No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. what gives accuracy and tracking in weapons ??? Accedi Negozio Pagina principale Elenco scoperte Lista dei desideri Negozio dei punti Notizie Statistichewhat gives accuracy and tracking in weapons ??? Увійти Крамниця Домівка Черга знахідок Бажане Крамниця жетонів Новини СтатистикаIs 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 data below is a daily average over seven days of sleep tracking, where both devices tracked sleep cycles on the same nights. L slot weapons do most damage, have same accuracy but worse tracking but great range. 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?Small weapons will have high Tracking, medium weapons will have medium Tracking, and large weapons will have minimal Tracking. 6 will mess that up. Tracking depends on the weapon size and type, computer and sensors. true. All targets have no weapons. Put + tracking pieces in the auxiliary slots. Unlike most people who post stuff to stellaris who just say their designs are good and never back it up. However, strike craft are also much more "expensive" in terms of hull space - an H slot is equivalent to an L slot, four times the size. Whats the point in having two Techs that do the same? Both target Strike Craft and Missiles Both have the same. Be it in research, utility slots, power and alloys spent. Same reason as above. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Content is available under Attribution-ShareAlike 3. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. I think it's kinda lame, but that's how they coded it. 5 days vs 4+) and bypass shields with a plus against armor. For reference they have 90% accuracy. This makes lasers and kinetics insanely strong against those ships, since accuracy isn't really an issue anymore. But in most scenarios, the fleet will have higher total health and DPS, while the ship higher range and accuracy. . How soon you can start shooting. For reference they have 90% accuracy. For reference they have 90% accuracy. Cloud lightning also has better accuracy and tracking, which further contributes towards making them better than a first glance (and fleet power) suggests. All the caps are factored in at the designer, and then affected after the fact in combat. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. For reference they have 90% accuracy. what gives accuracy and tracking in weapons ???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 stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. 2. 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. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. 8 is now in Open Beta on Steam, you just opt into the 3. can compete with them since their damage was buffed + armor also being buffed to have more hit points + their perfect accuracy and. I find the transparency and detail retrieval to be interesting as I can personally visualize how a track is made, but other than that I would still prefer a more laid back tuning than being bombarded with a ton of detail for a long time. 1. How does accuracy really work? How does tracking really affect our weapons? What does the +X to hit chance modifier modifier do to our ships? I have run. mcsproot May 12, 2016 @ 3:11am. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. Damage against the hull of 100%. Stellaris Real-time strategy Strategy video game Gaming. They always have 100% accuracy. For reference they have 90% accuracy. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. PD starts with 10 Tracking and ends with 30. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Accuracy is the percentage chance to hit a target with no evasion. Flak on the other hand starts at 50 Tracking and ends at 70. Stellaris doesn't work that way. In Stellaris's case, the math isn't as clean. Tracking Implants Should Increase Stability. L slot weapons do most damage, have same accuracy but worse tracking but great range. Nov 4, 2018 @ 7:27am. Consider the T1 torpedo vs PD techs: Torpedo has 20. 5 P-slots to take out one of the opponents M-slot. 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. The swarms SC should benefit, and are slightly better. What tracking does is that it reduces the evasion of a target. All the caps are factored in at the designer, and then affected after the fact in combat. a. Nobody gives a shit about decreasing crime 95% of the time and a -10 to crime is so useless that the single click it would take to activate would still be a waste of time. And then I did the same test again, but this time without armor, no shield too. 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). This was all before the patch that made star lanes compulsory. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. So if tracking and evasion are equal then, yes, chance to hit would be equal to the weapon accuracy. Ascension Perks: Technological Ascendancy: +10 % research speed. 45% accuracy, 55% tracking vs 80% evasion = (1-(80%-55%)) x 45% = 33. 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?. This mode is primarily intended for teaching new players or for lower. Subjugation is the best coop mode. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. ; About Stellaris Wiki; Mobile viewAccuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. On battleships, late in the game. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. - the outfit of a chiss general (male and fem. Due to the nature of Plasma weapons you might as well skip the armor and add shields. ago. The gameplay is solid, even if it is simple, but feels held back by the technology. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. Our upcoming VR action roguelite title Ghost Signal: A Stellaris Game is supporting Hand Tracking 2. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. 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. For reference they have 90% accuracy. 06 damage to hull. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 9%. This page was last edited on 21 April 2017, at 08:46. 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?. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. 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. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. It's a continuation and a rewrite of their work to keep this mod alive. Đăng nhập Cửa hàng Cộng đồng. 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. Some weapons can negate the evasion advantage and some can't. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. However, there is a little bit of rock-paper-scissors in the combat that means a strong fleet can lose to a weaker one if they are a counter. It's a good trade, and that's the best Missiles can do in the 3. Evade subtracts directly from hit chance. For reference they have 90% accuracy. . 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. So while their raw dps number is higher they miss a lot. But because the range is abysmally short, they are useful only in the player’s hands, on dedicated ships designed to fight in close quarters. VS 82% accuracy 15 range 50% arp on a high armor target w/ 82% accuracy 20 range +100% shield dmg. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. 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. So 70% evasion. [deleted] • 7 yr. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. Of course, it doesn't take accuracy. . I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. The bigger weapons do more damage but have much less accuracy and tracking. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. Stellaris is no exception, and such a deep game can seem impenetrable the first time you hit New Game. But that's going to be difficult for X-slotted Battleships (perhaps one of the reasons they don't turn away?). what gives accuracy and tracking in weapons ??? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêWhat 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. . So the base power and damage output of AC1 is 30% higher than Coilgun2. This particular fleet focuses on +Accuracy on the X-weapons and +Tracking on the L and M weapons, allowing. #2. The game fails to take advantage of the VR presentation. Similar to Point Defence weapons, there are three Flak Gun weapons which include Flak Battery, Flak Cannons, and Flak Artillery. Can't exceed 100% on that terms if I recall correctly. Missiles are kinda bad all around currently. Tracking. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. Rural, Farming, Mining, and Generator colony designation bonuses increased, as well as the bonuses from Five Year Plans. 31. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. For reference they have 90% accuracy. And at least it sounds plausible. I keep my destroyers at line range, with the cruisers. For reference they have 90% accuracy. That simply doesn't make sense. Based on Stellaris - Heinlein Feature stream () Torpedo has 90% accuracy, 0% tracking Corvette has 80% evasion Based on the number given above, it will make torpedo. 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. Members Online. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. If you can solve the issues of fitting complex Stellaris pops into V2 mechanics, please describe your solution in enough detail that the Stellaris devs can use your solution for the game. For reference they have 90% accuracy. And even aux tracking comp in your case will be benificial. Even a max evasion corvette only reduces your accuracy by only 5%. InteractionFormal646 • 5 mo. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Remember, all these stats are additive, and 5% extra fire rate is not. 02 DPS to be fair. If a ship of a design is under construction or being upgraded, the design cannot be edited. Spy in the sky (or space as may be the case). Average losses: 33:45. Until the patch drops at least. The average effective damage of the Amoeba is slightly less than tier 2 Strike Craft when all factors are taken into consideration. I'm not sure I fully comprehend how accuracy and tracking works. For example, I don't remember it being explained anywhere in game how exactly missiles work (the wiki says they have 100% accuracy and tracking, but then gives tracking values for each type that are less than 100%?). Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. Accessories. Energy and Kinetic point defense systems, and they both cost the same in terms of power and alloys, and have the same cooldown, accuracy and range. So while their raw dps number is higher they miss a lot. 25) Has Discovery Traditions Tradition (×0. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. (proth come to mind) Auxiliarytargeting computer for ships does not work. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. Plasma has -75% to shields and +100% armor and +50% hull. Edit: in your example chance to hit is 80. Overall they are in a good spot and no change is needed. I'm not sure I fully comprehend how accuracy and tracking works. So that 70% chance to hit with no tracking becomes something like 20% against a vette. 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. And even aux tracking comp in your case will be benificial. 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. For reference they have 90% accuracy. amoebas have the best DPS especially if used on a carrier with accuracy bonus modules. mcsproot May 12, 2016 @ 3:11am. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. The higher tier energy weapons have much greater range than the plasma weapons do, higher dps, and at least for the s/m/l slots the lasers have higher tracking and accuracy. Corvette Spam. 0 unless otherwise noted. 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. Ship accuracy. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. This mod adds the famous near-Human Star Wars Chiss species as animated portraits under the phenotype category "Humanoid" to Stellaris. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. . So 70% evasion. Torpedoes have 17. I'm currently playing with some ship designs and I know how accuracy and tracking works. If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy? Войти Магазин Главная Рекомендации Список желаемого Магазин очков Новости СтатистикаI 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'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?. Even a max evasion corvette only reduces your accuracy by only 5%. 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. These measurements are quite accurate because they are very close to the correct value of 11. 0 unless otherwise noted. So, a ship with 70% Evasion going against a weapon of 90% Accuracy and 60% Tracking will have 80% Chance to be Hit by the weapon. It can track stress 24/7 (if that interests you), although this is turned off by default – and will inevitably hit the battery if you turn it on. Gives it some range with one med weapon while the 4 small lasers engage anything in range with pinpoint accuracy. Also, apparently flak cannons kill strike craft and point defense kill missiles? Small weapons vs Large weapons accuracy vs defense. 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?. . The fleets DPS would decrease over time while DPS of ship stays same. 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. For reference they have 90% accuracy. 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?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. I run my own consultancy, Stellaris Marketing Consulting, and we specialise in tech that is changing consumer. 470. Tracking comes primarily from the weapon stats as well. If we are shooting at a battleship with effectively 0 evasion, the accuracy is all that is necessary here. Twixt App. Can confirm that this was tested shortly after 2. Tracking depends on the weapon size and type, computer and sensors. *Can level up every time go FTL with a number of ships. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. Ditto for line, where I get tracking for accuracy and fire rate, and in the extreme end-game, swarm's higher sublight speed is more useful than the wasted extra evasion. 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. ago. So a weapon with 200% accuracy and 0% tracking would only. -10 unhappiness is big though. You get +5 additively to the accuracy part of the equation with this component. 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. 10+. LETSHOUER S12 Pro. 3. The cable is of typical quality for the price tag, not bad but nothing special to talk about. Stellaris Real-time strategy Strategy video game Gaming. Complex77 • Maintenance Drone • 4 yr. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. 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. Subscribe. Missiles: long range and high damage, but can be intercepted by point defenses. It went from long battles with corvettes cycling around enemy ships for a long time, to having every corvette on each side instantly dying to the alpha strike of battleships before they fire a 2nd torpedo, and even the fallen empire fleets dying before. EG Multicoloured Galaxy Texture - gives colours and texture to the galaxy instead of it being a blank veil. Accuracy is the standard/max to-hit of a weapon. If you were doing 10 corvettes : 1 battleship ratio, that would probably account for why you did so little damage. 5 modifier, against hull it is 1. Autocannons are also probably one of the best weapons at slaughtering corvettes with their high ROF and tracking. At the end game, flak is nearly useless because the tracking enhancement from the computer alone pushes the 'autocannons' high enough to remain effective against even the most nimble strike craft, and you want them to target missiles first anyway. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. 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. Bonus chance to hit comes from computers and auxiliary fire control. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. So they always hit a stationary target, but evasive targets can avoid being hit. All of this means that mid and late game the top level laser weapons hit first, hit more types of ships, hit more often, and do more per hit than plasma weapons. So in come cases it might act as tracking instead of accuracy. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. For reference they have 90% accuracy. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Marauder Missiles deal 14. Explore, discover and interact with a multitude of species as you journey among the stars. The S12 Pro are a bright set. look dangerous. In statistical terms, accuracy is an absence of bias. Swarmers, much less vs. 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. So accuracy is base chance to hit, Evasion is reducing it, and Tracking is countering Evasion (only counter, it will never increase your chance to hit if Tracking >> enemy Evasion). Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. Range. Fleet power is a rough example of how strong a fleet is. 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?. 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. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Question When designing ships, is accuracy capped at 100%, or can it go above that? Say I had a ship with weapons that had 80% accuracy, and a ship computer that added +20%. show. (also rare tech cahnce helps with later perks) Enigmatic. at least RP viable, but would make. The Stellaris features a detachable cable with the 0. #1. This page was last edited on 17 April 2021, at 08:22. 1 1. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. A study on Missile/Hangars vs Point Defense/Flak in 3. Timbral accuracy is acceptable, as is the level of presence. Accuracy comes primarily from the weapon stats. 6+) For those unaware, the "~" command will bring up the console. That is, "Chance to Hit" is really accuracy and 100%. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. So that 70% chance to hit with no tracking becomes something like 20% against a vette. Also, vs armor it isnt bad at 1. 0 unless otherwise noted. 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?. 2C Tracking. building a Spy Network) is not entirely paywalled behind an. what gives accuracy and tracking in weapons ???I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. So imagine a corvette has 90% base evasion. Regular missiles are closer to 1P trading vs 3ish regular missiles. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. 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?. Attachments. This means that fleets with long-range weaponry can engage enemies from further away. Just small slots though, the medium lasers can't compete with plasma. Go to Stellaris r/Stellaris. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. The opposing ship had 30% Evasion. ago. *It can level up by destroying&disengaging hostile ships. The S12 Pro are a V-shaped pair. Description. I'll see how balanced fleets do then. 3. but i can't find that one single thing on the whole internet :D Are "chance to hit" bonuses giving you percentage numbers? I mean, does "chance to hit: +5" actually add 5% to the accuracy? So if I have 90% accuracy and then add two Auxiliaries which both give "chance to hit. That simply doesn't make sense. Lance: For every 20 shots, 3. The only exception is Carrier-type computers, where Sapient is better. Flexibility - Higher status means such Admiral is good at sublight and FTL. 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. For reference they have 90% accuracy. Like all our Grand Strategy games, the adventure. Space warfare#Accuracy, Tracking, Evasion. Yeah, it was quite a shock to come back to regular stellaris in the middle of my run, when they fixed tracking. I guess? "the. I posted the above text on the Stellaris subreddit, and as someone else there pointed out - combat, at least in the early game, is lasting much longer than it used to, presumably due to the very high number of attacks being evaded. First Contact. Can’t vouch for the other one though. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. For reference they have 90% accuracy. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. The Flak Cannons cost 10 alloys, have. So accuracy is base chance to hit, Evasion is reducing it, and Tracking is countering Evasion (only counter, it will never increase your chance to hit if Tracking >> enemy Evasion). Forge a galactic empire as you delve into newly discovered planets, unearth treasures and establish a direction for your society. Tracking reduces the enemy Evasion. 31. . Does this give me 110% accuracy before evasion?…Added 3 new Society techs that give upgraded capital buildings progressively larger bonuses to production (while also increasing job upkeep). Scourge have the best missile dps by far. Of course, it doesn't take accuracy. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. bonus is a sick joke too - AI will one-shot my ships due to bonus and retreat - looks like bonus gives them 100% accuracy with tachyon lances vs 110% evasion corvettes too. Content is available under Attribution-ShareAlike 3. Which they do prioritize, but it doesn't effectively do so due to short range. 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. Version 3. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. Score: 8. For a 90 accuracy, 0 tracking weapon like a neutron launcher, with standard tech you still have a 15% chance to hit, and for a 100% accuracy, 30% tracking weapon like cloud lightning you've got 55% chance to hit. I went to my situation log, clicked the "Track on Map" button, and. Nowhere in my galaxy is anything highlighted. In addition, while most M weapons are 2x and L 4x the damage. Amoebas benefit the most from accuracy and tracking bonuses because their innate accuracy is uncapped. So, neutrons are only worse against extra heavily armored targets. Just swap the artillery core for the carrier core and leave everything else the same. The biggest counter besides the enemy going smaller hulls is getting weapons with the highest tracking which are basically the Autocannons at 75% Tracking and 85% Accuracy. The Sentinel Point Defense does 1-4 damage vs Flak Battery's 1-3, so I'm inclined to pick the energy PD over the kinetic PD. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. Accuracy is the base chance to hit. ; About Stellaris Wiki; Mobile viewMostly stats -> PD has higher DPS but lower tracking (by a flat 40% at each level. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. Tracking: How much of the target's evasion the weapon will ignore when firing at its target. . 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. Redirect page. Accuracy is the standard/max to-hit of a weapon. The second is a disabler design, one for every 2 damage dealer. They are bassier, though bass quality is not as tight as on the Stellaris. We’re a team of 3 people and we all work either remotely. Description.