stellaris combat computer ranges. Others use sapient. stellaris combat computer ranges

 
 Others use sapientstellaris combat computer ranges 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

So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. The Big SCHLEEP Oct 13 @ 1:51pm. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. they sit back outside of their range even as they're getting shot at after they reach a. Kinetic artillery has a range of 120. 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. 0 unless otherwise noted. PD has a maximum range of only 30. Which is kinds slow going against the armour. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). They're small fast ships with short range weapons that come in close to fight. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Description. 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. spudwalt • Voidborne • 9 mo. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. So if you've got a BB set as Arty it will sit out at the farthest it can go depending on the shortest range weapon. #4. 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. If the ranges of your weapons are 50, 50 and 100 the median is 50. 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. #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 ??Stellaris. Now updated for 3. (mods have no effect on this as it happens when no mods are enabled aswell) From what. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. It was used for Stellaris v1. "Beam Sabres, go brrrr. Aug 2, 2018. They will now engage from a larger distance,. Also i have one titan with me purely for -20% shield aura for Unbidden ships. 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. . Subscribe to downloadZBeautiful Battles. paziek Devouring Swarm • 3 yr. Autocannons are extremely short range. 14. 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. Also i have one titan with me purely for -20% shield aura for Unbidden ships. In addition, while most M weapons are 2x and L 4x the damage. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?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 ??For specific weapons, you can really pick your choice. 10. Nope, unique computer due to the ship, it only supports the one combat computer. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 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. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Stellaris Combat: List your tactics. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. 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. The picket ship section is generally bad as PD is terrible at PD compared to strike craft. RC_0041 • 10 mo. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. Max range is the range of the longest range weapon you have equipped. but their behavior does not change based on your combat computer. For example, Corvettes will be able to equip artillery combat computers, while Titans and Battleships can equip swarm. Big guns have minimum range. #7. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Use whatever you have the most tech in. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. The artillery computer prefers to attack from the range of your longest range weapon. They're small fast ships with short range weapons that come in close to fight. 10. This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have. Micromanagement will be a bit harder with this one. I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. And actually tell you exactly what it does in the UI instead of just using vague terms like "line" and artillery"The Carrier computer doesn't seem to let the carrier get close enough for the strike craft to do any damage. 2. Unless countering a specific threat mix the defenses up evenly between shields and armor. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. 31 for the Gauss vs. 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. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. This means that fleets with long-range weaponry can engage enemies from further away. It has however been brought to the devs' attention that the tooltip for each combat computer should include the range. 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. If you have the ship designer, the combat computer. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. I'm trying to make a versatile BS fleet and use the carrier combat computer. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 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. A spinal mount weapon has a range of 150. As an example: if a ship has 5 weapons with max ranges. PD has a maximum range of only 30. Kinetic artillery has a range of 120. Content is available under Attribution-ShareAlike 3. 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. 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. . Currently 2 computers try to get inside the minimum range. Half weapons slot filled with Railguns, half Laser, artillery combat computer. Nesano Aug 14, 2018 @ 8:52pm. 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. 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. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. Like always it is important for you to remember that things are subject to change. UwU. Stellaris Ship Design Guide 2023 [3. Community Hub. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. The effective DPS is 2. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. ago they will try to stay. 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. 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. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. The hangar craft have a range stat, but they're. 5). 3. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. 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. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Range is the undisputed king of Stellaris combat. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. Modified 5 years, 8 months ago. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. What Combat Computer should I give these Picket Ships? This (unlike stay_at_range) actually turns the ship around and forces it to fly out to 150u [in your case] from the combat anchor point - I think its the middle point between all fleets in battle - ( turning 180 degrees is not really viable for spinal mounts but good for L-turrets and carriers - the latter become pretty OP with the flee precept, as only XL-s have a hope in hell of hitting them). 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 ??If you want to know more about the rest of the Stellaris combat ships check out the Cruiser, Corvette,. Because for shitty fleet ai they also lose efficiency, if the target is not like that. The early vessels can't engage from long range. I have also started building fleets (nearly) purely of Battleships + 1 Titan. For Spinal mounts, this is 150 iirc. Frankly I don't mind what outcome you two come to; it doesn't concern me. 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. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. famingfire. (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. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. These deal -50% damage to shields, so they are highly ineffective. This will keep those techs from drawing and your robots will never. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. ; About Stellaris Wiki; Mobile viewArtillery combat computer is fine, they work just as expected. lexa_dG • 10 mo. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. 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. New Sniper Combat Computers. The description says the ship will stay 'at range. 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. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer. Torpedo assault carrier is the most balanced ship design. Now my Railguns have a range of 100 and the Lasers only 80. 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. I generally prefer the precog interface. Max-tracking Battleships are hardly an unorthodox design. Business, Economics, and Finance. 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. 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. 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. COMBAT_DETECT_RANGE_MULT = 1. Plus Neutron, and Proton Launcher from G slot. 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. 05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT COMBAT_DETECT_RANGE_MIN = 10. COMBAT_DETECT_RANGE_MULT = 1. Carrier combat computer. It's the range on the weapons that matter. 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. 