Mb i shoulld build a second one though. They don't stay at range, they never did, the artillery computer has never worked. #3. on Late game, you are using L weapon with 120, 150, and 250 range. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. 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. Your ships will keep disengaging while pelting the enemy with swarmer missiles and wear them down, it destroys the AI midgame but isn't strong vs the. 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. In this guide, I'll explain everything you need to know about weapon types, shields, armor, accuracy, and other aspects of fleet combat. 10. The final essential module is the Combat Computer. Same idea of providing close in support via missiles and plasma as needed, with long range support via X-slot and fighters. 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. I prefer kinetic is solid choice for early - mid game. You should have tier 4 radars, sapient picket combat computers, and a Titan or two for redundancy with the tracking aura. If a ship of a design is under construction or being upgraded, the design cannot be edited. 30 corvettes, 6-10 BS, rest cruisers. And if range overflows the ship can't fight at all. New Sniper Combat Computers. " How does this make any sense? I have used beams when it would put my weapons range above the range dictated by the combat computer. 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. 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. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. The newly added maximum range computers set the range of the ship's longest weapon range as the. This page was last edited on 14 October 2017, at 11:31. RC_0041 • 10 mo. You don't necessarily need a PC to be a member of the PCMR. #3. Ostatnio edytowany przez: Isokon ; 23 marca 2018 o 13:32 #1 Minimum range means, that ships cannot fire too close with certain weapons. Head to the examples for details. At the top end, carriers are also significantly stronger against AI purely because of their combat computer (artillery/carrier) allowing them to kite. 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. 130 attack range is good. ago. Even not Gundams, humanoid combat machines are a thing in many Sci-Fi. this is the default carrier AI. Would work much better if you could swap to arty CC. I'm just going through my first serious game of Stellaris and I'm having a lot of fun with its economic aspects. How Battles Begin. 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. They are attacking an enemy Starbase. They provide a bit of extra firepower to their long-range assaults, while picking off strike craft and guided weapons that come close. 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. It is developed by Paradox Development Studio and published by Paradox Interactive. 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. 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. 3. 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. #3. Improve the behavior patterns of Artillery Combat Computers. When no enemy in desired range, then the ships will attempt to gain range. Compare EU4 or CK2 to Stellaris. If I choose Artillery mode The ship will hold a 80 range distance. Games. Hearts of Iron III: Tech Support. 1 - New "Tactician" computer available from the start that allows the player to issue real-time commands during combat. Then it depends on the ship computer. 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. 56 for the autocannon. For example. The upkeep cost of Stellaris destroyers is based on the. 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. CryptoForgot to change the combat computer on the battleship -- oops. Just disable the Override submod and you'll be fine. So stacking range is still worthwhile? Artillery combat computers have +20% range. 8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. Fill remaining slots with Armor. Corvettes are quick, cheap to build, and smaller but have high evasion. In game description for it is "Ship engagement range +100%" at a range of 150. Ships with this computer will not charge. maxxal22. Combat Computers: Picket VS Line. I know there's been a lot of discussion about the changes to combat in 3. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Missiles have a range of 0-80 or 0-120. The early vessels can't engage from long range. Content is available under Attribution-ShareAlike 3. I personally go with neutron / gigacannon, but others use arc emitter / cloud lightning. If they are 50, 50 and 250 the median is still 50. 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. Last edited by Forblaze; Apr 8 @ 1:53pm #1. But If. What is the Stellaris combat rework meta and how will things change in patch 3. If the other fleet has equally long-range weapons, this isn't always an issue. Stellaris. It's also on steam workshop for easier installing. I would also add a note in that the X weapon can be swapped for a Tachyon Lance. Every single admiral has the trait that gives + engagement range. Every single time, they move in and close the distance to get destroyed by the unbidden's matter desintegrators. 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. May also be reflected in different shipsets. I use cruisers for this. All other combat computers make sense to me except for Picket and Line. Depending on your combat computer, your ship will use different tactics and stay at different ranges. Oh, ship engagement distance only means that your fleet can initiate fights from a larger distance. In another thread someone was talking about combat computers, too (as they currently are in 2. However all this is at least 2 categories below "optimal". I believe combat computers use to tell you the exact range of where the ship would go. Huh, never experienced. First of all, the carrier combat computer doesn't seem to work for me, the carrier flies in and fires with its S weapons. 