Evade subtracts directly from hit chance. The swarms SC should benefit, and are slightly better. 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. And then I did the same test again, but this time without armor, no shield too. All you need to do is download a mobile app called Twixt (which costs €10). 3. L slot weapons do most damage, have same accuracy but worse tracking but great range. Stellaris can't just copy-paste mechanics from a simpler game with only one species. 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. ; 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?. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing 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. what gives accuracy and tracking in weapons ??? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêWhat does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Last edited by HugsAndSnuggles; Nov 4, 2018 @ 5:12am #2. All the caps are factored in at the designer, and then affected after the fact in combat. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. The first number is accuracy. Accuracy comes primarily from the weapon stats. Range. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. 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. So then I wondered, could my galaxy have spawned without any leviathans?Like all things Stellaris, it’s all about getting ahead of the curve and letting the bonuses snowball. Third destroyer fleet lost 19 ships and the remaining hull was 38. 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?. 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. 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 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. And for the record, you got downvotes because you come off like an asshole, not because you're wrongComputer system. 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. If chance to hit would bring accuracy above 100%, it is wasted. Forge a galactic empire as you delve into newly discovered planets, unearth treasures and establish a direction for your society. Description. 99 (List Price $134. 0 unless otherwise noted. For reference they have 90% accuracy. Subscribe to downloadExtra Events 3. Space warfare#Accuracy. 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. They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. They can protect your battleship fleet from torpedo corvettes. Best. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Torpedoes have 17. Đăng nhập Cửa hàng Cộng đồng. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. Only by about . But that 25% armor damage means you'll get hard countered if the enemy adapts and runs all armor. I've been looking for the exact stats on the Titan laser and I can't find them. . With energy weapons. 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. . If chance to hit would bring accuracy above 100%, it is wasted. #2. They cannot be built in orbit of a celestial body that has an. Timbral accuracy is acceptable, as is the level of presence. All the caps are factored in at the designer, and then affected after the fact in combat. I reloaded an old save and replayed a 500k vs 500k battle, and won with 300k left. 6. So while their raw dps number is higher they miss a lot. 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). Does accuracy cap at 100 percent. (×1. 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. However, +5 stability would not only make tracking implants. 0. 1. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. Easy to use weather radar at your fingertips! It increases the accuracy rating by 5%. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. Originally posted by pete3great: A 7:3 ratio is the meta, with 3 being the carrier/point defense. Any point your opponent put into shields is completely wasted. For example, precog line computer gives 15 accuracy, resulting in 105%. For reference they have 90% accuracy. 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. Put + tracking pieces in the auxiliary slots. 00%; While against destroyer, the best weapon should have 100 accuracy, 0 tracking. So we're Kinetic Artillery (Destroyer#1) + L-Plasma (Destroyer#2) vs 2 Whirlwinds+ 2 Marauders or so. Kinetic Battery With all these new reworks, and bug fixes, and updates. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. Cloud lightning also has better accuracy and tracking, which further contributes towards making them better than a first glance (and fleet power) suggests. Version 3. Accuracy is the base chance to hit. 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. Amoebas benefit the most from accuracy and tracking bonuses because their innate accuracy is uncapped. The S12 Pro are a V-shaped pair. 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. Fleet power is a rough example of how strong a fleet is. You have a gun that has 50% tracking and 90% accuracy. 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. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Đăng nhập Cửa hàng Cộng đồng. The only exception is Carrier-type computers, where Sapient is better. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. So, PD can negate T2 Missiles, but T5 Missiles are left with 10 Evasion. An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking, with a minimum penalty of 0) in tracking its targets is based mostly on how far out it tries to attack them. 78mm 2-pin interface that ends in a 3. 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. If we are shooting at a battleship with effectively 0 evasion, the accuracy is all that is necessary here. Engagement range is the range at which your ships initiate combat, this is decided by the ships weapons. The mod also includes: - the uniform of a Grand Moff for your ruler. Unless I am missing something chance to hit would be the accuracy minus whatever evasion remains from the evasion - tracking calculation. Meaning they have an easy time hitting their target and counter evasion naturally. This means they will never miss on targets with 0% evasion (basically just starbases/defense platforms). If you like the idea of tracking the accuracy of your watches, but Matěj‘s methodology scares you a bit, there is an easier solution. 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. Until the patch drops at least. Thread starter Dragatus; Start date Jun 22, 2019; Jump to latest Follow Reply Menu We have updated our. PD starts with 10 Tracking and ends with 30. Damage against the hull of 100%. Missiles start with 0 Evasion and end with 40. For reference they have 90% accuracy. The arc has 100% accuracy and 100% tracking. 25) Has Discovery Traditions Tradition (×0. 