The strength of the fleet academy bonus is inversely proportional to the starting accuracy and tracking of a weapon. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. Can confirm that this was tested shortly after 2. The second number is 100 - (evasion - tracking). . So imagine a corvette has 90% base evasion. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. The swarms SC should benefit, and are slightly better. For reference they have 90% accuracy. Ships' combat behavior is determined. They can protect your battleship fleet from torpedo corvettes. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. The actual results of combat are determined by weapon range, damage, accuracy, tracking, evasion, shields, armor, hull, etc. . All targets have no weapons. Content is available under Attribution-ShareAlike 3. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. One last move in to just 1,000 km (1/300th of a light-second) and bringing the turret around 90 degrees needs to take less than a second. I run my own consultancy, Stellaris Marketing Consulting, and we specialise in tech that is changing consumer behaviour like artificial intelligence, self-driving cars, bitcoin, fintech, drones and the Internet of Things. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. Thanks to the medium weapons, unlike the popular opinion of small weapons vs corvette spam, you should have a decent range advantage over those Corvettes, so you can swat quite a few. 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. a bit that you do not really. We’re a team of 3 people and we all work either remotely. Why no just uncap accuracy and allow values over 100%? It seems odd to just have tertiary and quaternary factors of tracking and Bonus Chance to Hit. . Version 3. The Dioko doesn't. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. All the caps are factored in at the designer, and then affected after the fact in combat. Why not just have it as: Chance to Hit = Accuracy (0-190) - Evasion (0-90)?what gives accuracy and tracking in weapons ??? Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesThis page was last edited on 21 April 2017, at 08:46. Thread starter. Subjugation is the best coop mode. look dangerous. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. From my understanding, the Auxiliary Fire-Control adds chance of hit, and it’s not exactly accuracy. Don't forget - in case of gun with less then 100% accuracy, any +to hit is have same value as +tracking, so they both will increase. Actually, it’s a genuinely simple, effective, and pretty amusing solution. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Torpedoes have 17. For reference they have 90% accuracy. Of course, it doesn't take accuracy. So if you have a weapon with accuracy 90% and tracking 20%, shooting at a target with 70 evasion, your hit chance would be. Consider the T1 torpedo vs PD techs: Torpedo has 20. While they have better damage and 100% accuracy, their tracking is much worse than the other weapon types (25% vs 50%) so chance-to-hit against other corvettes (which have 60% evasion by default) is actually. This particular fleet focuses on +Accuracy on the X-weapons and +Tracking on the L and M weapons, allowing. This is basically the same as the conditions described in the OP, and that was largely chosen as it gave a reasonable range of result values. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). 0) Number of years since game start is greater than 15 (×2. The LM3S6965 also features real-time industrial connectivity, with a 10/100 Ethernet MAC/PHY, an SSI / SPI controller, 2 I2C interfaces, and 3 UARTs. The fleets DPS would decrease over time while DPS of ship stays same. Use smaller weapons and strike craft, which have higher accuracy and tracking baseline. Remember, all these stats are additive, and 5% extra fire rate is not. What does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. But ever since then, I haven't enjoyed a. *It can level up by destroying&disengaging hostile ships. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. What are the different use cases for Bolts vs Beams? It seems bolts have about 20% more dps (half the cooldown), and beams have about 20% better tracking and range, and about 10% better accuracy. Only by about . And there's point defence, of course. Forge a galactic empire as you delve into newly discovered planets, unearth treasures and establish a direction for your society. Laser - 30% Tracking, 85% accuracy Lrg. ; About Stellaris Wiki; Mobile viewWhat does the tracking stat of a weapon stand for ?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. 0 unless otherwise noted. LETSHOUER S12 Pro. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. . Cloud lightning also has better accuracy and tracking, which further contributes towards making them better than a first glance (and fleet power) suggests. First destroyer fleet lost 19 ships and the remaining hull was 40. Their range is better (120 vs 80) and cooldown is 5 sec instead of 17,1, but tracking is 5% instead of 10 and damage is 135-175 instead of 275-445. Also, part of the big problem. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. This page was last edited on 21 April 2017, at 08:46. 2% hit rate, absent other modifiers. Tracking reduces the enemy Evasion. Does accuracy cap at 100 percent. Also, evasions is capped at 90. Laser - 30% Tracking, 85% accuracy Lrg. BumderFromDownUnder • 2 yr. . ago. Another thing that bothers me in [perceived] Stellaris gun logic: small guns with higher hit rate vs huge ships with only slightly less hit rate. Once you get to cruisers, fighters beat out autocannons. Tracking comes primarily from the weapon stats as well. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. I'll take 10 tracking over 5% weapons range and fire rate on artillery computers every day of the week. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. There has. Then you go to glassing entire worlds from orbit. Nov 4, 2018 @ 7:38am I used Leaders with that +20% range bonus to make. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). In theory that is 1 PD to counter. It’s in the wiki but a simple version would be chance to hit= acc- (evasion-tracking) And evasion-tracking can’t be less than 0. They're still the counter for high-evasion for corvettes and destroyers, you just want those screened with an escort fleet. They're great on corvettes, or anti Corvette destroyers. EDIT: If I get the Enigmatic Decoder from the Enigmatic. First Contact. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. So 70% evasion. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Like all our Grand Strategy games, the adventure. For reference they have 90% accuracy. 0 unless otherwise noted. Accuracy is the percentage chance to hit a target with no evasion. THEN you go to destroying entire SOLAR SYSTEMS in one shot with Star-Eaters (this is when the galaxy unites. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Bonus chance to hit comes from computers and auxiliary fire control. The second is a disabler design, one for every 2 damage dealer. I'd love to see in the ship designer all the math done right there. First, this mod adds the base-4-stats for every Admiral in game: Accuracy - The higher status is, the better they are at aiming and tracking for their fleet. 06 damage to hull. 0 inches. You can pre-order the game now on the Meta. Accuracy is capped at 100. However, the accuracy/tracking/evasion formula currently looks something like X= accuracy-(min0, evasion(max90)-tracking), which results large guns still having significant chances to hit a corvette at max evasion, enough for the large gun’s increased damage and range to result in equivalent or better damage to small hulls then a smaller gun. Kinetic Artillery synergizes with it. 0) Number of years since game start is greater than 10 (×2. Schwartz_wee • 2 yr. I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?So it's my understanding that PD works better against missiles because of higher dps and no evasion on the missiles and Flak works better against strike craft because of high tracking against high evasion. Flexibility - Higher status means such Admiral is good at sublight and FTL. An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking, with a minimum penalty of 0) in tracking its targets is based mostly on how far out it tries to attack them. Autocannons are also probably one of the best weapons at slaughtering corvettes with their high ROF and tracking. Could someone explain me in short how these three parameters affect the chance to hit a target? For example, a ship (evasion 40%) is. How soon you can start shooting. For reference they have 90% accuracy. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at. The game fails to take advantage of the VR presentation. Flak on the other hand starts at 50 Tracking and ends at 70. They are modular in nature, which means that a player can choose to play with or without a given DLC by checking them out at the launch menu. Second destroyer fleet lost 23 ships and the remaining hull was 44%. Weapons with high accuracy tend to have comparatively low damage or other. is that thing reliable?. The two modes it will add in: Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. It ain't even close in the DPS department. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. On battleships, late in the game. 0 unless otherwise noted. Only by about . Accuracy is capped at 100% Evasion is capped at 90% I don't know if tracking is capped, but it is capped in effectiveness at 90% Tracking negates evasion. For reference they have 90% accuracy. Evade subtracts directly from hit chance. Just small slots though, the medium lasers can't compete with plasma. So a weapon with 200% accuracy and 0% tracking would only. Each variant is in its own fleet so I can track damage. The actual results of combat are determined by weapon range, damage, accuracy, tracking, evasion, shields, armor, hull, etc. Torpedoes have 17. For reference they have 90% accuracy. PD have accuracy and tracking; but weapons don't have evasion value so how does tracking come to play? Also interceptors from carriers; does their weapon count as energy or kinetic? Showing 1 - 5 of 5 commentsWhat does the tracking stat of a weapon stand for ?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. Scourge have the best missile dps by far. (×1. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. Easy things to boost research: Build more research buildings/jobs. There is very little benefit to aggressive policy and it's not worth attempting to capture an enemy science ship, but the AI loves to do it so you'd better take the protection offered by Cautious stance. Range. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Any point your opponent put into shields is completely wasted. For reference they have 90% accuracy. Can confirm that this was tested shortly after 2. Some weapons can negate the evasion advantage and some can't. -10 unhappiness is big though. can't be understated. EG Galaxy Colours Restored - makes the unexplored stars visible, which is really an amazing sight in the early game. Discover buried treasures and galactic wonders as you spin a direction for your. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. What does the tracking stat of a weapon stand for ? The one issue you might have is accuracy. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. The difference between chance to hit and tracking is that chance to hit affects your chance to hit a target that has no evasion, it is added together with the weapons' accuracy. Nowhere in my galaxy is anything highlighted. Stellaris. So we're Kinetic Artillery (Destroyer#1) + L-Plasma (Destroyer#2) vs 2 Whirlwinds+ 2 Marauders or so. Plasma has -75% to shields and +100% armor and +50% hull. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. Best. I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Consider the T1 torpedo vs PD techs: Torpedo has 20. The first number is accuracy. If chance to hit would bring accuracy above 100%, it is wasted. ago. My current understanding of the system is basically Tracking goes against Evasion and the remainder is played against a ships Accuracy which in turn give the total Chance to Hit. Content is available under Attribution-ShareAlike 3. . Stellaris Real-time strategy Strategy video game Gaming. We would, as such, need to adjust the values for assumed misses. Short answer: Disruptors and missiles have the highest accuracy (100%). AI fleets in large gravity well you need 1 ion cannon to force engagement and fill out the rest with neutron/kinetic arty combo depending on what is needed. And there's point defence, of course. . Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Evade subtracts directly from hit chance. Tracking is not the same thing as accuracy. For reference they have 90% accuracy. It's a continuation and a rewrite of their work to keep this mod alive. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing. EG Multicoloured Galaxy Texture - gives colours and texture to the galaxy instead of it being a blank veil. 25 / ×2. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. k. The difference between chance to hit and tracking is that chance to hit affects your chance to hit a target that has no evasion, it is added together with the weapons' accuracy. The current formula is closer to how EVE does it, where accuracy is listed as "tracking" - it measures the degrees of a circle that the gun can trace in a unit of time. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Accuracy/Tracking is going to take a major penalty as swinging the turret around that fast is going to conflict with moving it precisely to hit something 1,000 km out. To make destroyers and cruisers more viable I suggest replace tracking characteristic of weapons with tracking coefficient (temporal name), so chance to hit formula would look like: chance to hit = accuracy - max( target evasion * tracking coefficient - tracking; 0 ) Where tracking is. 6 will mess that up. Evasion vs Accuracy. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). 3. 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. Giga: For every 10 shots, one is a miss. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. An expansion DLC is normally accompanied by a free patch that gives. But the Flak Battery has 50% tracking vs Sentinel's 10%. 1: A double-pan mechanical balance is used to compare different masses. 5 modifier, against hull it is 1. Just small slots though, the medium lasers can't compete with plasma. Stellaris doesn't work that way. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Uncover a grand strategy game that reaches the very edges of the universe. Content is available under Attribution-ShareAlike 3. An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking,. (also rare tech cahnce helps with later perks) Enigmatic. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Due to the nature of Plasma weapons you might as well skip the armor and add shields. Especially against corvettes which have high baseline evade. Content is available under Attribution-ShareAlike 3. The opposing ship had 30% Evasion. PD is slightly harder hitting, Flak can reach a higher Tracking. The S12 Pro are less analytical and sound more “fun” than the Stellaris. To summarise what the stats at the beginning of the test was, the weapon had 75% Accuracy, and 10% tracking. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. 3. if tracking is higher than the evasion of the target, the additional tracking does nothing. Missiles start with 0 Evasion and end with 40. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?Get app Get the Reddit app Log In Log in to Reddit. So increasing your chance to hit and increasing your tracking both have a fantastic effect on your. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. flak for tracking, and I fill all the small slots with null beams. I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?The Stellaris dev team is on the verge of finding a good solution to stacked war gameplay (which is haunting the Paradox almost 2 decades now). what gives accuracy and tracking in weapons ??? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติAssuming same total HP, same total DPS, range and 100% accuracy, I would say the single ship would win. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. you'd think this renders small guns entirely useless. Score: 8. With all these new reworks, and bug fixes, and updates. In theory that is 1 PD to counter about 8 of your torpedos; in practice due to tracking and range, it’s closer to 1:4. The SNPline workflow consists of all instruments, software, and validated procedures needed to establish a highly cost-effective, flexible, and scalable PCR-based genotyping solution. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. SirSmokeALot [GER] Nov 13, 2022 @ 12:32pm. I read in the wiki that it cancels Evasion, but how does that work? If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy?Stellaris was, at one period, one of my all time favourite strategy games, and has given me two of my favourite campaigns of all time. Overall they are in a good spot and no change is needed. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. 8 (applies to 3. Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. Missiles will often target the same target and choose another target within missiles re-engagement distance if the old target gets killed before the missile reaches it. After one of the fleets was halfway dead I stopped the test and recorded the damage to. where only thing that matters is caauracy+tracking vs evasion. They are bassier, though bass quality is not as tight as on the Stellaris. In Stellaris's case, the math isn't as clean. For reference they have 90% accuracy. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats. 2. That’s it. I'd love to see in the ship designer all the math done right there. 5mm plug. I'm not sure I fully comprehend how accuracy and tracking works. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Same reason as above. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. Content is available under Attribution-ShareAlike 3. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. If we are shooting at a battleship with effectively 0 evasion, the accuracy is all that is necessary here. I want to theorycraft to see if it's worthwhile to put enigmatic…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Make SURE you have as much Tracking as you can manage and you might want to include a horde of small, cheap Corvettes with anti-shield weapons. So they always hit a stationary target, but evasive targets can avoid being hit. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Strike craft are generally more effective against missiles than PD (generic term for P-slot weapons), owing to their perfect accuracy, high tracking, high DPS, and the ability to engage from much further out. And at least it sounds plausible. So 70% evasion. at least RP viable, but would make. 1. Stellaris. what gives accuracy and tracking in weapons ???What does the tracking stat of a weapon stand for ?What does the tracking stat of a weapon stand for ? Accedi Negozio Pagina principale Elenco scoperte Lista dei desideri Negozio dei punti Notizie StatisticheIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. 0) Number of years since game start is greater. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. 100 - (70 - 20) = 50%. 2C Evasion. And even aux tracking comp in your case will be benificial. Torpedoes have 17. The Chance to hit is calculated out of Evasion, Accuracy and. . . 02 DPS to be fair. For reference they have 90% accuracy. Forge a galactic empire by sending out science ships to survey and explore, while construction ships build stations around newly discovered planets. I'll see how balanced fleets do then. It also helps to add the Auxilary Fire control, +5% Accuracy. For reference they have 90% accuracy. 8%. 3. 375 DPS to hull. ok then i should be fine atleast vs the ai. In Stellaris, players take control of an interstellar civilization on the galactic stage and are tasked with exploring, colonizing, and managing their region of the galaxy, encountering other civilizations that. Until the patch drops at least. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. #2. I'd love to see in the ship designer all the math done right there. Content is available under Attribution-ShareAlike 3. I went to my situation log, clicked the "Track on Map" button, and. can compete with them since their damage was buffed + armor also being buffed to have more hit points + their perfect accuracy and. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. Stellaris is an explore, expand, exploit, exterminate grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive. amoebas have the best DPS especially if used on a carrier with accuracy bonus modules. Marauder Missiles deal 14. true. what gives accuracy and tracking in weapons ???I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Damage against the hull of 100%. Still, this means the early game narrows into a galactic land grab – which is true of most 4X games to some extent, but especially so here. Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. The tracking bonus of Lasers. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. Was doing some achievement clean-up (so, ironman, no mods), and decided to buy a PoI from the curators. Why not just have it as: Chance to Hit = Accuracy (0-190) - Evasion (0-90)?what gives accuracy and tracking in weapons ??? Вход Магазин Начало Опашка за откриване Списък с желания Точков магазин Новини Статистикиwhat gives accuracy and tracking in weapons ??? Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesTracking implants, and Thought Enforcement each provide +1 Encryption. 95 (List Price $129) Amazfit GTS 2 Smart Watch (Midnight Black) — $79. Best. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. Autocannons are extremely short range. Evasion is capped at 90% *before it gets used, * meaning that having over 90% evasion doesn't help with providing a bullet sponge for tracking. Big guns cannot track small ships, so you may want to have an even number of small/medium and large turrets on your bigger ships. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. Certain weapons are easier to aim than others. Would would win? One space station boi or two x100 Prethoryn Scourge. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted Evasion?. 75. creating a strong political system4. If you were doing 10 corvettes : 1 battleship ratio, that would probably account for why you did so little damage. According to the Ship Designer tooltip, average damage would increase by 50% if I switched.