They're great on corvettes, or anti Corvette destroyers. 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. true. Tracking will cancel out some or all of the defender's evasion, and the actual chance to hit is the attacker's accuracy minus the defender's remaining evasion, if any. The data below is a daily average over seven days of sleep tracking, where both devices tracked sleep cycles on the same nights. ago. Missiles: long range and high damage, but can be intercepted by point defenses. ; About Stellaris Wiki; Mobile viewAccuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. So 70% evasion. Cautious is the optimal policy. 3. I went to my situation log, clicked the "Track on Map" button, and. cation, the accuracy of which can be estimated using mathematical models developed for ra-dio-tracking data (White and Garrott 1990). Accuracy comes primarily from the weapon stats. For reference they have 90% accuracy. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. 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. 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. 1: A double-pan mechanical balance is used to compare different masses. Go to Stellaris r/Stellaris. 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. For reference they have 90% accuracy. 31. 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. ago Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. The difference in their performance depends on how good the enemy is at evading. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% 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. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. Can confirm that this was tested shortly after 2. I think it's kinda lame, but that's how they coded it. 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. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. You have 10 more track. For reference they have 90% accuracy. All Discussions. In other words, measurements are not systematically too high or too low. My apology if this has been answered before. 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?. Accuracy/evasion/tracking. 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. Each new adventure holds almost limitless possibilities. 02 DPS to be fair. 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'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Would would win? One space station boi or two x100 Prethoryn Scourge. 7 DPS and have +25% vs hull for a total of 18. For reference they have 90% accuracy. you'd think this renders small guns entirely useless. 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. Also, evasions is capped at 90. Update (March 10th, 2023): Fast Travel Games announced via Twitter that Ghost Signal: A Stellaris Game is coming exclusively to Quest 2 on March 23rd. Use one of the combat computers that grants accuracy and/or tracking. Does accuracy cap at 100 percent. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. How soon you can start shooting. what gives accuracy and tracking in weapons ??? Conectare Magazin Pagina principală Lista de descoperiri Listă de dorințe Magazinul cu puncte Știri StatisticiI'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?. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. 06 damage to hull. 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. 0 unless otherwise noted. Auxiliary fire controls gives +5 accuracy. With energy weapons. All targets have no weapons. 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). Kinetic Artillery synergizes with it. The average effective damage of the Amoeba is slightly less than tier 2 Strike Craft when all factors are taken into consideration. 3. 5mm plug. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. This makes lasers and kinetics insanely strong against those ships, since accuracy isn't really an issue anymore. This means that large weapons - with a poor Tracking value - will still be very effective against large ships like cruisers or battleships, but almost useless against small ships like corvettes due to their high evasion. 6+ meta. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. Nobody has been able to solve this so far. So we're Kinetic Artillery (Destroyer#1) + L-Plasma (Destroyer#2) vs 2 Whirlwinds+ 2 Marauders or so. The arc has 100% accuracy and 100% tracking. So if tracking and. We estimate the accuracy of acoustic trian-gulation relative to observers, bird distance, boom quality, and meteorological conditions through 20 field trials involving 17 booming bitterns and six observers. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. NMCs could potentially have a harder tech path (though Swarmers as a T2 tech only need 2 picks and 7500 Engineering, Whirlwinds as T4 need just 3 picks but 27500 Engineering and then figuring out how to get VMs), have less Range, less Tracking, do less base damage in 2 S-slots than SWMs in 1 M-slot (slight vs. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Use smaller weapons and strike craft, which have higher accuracy and tracking baseline. #2. The gameplay is solid, even if it is simple, but feels held back by the technology. 8%. They can protect your battleship fleet from torpedo corvettes. 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. Same reason as above. It's a good trade, and that's the best Missiles can do in the 3. Bonus chance to hit comes from computers and auxiliary fire control. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. BumderFromDownUnder • 2 yr. It ain't even close in the DPS department. This page was last edited on 17 April 2021, at 08:22. 3. The mod also includes: - the uniform of a Grand Moff for your ruler. Is this incorrectly shown on the wiki, or is it accurate to the game (and if so, why. Ship AI in stellaris is fairly smart. 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,. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. Redirect page. For reference they have 90% accuracy. 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 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. But in most scenarios, the fleet will have higher total health and DPS, while the ship higher range and accuracy. Average losses: 48:28 (In naval capacity) Missile Boat vs Gunship Destroyer: 3:0 Missile Boat victory. Unlike most people who post stuff to stellaris who just say their designs are good and never back it up. 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. Until the patch drops at least. 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 some tests to conclusively deduce the. Autocannons are also probably one of the best weapons at slaughtering corvettes with their high ROF and tracking. First Contact. Also, part of the big problem. Ship design isn't exactly my biggest. Espionage is a fairly complex system, but that doesn’t mean it’s hard to master. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. 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. Accuracy has been tested by others to go above 100 and be effective. The less you have, the more benefit +3/+3 gives you. Thread starter. Stellaris. Expand user menuI 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?14 votes, 14 comments. Short answer: Disruptors and missiles have the highest accuracy (100%). Once you get to cruisers, fighters beat out autocannons. 06 damage to hull. 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?. SC are the best pd but can be tricked a little bit to not shoot at missiles if there are enough enemy strike craft to distract your own. The prices and upkeep. Certain weapons are easier to aim than others. For example, precog line computer gives 15 accuracy, resulting in 105%. 8 is now in Open Beta on Steam, you just opt into the 3. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Accessories. 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 early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. 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. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). I’m a marketing consultant based in Johannesburg, South Africa. EDIT: If I get the Enigmatic Decoder from the Enigmatic. show. Uncover a grand strategy game that reaches the very edges of the universe. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. According to the math presented that should result in 0% hits as the effective evasion of 85% exceeds the weapon accuracy of 75% Or as I stated before the more conclusive test is a high accuracy, high tracking fleet against a extreme evasion. 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). Flexibility - Higher status means such Admiral is good at sublight and FTL. It’s because the numbers can be misleading, as the numbers are inflated. 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. The Carrier computer has two values: It details the ship holds position at 150. what gives accuracy and tracking in 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?. Remember, all these stats are additive, and 5% extra fire rate is not. *It can level up by destroying&disengaging hostile ships. Stellaris Real-time strategy Strategy video game Gaming. . Can't exceed 100% on that terms if I recall correctly. Stay under admin cap always (build more admin jobs) Science ships. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. . What does the tracking stat of a weapon stand for ? Войти Магазин Главная Рекомендации Список желаемого Предметы за очки Новости 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. Solace_for_all • 6 yr. 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. Easy things to boost research: Build more research buildings/jobs. Fleet power is a rough example of how strong a fleet is. The Chance to hit is calculated out of Evasion, Accuracy and. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). 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. In other words: trust in-game tooltips. So, neutrons are only worse against extra heavily armored targets. Consider the T1 torpedo vs PD techs: Torpedo has 20. I'm not sure I fully comprehend how accuracy and tracking works. In contrast, if you had obtained a measurement of 12 inches, your measurement would not be very accurate. Kimmaz. I use a picket bow and and interceptor stern. . developing a strong economy3. Depending on how many players were playing with we usually run it like one is the leader and the others govern their own sectors and ask for allocation of resources in order to build sector fleets and or build up their planets. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. 8 (applies to 3. look dangerous. Fleet power is a heuristic estimate of how powerful a fleet is, and has no actual effect on combat whatsoever. Any point your opponent put into shields is completely wasted. 7 DPS and have +25% vs hull for a total of 18. 