Stellaris combat computer ranges. I've found it to be highly effective at keeping my more valuable battleships alive longer. Stellaris combat computer ranges

 
 I've found it to be highly effective at keeping my more valuable battleships alive longerStellaris combat computer ranges  You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can

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. Max-tracking Battleships are hardly an unorthodox design. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. . No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. 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. . Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. COMBAT_DETECT_RANGE_MULT = 1. Additionally, the combat computer improves your chances of hitting your target. spudwalt • Voidborne • 9 mo. famingfire. 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). The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Distance in computer slot are not really that big (30/50/80). What is the Stellaris combat rework meta and how will things change in patch 3. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. It just flies up to enemies and never actually starts combat. 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. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. " How does this make any sense? PD has a maximum range of only 30. With the RoF bonus from the computer, its DPS rises to 12. Its sections consist of an Artillery Bow, Core, and Stern. 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. 5). Thread starter CocoCincinnati; Start date Dec 17, 2022;. 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. Conquer the Galaxy! Stellaris offers unique 4x space strategy MMO experience: - Stellaris: Galaxy Command extends the Stellaris universe to mobile,. 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 ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 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. When no enemy in desired range, then the ships will attempt to gain 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. Max range is the range of the longest range weapon you have equipped. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. For Torpedo it will charge the enemy regardless of weapons range. 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. The computer dictates ship behavior, using the weapons to determine the range. 4 "Gemini"! Please see the patch notes for more details. 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). More Combat Computers. New Sniper Combat Computers. RC_0041 • 10 mo. More. 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. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Perdition beam range: 0-250. 5). Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. "Beam Sabres, go brrrr. It will zoom into combat as fast as it can in order to reach that range. It also will try to maintain range, so an enemy closes to within around. "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. I'm trying to make a versatile BS fleet and use the carrier combat computer. (Unless the enemy fleet has longer-ranged. Combat computer set for extra range. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. If you have the ship designer, the combat computer. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. 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. Stellaris Combat: List your tactics. 8. Community Hub. I am far more concerned about how the ships perform relative to each other and what changes need to be made. Stellaris Dev Diary #318 - Announcing Astral Planes. Iirc engagement range refers to the distance at which a ship enters combat. 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. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. Kinetic artillery has a range of 120. Newbie Naval Combat Guide: For Stellaris 3. 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. Point Defense has a range of 0-30. Sapient Combat Computer +10%, Gale Speed +5%. Which includes most L weapons except autocannon, and laser weapon. 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. i made a mixed fleet. 3. Missile is best in very early but should switch when enemy have point defense. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. notagoodpainter • 10 mo. Change the Carrier. Here are my thoughts about making combat computer and range system better; 1. Interact with diverse alien races, discover strange. 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. Line computer is intended to be used with the standard large weapons which range between 60 and 80 base. Ranges haven't been changed much by the last patch, except for torpedoes. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. Micromanagement will be a bit harder with this one. Make it so that it gives a bonus that can apply to both SC and XL weapons. . As a fleet 3. 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. . Because Stellaris is on a 64 bit executable since 2. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. On top of that, ships will always approach to within range of their longest-ranged weapon. 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. 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 going "to" a fixed point). Which result in inability to fire those weapons. 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. 130 attack range is good. I recently had a thread where I discussed a range-based Tracking/Evasion system, but I'll admit I made some pretty large assumptions about the current operating environment with regard to ranges. Then one day I fought against a superior fleet in the shadow of my Starbase and took it apart like butter. 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). 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. 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. A spinal mount weapon has a range of 150. 6 for fleet combat? We will look at. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. 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. 10. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. Higher range ones like artillery and carrier will mess up the AI. The carrier computer titan will stay further back. 1. 