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. The stated progression for Flak is shown on the Wiki as T0 Flak Battery, T 3 (6000) Flak Cannon, T4 (16000) Flak Artillery. For reference they have 90% accuracy. PD is slightly harder hitting, Flak can reach a higher Tracking. Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Accuracy is the percentage chance to hit a target with no evasion. 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. Would would win? One space station boi or two x100 Prethoryn Scourge. In contrast, if you had obtained a measurement of 12 inches, your measurement would not be very accurate. 75%; 70% accuracy, 30% tracking vs 80% evasion = (1- (80%-30%)) x 70% =. 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. 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. Torpedoes have 17. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. Go to Stellaris r/Stellaris. 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. Best. Tracking: How. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. 6 will mess that up. Laser - 30% Tracking. If your weapon has accuracy 70 but 0 tracking, and the enemy has 60% evasion (common for corvettes), that means only 10% of your shots are. So, 95% evasion vs 5% tracking isn't 90% evasion, it's 85% since you lose the extra evasion before tracking gets counted. Corvette Spam. There is no one answer to this question as it depends on the individual and their specific goals for taking over Star Stellaris. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. Megastructures are colossal constructions. With this tech, you can get to a fleet size of 70. 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. 0OUT NOW on Quest 2: content (DLC) is content built by Paradox Development Studio (PDS) as an extension or add-on to Stellaris. Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. Forge a galactic empire by sending out science ships to survey and explore, while construction ships build stations around newly discovered planets. The strength of the fleet academy bonus is inversely proportional to the starting accuracy and tracking of a weapon. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. • 6 yr. Moving twice as fast puts your accuracy at 0%, and being stationary just rocks you - talking battleships instant killing corvettes. For reference they have 90% accuracy. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. Can't exceed 100% on that terms if I recall correctly. #1. ) So early game, flak has 50% tracking while corvettes have 60% evasion; meaning only 1 in 10 shots is lost to evasion. 10+. 100 - (70 - 20) = 50%. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. A quick question, I hope. 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. So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. THEN you go to destroying entire SOLAR SYSTEMS in one shot with Star-Eaters (this is when the galaxy unites. Discussion I have been searching for an answer for a while now. Not if you know what it’s for, where to find it, and whether it’s any good or not! Speaking of which: it’s worth noting that Espionage (a. 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. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. 2. So that 70% chance to hit with no tracking becomes something like 20% against a vette. . For example, an 82% accuracy weapon shooting at a 40% evasion ship will have an (82 - 40) / 82 or 51. Evasion vs Accuracy Evasion and accuracy work together to result in a single to-hit chance, where your percent chance to hit is {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?. 3. Accuracy and tracking stats in your calculations aren't taken into account. 9%. For reference they have 90% accuracy. 5 modifier, against hull it is 1. Stellaris. For reference they have 90% accuracy. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). The only exception is Carrier-type computers, where Sapient is better. Edit: in your example chance to hit is 80. I'll see how balanced fleets do then. That is, "Chance to Hit" is really accuracy and 100%. 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. at least RP viable, but would make. Don't forget - in case of gun with less then 100% accuracy, any +to hit is have same value as +tracking, so they both will increase. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . This mode is primarily intended for teaching new players or for lower. Figure 1. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Stellaris Real-time strategy Strategy video game Gaming. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. The Chance to hit is calculated out of Evasion, Accuracy and. 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. 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. Tracking depends on the weapon size and type, computer and sensors. 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. 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?. 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. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Accuracy is the percentage chance to hit a target with no 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. [deleted] • 7 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. 6+) For those unaware, the "~" command will bring up the console. But in general i'd still prefer proton/neutron torpedoes because of higher accuracy (+15%) and higher tracking (+5%). The second number is 100 - (evasion - tracking). 3. So 70% evasion. With all these new reworks, and bug fixes, and updates. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). Accuracy is just the weapon's chance to hit a target before tracking and evasion are considered. To summarise what the stats at the beginning of the test was, the weapon had 75% Accuracy, and 10% tracking. 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. Stellaris is an explore, expand, exploit, exterminate grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. building a strong army and navy2. mcsproot May 12, 2016 @ 3:11am. The Flak Cannons cost 10 alloys, have. They have good tracking and the highest DPS of small slot weapons but low range. With all these new reworks, and bug fixes, and updates. 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. . Hi guys, I need a bit of help. This page was last edited on 15 May 2016, at 12:02. ago. Weapons with high accuracy tend to have comparatively low damage or other. I went to my situation log, clicked the "Track on Map" button, and. Thread starter. Overall they are in a good spot and no change is needed. While 2 Whirlwinds is worse than 1 Kinetic Artillery on this build, the extra utility slot tilts the scales in favor of broadside. If I've recall what I've read correctly, in the era when Cruisers are new, a carrier cruiser will slaughterer essentially all contemporaneous. The equation to calculate chance-to-hit is this: Chance-to-hit = max( 0, accuracy - max( 0, evasion. The gameplay is solid, even if it is simple, but feels held back by the technology. 