Stellaris tracking vs accuracy. So fleet would be very likely to win. Stellaris tracking vs accuracy

 
 So fleet would be very likely to winStellaris tracking vs accuracy Gives it some range with one med weapon while the 4 small lasers engage anything in range with pinpoint 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. Mids: The midrange of the Stellaris is as good as any and at times seemed slightly more textured than Dioko. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. 7 DPS and have +25% vs hull for a total of 18. First, this mod adds the base-4-stats for every Admiral in game: Accuracy - The higher status is, the better they are at aiming and tracking for their fleet. Explore, discover and interact with a multitude of species as you journey among the stars. Just swap the artillery core for the carrier core and leave everything else the same. Best. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I'm currently playing with some ship designs and I know how accuracy and tracking works. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. Ghost Signal: A Stellaris Game is, in a word, disappointing. 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). Make SURE you have as much Tracking as you can manage and you might want to include a horde of small, cheap Corvettes with anti-shield weapons. Still, this means the early game narrows into a galactic land grab – which is true of most 4X games to some extent, but especially so here. Steven Nov 14, 2016 @ 9:25am. Best. Can confirm that this was tested shortly after 2. Edit: in your example chance to hit is 80. The one issue you might have is accuracy. Accuracy has been tested by others to go above 100 and be effective. EG Multicoloured Galaxy Texture - gives colours and texture to the galaxy instead of it being a blank veil. The less you have, the more benefit +3/+3 gives you. 8 is now in Open Beta on Steam, you just opt into the 3. 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?. 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. The Dioko doesn't. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. The prices and upkeep. We would, as such, need to adjust the values for assumed misses. If you play Fanatic Purifiers, becoming the crisis is your goal. 6+ meta. Marauder Missiles deal 14. Then you go to destroying worlds with your Colossus in one shot. 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. Space warfare#Accuracy. 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. 1. 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. Add a Comment. A quick question, I hope. 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). Stellaris. 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. 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. 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). If you were doing 10 corvettes : 1 battleship ratio, that would probably account for why you did so little damage. In Stellaris's case, the math isn't as clean. Range. Tracking depends on the weapon size and type, computer and sensors. We’re a team of 3 people and we all work either remotely. 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. With energy weapons. 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. So they always hit a stationary target, but evasive targets can avoid being hit. 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?. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. 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. Missiles are kinda bad all around currently. In addition, while most M weapons are 2x and L 4x the damage. For reference they have 90% accuracy. I'll take 10 tracking over 5% weapons range and fire rate on artillery computers every day of the week. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. This is an updated version of Extra Events by Bürgermeister (followed by neptunehs' unofficial fix) updated for Stellaris 3. 0 unless otherwise noted. Accuracy is capped at 100. Tracking. This mode is primarily intended for teaching new players or for lower. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. The Stellaris has an uneven treble response. And even aux tracking comp in your case will be benificial. So, to maximize firepower, S slots are really useless, M weapon slots arent bad vs small craft, but small ships wont do much damage. Timbral accuracy is acceptable, as is the level of presence. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. you'd think this renders small guns entirely useless. The lance has 85% accuracy and 0 tracking. Bonus chance to hit comes from computers and auxiliary fire control. developing a strong economy3. Ship AI in stellaris is fairly smart. Range. What tracking does is that it reduces the evasion of a target. In a MP game I saw a friend's sniper BBs missing the smaller enemy ships quite a bit. 3. Put + tracking pieces in the auxiliary slots. Same reason as above. 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. Does accuracy cap at 100 percent. Marauder Missiles deal 14. 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. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. BumderFromDownUnder • 2 yr. ; About Stellaris Wiki; Mobile view The bigger weapons do more damage but have much less accuracy and tracking. Overall they are in a good spot and no change is needed. ok then i should be fine atleast vs the ai. While on paper more influence sounds nice, you only get. Đăng nhập Cửa hàng Cộng đồng. 6+) For those unaware, the "~" command will bring up the console. For reference they have 90% accuracy. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. The Stellaris™ FISH technology is a new mRNA detection method that enables simultaneous detection, localization and quantification of individual RNA molecules at the cellular level. Accuracy comes primarily from the weapon stats. . 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. #1. So 70% evasion. Any point your opponent put into shields is completely wasted. Discussion I have been searching for an answer for a while now. I'd love to see in the ship designer all the math done right there. The Chance to hit is calculated out of Evasion, Accuracy and. What does the tracking stat of a weapon stand for ?Vs. Even a max evasion corvette only reduces your accuracy by only 5%. Score: 8. In theory that is 1 PD to counter. On battleships, late in the game. For reference they have 90% accuracy. Evasion vs Accuracy Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {accuracy. The difference in their performance depends on how good the enemy is at evading. Thanks to the medium weapons, unlike the popular opinion of small weapons vs corvette spam, you should have a decent range advantage over those Corvettes, so you can swat quite a few. 1. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. 