31 for the Gauss vs. I bet this is what they were trying to get at with the combat computer slot but this way is more dynamic. Also artillery computers with missiles is neat because they also run away while spamming missiles. Frankly I don't mind what outcome you two come to; it doesn't concern me. Throughout the game they would simply close to 0 range and engage. 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 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. Computer system. any help ??CthuluIsSpy Oct 21 @ 10:01am. I seem to recall that one could micro-manage a fleet in combat in past versions of this game? Like, for example, a ship which was getting its hull worn down: you would select it, break it out of the fleet and have it flee, no? Or you could. As an example: if a ship has 5 weapons with max ranges. Research the combat roles, it should be in that tree. Suggest opening a separate thread for this debate regarding head-canon of Stellaris combat ranges so we can clarify the issue at hand. I'm not sure the combat behavior changes were all that effective. maxxal22. ; About Stellaris Wiki; Mobile view Artillery combat computer is fine, they work just as expected. Artillery computers now have an increased combat range according to the weapon range bonus. What those ranges are depend on the weapons you pick. The problem is the AI that's best for a PD screen also moves the ship into short range of the opposing fleet where they are promptly destroyed. that's fine, but art computer (range 80) and carrier computer (range 150) are really different. So your BB. I like this trade off versus having 0 combat power under 45 range. (mods have no effect on this as it happens when no mods are enabled aswell) From what. 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. The hangar craft have a range stat, but they're. 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. Showing 1 - 4 of 4 comments. There are too many contradicting factors in the mechanics, mostly weapon ranges and ship computer behavior. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. All Discussions. . Typically, Titans come equipped with 6 large weapons and one titan weapon (the perdition beam). 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. 6 for fleet combat? We will look at. 6 is now available on PC. One of the most crucial aspects of dominating other galactic empires in Stellaris is the ability to top players' rivals in interstellar combat. So what is the main difference? Is Picket essentially a close range version, focussing on intercepting missiles and strike craft, but potentially also good for Cruisers or Battleships that you want to 'brawl' with? Put your interceptors and point defence on picket and ships with torpedos and other high dps on. The Artillery computer is intended to be used with the advanced large weapons which have ranges between 120 and 150. In general the preferred attack range depends on the ship's installed combat computer and on the ranges of the weapons. 12 / 16% Speed. There are no other type of ships in the fleet. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. 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. Assign an number of ships to a set of very general orders. And it has to turn around to perform this move, so the perdition beam (10 degree firing arc) cannot be used during this move. 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. 6 (I forget if they've been given a better in-game name yet) should be removed from the game. Nanite auto cannon, new weapon . 4. m4potofu • 4 yr. even with artillery computer your ships will try to close to optimal firing range for the weapons they have. Carrier combat computer. "I have used beams when it would put my weapons range above the range dictated by the combat computer. . Decouples the Ship Combat Computer stat bonuses from the ship behaviour, so you can now choose the computer based on the bonuses given. I have also started building fleets (nearly) purely of Battleships + 1 Titan. 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. To echo this , it will get weapons with short range into combat faster. Number of sections. Now I hover over. So they will rush into point-blank range. I do have some smaller weapons in the hanger section, so that could be part of the issue. 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). - Frigates now can use the Picket. combine this with even the first Artillery combat computer which has +10% range and bam, 110 attack range. A huge step forward for Stellaris wars, would be attrition. They will now engage from a larger distance,. Artillery Combat Computers are inadequate. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Shields even regenerate during combat. 2. What are Combat Roles and Advanced Combat Roles, is this something I need to do? Or is it simply like a +5% damage or something. . It seems that a lot of people have been just putting an X bow on a carrier core since 3. 5. Sapient Combat Computer +10%, Gale Speed +5%. 0! Please see the patch notes for more details. Those three top-tier weapons already do it very effectively without any special optimizations. 1. Also, you're misremembing, there is no Titan Aura which increase ship range (there is that hillarious +40% Juggernaught Aura). Cruisers took the lead as they had the shortest range combat computer, titans and battleships hung back with artillery computers. I feel like the ship computer technology should give us a range of distances our fleets can. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. The upkeep cost of Stellaris destroyers is based on the building cost of the ship. There are no other type of ships in the fleet. Carrier combat computer should just be altered to become the new "long range" computer. If it has combat role. 9 Meta Update] August 27, 2023. Hello Everyone, is it me, or is the artillery computer a bit weird? I know there are optimized builds for BS, but I always build by my gut. 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. 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. So there are two important numbers surrounding engagement range - there's preferred_attack_range, which determines what the ship tries to do after it's reaches its target position, and there's formation_distance, which determines the ship's target position. It will keep firing the L slot weapons since the weapon range is further than the distance it is trying to space away from the enemy. 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. The combat engagement range normally is 5% greater than the longest range weapon on any ship in either fleet. So for instance a fleet equipped entirely with Large Gamma Lasers (range 80) will become locked in combat with an enemy fleet at range. The only reason why my fleet takes any damage at all is because instead of sitting at minimum firing range and shooting the enemies before they get in range to do any damage they charge forward to 80 range because that's the maximum range distance. * Strike Crafts now have an engagement_range, making a pure hangar based design viable. 6+ Combat) Tip Newbies can feel free to just read the beginning and skip the rest of this post. At what range do ship with the artillery computer stay? And at what range do ships with the line computer stay?I'd actually say medium weapons with picket computer on Cruisers. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. 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. Cruiser are torpedoes and missiles. While it’s nice to have point defense, it’s better to have weapons to kill the enemy faster. 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 combat rebalance update. PD has a maximum range of only 30. 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. 6, Strikcraft were. 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. 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). 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. Use the computer that best suits the type of ship, I. These deal -50% damage to shields, so they are highly ineffective. Aside from armor, their range is pretty booty, so I would only really put autocannons on smaller, faster ships, and would transition out of them once cruisers and battleships become available. Business, Economics, and Finance. 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've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Today we got to see the new ship class, rebalanced weapons and new ship roles live on stream. 3: To stick to the targetting computer for a bit. If the enemy is faster, then they cannot. Stellaris Titan Designs. Stellaris Dev Diary #318 - Announcing Astral Planes. Every single admiral has the trait that gives + engagement range. 6 Orion is bringing a combat rework and rebalance. Additionally, the combat computer improves your chances of hitting your target. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. Change the Carrier. they sit back outside of their range even as they're getting shot at after they reach a. Now updated for 3. How Stellaris' Orion Update Rebalances Space Combat. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 6 for fleet combat? We will look at. This also raises a point that we might need a specialized escort combat computer as well as a reworked artillery one. Torpedo assault carrier is the most balanced ship design. More Combat Computers. See the Stellaris wiki for more info on how to install. Most of your fleet. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. A spinal mount weapon has a range of 150. 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. Stellaris > General Discussions > Topic Details. Throughout the game they would simply close to 0 range and engage. 10. 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. I'm not totally sure what that means. 0 unless otherwise noted. Broadsider // M14 / L6 A2. i made a mixed fleet. This is never effected by anything other then the flat number on the computer. These numbers were configured based on weapon ranges (Med laser has 60 range, so line naturally should be 60. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. For Torpedo it will charge the enemy regardless of weapons range. Next to fire are the lasers in the L-Slots. The enemy fleet had dwarfed my combined fleet. It was used for Stellaris v1. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. they dont. Point Defense has a range of 0-30. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Ships now better keep their distance from the enemies at maximum weapon range. Stellaris Space Combat should be better. 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. And how that affects combat. . Ostatnio edytowany przez: Isokon; 23 marca 2018 o 13:32 #1. You'll learn how to design ships so that you take the fewest loHaving more opportunities to attack means that you win. Europa Universalis IV: Tech Support. Video by Montu Plays. 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. Trying to figure out if they were heavily nerfed or if one of the mods I use broke something. 