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. So, neutrons are only worse against extra heavily armored targets. ago. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. Giriş Yap Mağaza Topluluk Destek Dili değiştir Masaüstü internet sitesini görüntüle. 0 unless otherwise noted. 31. For reference they have 90% accuracy. 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. In other words: trust in-game tooltips. So 70% evasion. Which they do prioritize, but it doesn't effectively do so due to short range. These measurements are quite accurate because they are very close to the correct value of 11. Giga: For every 10 shots, one is a miss. So the base power and damage output of AC1 is 30% higher than Coilgun2. The tracking. . . 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. 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. 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. Use one of the combat computers that grants accuracy and/or tracking. For reference they have 90% accuracy. So they always hit a stationary target, but evasive targets can avoid being hit. Evasion vs Accuracy. Stellaris doesn't work that way. Accuracy comes primarily from the weapon stats. For reference they have 90% accuracy. Another possibly strong strategy is going pure destroyers. So if you have a weapon with accuracy 90% and tracking 20%, shooting at a target with 70 evasion, your hit chance would be. For reference they have 90% accuracy. Accuracy is the base chance to hit. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. Stellaris [official site] is one of the most eagerly awaited strategy games in years. 0) Number of years since game start is lower than 5 (×2. . Stellaris Real-time strategy Strategy video game Gaming. Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. 375 DPS to hull. The Stellaris features a detachable cable with the 0. You have 10 more track. 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?Accuracy: chance to hit Tracking: cancels out enemy evasion If you have two weapons with the same accuracy, tracking and dps, but one weapon does a lot of damage every 10 seconds, and the second weapon does fewer damage, but shoots every second, then the second weapon will be more effective against corvettes. Both have the same Accuracy. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. The game fails to take advantage of the VR presentation. Stellaris. It ain't even close in the DPS department. The biggest counter besides the enemy going smaller hulls is getting weapons with the highest tracking which are basically the Autocannons at 75% Tracking and 85% Accuracy. 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. 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. EleventhStar. Actually, it’s a genuinely simple, effective, and pretty amusing solution. Consider the T1 torpedo vs PD techs: Torpedo has 20. Does accuracy cap at 100 percent. So imagine a corvette has 90% base evasion. Your actual hit rate is: accuracy - ( [evasion - tracking; this term inside the square brackets can't be more than 90 or less than 0]). 6 will mess that up. 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. Nov 4, 2018 @ 7:27am. ago. What does the tracking stat of a weapon stand for ?Stellaris Real-time strategy Strategy video game Gaming. Laser - 30% Tracking, 85% accuracy Lrg. Tracking depends on the weapon size and type, computer and sensors. 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. And shields have a higher maximum value (1250 HP) vs. k. 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. For reference they have 90% accuracy. It also helps to add the Auxilary Fire control, +5% Accuracy. 2C Evasion. I try to dig through my research, but actually you could collect insane +tracking, something like +50-60 for BB. Each new adventure holds almost limitless possibilities. But the Flak Battery has 50% tracking vs Sentinel's 10%. For targets with high/max evasion you will want to use autocannons because their high tracking counters the most evasion. Twixt App. Even a max evasion corvette only reduces your accuracy by only 5%. I’m a marketing consultant based in Johannesburg, South Africa. Tracking implants has 100% been added. Also, evasions is capped at 90. 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. Go to Stellaris r/Stellaris. Same reason as above. Base accuracy depends on the weapon type. For reference they have 90% accuracy. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. 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. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. But in most scenarios, the fleet will have higher total health and DPS, while the ship higher range and accuracy. Tracking. Base accuracy depends on the weapon type. And even aux tracking comp in your case will be benificial. The Stellaris has an uneven treble response. Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. I use a picket bow and and interceptor stern. A study on Missile/Hangars vs Point Defense/Flak in 3. Urban Worlds now get a trade bonus. Solace_for_all • 6 yr. Essentially any accuracy over 100 became tracking in their tests. The prices and upkeep. 45% TRACKING vs 90% EVASION DODGE = 20% Calculation: (90*10)/45 25% TRACKING vs 90% EVASION DODGE = 36% Calculation: (90*10)/25 15%. For reference they have 90% accuracy. The difference in their performance depends on how good the enemy is at evading. Same reason as above. The opposing ship had 30% Evasion. developing a strong economy3. 3. 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. 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%. They are bassier, though bass quality is not as tight as on the Stellaris. -10 unhappiness is big though. So a weapon with 200% accuracy and 0% tracking would only. Flak on the other hand starts at 50 Tracking and ends at 70. All the caps are factored in at the designer, and then affected after the fact in combat. Stellaris doesn't work that way. 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. Marauder Missiles deal 14. Project time tracking is a continuous process that involves regular monitoring, reporting and analysis of the time spent on tasks. 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?. Can’t vouch for the other one though. I'm not sure I fully comprehend how accuracy and tracking works.