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. A ship engages at the maximum range of its longest weapon. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. 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 ??More Combat Computers. Carrier combat computer should just be altered to become the new "long range" computer. Others use sapient. Report. 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. It’s currently used for deluge planet killer colossus weapon. Ships' combat behavior is. Swarm, and cruisers are best with precognitive. ago. This is the one essential part where there is a meaningful choice between different options. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. The "Artillery Combat Computer" tells ships to fire from 80 range. Ones with Long range and/or minimal range in a position so they can keep firing distance. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. 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. Fill remaining slots with Armor. Mb i shoulld build a second one though. 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. This allows the ships to be properly positioned for fleet air defense. Cruiser: 120 speed, +125% DMT = 270 speed. notagoodpainter • 10 mo. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. 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. More. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Apparently it means the median range of all of your weapons. Per page: 15 30 50. For Torpedo it will charge the enemy regardless of weapons range. Stellaris: Tech. 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. 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. ago. It's also on steam workshop for easier installing. Both "Line" and "Picket" computers charge into "Median" range. Additionally, the combat computer improves your chances of hitting your target. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. 6 anyway, I know I have. Failing the above, the devs have to either give us cascading targeting prioritization in the code for the combat computers so the computers can say 'ah no more big ships, time to move into close range and fire with close range weapons' or give us direct control of the attack ships and manually target components of the fleet we want targeted. 3: To stick to the targetting computer for a bit. Kinetic artillery has a range of 120. The "Artillery Combat Computer" tells ships to fire from 80 range. Ships may end up not firing some of their weapons if you use the. Seems like a lot of weapon ranges were nerfed a lot…Titans already have something like 3/4 of a system of engagement range, and that is still not enough. Stellaris > Dyskusje ogólne > Szczegóły wątku. Huh, never experienced. You don't need a combat computer to get perfect or near-perfect tracking. Unlike most people who post stuff to stellaris who. 3 Badges. 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). 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. Ones with Long range and/or minimal range in a position so they can keep firing distance. 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. 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. Which includes most L weapons except autocannon, and laser weapon. The final essential module is the Combat Computer. The autocannon also fires faster. You don't necessarily need a PC to be a member of the PCMR. Also artillery computers with missiles is neat because they also run away while spamming missiles. The way stellaris is coded, multiplicative bonuses are still additive with each other, which is what DukeLeto was saying. 3. . Screen fleets which are missile based. Ive seen ships stay at range, and try to stay at range with artillary computer. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. paradoxwikis. Unless countering a specific threat mix the defenses up evenly between shields and armor. 10. Combat Computers: Picket VS Line. 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. In another thread someone was talking about combat computers, too (as they currently are in 2. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. 8. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Max range is the range of the longest range weapon you have equipped. 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. In short, Go longer range weapon. So stacking range is still worthwhile? Artillery combat computers have +20% range. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. . . Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. I believe combat computers use to tell you the exact range of where the ship would go. 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. Autocannons are extremely short range. I'm not totally sure what that means. 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. A spinal mount weapon has a range of 150. 23 marca 2018 o 13:36. 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. Having more opportunities to attack means that you win. For example, I would like to have an option for a ship to have a point defense combat computer, but fight at artillery ranges. Ship Designer, right hand side you'll see a slot for combat computer. thanks for the help. 2. For example. If they are 50, 50 and 250 the median is still 50. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. 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. In another thread someone was talking about combat computers, too (as they currently are in 2. 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. 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. Combat computer ranges now. See full list on stellaris. Use the computer that best suits the type of ship, I. Try as I might, I can find little info on how the various combat computers affect strike craft. What is the Stellaris combat rework meta and how will things change in patch 3. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Computer system. 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. Their combat computer is set to "artillery", I double checked. The Lance also doesn't have minimum range (but the other L-weapons do). "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. Make it so that it gives a bonus that can apply to both SC and XL weapons. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. Just disable the Override submod and you'll be fine. . This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. I now add my Picket ships so that they protect these artillery ships. I like this trade off versus having 0 combat power under 45 range. I do have some smaller weapons in the hanger section, so that could be part of the issue. "I have used beams when it would put my weapons range above the range dictated by the combat computer. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. I'm not sure the combat behavior changes were all that effective. 4 "Gemini"! Please see the patch notes for more details. However, the second, the ability to ignore shields, still applies. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. So the small guns really become obsolete to the others, especially in terms of range. 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. I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. Mb i shoulld build a second one though. Thread starter CocoCincinnati; Start date Dec 17, 2022;. If the enemy is faster, then they cannot. 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. 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. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. It is developed by Paradox Development Studio and published by Paradox Interactive. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. The hangar craft have a range stat, but. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. 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. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. The "Artillery Combat Computer" tells ships to fire from 80 range. You'll take. They will shoot as soon as they can. However all this is at least 2 categories below "optimal". 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. Shields even regenerate during combat. If the ranges of your weapons are 50, 50 and 100 the median is 50. - Updated for Stellaris version 2. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. 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). Charge - Ships close distance to the enemy and engage at point-blank range. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Then it depends on the ship computer. 130 attack range is good. 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. #3. ALL X, and larger weapons, and Kinetic Artillery are the "classic ones". This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes.