Stellaris combat computer ranges. friendly_aura hostile_aura: Aura definitions. Stellaris combat computer ranges

 
 friendly_aura hostile_aura: Aura definitionsStellaris combat computer ranges Instead, you can use missiles on destroyers with an artillery combat computer to kite the frigates, or you can use a normal corvette swarm to outright outdamage them

As is your corvettes are required to use the +evasion, + combat speed or not take it at all. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. 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. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. In Stellaris, if an empire with 4x your fleet strength attacks you, you have zero recourse. Strike craft now move significantly faster, reinforce losses faster, and have increased tracking and evasion. . I, and I think others based on what they say in other threads, am constantly having problems with ships not engaging at the range that would be optimal for. Maybe as an anchor for your brawler line as a sort of fleet carrier. 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. Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships and titans. It is developed by Paradox Development Studio and published by Paradox Interactive. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. 0 unless otherwise noted. Does this make strike craft actually worth it?Malaficus Shaikan May 6, 2022 @ 11:15pm. Swarm, and cruisers are best with precognitive. Early game solid choice is corvette with 1 medium 1 small kinetic, reactors plus shield if possible. #4. (I personally don't recommend this, they're too useful; if you go Psionic you at least get another ship computer tech as a concession. 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. The Artillery computer buffs missile range, meaning artillery ships actually maintain better standoff than carriers. 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. they will try to stay in certain range. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. 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. You can take out most stations from beyond there weapon range with carries without so much as a scratch on your ship but if a. Destroyers can fit more roles than corvette , having access to a wider range of combat computer ranges + weapon variety. Maybe as an anchor for your brawler line as a sort of fleet carrier. Then it depends on the ship computer. The autocannon also fires faster. If it has a Line computer, it will advance to 50 range. Stellaris Combat Rebalance has a new meta. 23 marca 2018 o 13:27 Combat computer ranges. Picket here refers only to the picket computer - not to the picket ship section. See the Stellaris wiki for more info on how to install. The biggest advantage and weakness of carrier fleets is there range. So the base power and damage output of AC1 is 30% higher than Coilgun2. In the current build, ships will attempt to get all of their weapons into range, regardless of the combat computer, with the only major difference being that swarming combat computers will always charge straight towards the enemy. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. Reply. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 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. Thread starter CocoCincinnati; Start date Dec 17, 2022;. 6 anyway, I know I have. To echo this , it will get weapons with short range into combat faster. 3. Huh, never experienced. Edit: for greater certainty, unmodded game, all ships in the engagement have exclusively artillery range weapons. Video by Montu Plays. 2. These will give you 55 passive tracking bonus. Apr 8 @ 3:25pm Oh dear. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. Hearts of Iron III: Tech Support. 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. @H11DN-D4NG3R i thought i had the right patches i didnt know there was a acot specific one. Precog, yes range is king but when you drop into a system with Defense Stations / Fortresses, it's. Fill remaining slots with Armor. Computer system. Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). If my enemy is shield tech heavy, Missile Corvettes are the way to go. The choice should depend on whether you want smaller weapon with shorter reload time or prefer one larger weapon which range will build advantage before the main battle. . If you have the ship designer, the combat computer. Hangar Battleships (X+Hangar+M): Giga Cannon, Missiles, 2x Plasma in M slot. Use the computer that best suits the type of ship, I. 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. 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. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. 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. Long-range combat computers trying to keep the ships at distance, can force them to move beyond the boundaries of the system. The Personal Computer. Ships now better keep their distance from the enemies at maximum weapon range. Big guns have minimum range. This update rebalances combat and ship design aspects once considered useless. Ships stay in formation, 140 distance for Tachyon lances. Explosive weapons (missiles) should not be equipped as they take a heavy penalty to combat power. 415K subscribers in the Stellaris community. Thoughts on 3. 6, Strikcraft were. 0-30 is the range where all the weapons on your Cruisers can fire on hostile ships. All other combat computers make sense to me except for Picket and Line. It means the median range of your guns. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. This page was last edited on 14 October 2017, at 11:31. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. No, ships with Sentient AI will not join the AI Rebellion if it happens in your game. Apparently, 'at range' isn't based on the ship's weapon range at all, but based on a set value. They're small fast ships with short range weapons that come in close to fight. 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. All Discussions. Currently 2 computers try to get inside the minimum range. 0,7. Melee Attacks against other Combat Robots. Combat computer ranges now. Currently Stellaris combat works similar to real life - you find the advantage and hammer at it until enemy crumbles. The problem is that the ships move to within combat computer range of their counterparts, because they want to be able to attack their primary target. Most of your fleet. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Empires live and die by the strength of their fleet in Stellaris. 3. Sniper Rifle against. -Adds 4 new combat computers:-Stationary combat computer: It's pretty self explanatory, ships will stand still and attack with their turrets. I feel like the ship computer technology should give us a range of distances our fleets can stay. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. 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. These deal -50% damage to shields, so they are highly ineffective. Also artillery computers with missiles is neat because they also run away while spamming missiles. As an example: if a ship has 5 weapons with max ranges. Point Defense has a range of 0-30. If it has combat role. I didn't know that there were a suggestion forum, so I revised my article in the main Stellaris forum, and fixed and added few things, and posting here again. 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. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. The one downside is that medium disruptors, the biggest ones there are, have a range of 40 while artillery has 120 this only applies if you're like me and didn't manage to get cloud lightning (how does an entire map not have one void cloud on my half of the galaxy?), I suggest using a combat computer that closes range to the enemy. -Missile Barrage: Ships will attack with missiles, and other weapons at range 100. ALSO READ: V Rising: How to Choose the Best Base LocationWe will once more assume that Sapient Combat Computer (Line) is used. So behaviour will depend on combat computer role and what weapons you've equipped on relevant slots. And I'm of the opinion that both "combat computer modules" and "Engagement range modules" coming in 2. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. Plus Neutron, and Proton Launcher from G slot. Description I was testing the effectiveness of the combat computers versus each other on corvette-only fleets. I have jumped back into stellaris recently and I had a few questions. All ships have access to new Basic Tactician and Advanced Tactician computers, which allow fleets to remain under manual real-time control during combat. ago. 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 how that affects combat. It's the range on the weapons that matter. 10. Now if there are bombers involved you have to bite the bullet and have PD of some sort. 0 unless otherwise noted. Sapient Combat Computer +10%, Gale Speed +5%. . Combat Computer and influence on ranged combat. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Assign an number of ships to a set of very general orders. Large Railgun has 100range and Kinetic batteries have 120. ago. 2 Answers. The newly added maximum range computers set the range of the ship's longest weapon range as the. 130 attack range is good. Showing 1 - 4 of 4 comments. " How does this make any sense? PD has a maximum range of only 30. 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). Crusader Kings II: Tech Support. Stellaris Space Combat should be better. I am far more concerned about how the ships perform relative to each other and what changes need to be made. For picket I prefer precog because I rather have the tracking. If the other fleet has equally long-range weapons, this isn't always an issue. Please let me know if any part of the mod is broken/needs changing, thanks!Ideally the three combat behaviors can be made neutral and interchangeable across all ship types and their stat bonusses moved to a different module slot. The final essential module is the Combat Computer. The Lance also doesn't have minimum range (but the other L-weapons do). ago. The carrier computer titan will stay further back. 6 combat rebalance update. Ones with Long range and/or minimal range in a position so they can keep firing distance. "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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. You just have to love PCs. 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. CryptoThe defensive combat computers puts your ships at the furthest range of their lowest range weapons looks like. 0% damage effective (their listed damage per a day vs their actual damage per a day), meaning they spent an average of about 63% of their time doing nothing but flying around (EDIT: Just a clarification that prior to 2. spudwalt • Voidborne • 9 mo. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. 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. I have also started building fleets (nearly) purely of Battleships + 1 Titan. The ship role feature just auto builds a ship to fit that role, you manually change that by changing out the computer. 6 for fleet combat? We will look at. New Sniper Combat Computers. Screen fleets which are missile based. 0 unless otherwise noted. 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. I like this trade off versus having 0 combat power under 45 range. but the picket behavior is to race ahead up to medium range when instead their combat behavior should be to try and remain close to their own capital ships and then engage any ship that gets too close, especially anything. forget about armour. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. 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. 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. S. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. It means the median range of your guns. Are strike craft worth using now? I have seen the different combat computer options that let you set what range ships engage from. Subscribe to downloadZBeautiful Battles. However all this is at least 2 categories below "optimal". I have no objections to extending Stellaris up to the sort of things one finds in the Lensman or Dahak or Starfire series. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. COMBAT_DETECT_RANGE_MULT = 1. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. any help ??CthuluIsSpy Oct 21 @ 10:01am. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. Make it so that it gives a bonus that can apply to both SC and XL weapons. In another thread someone was talking about combat computers, too (as they currently are in 2. They will shoot as soon as they can. This is the one essential part where there is a meaningful choice between different options. New Sniper Combat Computers. This page was last edited on 31 May 2022, at 00:31. they sit back outside of their range even as they're getting shot at after they reach a. Yes,. This page was last edited on 14 October 2017, at 11:31. 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. They don't stay at range, they never did, the artillery computer has never worked. Also related; missiles, torpedoes and fighters also have sublight speeds which can influence how a fight might turn out. However, the second, the ability to ignore shields, still applies. So your BB. 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. Report. Further modifiers would increase it even higher. 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. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. they dont. Also artillery computers with missiles is neat because they also run away while spamming missiles. They are also the reason combat computers are somewhat broken. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Since this would mean that most likely the kinetic artillery just. Included in the Synthetic Dawn DLC, The Ghost Signal during the Contingency crisis event will affect ships equipped with sentient AI combat computers. Head to the examples for details. 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. These deal -50% damage to shields, so they are highly ineffective. Autocannons are extremely short range. ago they will try to stay. 4. 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. For Torpedo it will charge the enemy regardless of weapons range. Stellaris Titan Designs. For Torpedo it will charge the enemy regardless of weapons range. want battleship tanks that go forward and take the beating rather than your squishier heavy hitters then don't use long range weaponry on them and slap on 1-2 Afterburners on them. The Lance also doesn't have minimum range (but the other L-weapons do). 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. Improve the behavior patterns of Artillery Combat Computers. Now updated for 3. 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. Artillery - Ships move up to a predetermined distance (120, 100, 80 or 60 range. There are no other type of ships in the fleet. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??So, barely any weapons are artillery weapons. More Combat Computers. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. What those ranges are depend on the weapons you pick. Alpha strike meta is a symptom of several underlying problems. Perdition beam range: 0-250. All Discussions. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. View this video if you want to lea. This is the one essential part where there is a. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. I'm not sure the combat behavior changes were all that effective. 25% is the swarm combat computer, which isn't allowed for destroyers. I like this trade off versus having 0 combat power under 45 range. The inability to separate preferred combat range from computer bonuses, the inability to control the range with any precision, and the near-inability for ships to maneuver *out* of enemy range (they are capable of moving to keep a distance - it's in the game code - but no computer uses this behavior to any meaningful degree) are all things I find annoying about the ship design and combat. I know there's been a lot of discussion about the changes to combat in 3. 6 combat rebalance update. This allows the ships to be properly positioned for fleet air defense. 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. 4. Kinetic artillery has a range of 120. 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. 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. 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. Kinetic artillery has a range of 120. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The reason is for the simple fact that this combat computer adds extra range to your weapons and even increases their fire rate by 10% as well. And even if speed isn't high enough to outrun, it still extends the time necessary for enemy to close the distance. 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. 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. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. Use the computer that best suits the type of ship, I. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. Ship Designer, right hand side you'll see a slot for combat computer. Problem is that the Lance fires before the KA hits so the first volley is wasted on high-shield targets. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery. Micromanagement will be a bit harder with this one. Yes, but the combat computers were/are meant to keep ships at specific ranges, executing specific combat tactics. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. alter the flow and spacing of space battles in Stellaris. So my problem is my Titan would die first because it's got less range. If the enemy is faster, then they cannot. ago. Minimum range means, that ships cannot fire too close with certain weapons. Stellaris > Dyskusje ogólne > Szczegóły wątku. 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. 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. Some weapons have minimal range and firing arc. Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. Remove those, and the remaining "Median" weapon is P-slot). Choosing the right combat computer for the job will fix your ships' suicide behavior. They're small fast ships with short range weapons that come in close to fight. Stellaris Combat Rebalance has a new meta. 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. This. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??This would deprecate the current Elite Equipment Upgrade for the auxiliary slot and the current Defender combat computer. 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. My species decided to shred the IP and isolate every planet in the galaxy after 4 different species. 1. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. Stellaris 3. Fluffy-Tanuki • 1 day ago. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. Seems like a lot of weapon ranges were nerfed a lot…So stacking range is still worthwhile? Artillery combat computers have +20% range. BS are 3 strike craft, anti-missile pd and missile for all weapons. Just wanna throw in some PD destroyers or maybe a flake cruiser or 10 in long range battleship fleet (min range 80). That range is 150, while the only combat computer available for Titan is artillery which is 80. Ive seen ships stay at range, and try to stay at range with artillary computer. 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. e a carrier and a titan need to stay far away where as a corvette needs to get close it tells you what range the ships will get to when your picking a computerStellaris really needs us to be able to create battlegroups within our fleets. Mb i shoulld build a second one though. 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. 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. ago. Kinetic artillery has a range of 120. But if they are 50, 100 and 100 the median is 100 and if they are 50, 70 and 100 the median is 70. For Spinal mounts, this is 150 iirc. 8. ) Before researching Synthetics or Sapient Combat Computers, set AI rights to Outlawed. The final essential module is the Combat Computer. What is the Stellaris combat rework meta and how will things change in patch 3. -1. If you have multiple ships with different types of computers, you can clearly see them taking different places in battle. 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. 5. Sabaithal Dec 17, 2018 @ 1:39pm. Aug 31, 2018 @ 12:44am Yes, I am using the artillery computer on all four types of ships. Stellaris. The description says the ship will stay 'at range. Because for shitty fleet ai they also lose efficiency, if the target is not like that. Question about how combat computers work after Orion’s release. In yhe mean time full rocket cruisers with artillery comps was staying in the far reach from the enemy. Sub-forums: Game specific Tech Support. ; About Stellaris Wiki; Mobile viewHello, I was wondering about the Combat Computer options. 6 but one thing that doesn't seem to have come up is that artillery combat computers are now horrible on titans and artillery battleships. A huge step forward for Stellaris wars, would be attrition. With artillery battleships, use artillery computer and get accuracy from A slot, since the range bonus quite impactful. Line ship : Torpedo Assault Carrier or Torpedo brawler Cruiser. 0 unless otherwise noted. 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. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 10. Apparently it means the median range of all of your weapons. You need the tech. 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. You can see a bit around 32s-34s when my friend got a bit too close with his cruisers. Combat computer AI instructions are flawed for a few ships. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?The AI should prefer artillery combat computers during defensive war. 5.