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. I think it's kinda lame, but that's how they coded it. Laser - 30% Tracking, 85% accuracy Lrg. This was all before the patch that made star lanes compulsory. 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. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. Subjugation is the best coop mode. 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 S12 Pro are less analytical and sound more “fun” than the Stellaris. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). Go to Stellaris r/Stellaris. PD starts with 10 Tracking and ends with 30. The Flak Battery costs 8 alloys, has 5 power, an average damage per hit of 1-3 (2. Certain weapons are easier to aim than others. Torpedoes have 17. The Stellaris features a detachable cable with the 0. This page was last edited on 15 May 2016, at 12:02. 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. That is, "Chance to Hit" is really accuracy and 100%. 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%?). 0) Number of years since game start is greater than 10 (×2. 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. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. . Just small slots though, the medium lasers can't compete with plasma. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. . Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. 6. For reference they have 90% accuracy. 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. These measurements are quite accurate because they are very close to the correct value of 11. 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. Tracking: How. ago. However, some tips on how to take over Star Stellaris may include:1. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. true. 0 but I didn't think to save links to the relevant threads at the time. And shields have a higher maximum value (1250 HP) vs. 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. 470. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. Another possibly strong strategy is going pure destroyers. Content is available under Attribution-ShareAlike 3. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. In essence, lasers are a more balanced weapon capable of taking on multiple roles, whereas plasma is more specialized at one role, being anti armor/hull. 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. Like all our Grand Strategy games, the adventure. The Bip 3 Pro allows you to spot-check stress. Stellaris is no exception, and such a deep game can seem impenetrable the first time you hit New Game. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). LETSHOUER S12 Pro. 31. 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. Some weapons can negate the evasion advantage and some can't. #1. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. 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. If chance to hit would bring accuracy above 100%, it is wasted. 75%; 70% accuracy, 30% tracking vs 80% evasion = (1- (80%-30%)) x 70% = 35. The Flak Cannons cost 10 alloys, have. Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. The actual results of combat are determined by weapon range, damage, accuracy, tracking, evasion, shields, armor, hull, etc. Can confirm that this was tested shortly after 2. Ship accuracy. What tracking does is that it reduces the evasion of a target. Note: actual game terms are in bold to avoid confusion. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Members Online. 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. Only by about . 2. This means they will never miss on targets with 0% evasion (basically just starbases/defense platforms). Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. It reduces enemy evasion, it does not increase your 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?. Something like a 75% accuracy weapon with 5% total tracking on the ship put up against a 90% evasion fleet. 8 (applies to 3. The strength of the fleet academy bonus is inversely proportional to the starting accuracy and tracking of a weapon. Corvettes are, on the other hand, quite weak to missiles. Especially against corvettes which have high baseline evade. Damage against the hull of 100%. ; About Stellaris Wiki; Mobile viewThis page was last edited on 15 May 2016, at 12:02. But the Flak Battery has 50% tracking vs Sentinel's 10%. There has. 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. The data below is a daily average over seven days of sleep tracking, where both devices tracked sleep cycles on the same nights. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. It ain't even close in the DPS department. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. . Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at. Can't exceed 100% on that terms if I recall correctly. For reference they have 90% accuracy. show. 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. I keep my destroyers at line range, with the cruisers. If there are loose resources, floating. Whichever is worse for the attacker is the number that's used. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. While Stellaris as a game engine isn't a fleet control RTS, it definitely could use some better mechanisms to allow artillery/carrier ships to turn and burn to try to maintain their range. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Consider the T1 torpedo vs PD techs: Torpedo has 20. 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. 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. 5 days vs 4+) and bypass shields with a plus against armor. 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%. 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. *Can level up every time go FTL with a number of ships. 45% TRACKING vs 90% EVASION DODGE = 20% Calculation: (90*10)/45 25% TRACKING vs 90% EVASION DODGE = 36% Calculation: (90*10)/25 15%. 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?. . Marauder Missiles deal 14. You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. 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. 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 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). 7 DPS and have +25% vs hull for a total of 18. 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. Only by about . 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. Until the patch drops at least. Accuracy/Tracking is going to take a major penalty as swinging the turret around that fast is going to conflict with moving it precisely to hit something 1,000 km out. This also means any ship with 0% evasion gets. 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. -10 unhappiness is big though. 