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. lexa_dG • 10 mo. 23 marca 2018 o 13:27 Combat computer ranges. 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. Iirc engagement range refers to the distance at which a ship enters combat. Stellaris Combat: List your tactics. 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. Viewed 684 times. 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). Content is available under Attribution-ShareAlike 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…One of the better designs is the long-range combat ship. 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. friendly_aura hostile_aura: Aura definitions. I think it has to do with engaging a short range combat, entering a second, longer range combat, and then having the first combat. Ships now better keep their distance from the enemies at maximum weapon range. 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. 8. . As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Mazey Mar 4 @ 5:01pm. Question about how combat computers work after Orion’s release. 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. 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. 2 (947b) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. Dreadnought often seems to run in ahead of X slot BBs and it takes more damage than most titans because it leads the way. Use combat computers with lower ''range''. Because for shitty fleet ai they also lose efficiency, if the target is not like that. The Lance also doesn't have minimum range (but the other L-weapons do). Equipping them with large Kinetic Batteries, six in all, plus an Artillery Combat Computer, makes them lethal long-range ship killers. For specific weapons, you can really pick your choice. Then it'll go "okay, I'm in range, time to stop", but it has to decelerate to do so, and will slide forward a bit. First you need to make sure that you have different behavior computer set in your ships (artilery vs picket), then - in war - fight against big immobile oponent (some starbase). Distance in computer slot are not really that big (30/50/80). Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. Does it have an Artillery computer? Then no other weapons will fire, because the ship maintains max range. Combat computer ranges now. Combat Computer and influence on ranged combat. Thats unfortunate, mine spend the fight running away which is fine since they are just there for strike craft. For example, the swarm computer has a formation_distance of 10, so the ship will. If I equip my defense. Higher range ones like artillery and carrier will mess up the AI. 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. I cant remember). . 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. A battleship armed with many medium-caliber guns. Edit: the tech is called Basic Combat Computer. Just to clarify, these are the questions that pertain most to what I'm not understanding. Kinetic artillery has a range of 120. 4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!) . 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. Kinetic artillery has a range of 120. Community Hub. As an example: if a ship has 5 weapons with max ranges. Unless countering a specific threat mix the defenses up evenly between shields and armor. "Beam Sabres, go brrrr. Use the computer that best suits the type of ship, I. Big guns have minimum range. 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. "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. 3 Badges. I've given these ships the Artillery Combat Computer and Long Range weapons, so that they hang back at Long Range. Per page: 15 30 50. 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. 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. When I click on the battle computer I don't get any other options. . The carrier computer titan will stay further back. notagoodpainter • 10 mo. This mod improves the battle aesthetics of the game by making changes that. If they are 50, 50 and 250 the median is still 50. Also artillery computers with missiles is neat because they also run away while spamming missiles. 6 combat rebalance update. My destroyers running kinetic artillery and artillery combat computer still race into point blank range to shoot their flak guns, and get slaughtered. If it has a Line computer, it will advance to 50 range. Further modifiers would increase it even higher. Because Stellaris is on a 64 bit executable since 2. Stellaris Ship Design Guide 2023 [3. Its sections consist of an Artillery Bow, Core, and Stern. When comparing artillery computer, the difference between sapient/precognive computer is 5% fire rate + 5% range and 10 tracking. And give my titans carrier computer since im using them for support only - they have maximum shields possible and not all gun slots used. In short, Go longer range weapon. That's what I hope it meant, unfortunately the tool tip for Carrier Combat Computer uses the term in a phrase that assumes you know what engagement distance means, so leaving an element of doubt. when setting vessel behaviour basic computer and default behaviour use different scale ie one will use range of 5 or 8 and the other will use 40 or 100, how do we know the distance to use ??More Combat Computers. Here's a combat computer: This computer adds some bonuses to fire rate, tracking, and chance to hit on weapons for a defense platform. Make it so that it gives a bonus that can apply to both SC and XL weapons. 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. H11DN-D4NG3R Oct 13 @ 3:00am. Their combat computer is set to "artillery", I double checked.