Stellaris combat computer ranges. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Stellaris combat computer ranges

 
 Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier linesStellaris combat computer ranges  Now updated for 3

Kinetic battery range: 45-120. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. a P-slot computer (L has long range, P has short range. So with artillery combat computer a titan will try to move back at a range beyond it's kinetic weapons. Interact with diverse alien races, discover strange. How Battles Begin. 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. If I equip my defense platform with strike craft, which as far as I can tell are separate ships generated by the hanger, does the combat computer confer it's bonuses to the strike craft? R5: All ships in the fleet have artillery combat computers. 31 for the Gauss vs. Unless countering a specific threat mix the defenses up evenly between shields and armor. ' 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. Throughout the game they would simply close to 0 range and engage. I cant remember). Those three top-tier weapons already do it very effectively without any special optimizations. 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. I use cruisers for this. CryptoForgot to change the combat computer on the battleship -- oops. ago. Only they stay outside of their Laser Range, hammering away only with their Railguns from Maximum Range. 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. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Reply. maxxal22. As an example: if a ship has 5 weapons with max ranges: 30, 30, 30, 100, 150 - then the the ship medium range would be 30. 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. Hey lads and ladies! Yesterday met a strange situation in my game - my carrier cruisers with carrier comp was goung into full melle with enemy, while having rockets in all slots except point defense. Missiles in everything and then 3 advanced afterburners, artillery combat computer, rapid deployment and preferably a range admiral. ago. COMBAT_DETECT_RANGE_MULT = 1. Nope, unique computer due to the ship, it only supports the one combat computer. Use the computer that best suits the type of ship, I. Subscribe. spudwalt • Voidborne • 9 mo. Additionally, the combat computer improves your chances of hitting your target. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Modified 5 years, 8 months ago. In mid-range combat, it can overwhelm most enemy ships, but can be vulnerable to enemy long-range attacks. Empires live and die by the strength of their fleet in Stellaris. So if you put PD on a corvette and it is withing 30 range of a ship, the PD will also shoot at the enemy ships, dealing decent damage. I now add my Picket ships so that they protect these artillery ships. If it has a Line computer, it will advance to 50. Carrier combat computer should just be altered to become the new "long range" computer. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. (mods have no effect on this as it happens when no mods are enabled aswell) From what. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. PD has a maximum range of only 30. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. 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. Improve the behavior patterns of Artillery Combat Computers. 0 unless otherwise noted. 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. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. You get more fire rate and +10 more tracking (40 vs. 6. forget about armour. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. Next to fire are the lasers in the L-Slots. Mono-cruiser fleets are totally viable. 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 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. . More. Compare EU4 or CK2 to Stellaris. COMBAT_DETECT_RANGE_MULT = 1. Ships now better keep their distance from the enemies at maximum weapon range. -Long-Range Artillery: Ships will attack at range 120 with their heavy artillery. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. And if range overflows the ship can't fight at all. Unless countering a specific threat mix the defenses up evenly between shields and armor. 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. Every single admiral has the trait that gives + engagement range. . As a fleet 3. If the balance were such that carriers were only effective at even longer distances, they would be too specialized to be useful outside of as a sort of defacto ftl inhibitor that forces every ship that enters the system into combat. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. 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. Previously, strike craft were next to useless due to the way AI handled combat. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??I then set its combat computer to "artillery," which makes it hang back at the same distance as my battleships. The description in the Orion changelog is that the ship will choose "to stay at the range of their median range weapons". Since there are various ways to increase your weapons’ accuracy, you can do without the Line Computer and install this one instead. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. "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. The loss of the alpha strike distance makes an appreciable change in my total ships lost vs running with carrier logic and less total battleships get off their salvo before the enemy fleet. " How does this make any sense? PD has a maximum range of only 30. In another thread someone was talking about combat computers, too (as they currently are in 2. 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. Ships now better keep their distance from the enemies at maximum weapon range. If you put an Artillery (80 range) computer on a ship with a maximum weapon range of 60, it will always close to 60 before stopping. 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. 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. 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 ??Fill bow and core with M slots and the stern with 2x S slots. This page was last edited on 14 October 2017, at 11:31. "Beam Sabres, go brrrr. A max level combat computer would bump this to 300 with its engagement range bonus. Also artillery computers with missiles is neat because they also run away while spamming missiles. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Content is available under Attribution-ShareAlike 3. This. I'm trying to make a versatile BS fleet and use the carrier combat computer. 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 ??The problem is that those computers use a preset range instead of adapting to your actual loadout. Corvettes are quick, cheap to build, and smaller but have high evasion. Carrier combat computer. 23 marca 2018 o 13:27 Combat computer ranges. 6 Orion is bringing a combat rework and rebalance. friendly_aura hostile_aura: Aura definitions. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Combat Computer and influence on ranged combat. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. 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. Now updated for 3. 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. 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). Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Subscribe to downloadZBeautiful Battles. It will zoom into combat as fast as it can in order to reach that range. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You can see the load out in the image. ago. So if your running Ancient Cache of Technologies: Override version and NSC3 you will have issues. May also be reflected in different shipsets. Stellaris. Cv are full missile, mostly there to die. 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. At least basic combat computer. For Spinal mounts, this is 150 iirc. 8 (3. Further modifiers would increase it even higher. I feel like the ship computer technology should give us a range of distances our fleets can stay. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. What those ranges are depend on the weapons you pick. 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. 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'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Choosing the right combat computer for the job will fix your ships' suicide behavior. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. Picket ship section corvettes only gets meaningful use super early on against unupgraded stations as the only weapon on those stations is. If I choose Artillery mode The ship will hold a 80 range distance. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. New Sniper Combat Computers. If the ranges of your weapons are 50, 50 and 100 the median is 50. The description says the ship will stay 'at range. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very well, unfortunately. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. If it has combat role set at 50 range, then it will continue to move towards enemy fleet until it gets within 50 [insert distance unit here] of enemy ship. 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. . 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. Their combat computer is set to "artillery", I double checked. The initial options for only corvettes are just "swarm" and "pciket" so in the early part of the game, the answer to your question is invest in more advanced ship tech. 14. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. The Personal Computer. 6 for fleet combat? We will look at. . I'm not sure the combat behavior changes were all that effective. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. This might not be obvious to people that havent screwed with modding, but Ship AI is entirely driven by the ship_behaviour rules AI in battles, weighted by range of guns, position of Attacker fleet and Defender fleet. 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. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Apparently it means the median range of all of your weapons. The carrier deploys strike craft the momement it enters engagement range. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. This update rebalances combat and ship design aspects once considered useless. 30 corvettes, 6-10 BS, rest cruisers. carrier computer being the furthest at 150 range. Most of your fleet. 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. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Sabaithal Dec 17, 2018 @ 1:39pm. 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). In addition, while most M weapons are 2x and L 4x the damage. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. 415K subscribers in the Stellaris community. 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. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. Because for shitty fleet ai they also lose efficiency, if the target is not like that. 9 Meta Update] August 27, 2023. Its sections consist of an Artillery Bow, Core, and Stern. Starfire Breeze Major. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. Maybe as an anchor for your brawler line as a sort of fleet carrier. 12 / 16% Speed. there are two advantages to using Missiles. 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. These deal -50% damage to shields, so they are highly ineffective. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. It says the ship will stay at range and shoot. Frankly I don't mind what outcome you two come to; it doesn't concern me. Alpha strike meta is a symptom of several underlying problems. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?As far as numbers go strikecraft over the course of this battle (vs 15 destroyers and 15 corvettes) were 37. Ships with this computer will not charge. Newbie Naval Combat Guide: For Stellaris 3. Bozidar Radulovic. Which includes most L weapons except autocannon, and laser weapon. They don't stay at range, they never did, the artillery computer has never worked. 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. Kinetic artillery has a range of 120. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. Couple of Questions:. Minimum range means, that ships cannot fire too close with certain weapons. Higher range ones like artillery and carrier will mess up the AI. 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. Game Version 2. 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. Keep the artillery combat computer on most of your carrier battleships for that extra range and fire rate; you will only need 1 battleship with the carrier combat computer for the whole fleet to engage earlier. ago. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Now I hover over. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Content is available under Attribution-ShareAlike 3. The upkeep cost of Stellaris destroyers is based on the. 6 for fleet combat? We will look at. . Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. I like this trade off versus having 0 combat power under 45 range. Mb i shoulld build a second one though. S. . One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. According to the official Stellaris 3. Commentary: The most versatile of all combat units. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. Hearts of Iron III: Tech Support. 8. RC_0041 • 10 mo. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. #4. Ships' combat behavior is. 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. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. It's military concepts however, still elude me at times. Yes,. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Edit: the tech is called Basic Combat Computer. They're small fast ships with short range weapons that come in close to fight. Some components have wrong ranges, for example the giga cannon and the neutron launchers with the same range. 0 unless otherwise noted. 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. Last edited by Forblaze; Apr 8 @ 1:53pm #1. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. All other combat computers make sense to me except for Picket and Line. As is your corvettes are required to use the +evasion, + combat speed or not take it at all. It says the ship will stay at range and shoot. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Stellaris Space Combat should be better. 1; Reactions: Reply. 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. The "Artillery Combat Computer" tells ships to fire from 80 range. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. . I think the only weapon slot the destroyer doesn't have access to, that corvettes do, are missiles. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Stellaris Combat: List your tactics. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. Question about how combat computers work after Orion’s release. The first, long range, doesnt apply to Corvettes, becouse they cant access anything beyond Picket Computors. 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). 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. Weapons range modifiers are not being included into the combat computers behaviour for artillery and carrier computers. Game Version 2. 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. 4. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. lexa_dG • 10 mo. 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. 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). The first thing I noticed was that the defensive computer fleet had higher strength ratings. 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. 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 is the default carrier AI. They will now engage from a larger distance,. 5. 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. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Sub-forums: Game specific Tech Support. 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. something,. any help ??how do i get my ships to only engage at long range, every time i attack they just fly straight in and get killed easy. Stellaris Titan Designs. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. I now add my Picket ships so that. Stellaris Dev Diary #318 - Announcing Astral Planes. 2. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Install 6 Kinetic Batteries (or whatever type of kinetic weapon is available) and the. The only exception is Carrier-type. So stacking range is still worthwhile? Artillery combat computers have +20% range. 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. 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. The final essential module is the Combat Computer. 6, Strikcraft were. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. 6 anyway, I know I have. Stellaris > General Discussions > Topic Details. Now if there are bombers involved you have to bite the bullet and have PD of some sort. Throughout the game they would simply close to 0 range and engage. Nanite auto cannon, new 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. Some long range weapons like the. The 3. 4. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. 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. Games. Every M slot is filled with Swarmer/Whirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. The effective DPS is 2. 130 attack range is good for kinetic batteries and. Because Stellaris is on a 64 bit executable since 2. . If a ship of a design is under construction or being upgraded, the design cannot be edited. Shields even regenerate during combat. If you have the ship designer, the combat computer. It just flies up to enemies and never actually starts combat. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. Stellaris. 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. If my enemy is shield tech heavy, Missile Corvettes are the way to go. Capital ships ended up being spheroids in the 1 km to 10 km range; bigger ships would be slow-moving "monitors" that were for defending chokepoints and valuable planets. . The early vessels can't engage from long range. Here are our Stellaris tips to help you out. Cruiser: 120 speed, +125% DMT = 270 speed. Micromanagement will be a bit harder with this one. Broadsider // M14 / L6 A2. . 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. Make it so that it gives a bonus that can apply to both SC and XL weapons. 1. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. 10. However from gameplay perspective any weapon with a minimum range. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. Head to the examples for details. so they charge into range, something similar also happens when there's a station, so it's more like a nasty bug than intended behavior IMO. #3. If the enemy is faster, then they cannot. It means the median range of your guns. When no enemy in desired range, then the ships will attempt to gain range. 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.