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. Marauder Missiles deal 14. So a weapon with 200% accuracy and 0% tracking would only. (proth come to mind) Auxiliarytargeting computer for ships does not work. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. I'd love to see in the ship designer all the math done right there. 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?. Schwartz_wee • 2 yr. This page was last edited on 21 April 2017, at 08:46. 4. I’m a marketing consultant based in Johannesburg, South Africa. It is quite soft, it doesn't get too tangled and it has low microphonic noise. Can confirm that this was tested shortly after 2. Like all our Grand Strategy games, the adventure. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. Stellaris [official site] is one of the most eagerly awaited strategy games in years. 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). Amoebas benefit the most from accuracy and tracking bonuses because their innate accuracy is uncapped. This page was last edited on 21 April 2017, at 08:46. 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. The Flak Cannons cost 10 alloys, have. Whats the point in having two Techs that do the same? Both target Strike Craft and Missiles Both have the same. Nowhere in my galaxy is anything highlighted. The game fails to take advantage of the VR presentation. 0) Number of years since game start is greater than 15 (×2. Another possibly strong strategy is going pure destroyers. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. 3. 00%; 30% accuracy, 70% tracking vs 80% evasion = (1- (80%-70%)) x 30% = 27. Kinetic Battery With all these new reworks, and bug fixes, and updates. Content is available under Attribution-ShareAlike 3. Originally posted by. Base accuracy depends on the weapon type. 0 unless otherwise noted. Essentially any accuracy over 100 became tracking in their tests. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. 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. The bigger weapons do more damage but have much less accuracy and tracking. armor (875 HP) due to dark matter deflectors. They are bassier, though bass quality is not as tight as on the Stellaris. Second destroyer fleet lost 23 ships and the remaining hull was 44%. The SNPLine PCR genotyping system was designed to. 6 will mess that up. 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. Each variant is in its own fleet so I can track damage. Content is available under Attribution-ShareAlike 3. 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%?). I'm currently playing with some ship designs and I know how accuracy and tracking works. you get evasion and tracking from various sources, instead of adding them all together - use them. 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. . So imagine a corvette has 90% base evasion. what gives accuracy and tracking in weapons ???What does the tracking stat of a weapon stand for ? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Megastructures are colossal constructions. 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. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. Stellaris doesn't work that way. For reference they have 90% accuracy. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. Accuracy is just the weapon's chance to hit a target before tracking and evasion are considered. Complex77 • Maintenance Drone • 4 yr. 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. 2. You have a gun that has 50% tracking and 90% accuracy. The difference in their performance depends on how good the enemy is at evading. Originally posted by pete3great: A 7:3 ratio is the meta, with 3 being the carrier/point defense. 45% TRACKING vs 90% EVASION DODGE = 20% Calculation: (90*10)/45 25% TRACKING vs 90% EVASION DODGE = 36% Calculation: (90*10)/25 15%. 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. 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. Accuracy assesses whether a series of measurements are correct on average. Đăng nhập Cửa hàng Cộng đồng. So increasing your chance to hit and increasing your tracking both have a fantastic effect on your. The swarms SC should benefit, and are slightly better. 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. 2C Tracking. For reference they have 90% accuracy. 4 comments. And then I did the same test again, but this time without armor, no shield too. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. The cable is of typical quality for the price tag, not bad but nothing special to talk about. Subscribe to downloadExtra Events 3. Does accuracy cap at 100 percent. So if you’re using low tracking weapons (big guns) the Auxiliary Fire-Control might help you to hit the lighter ship types (corvettes and destroyers). The wiki states that missiles "have 100% accuracy and 100% Tracking so their damage is unavoidable", but then when it lists actual missile stats tracking is listed as 25% for. Tracking reduces the enemy Evasion. 75. lasers vs plasma, they are bot anti-armor weapons, the difference is that lasers are to be used on smaller ships (corvettes and destroyers) while plasma on larger ships (cruisers and battleships), this is because of tracking stat, lasers have high tracking thus fitted against smaller ships, while plasma has low tracking which is best against. 