Does that mean with Combat Computer - Carrier, their range increased to 260 and 240?As for SC engagement range, this is actually dependent on the carrier ship's engagement range which can be affected by the Carrier combat computer. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. This page was last edited on 14 October 2017, at 11:31. The upkeep cost of Stellaris destroyers is based on the. 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. Heimdall313 Aug 19, 2020 @ 6:43pm. I understand the firing, but what is the range of the strike craft deployment? This is 100% determined by the ships computer. 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. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. 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. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Mazey Mar 4 @ 5:01pm. 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. COMBAT_DETECT_RANGE_MULT = 1. This. It will zoom into combat as fast as it can in order to reach that range. Autocannons are extremely short range. You don't need a combat computer to get perfect or near-perfect tracking. So stacking range is still worthwhile? Artillery combat computers have +20% range. This is never effected by anything other then the flat number on the computer. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Community Hub. You should pay attention to the different weapon ranges you choose when using a combat computer to avoid the ship from staying out of the weapon range. A spinal mount weapon has a range of 150. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. 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. Hearts of Iron III: Tech Support. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. 6 for fleet combat? We will look at. A ship engages at the maximum range of its longest weapon. Jump to latest Follow Reply. How Stellaris' Orion Update Rebalances Space Combat. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. If it's a fast alpha strike engagement then artillery will work best, but if it's a long drawn out shootout then line will work best. 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. I am far more concerned about how the ships perform relative to each other and what changes need to be made. 6 is now available on PC. So the base power and damage output of AC1 is 30% higher than Coilgun2. Nanite auto cannon, new weapon . Not 100% sure witch of the two X weapons is best I keep swapping between the two myself. 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. 6. But If any of the guns on the ship have less range than 80, they will not be used or what? My Large modules are fine with 100 range, but my medium sized modules, only have 75 range (78. 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. A huge step forward for Stellaris wars, would be attrition. The Big SCHLEEP Oct 13 @ 1:51pm. Artillery computers now have an increased combat range according to the weapon range bonus. The only thing that Sapient offers that Precognitive doesn't is a +10% evasion boost, but Destroyers aren't really "dodge-tanks" like Corvettes can be. 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. According to the Devs, what's supposed to happen is strike craft begin to deploy when combat starts, which is going to be in the 2-300 range on a max spec carrier computer. They are also the reason combat computers are somewhat broken. Ones with Long range and/or minimal range in a position so they can keep firing distance. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Bozidar Radulovic. . I feel like the ship computer technology should give us a range of distances our fleets can. 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. 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. Combat computers (again) Spidee. Research the combat roles, it should be in that tree. I'm not totally sure what that means. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. However, if you fill. maxxal22. Stellaris > General Discussions > Topic Details. Subscribe to downloadZBeautiful Battles. It feels like this minimum weapon range/combat computer range keeping system has a whole bunch of rough edges that don't work very. Which includes most L weapons except autocannon, and laser weapon. Then it depends on the ship computer. When no enemy in desired range, then the ships will attempt to gain range. R5: All ships in the fleet have artillery combat computers. any help ??when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??Fleet units in Stellaris Stellaris guide. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. 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. What those ranges are depend on the weapons you pick. S. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. 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. I now add my Picket ships so that. I have jumped back into stellaris recently and I had a few questions. Ships' combat behavior is. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. Ones with Long range and/or minimal range in a position so they can keep firing distance. Torpedo multiplicative damage against larger ship size up to 8x so frigate torpedo will do +800% damage to battleship . ago. Cruiser are torpedoes and missiles. Half weapons slot filled with Railguns, half Laser, artillery combat computer. The hangar craft have a range stat, but. (mods have no effect on this as it happens when no mods are enabled aswell) From what. Stellaris. That range is 150, while the only combat computer available for Titan is artillery which is 80. It has however been brought to the devs' attention that the tooltip for each combat computer should include the 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 well, unfortunately. 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. If I choose Artillery mode The ship will hold a 80 range distance. Stellaris > Dyskusje ogólne > Szczegóły wątku. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. As you have dropped the 2 explosive repeatable techs you can get much deeper into the armour repeatable tech for far more hitpoints. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. Check the combat computer model in the build menu, it'll tell you the engagement logic for the ship. Edit: Forget the destroyers; Even the goddamn titans are racing into swordfighting distance. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. According to the official Stellaris 3. 