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. It's not about the hardware in your rig, but the software in your heart! Join us in celebrating and promoting tech, knowledge, and the best gaming, study, and work platform there exists. 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. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. However all this is at least 2 categories below "optimal". R5: All ships in the fleet have artillery combat computers. 5. they sit back outside of their range even as they're getting shot at after they reach a. Basic idea is a huge missile and strike craft swarm to saturate pd. RC_0041 • 10 mo. 25% is the swarm combat computer, which isn't allowed for destroyers. Artillery computer. So they will rush into point-blank range. Advanced, Sapient, and Precognitive artillery combat computers for carriers that keeps them at max range (400). 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. paziek Devouring Swarm • 3 yr. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. If you had 2 battleships with the same DPS but one had high-alpha weapons and other low alpha weapons the former would pretty much always. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. A spinal mount weapon has a range of 150. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. thanks for the help. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. They are attacking an enemy Starbase. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. 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. Use combat computers with lower ''range''. This page was last edited on 31 May 2022, at 00:31. 23 marca 2018 o 13:27 Combat computer ranges. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. 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. If you have the ship designer, the combat computer. 6. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Stellaris. PD has a maximum range of only 30. 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. Use the computer that best suits the type of ship, I. Stellaris Combat Rebalance has a new meta. 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. . So they move to engage new enemies, instead of staying out of range of the current enemies. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 56 for the autocannon. This. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Large Railgun has 100range and Kinetic batteries have 120. I'm not sure the combat behavior changes were all that effective. "I have used beams when it would put my weapons range above the range dictated by the combat computer. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. However, if you fill. ; About Stellaris Wiki; Mobile view Hello, I was wondering about the Combat Computer options. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 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. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. 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. They literary cannot shoot at targets that faster than them, and set on swarm, or picket computer. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. The Carrier Computer will cause your carriers to stay at maximum range,. 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. ago. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. Big guns have minimum range. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. Games. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 2. Yes,. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. A new Stellaris update 3. 6 Orion is bringing a combat rework and rebalance. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. The system also assumed that typical combat ranges could comfortably be measured in whole or appreciable fractions of light-seconds. 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. 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. I like this trade off versus having 0 combat power under 45 range. Range was useless before. Nope, unique computer due to the ship, it only supports the one combat computer. Ive seen ships stay at range, and try to stay at range with artillary computer. This page was last edited on 14 October 2017, at 11:31. 9 Meta Update] August 27, 2023. As an example: if a ship has 5 weapons with max ranges. The artillery computer prefers to attack from the range of your longest range weapon. Improve the behavior patterns of Artillery 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. The loadout of the cruisers was full M slot missiles and hangars with artillery combat computer. These will give you 55 passive tracking bonus. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ; About Stellaris Wiki; Mobile viewMissiles have a range of 0-80 or 0-120. 6 composition, I advice : Frontliner ship : Disruptor or PD Corvette or Torpedo brawler Cruiser (torpedo computer) Flak PD ship : PD Destroyer or Torpedo Assault Carrier. Range has always been useless for everything other than the first shot of a fight because Stellaris has never had a mechanic where ships can intentionally drive away from another ship (because that's much more annoying to make a computer do than it sounds, the computer has to understand the ship's movement as. The point though is that you go with the long-ranged weapons, with an admiral that has the range boost, with the artillery combat computer, and with the war doctrine that further boosts your range. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. Stellaris Titan Designs. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. despite it saying it will try to stay at the range of our Hangar Bays, the combat computer behavior is set to a 'formation_distance' of 'median'. The final essential module is the Combat Computer. Showing 1 - 4 of 4 comments. They don't stay at range, they never did, the artillery computer has never worked. 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 personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. 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. Mono-cruiser fleets are totally viable. Per page: 15 30 50. 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. 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. . For specific weapons, you can really pick your choice. The Lance also doesn't have minimum range (but the other L-weapons do). Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Additionally, the combat computer improves your chances of hitting your target. Mazey Mar 4 @ 5:01pm. 