00%; While against destroyer, the best weapon should have 100 accuracy, 0 tracking. Schwartz_wee • 2 yr. I went to my situation log, clicked the "Track on Map" button, and. I run my own consultancy, Stellaris Marketing Consulting, and we specialise in tech that is changing consumer. Remember, all these stats are additive, and 5% extra fire rate is not. This page was last edited on 17 April 2021, at 08:22. EG Galaxy Colours Restored - makes the unexplored stars visible, which is really an amazing sight in the early game. From my understanding, the Auxiliary Fire-Control adds chance of hit, and it’s not exactly accuracy. 0) Number of years since game start is lower than 5 (×2. How soon you can start shooting. You at first go from landing on worlds to purge xenos. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. 0), a range of 30 with 50% tracking, and average damage of 3. cation, the accuracy of which can be estimated using mathematical models developed for ra-dio-tracking data (White and Garrott 1990). Yeah, it was quite a shock to come back to regular stellaris in the middle of my run, when they fixed tracking. ago. Accuracy comes primarily from the weapon stats. What does the tracking stat of a weapon stand for ? The one issue you might have is accuracy. You get +5 additively to the accuracy part of the equation with this component. For reference they have 90% accuracy. 0 unless otherwise noted. Strike Craft (still) have 100% accuracy, a very rapid rate-of-attack (every 2. Average losses: 48:28 (In naval capacity) Missile Boat vs Gunship Destroyer: 3:0 Missile Boat victory. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. How soon you can start shooting. The equation to calculate chance-to-hit is this: Chance-to-hit = max( 0, accuracy - max( 0, evasion. The Stellaris® LM3S6965 microcontroller is based on the ARM® Cortex™-M3 controller core operating at up to 50 MHz, with 256 kB flash and 64 kB SRAM. Content is available under Attribution-ShareAlike 3. 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. Accuracy is the base chance to hit. Tracking reduces the enemy Evasion. 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. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . 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?. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. Of course, it doesn't take accuracy. The first number is accuracy. 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. . So in my opinion the giga canon is really the way to go. 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. If this value is higher than the target's evasion value, the weapon will enjoy base 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. Forge a galactic empire by sending out science ships to survey and explore, while construction ships build stations around newly discovered planets. But the Flak Battery has 50% tracking vs Sentinel's 10%. Content is available under Attribution-ShareAlike 3. Evade subtracts directly from hit chance. Base accuracy depends on the weapon type. Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. All you need to do is download a mobile app called Twixt (which costs €10). . 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. Solace_for_all • 6 yr. The big space sandbox has a lot to offer, but it's completely understandable if you've tried the game or watched. The cable is of typical quality for the price tag, not bad but nothing special to talk about. You get +5 additively to the accuracy part of the equation with this component. 122 comments. Stay under admin cap always (build more admin jobs) Science ships. 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. The S12 Pro are a V-shaped pair. Just swap the artillery core for the carrier core and leave everything else the same. tracking is basically like accuracy, but it only works against the evasion of the target. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. [deleted] • 7 yr. 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. They have good tracking and the highest DPS of small slot weapons but low range. 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,. 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. 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. Also, apparently flak cannons kill strike craft and point defense kill missiles? Small weapons vs Large weapons accuracy vs defense. Whats more, they have good flexibility in terms of tracking and accuracy, M sized auto cannons can be placed on destroyers and still reliably hit corvettes (also due to destroyers high tracking stat) They, however are horrible vs cruisers and battleships, which is a fair deal. 0OUT NOW on Quest 2: content (DLC) is content built by Paradox Development Studio (PDS) as an extension or add-on to Stellaris. Laser - 30% Tracking, 85% accuracy Lrg. Our upcoming VR action roguelite title Ghost Signal: A Stellaris Game is supporting Hand Tracking 2. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. For reference they have 90% accuracy. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. 2. Content is available under Attribution-ShareAlike 3. Stellaris doesn't work that way. Keep in mind that combat computers/thrusters/auxiliary components can also alter these stats, but generally they cancel out at equivalent tech tiers. Nowhere in my galaxy is anything highlighted. An expansion DLC is normally accompanied by a free patch that gives. Ascension Perks: Technological Ascendancy: +10 % research speed. mcsproot May 12, 2016 @ 3:11am. Even a max evasion corvette only reduces your accuracy by only 5%. Bonus chance to hit comes from computers and auxiliary fire control. 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. can compete with them since their damage was buffed + armor also being buffed to have more hit points + their perfect accuracy and. 0 unless otherwise noted. 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. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. For reference they have 90% accuracy. 99) *Deals are selected by our commerce team. 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. Due to the nature of Plasma weapons you might as well skip the armor and add shields. . Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. Tracking is not the same thing as accuracy. For reference they have 90% accuracy. For reference they have 90% accuracy. The difference in their performance depends on how good the enemy is at evading. 82% vs 75% (with defense of over 1000 vs 100). Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. 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. Also, part of the big problem. Nov 4, 2018 @ 7:27am. Medium gauss cannons and medium lasers have a tracking of 30, so you get a total of 85 tracking. This particular fleet focuses on +Accuracy on the X-weapons and +Tracking on the L and M weapons, allowing. 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. The SNPLine PCR genotyping system was designed to.