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. If you have the ship designer, the combat computer. The effective DPS is 2. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Stellaris Dev Diary #318 - Announcing Astral Planes. Europa Universalis IV: Tech Support. 0 unless otherwise noted. 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. 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. 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. on Late game, you are using L weapon with 120, 150, and 250 range. Others use sapient. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. So my problem is my Titan would die first because it's got less range. 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. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Range was useless before. spudwalt • Voidborne • 9 mo. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. These will give you 55 passive tracking bonus. 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. 6 anyway, I know I have. Range was useless before. It says the ship will stay at range and shoot. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. Fluffy-Tanuki • 1 day ago. 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. The Lance also doesn't have minimum range (but the other L-weapons do). Swarm, and cruisers are best with precognitive. ago. they at least actually get used as opposed to a brawler weapon that is inconsistent at best as to whether the combat computer will even keep it in range). The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. they will try to stay in certain range. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Some key elements of this mod: 1 - New "Tactician" computer available from the start that allows the player to issue real-time. Use combat computers with lower ''range''. 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. Per page: 15 30 50. "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. Hell i see battleships moving in, and out of minimum range while attacking STATIONS. Also i have one titan with me purely for -20% shield aura for Unbidden ships. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. 0! Please see the patch notes for more details. Med Railgun has 75 range, and Large Laser has 80 so they both will work at 80 range with line (because ships do drift) Large Railgun has 100range and Kinetic batteries have 120. UwU. If the ranges of your weapons are 50, 50 and 100 the median is 50. A spinal mount weapon has a range of 150. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Every single admiral has the trait that gives + engagement range. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. #3. 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. All other combat computers make sense to me except for Picket and Line. Max-tracking Battleships are hardly an unorthodox design. What combat computer is best for what situation? Advice Wanted I'm trying to figure out what CC's to use on my ships when facing an enemy, which one is. Throughout the game they would simply close to 0 range and engage. 3. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. 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. however, that's not that they do. i made a mixed fleet. It's the range on the weapons that matter. These deal -50% damage to shields, so they are highly ineffective. 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. The enemy fleet had dwarfed my combined fleet. This is the one essential part where there is a. Median range is the "middle" range of all equipped weapons. The combat is arguably less complex, but the combat is far more fluid and dynamic because of attrition. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. Stellaris > General Discussions > Topic Details. ago they will try to stay. The hangar craft have a range stat, but they're. 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 ??Stellaris > Workshop > mineben256's Workshop. 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. Stellaris Space Combat should be better. 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. Throughout the game they would simply close to 0 range and engage. " How does this make any sense?PD has a maximum range of only 30. Improve the behavior patterns of Artillery Combat Computers. 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. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. New Sniper Combat Computers. If the enemy ship moves closer than half of the ship's preferred attack range and the maintain distance combat behavior is active, then the ship will try to use a "back off" maneuver to return to its preferred attack range. 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). notagoodpainter • 10 mo. Mb i shoulld build a second one though. lexa_dG • 10 mo. Games. There are no other type of ships in the fleet. The engagement range is much longer than the range of the weapons for the carrier ship or the SC themselves so carrier ships will deploy their SC as soon as they enter engagement. 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. Seriously paradox should just add computers for each range so you'd have a 50 range computer a 70;90 and a 110 range computer. If the ranges of your weapons are 50, 50 and 100 the median is 50. You just have to love PCs. Ships now better keep their distance from the enemies at maximum weapon range. 9 Meta Update] August 27, 2023. 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. 0,7. As an example: if a ship has 5 weapons with max ranges. Stellaris. More. 8. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. If your mixing ranges on one ship type I suggest using the line combat computer, though this does put expensive bs in greater danger. Perdition beam range: 0-250. Computer system. Never research Synthetics or Sapient Combat Computers. 8 (3. 31 for the Gauss vs. Interact with diverse alien races, discover strange. In 3. Edit: the tech is called Basic Combat Computer. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. H11DN-D4NG3R Oct 13 @ 3:00am. But what it's actually doing is taking that 156 range, doubling it to 312, adding another 5% on top (due to the sourced code) and starting the combat at more than twice the range of. 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. They have more range and can shoot without problems, but. . 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. New Sniper Combat Computers. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very large bonus to weapon range. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. For example, there are 20 enemy ships and your BB might pick the enemy ship in the far back and ignore all others. 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). #4. 1. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. The Fleet. Previously, strike craft were next to useless due to the way AI handled combat. 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. Alpha strike meta is a symptom of several underlying problems. Then it depends on the ship computer. 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. 5. 4 "Gemini"! Please see the patch notes for more details. Stellaris Destroyers Upkeep Costs. #3. Which is kinds slow going against the armour. 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. 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. Distance in computer slot are not really that big (30/50/80). Because for shitty fleet ai they also lose efficiency, if the target is not like that. 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. When no enemy in desired range, then the ships will attempt to gain range. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. Picket here refers only to the picket computer - not to the picket ship section. Modified 5 years, 8 months ago. As an example: if a ship has 5 weapons with max ranges. Combat Computers: Picket VS Line. Report. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. Apparently artillery computers also use the median range, which is weird because it says long range in the description. When I click on the battle computer I don't get any other options. They will shoot as soon as they can. And ive seen ships with simular builds charge headlong into melee range for some reason (like the above mentioned battleships with autocannons) but im not quite sure what causes it. Let's say I have a large amount of Artillery ships. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. I have also started building fleets (nearly) purely of Battleships + 1 Titan. Kinetic artillery has a range of 120. This design will have problems with Corvettes, yes, but against less evasive crash it will be the king of alpha-strikes. 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. 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. 2. Description The second point defense slot of the battleship carrier section breaks artillery computer range selction. I use cruisers for this. What is the Stellaris combat rework meta and how will things change in patch 3. Destroyers are fitted with "Artillery" combat computers and the cruisers are fitted with "Line" computers. Auto cannon is kinetic version . This allows the ships to be properly positioned for fleet air defense. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. This is what's wrong with autocannons. Like always it is important for you to remember that things are subject to change. Here are our Stellaris tips to help you out. You could make a special Line defence, few ships that go to middle range and soak up damage, so the ones behind them can pew pew away. And how that affects combat. Ranges haven't been changed much by the last patch, except for torpedoes. 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). I'm presuming such computers are being used for Alpha strike builds, so the extra range from sapient would. Nope, unique computer due to the ship, it only supports the one combat computer. In game description for it is "Ship engagement range +100%" at a range of 150. ago. Compare EU4 or CK2 to Stellaris. Reply. 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. As a fleet 3. Choosing the right combat computer for the job will fix your ships' suicide behavior. 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. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Combat computer set for extra range. If you have the ship designer, the combat computer. 6 also includes new galaxy shapes to explore, new story events, a new. It just flies up to enemies and never actually starts combat. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. Aggressive computer is a yolo chargeThe other issue is that the combat computer only monitors the distance to the ship picked. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. The final essential module is the Combat Computer. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. If the other fleet has equally long-range weapons, this isn't always an issue. 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. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. However all this is at least 2 categories below "optimal". 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. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Apparently it means the median range of all of your weapons. 0 unless otherwise noted. But my main issue is that ships don't engage the nearest enemy, they move to engage the furthest enemy in the current combat. 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. 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. 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'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. 8. (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. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Autocannons are extremely short range. 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. The only exception is Carrier-type. Combat Computer and influence on ranged combat. 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. Next to fire are the lasers in the L-Slots. 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. 3: To stick to the targetting computer for a bit. 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. Max range is the range of the longest range weapon you have equipped. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. PD has a maximum range of only 30. 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. Huh, never experienced. ago. 2 Answers. You don't necessarily need a PC to be a member of the PCMR. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Unlike most people who post stuff to stellaris who. A battleship armed with many medium-caliber guns. Without the tech they default to a single preset. See full list on stellaris. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Aug 2, 2018. A spinal mount weapon has a range of 150.