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. Maybe as an anchor for your brawler line as a sort of fleet carrier. 3. PD has a maximum range of only 30. Others use sapient. It's an interesting concept (and I'm glad the developers are experimenting with trying things out), but this one just seems to have a whole lot of problems when it comes down to the details. They have more range and can shoot without problems, but. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. With the Sythentic Dawn DLC, there is at least one drawback for sentient AI equipped ships. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. I know there's been a lot of discussion about the changes to combat in 3. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 10. I prefer kinetic is solid choice for early - mid game. 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. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Median range is the "middle" range of all equipped weapons. So the base power and damage output of AC1 is 30% higher than Coilgun2. I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. This will keep those techs from drawing and your robots will never. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Ones with Long range and/or minimal range in a position so they can keep firing distance. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. 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. Now updated for 3. Bombardment ftw. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. 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. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. Mazey Mar 4 @ 5:01pm. Ships' combat behavior is. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. Point Defense has a range of 0-30. If I choose Artillery mode The ship will hold a 80 range distance. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. 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. For Spinal mounts, this is 150 iirc. Sniper Rifle against. There are no other type of ships in the fleet. . 2. 5. Stellaris > General Discussions > Topic Details. Edit: the tech is called Basic Combat 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. 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. ALSO READ: V Rising: How to Choose the Best Base LocationSo the small guns really become obsolete to the others, especially in terms of range. 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. Which result in inability to fire those weapons. Sub-forums: Game specific Tech Support. Ships stay in formation, 140 distance for Tachyon lances. Then I looked at the weapons and noticed. The Lance also doesn't have minimum range (but the other L-weapons do). 18 votes, 17 comments. 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. Assign an number of ships to a set of very general orders. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. 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. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. Video by Montu Plays. Median range is the "middle" range of all equipped weapons. Swarm, and cruisers are best with precognitive. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Ships may end up not firing some of their weapons if you use the. The "Artillery Combat Computer" tells ships to fire from 80 range. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. This update rebalances combat and ship design aspects once considered useless. They're small fast ships with short range weapons that come in close to fight. 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. Fluffy-Tanuki • 1 day ago. I would also increase the speed of the DD's to get them in range of the enemy corvettes ASAP. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. they want to shoot not hang back as escorts. You don't need a combat computer to get perfect or near-perfect tracking. I use cruisers for this. If they are 50, 50 and 250 the median is still 50. Others use sapient. It is developed by Paradox Development Studio and published by Paradox Interactive. Remove those, and the remaining "Median" weapon is P-slot). Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Shield is better but crystal plating is the best. Reply. 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. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??They’ll do it. 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. For Torpedo it will charge the enemy regardless of weapons range. 4. The Carrier computer has two values: It details the ship holds position at 150. . Also i have one titan with me purely for -20% shield aura for Unbidden ships. Next to fire are the lasers in the L-Slots. The newly added maximum range computers set the range of the ship's longest weapon range as the. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. A battleship armed with many medium-caliber guns. A spinal mount weapon has a range of 150. Mb i shoulld build a second one though. 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. So your BB. Choosing the right combat computer for the job will fix your ships' suicide behavior. . 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). gave all of them defensive combat computers - i dont need them all to rush in and get focussed down. Question about how combat computers work after Orion’s release. 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. A huge step forward for Stellaris wars, would be attrition. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. You get more fire rate and +10 more tracking (40 vs. Now my Railguns have a range of 100 and the Lasers only 80. Description. Stellaris > Dyskusje ogólne > Szczegóły wątku. And if range overflows the ship can't fight at all. Vanidas Oct 26, 2016 @ 4:48pm. The early vessels can't engage from long range. 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. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. They are also the reason combat computers are somewhat broken. -1. Stellaris > General Discussions > Topic Details. Nanite auto cannon, new weapon . " How does this make any sense?PD has a maximum range of only 30. (I personally don't recommend this, they're too useful; if you go Psionic you at least get another ship computer tech as a concession.