oct 26, 2016 @ 4:48pm. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. What those ranges are depend on the weapons you pick. If the enemy is faster, then they cannot. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Basically, my fleet is composed of destroyers and cruisers. Stellaris Space Combat should be better. Corvettes are quick, cheap to build, and smaller but have high evasion. they sit back outside of their range even as they're getting shot at after they reach a. You'll take. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. I now add my Picket ships so that. . However, if you fill. This way, the ship can get the PD bonuses and actually hold back with artillery ships and do PD work instead of flying. Choosing the right combat computer for the job will fix your ships' suicide behavior. I believe combat computers use to tell you the exact range of where the ship would go. 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. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. . Ranges haven't been changed much by the last patch, except for torpedoes. The "Artillery Combat Computer" tells ships to fire from 80 range. Point Defense has a range of 0-30. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. 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 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. RC_0041 • 10 mo. 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. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). The upkeep cost of Stellaris destroyers is based on the building cost of the ship. If they are 50, 50 and 250 the median is still 50. 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. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. You don't necessarily need a PC to be a member of the PCMR. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. 6. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. Try as I might, I can find little info on how the various combat computers affect strike craft. So the base power and damage output of AC1 is 30% higher than Coilgun2. 2. Since this would mean that most likely the kinetic artillery just. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 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. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. friendly_aura hostile_aura: Aura definitions. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. This page was last edited on 14 October 2017, at 11:31. Fluffy-Tanuki • 1 day ago. Kinetic artillery has a range of 120. Maybe as an anchor for your brawler line as a sort of fleet carrier. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. 6 “Orion” update contains new galaxy shapes, new artwork as well as the ability for Hive Minds to choose a variation on the Reanimators Civic from the Necroids Species Pack, and a Fleet Combat Rebalance—including a new ship type and changes to combat computers. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Stellaris. ago. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. I use cruisers for this. . If it has combat role. Would work much better if you could swap to arty CC. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. 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. Its sections consist of an Artillery Bow, Core, and Stern. 10. . Other computer changes as follows: - Battleships have a new short range computer, "Guardian", that provides a movement speed bonus. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. However from gameplay perspective any weapon with a minimum range. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. Autocannons are extremely short range. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. Kinetic artillery has a range of 120. So they move to engage new enemies, instead of staying out of range of the current enemies. Range was useless before. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Frankly I don't mind what outcome you two come to; it doesn't concern me. Improve the behavior patterns of Artillery Combat Computers. 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. Ship Designer, right hand side you'll see a slot for combat computer. Never research Synthetics or Sapient Combat Computers. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. To echo this , it will get weapons with short range into combat faster. So they will rush into point-blank range. Add Combat Robots as new Classes of Strikecrafts; They don't fly by and shoot, they stand and fight. Mb i shoulld build a second one though. 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. 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. The component is called specialised combat computer. 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. COMBAT_DETECT_RANGE_MULT = 1. Just disable the Override submod and you'll be fine. Missile is best in very early but should switch when enemy have point defense. It's better to just improve the AI of the ships in battle so that only the real sluggers will enter weapons range like destroyers and corvettes while battleships must only absolutely stay max range while carriers shouldn't even attempt to move as soon as they enter the system and just launch fighters ASAP. 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. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Both "Line" and "Picket" computers charge into "Median" range. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Stellaris Ship Design Guide 2023 [3. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Point Defense has a range of 0-30. 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. . There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 5. This mod improves the battle aesthetics of the game by making changes that. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. A ship engages at the maximum range of its longest weapon. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Mazey Mar 4 @ 5:01pm. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. Ships may end up not firing some of their weapons if you use the. 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. 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. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. 6, Strikcraft were. 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. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. 12 / 16% Speed. Computer system. 2. The game files list them as a having an engagement range of 100 as a weapon component, but I'm not sure exactly how "fleet in combat" overrides that. This is what's wrong with autocannons. 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. Video by Montu Plays. BS are 3 strike craft, anti-missile pd and missile for all weapons. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Because for shitty fleet ai they also lose efficiency, if the target is not like that. These deal -50% damage to shields, so they are highly ineffective. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. For an edition that just unlocks all the computers without any AI modifiers or tech barriers, please use All Ranges for Combat Computers Unlocked Simple Edition. If it has a Line computer, it will advance to 50. According to the official Stellaris 3. . Range is the undisputed king of Stellaris combat. Stellaris Destroyers Upkeep Costs. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. Without the tech they default to a single preset. 0 unless otherwise noted. It's military concepts however, still elude me at times. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 10. 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. ago. I have jumped back into stellaris recently and I had a few questions. Improve the behavior patterns of Artillery Combat Computers. 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. Showing 1 - 4 of 4 comments. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. This page was last edited on 31 May 2022, at 00:31. ago. So it's 10% from the picket computer. 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. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. Carrier combat computer. 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. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. We are all aware that Stellaris ship design has had a massive rebalance, and with that the combat system and the overall pace of the game. Please let me know if any part of the mod is broken/needs changing, thanks!Ideally the three combat behaviors can be made neutral and interchangeable across all ship types and their stat bonusses moved to a different module slot. there are two advantages to using Missiles. " Mid-Range against Ships. Charge - Ships close. 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. . Because Stellaris is on a 64 bit executable since 2. The biggest advantage and weakness of carrier fleets is there range. 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. This. Stellaris. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. 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. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. So in Human vs Human play, the core midgame threat is the Missile Artillery-computer Destroyer: Swarmer + Missiles + 3x Afterburners for maybe 50% midgame Evasion, 120+ range. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Sabaithal Dec 17, 2018 @ 1:39pm. Ok, just to see that I have this clear. Range was useless before. 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 also the reason combat computers are somewhat broken. Cv are full missile, mostly there to die. Per page: 15 30 50. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Sniper Rifle against. 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. Mono-cruiser fleets are totally viable. My Stellaris Mods BSB : Better Ship Behaviors // Improve the ship behaviors and tactical combat for 3. 5. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. 130 attack range is good. ago. The idea being that cruisers form a line in front of destroyers, covering them with flak fire while the destroyers pummel at long range with kinetic batteries. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. carrier computer being the furthest at 150 range. Aug 2, 2018. Ones with Long range and/or minimal range in a position so they can keep firing distance. Combat computer ranges now. 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. I know there's been a lot of discussion about the changes to combat in 3. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. Cruiser are torpedoes and missiles. As an example: if a ship has 5 weapons with max ranges. Here are my thoughts about making combat computer and range system better; 1. 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. A spinal mount weapon has a range of 150. Swarm, and cruisers are best with precognitive. Artillery computers now have an increased combat range according to the weapon range bonus. 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. . 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). even with artillery computer your ships will try to close to optimal firing range for the weapons they have. For picket I prefer precog because I rather have the tracking. 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. If you want to play small ships, use penetrating weapons and try to fight on top of the enemy's warp out point so that he instantly starts in small guns range. BS are the screen element. It says to double engagement range. I, and I think others based on what they say in other threads, am constantly having problems with ships not engaging at the range that would be optimal for. All Discussions. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Maybe as an anchor for your brawler line as a sort of fleet carrier. Stellaris > Dyskusje ogólne > Szczegóły wątku. Auto cannon is kinetic version . In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 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). famingfire. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. -1. The Personal Computer. spudwalt • Voidborne • 9 mo. They will now engage from a larger distance,. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. 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. For example, the swarm computer has a formation_distance of 10, so the ship will. ago. New Sniper Combat Computers. On top of that, ships will always approach to within range of their longest-ranged weapon. Stellaris Combat: List your tactics. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. S. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. This will keep those techs from drawing and your robots will never. 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. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. You just have to love PCs. RC_0041 • 10 mo. This means that fleets with long-range weaponry can engage enemies from further away. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the 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. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. I feel like the ship computer technology should give us a range of distances our fleets can stay. (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. This allows the ships to be properly positioned for fleet air defense. Stellaris 3. How Battles Begin. Then I looked at the weapons and noticed. However all this is at least 2 categories below "optimal". 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. Alpha strike meta is a symptom of several underlying problems. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. The carrier computer titan will stay further back. 1; Reactions: Reply. When no enemy in desired range, then the ships will attempt to gain range. This is even with a carrier combat computer on one of the BBs, it will engage at good range but run in because of line combat computer. The description says the ship will stay 'at range. Combat computers (again) Spidee. A spinal mount weapon has a range of 150. Precog raises the base evasion of ships, wich is nice. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. 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. any help ??CthuluIsSpy Oct 21 @ 10:01am. 3. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. I'm not sure the combat behavior changes were all that effective. All other combat computers make sense to me except for Picket and Line. 0 unless otherwise noted. Also i have one titan with me purely for -20% shield aura for Unbidden ships. Nesano Aug 14, 2018 @ 8:52pm. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. 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 understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. Now if there are bombers involved you have to bite the bullet and have PD of some sort. Plus Neutron, and Proton Launcher from G slot. ' 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. The computer dictates ship behavior, using the weapons to determine the range. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. . Minimum range means, that ships cannot fire too close with certain weapons. 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). So stacking range is still worthwhile? Artillery combat computers have +20% range. Kinetic battery range: 45-120. 1. . m4potofu • 4 yr. 31 for the Gauss vs. Carrier combat computer should just be altered to become the new "long range" computer. 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. Ships' combat behavior is. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. A new Stellaris update 3. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. ago. Reply. #4. Median range is the "middle" range of all equipped weapons. Improve the behavior patterns of Artillery Combat Computers. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. And how that affects combat. Question about how combat computers work after Orion’s release. I like this trade off versus having 0 combat power under 45 range. 9 Meta Update] August 27, 2023. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. 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. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). Most of your fleet. Apart from this, Stellaris patch 3. Some long range weapons like the. CryptoForgot to change the combat computer on the battleship -- oops. 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. 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). 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. Combat computers support New Ship Classes & More (NSC) and Space Combat. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. But If. Perdition beam range: 0-250. Subscribe. A huge step forward for Stellaris wars, would be attrition. 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. The carrier deploys strike craft the momement it enters engagement range. ago they will try to stay. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. We would like to show you a description here but the site won’t allow us. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. 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. Melee Attacks against other Combat Robots. 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. 3. any help ??Unless I'm missing something, three Advanced Afterburners (+20% each) should be enough to outrun cruiser even if both use DMT: Battleship: 100 speed, +125% DMT, +60% x3 AA = 285 speed. Use the computer that best suits the type of ship, I. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. 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. i made a mixed fleet. View this video if you want to lea. It will zoom into combat as fast as it can in order to reach that range. 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. 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.