As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. But PD have 10% tracking; so 1 in 2 (50%) miss; this is why the superior DPS is poorer than the tracking in this case. Interceptor vs Gunship Destroyer: 0:3 Destroyer victory. This also means any ship with 0% evasion gets. 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. Nov 4, 2018 @ 7:38am I used Leaders with that +20% range bonus to make. Explore, discover and interact with a multitude of species as you journey among the stars. 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. This means they will never miss on targets with 0% evasion (basically just starbases/defense platforms). SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 3. Accuracy is the standard/max to-hit of a weapon. For reference they have 90% accuracy. 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. This is pretty much a better trade than the shield damage of kinetic artillery. 470. Laser - 30% Tracking, 85% accuracy Lrg. Get ready to explore, discover and interact with a multitude of species as you journey among the stars. 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. 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. Be it in research, utility slots, power and alloys spent. The less you have, the more benefit +3/+3 gives you. 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. 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. 2. 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. 5 P-slots to take out one of the opponents M-slot. Content is available under Attribution-ShareAlike 3. 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. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. Tracking comes primarily from the weapon stats as well. Timbral accuracy is acceptable, as is the level of presence. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. 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. Actually, it’s a genuinely simple, effective, and pretty amusing solution. 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. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. For reference they have 90% accuracy. For reference they have 90% 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. 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). 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?. 99) *Deals are selected by our commerce team. Whichever is worse for the attacker is the number that's used. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy-evasion}/ {accuracy] . 0. So a weapon with 200% accuracy and 0% tracking would only. Fleet power is a heuristic estimate of how powerful a fleet is, and has no actual effect on combat whatsoever. But the Flak Battery has 50% tracking vs Sentinel's 10%. I'd love to see in the ship designer all the math done right there. Espionage is a fairly complex system, but that doesn’t mean it’s hard to master. Torpedoes have 17. 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?. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. In Stellaris's case, the math isn't as clean. 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. Lance: For every 20 shots, 3. First destroyer fleet lost 19 ships and the remaining hull was 40. creating a strong military. So if tracking and evasion are equal then, yes, chance to hit would be equal to the weapon accuracy. The progression for Point-Defense is shown on the Wiki as Tier-0 Sentinel PD, T 2 (6000 base research) Barrier PD, T4 (16000) Guardian PD. Missiles start with 0 Evasion and end with 40. The opposing ship had 30% Evasion. 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. 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. scouts beat all other strike craft in a 1v1 engagement where there are no other factors that might influence the outcome. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. ago. a bit that you do not really. The second is a disabler design, one for every 2 damage dealer. Can't exceed 100% on that terms if I recall correctly. So that 70% chance to hit with no tracking becomes something like 20% against a vette. Can confirm that this was tested shortly after 2. I keep my destroyers at line range, with the cruisers. Some weapons can negate the evasion advantage and some can't. 1 1. For reference they have 90% accuracy. 7. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Stellaris [official site] is one of the most eagerly awaited strategy games in years. The SNPLine PCR genotyping system was designed to. (also rare tech cahnce helps with later perks) Enigmatic. Could someone explain me in short how these three parameters affect the chance to hit a target? For example, a ship (evasion 40%) is. Tracking Implants Should Increase Stability. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. Missiles, tracking, and retargetting. Originally posted by pete3great: A 7:3 ratio is the meta, with 3 being the carrier/point defense. The only exception is Carrier-type computers, where Sapient is better. To compare, a marauder missile (100% accuracy and 25% tracking) will have a measly 35% chance-to-hit (100% - (90% - 25%)) this same target. 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. So 70% evasion. 375 DPS to hull. A study on Missile/Hangars vs Point Defense/Flak in 3. The S12 Pro are a bright set. LETSHOUER S12 Pro. ago. With this tech, you can get to a fleet size of 70. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . With energy weapons. So they always hit a stationary target, but evasive targets can avoid being hit. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. . Missiles are kinda bad all around currently. This means that fleets with long-range weaponry can engage enemies from further away. 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. 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. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. 7 DPS and have +25% vs hull for a total of 18. This page was last edited on 21 April 2017, at 08:46. Just small slots though, the medium lasers can't compete with plasma. Content is available under Attribution-ShareAlike 3. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. If chance to hit would bring accuracy above 100%, it is wasted. cation, the accuracy of which can be estimated using mathematical models developed for ra-dio-tracking data (White and Garrott 1990). 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. Tracking depends on the weapon size and type, computer and sensors. They are bassier, though bass quality is not as tight as on the Stellaris. Tracking. ; About Stellaris Wiki; Mobile view The bigger weapons do more damage but have much less accuracy and tracking. 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. Short answer: Disruptors and missiles have the highest accuracy (100%). So that 70% chance to hit with no tracking becomes something like 20% against a vette. Space warfare#Accuracy. Only by about . Stellaris. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. 3punkt1415 • 2. Thread starter Dragatus; Start date Jun 22, 2019; Jump to latest Follow Reply Menu We have updated our. 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. 2C Tracking. where only thing that matters is caauracy+tracking vs evasion. 75. Solace_for_all • 6 yr. What does the tracking stat of a weapon stand for ?Stellaris Real-time strategy Strategy video game Gaming. For reference they have 90% accuracy. But that 25% armor damage means you'll get hard countered if the enemy adapts and runs all armor. 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. 5mm plug. 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?. Score: 8. The standard and generally most powerful battleship build, which does well in every single scenario in a single player game of stellaris, is giga cannon + 4 proton launchers. Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. Just small slots though, the medium lasers can't compete with plasma. 45% accuracy, 55% tracking vs 80% evasion = (1-(80%-55%)) x 45% = 33. Tracking reduces the enemy Evasion. 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?. It’s because the numbers can be misleading, as the numbers are inflated. 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. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. Marauder Missiles deal 14. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. The final "hit chance" is calculated from a combination of tracking Vs evasion (Chance a shot is evaded) and accuracy (Chance a shot just straight up misses). 1. Accuracy and tracking stats in your calculations aren't taken into account. 0) Number of years since game start is greater. 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. 0) Number of years since game start is greater than 15 (×2. Ghost Signal: A Stellaris Game is, in a word, disappointing. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 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). Content is available under Attribution-ShareAlike 3. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. Tracking: How much of the target's evasion the weapon will ignore when firing at its target. Best. you'd think this renders small guns entirely useless. 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. Accuracy is the base chance to hit. All the caps are factored in at the designer, and then affected after the fact in combat. 6+ meta. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. Overall they are in a good spot and no change is needed. 78mm 2-pin interface that ends in a 3. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. If my wep has 40% tracking and enemie has 40% evasion, that cancels it and I will always hit it? no matter my acuaracy? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêBeautiful Universe. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. 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. For reference they have 90% accuracy. . 0 unless otherwise noted. 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 bigger weapons do more damage but have much less accuracy and tracking. MOONDROP promises planar speed and accuracy, along with exceptional detail and ultra-low distortion, as well as a more nature timbre that pretty. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. 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?. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. The Dioko doesn't. How soon you can start shooting. I’m a marketing consultant based in Johannesburg, South Africa. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. So if you have a weapon with accuracy 90% and tracking 20%, shooting at a target with 70 evasion, your hit chance would be. 0), a range of 30 with 50% tracking, and average damage of 3. 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. EG Multicoloured Galaxy Texture - gives colours and texture to the galaxy instead of it being a blank veil. Subscribe to downloadExtra Events 3. Flexibility - Higher status means such Admiral is good at sublight and FTL. I'm not sure I fully comprehend how accuracy and tracking works. 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?. 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%?). For S slot weapons the difference is reasonably big, but on M and L the difference is huge. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). 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 the below correct? Small Laser - 60% Tracking, 90% accuracy Med. Certain weapons are easier to aim than others. Consider the T1 torpedo vs PD techs: Torpedo has 20. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. 10+. Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere It works something like this: Evasion Factor = Target Ship Evasion - Attacking Weapon Tracking If Evasion Factor < 0, Evasion Factor = 0 Actual Accuracy = Chance to Hit - Evasion Factor If Random number from 0 - 100 <= Actual Accuracy, it's a hit. Scourge have the best missile dps by far. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. All targets have no weapons. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. In Stellaris's case, the math isn't as clean. ; About Stellaris Wiki; Mobile viewThis page was last edited on 15 May 2016, at 12:02. 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. I think it's kinda lame, but that's how they coded it. This is an updated version of Extra Events by Bürgermeister (followed by neptunehs' unofficial fix) updated for Stellaris 3. So the base power and damage output of AC1 is 30% higher than Coilgun2. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. After one of the fleets was halfway dead I stopped the test and recorded the damage to. 3. 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. It works something like this: Evasion Factor = Target Ship Evasion - Attacking Weapon Tracking If Evasion Factor < 0, Evasion Factor = 0 Actual Accuracy = Chance to Hit - Evasion Factor If Random number from 0 - 100 <= Actual Accuracy, it's a hit. If there are loose resources, floating. Read Space 3. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. However, +5 stability would not only make tracking implants. Same reason as above. Small weapons vs Large weapons accuracy vs defense. nothing. All Discussions. 8 is now in Open Beta on Steam, you just opt into the 3. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. The Stellaris features a detachable cable with the 0. The broadside stern with Whirlwinds is used because it gives an extra Auxiliary weapon slot. For reference they have 90% accuracy. Evasion numbers are definitely quite a bit higher (ballpark of 45% - 60%), which makes me believe that something is funky with weapon tracking. 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. The game fails to take advantage of the VR presentation. Created by SethSteiner. Content is available under Attribution-ShareAlike 3. If chance to hit would bring accuracy above 100%, it is wasted. 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. 2% hit rate, absent other modifiers. For reference they have 90% accuracy. You at first go from landing on worlds to purge xenos. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. Always use Artillery, I fundamentally misunderstood how the CPU and Weapon ranges work. For reference they have 90% accuracy. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. 06 damage to hull. you cant go above 100. Megastructures are colossal constructions. Go to Stellaris r/Stellaris. 0 unless otherwise noted. All the caps are factored in at the designer, and then affected after the fact in combat. An expansion DLC is normally accompanied by a free patch that gives. 25 / ×2. look dangerous. Would would win? One space station boi or two x100 Prethoryn Scourge. mcsproot May 12, 2016 @ 3:11am. Fleet power is a rough example of how strong a fleet is. The Flak Cannons cost 10 alloys, have. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. Evade subtracts directly from hit chance. For example, precog line computer gives 15 accuracy, resulting in 105%. Autocannons are also probably one of the best weapons at slaughtering corvettes with their high ROF and tracking. 95 (List Price $129) Amazfit GTS 2 Smart Watch (Midnight Black) — $79. There is no one answer to this question as it depends on the individual and their specific goals for taking over Star Stellaris. 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?. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. You have 10 more track. Regular missiles are closer to 1P trading vs 3ish regular missiles. The swarms SC should benefit, and are slightly better. 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. The prices and upkeep. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 45% accuracy, 55% tracking vs 80% evasion = (1-(80%-55%)) x 45% = 33. Remember, all these stats are additive, and 5% extra fire rate is not. 4 comments. Discussion I have been searching for an answer for a while now. 75%; 70% accuracy, 30% tracking vs 80% evasion = (1- (80%-30%)) x 70% = 35. Easy things to boost research: Build more research buildings/jobs. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. L slot weapons do most damage, have same accuracy but worse tracking but great range. ; 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?. The lance has 85% accuracy and 0 tracking. Space warfare#Accuracy, Tracking, Evasion. Accuracy is the base chance to hit. First Contact. Track on Map Not Working. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). The gameplay is solid, even if it is simple, but feels held back by the technology. Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. InteractionFormal646 • 5 mo. Missiles: long range and high damage, but can be intercepted by point defenses. BumderFromDownUnder • 2 yr. 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. true. 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. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. For reference they have 90% accuracy. 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. Artillery Battleships are overall more powerful, but fighters slaughter small craft, especially before you get highly stacked tracking bonuses that help artillery weapons efficiently destroy small craft. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at. 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. 31. The best way to track projects will vary depending on the specific needs of each project, but there are several processes and steps you can take to help ensure its effectiveness. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. 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. 0) Number of years since game start is lower than 5 (×2. 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?. There has. For reference they have 90% accuracy. Tracking depends on the weapon size and type, computer and sensors. . 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. 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. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. 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. Average losses: 48:28 (In naval capacity) Missile Boat vs Gunship Destroyer: 3:0 Missile Boat victory. It is quite soft, it doesn't get too tangled and it has low microphonic noise. The cable is of typical quality for the price tag, not bad but nothing special to talk about. 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. 5 days vs 4+) and bypass shields with a plus against armor. Tracking is not the same thing as accuracy. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. 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 70% evasion. 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. 375 DPS to hull. Use the 1M stern on ships that aren't using the 2P stern, if I know that the enemy fleet is mostly low-evasion destroyers too. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. look dangerous. #1. Laser - 5% Tracking, 80% accuracy Corvette - 60% 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?. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Also, apparently flak cannons kill strike craft and point defense kill missiles? Small weapons vs Large weapons accuracy vs defense. Now I'm looking at the numbers and wondering if autocannons would be better vs strike craft than flak? Way higher average damage. That simply doesn't make sense. The Bip 3 Pro allows you to spot-check stress. Ascension Perks: Technological Ascendancy: +10 % research speed. The Chance to hit is calculated out of Evasion, Accuracy and. 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 quick question, I hope. 3. Marauder Missiles deal 14. Accuracy has been tested by others to go above 100 and be effective. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. Scourge have the best missile dps by far. 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. 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. Rain? Ice? Snow? Track storms, and stay in-the-know and prepared for what's coming. 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. Accessories. Accuracy is just the weapon's chance to hit a target before tracking and evasion are considered. Another possibly strong strategy is going pure destroyers. And for the record, you got downvotes because you come off like an asshole, not because you're wrongComputer system. Accuracy comes primarily from the weapon stats. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. I'd love to see in the ship designer all the math done right there. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. I'm not sure I fully comprehend how accuracy and tracking works. Torpedoes have 17. Just swap the artillery core for the carrier core and leave everything else the same.