Stellaris

Stellaris

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Artillery Combat Computers are inadequate
A spinal mount weapon has a range of 150. Kinetic artillery has a range of 120. The "Artillery Combat Computer" tells ships to fire from 80 range. The "Artillery Combat Computer" tells ships to fire from 2/3 the range of a weapon called "Kinetic Artillery."

How does this make any sense?
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Zobrazeno 115 z 16 komentářů
With the artillery combat computer, you can use weapons that are 75 range. It gives a +10% range, so 75 jumps to 82, and is thus in range. This makes several medium weapons artillery range as well.

What I would really like to see is a lot more options. Give us a 100 or 120 as well. Heck, give us a carrier computer that sits at absolute maximum range (250?). Though, it would also help carriers if the fighters didn't launch WAAAAAY sideways before finally swarming the enemy.
The +10% range makes the problem even worse since artillery weapons already have a much longer range than the combat computer seems to realize.
Wait, really? Do any other combat copmputers have hidden buffs?
Nesano původně napsal:
The +10% range makes the problem even worse since artillery weapons already have a much longer range than the combat computer seems to realize.
How does it make things worse? Apart from "swarm" (that also makes them chill on the edge of the system) ships won't try to keep designated range after it is reached, so with "combat speed" being removed it would give no advantage anyway.

TheFarReach původně napsal:
Wait, really? Do any other combat copmputers have hidden buffs?
They aren't hidden, they listed (now along with the range, thankfully, so you don't have to dig through defines).
HugsAndSnuggles původně napsal:
How does it make things worse?
artillery ships work best when they stay at range for as long as possible, meaning 120 units (or 132 with the bonus) however the computer closes distance to 80, wasting 40 units of range (or more) when its better to stay away.

and last im aware (I havnt used anything larger than corvettes in a long time) ships dont retreat to the combat range, they only get that close then stop if they are closer. which makes the extra 40+ range you weapons have not nearly as useful at it sounds
Well if you don't mind mods there is always this option :)

https://steamcommunity.com/sharedfiles/filedetails/?id=790455347

It adds alot of extra range based computer options & is compatible with the major Ship Classes & Balance mods out there.
Artillery computers should just take the range of the longest ranged weapon on your ship.
The other weapons should be for when the enemy tries to close in on your artillery ^^

Or the range of the weapons that would do the most damage to the enemy. XD
Artillery comps should be where your ships try to maintain 120-150 range at all times. Slowly moving backwards while firing at an oncoming fleet.
Artillery comps should be where your ships try to maintain 120-150 range at all times. Slowly moving backwards while firing at an oncoming fleet.

Or that XD
ExavierMacbeth původně napsal:
Well if you don't mind mods there is always this option :)

https://steamcommunity.com/sharedfiles/filedetails/?id=790455347

It adds alot of extra range based computer options & is compatible with the major Ship Classes & Balance mods out there.

That mod is broken, not updated for 2.1
xnadu27 původně napsal:
ExavierMacbeth původně napsal:
Well if you don't mind mods there is always this option :)

https://steamcommunity.com/sharedfiles/filedetails/?id=790455347

It adds alot of extra range based computer options & is compatible with the major Ship Classes & Balance mods out there.

That mod is broken, not updated for 2.1
Ahh. Well there is a link in the comments to one that is updated it looks like. Still I am sure a simple search of the Workshop can find other similar mods, thats just the one I had bookmarked forever.
This I find to be largely a problem with ship AI, over the options given. Paradox set the Ai to work with ranges as opposed to desired player tactics, because programming ship behavior to "keep distance" or "get close" was a smidge too difficult. The only AI that has any real pattern of behavior is the swarm setting, and that can only be taken on one ship.
MightyFox původně napsal:
This I find to be largely a problem with ship AI, over the options given. Paradox set the Ai to work with ranges as opposed to desired player tactics, because programming ship behavior to "keep distance" or "get close" was a smidge too difficult. The only AI that has any real pattern of behavior is the swarm setting, and that can only be taken on one ship.

Ah i can see it now, swaming battleships
First question here - are Paradox fixed distance calculation? Because at least whole 1.0-1.9.x it was based on very flawed concept - calculate average distance between your whole fleet and enemy whole fleet (ignoring actual distance between individual ships and other enemy fleets).

So in multiply fleet battles it simply don't work no matter what value you will set.

Are they fix it?
Naposledy upravil corisai; 16. srp. 2018 v 5.09
The way I see it, this is just telling which ships will get targeted first. Better to be your corvettes than your battleship I'd say.
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Zobrazeno 115 z 16 komentářů
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Datum zveřejnění: 14. srp. 2018 v 20.52
Počet příspěvků: 16