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. what gives accuracy and tracking in weapons ??? Iniciar sessão Loja Início Fila de Descoberta Lista de Desejos Loja de Pontos Notícias EstatísticasIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Tracking implants has 100% been added. Content is available under Attribution-ShareAlike 3. Giga: For every 10 shots, one is a miss. . Fleet power is a rough example of how strong a fleet is. Torpedo corvette swarms can counter artillery battleships, but hangars counter corvettes, so a fleet of 70% artillery battleships and 30% carrier battleships will counter corvettes and have a lot of firepower for anything else. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . Marauder Missiles deal 14. 7. creating a strong political system4. Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. This is pretty much a better trade than the shield damage of kinetic artillery. This allows you to bring up cheats like max_resources, instant_build, research_all_technologies. 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. The S12 Pro are a bright set. 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. For example, if a part has an accepted length of 5mm, a series of accurate data will have an average right around 5mm. Version 3. PD starts with 10 Tracking and ends with 30. 9%. 122 comments. 99 (List Price $134. EG Galaxy Colours Restored - makes the unexplored stars visible, which is really an amazing sight in the early game. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. So they always hit a stationary target, but evasive targets can avoid being hit. Content is available under Attribution-ShareAlike 3. Average losses: 33:45. Certain weapons are easier to aim than others. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Evasion vs Accuracy Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy. • 6 yr. What does the tracking stat of a weapon stand for ?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. 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. Interceptor vs Gunship Destroyer: 0:3 Destroyer victory. Plasma also has lower accuracy and I think a slightly longer cooldown per shot. The S12 Pro are less analytical and sound more “fun” than the Stellaris. 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. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). 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. 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. Damage against the hull of 100%. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). So that 70% chance to hit with no tracking becomes something like 20% against a vette. 7 DPS and have +25% vs hull for a total of 18. Spy in the sky (or space as may be the case). For reference they have 90% accuracy. 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. - the outfit of a chiss general (male and fem. A study on Missile/Hangars vs Point Defense/Flak in 3. Figure 1. Corvettes are, on the other hand, quite weak to missiles. The equation to calculate chance-to-hit is this: Chance-to-hit = max( 0, accuracy - max( 0, evasion. 1 1. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. PD is slightly harder hitting, Flak can reach a higher Tracking. mcsproot May 12, 2016 @ 3:11am. Accuracy is the standard/max to-hit of a weapon. So the base power and damage output of AC1 is 30% higher than Coilgun2. The fleets DPS would decrease over time while DPS of ship stays same. If you were doing 10 corvettes : 1 battleship ratio, that would probably account for why you did so little damage. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. ago. Not just because they have decent tracking, 100% accuracy, and retargeting ability (so less wasted overkill damage), but because the corvettes the smallest health pool meaning that, even with a maxed out defense 500 hp corvette with 555 armor. With energy weapons. Our upcoming VR action roguelite title Ghost Signal: A Stellaris Game is supporting Hand Tracking 2. I'm not sure I fully comprehend how accuracy and tracking works. L slot weapons do most damage, have same accuracy but worse tracking but great range. There has. 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. Corvette Spam. So while their raw dps number is higher they miss a lot. 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 broadside stern with Whirlwinds is used because it gives an extra Auxiliary weapon slot. (×1. That is, "Chance to Hit" is really accuracy and 100%. So while their raw dps number is higher they miss a lot. 375 DPS to hull. Accuracy is the percentage chance to hit a target with no evasion. For reference they have 90% accuracy. Generally that's why you want a lot of tracking vs high evasion ships and don't care about it vs low evasion ships, while chance to hit is always nice to have until you hit 100%. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. Range. 4 comments. The Apple Watch shows more light or core sleep and less deep. The one issue you might have is accuracy. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). Nov 4, 2018 @ 7:38am I used Leaders with that +20% range bonus to make. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. 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. From my understanding, the Auxiliary Fire-Control adds chance of hit, and it’s not exactly accuracy. InteractionFormal646 • 5 mo. If we are shooting at a battleship with effectively 0 evasion, the accuracy is all that is necessary here.