They don't work well in any scenario and get completely blasted by monotype fleets in all scenarios. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. 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. Tracking: How much of the target's evasion the weapon will ignore when firing at its target. 25 / ×2. you'd think this renders small guns entirely useless. All the caps are factored in at the designer, and then affected after the fact in combat. Swarmers, much less vs. Go to Stellaris r/Stellaris. 6 will mess that up. Stellaris can't just copy-paste mechanics from a simpler game with only one species. • 6 yr. 5 day cooldown, 3 damage, +100% to armour, and bypass 25% of armour. 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. flak for tracking, and I fill all the small slots with null beams. . 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. The game fails to take advantage of the VR presentation. So 70% evasion. Same reason as above. Also, evasions is capped at 90. Cautious is the optimal policy. where only thing that matters is caauracy+tracking vs evasion. In theory that is 1 PD to counter about 8 of your torpedos; in practice due to tracking and range, it’s closer to 1:4. According to the Ship Designer tooltip, average damage would increase by 50% if I switched. *Can level up every time go FTL with a number of ships. 10+. So fleet would be very likely to win. Cloud lightning also has better accuracy and tracking, which further contributes towards making them better than a first glance (and fleet power) suggests. 82% vs 75% (with defense of over 1000 vs 100). For reference they have 90% accuracy. Version 3. 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. 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. Plasma has -75% to shields and +100% armor and +50% hull. In other words: trust in-game tooltips. Note: actual game terms are in bold to avoid confusion. If there are loose resources, floating. Meaning they have an easy time hitting their target and counter evasion naturally. Corvettes are, on the other hand, quite weak to missiles. #4. InteractionFormal646 • 5 mo. To summarise what the stats at the beginning of the test was, the weapon had 75% Accuracy, and 10% tracking. Gives it some range with one med weapon while the 4 small lasers engage anything in range with pinpoint accuracy. Torpedoes have 17. 1. Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. In Stellaris's case, the math isn't as clean. Laser - 5% Tracking, 80% accuracy Corvette - 60% Evasion -. Accuracy is capped at 100. Does accuracy cap at 100 percent. Plasma however gets a 75% damage reduction vs shields whereas lasers only get 50% reduction. 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. 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. ; About Stellaris Wiki; Mobile viewMostly stats -> PD has higher DPS but lower tracking (by a flat 40% at each level. And even aux tracking comp in your case will be benificial. Evade subtracts directly from hit chance. For reference they have 90% accuracy. 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. Now, I remember a lot of moaning at the time, and to be clear, I have no actual issue with that mechanic. With all these new reworks, and bug fixes, and updates. ago. The mod also includes: - the uniform of a Grand Moff for your ruler. It’s because the numbers can be misleading, as the numbers are inflated. Yours will have a 60-75% chance to hit, depending on tracking and accuracy and ect. . I find the transparency and detail retrieval to be interesting as I can personally visualize how a track is made, but other than that I would still prefer a more laid back tuning than being bombarded with a ton of detail for a long time. Also while playing against starnet fleets, me with lancer and they with giga canons i got obligatet verry hard. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. With all these new reworks, and bug fixes, and updates. For reference they have 90% accuracy. (proth come to mind) Auxiliarytargeting computer for ships does not work. Accuracy is the base chance to hit. However, +5 stability would not only make tracking implants. On battleships, late in the game. I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. The tracking bonus of Lasers. Accuracy and tracking stats in your calculations aren't taken into account. Which they do prioritize, but it doesn't effectively do so due to short range. You get +5 additively to the accuracy part of the equation with this component. For reference they have 90% accuracy. The Apple Watch shows more light or core sleep and less deep. Espionage is a fairly complex system, but that doesn’t mean it’s hard to master. 3. So yes, against targets with no armor (and it really does have to be no armor, even a small amount will make Torpedoes better since the damage advantage against hull is very small) the Marauder Missile deals more damage. 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. 6+ meta. For reference they have 90% accuracy. I think it's kinda lame, but that's how they coded it. 2. 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?. #1. Fleet power is a heuristic estimate of how powerful a fleet is, and has no actual effect on combat whatsoever. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. I'm not very familiar with stellaris combat mechanics, so I'm not sure how to value these stats. Best. Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Can't exceed 100% on that terms if I recall correctly. Best. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). I'd love to see in the ship designer all the math done right there. If chance to hit would bring accuracy above 100%, it is wasted. 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. 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. Urban Worlds now get a trade bonus. 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. Rural, Farming, Mining, and Generator colony designation bonuses increased, as well as the bonuses from Five Year Plans. I'm not sure I fully comprehend how accuracy and tracking works. Then you go to glassing entire worlds from orbit. Discover buried treasures and galactic wonders as you spin a direction for your. Ship AI in stellaris is fairly smart. tracking is basically like accuracy, but it only works against the evasion of the target. Bigger range is better so pick the appropriate computer slot upgrade so you can ping as many corvettes as possible before they close. As for Precognitive vs Sapient (if you have both), Precognitive is better for almost every situation. Scourge have the best missile dps by far. Originally posted by pete3great: A 7:3 ratio is the meta, with 3 being the carrier/point defense. 5mm plug. 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 larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 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. We would, as such, need to adjust the values for assumed misses. 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. Missiles start with 0 Evasion and end with 40. I want to theorycraft to see if it's worthwhile to put enigmatic…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 0 unless otherwise noted. 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 the caps are factored in at the designer, and then affected after the fact in combat. Add a Comment. ; About Stellaris Wiki; Mobile viewMostly stats -> PD has higher DPS but lower tracking (by a flat 40% at each level. what gives accuracy and tracking in weapons ???What does the tracking stat of a weapon stand for ? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติIs there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. If chance to hit would bring accuracy above 100%, it is wasted. Paradox's strategy games are known for their endless replayability and emergent narratives, but also for their complexity. Stellaris vs Dioko: Bass: Owing to the much more detailed bass performance of the Dioko, it gets the preference as the as the Stellaris bass is quite lean. 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. 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. . 1. Any point your opponent put into shields is completely wasted. armor (875 HP) due to dark matter deflectors. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. Torpedoes have 17. Tracking: How much of the target's evasion the weapon will ignore when firing at its target. 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. Short answer: Disruptors and missiles have the highest accuracy (100%). 25) Has Discovery Traditions Tradition (×0. Just swap the artillery core for the carrier core and leave everything else the same. 99) *Deals are selected by our commerce team. 0 inches. 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. Accuracy is the standard/max to-hit of a weapon. Same reason as above. 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. Only by about . Accuracy comes primarily from the weapon stats. 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. 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. Easy things to boost research: Build more research buildings/jobs. 100 - (70 - 20) = 50%. Third destroyer fleet lost 19 ships and the remaining hull was 38. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. You have a gun that has 50% tracking and 90% accuracy. 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. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Does accuracy cap at 100 percent. 0) Number of years since game start is greater than 15 (×2. Bonus chance to hit comes from computers and auxiliary fire control. true. The cable is of typical quality for the price tag, not bad but nothing special to talk about. Stellaris is an explore, expand, exploit, exterminate grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive. 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?. Best. 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. It increases the accuracy rating by 5%. There is no one answer to this question as it depends on the individual and their specific goals for taking over Star Stellaris. 0 unless otherwise noted. Is the below correct? Small Laser - 60% Tracking, 90% accuracy Med. It says to double engagement range. 3punkt1415 • 2. That simply doesn't make sense. The SNPLine PCR genotyping system was designed to. So these tests will use fleets of 70 naval capacity. Missiles, tracking, and retargetting. 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. It ain't even close in the DPS department. 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'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. Score: 8. If I've recall what I've read correctly, in the era when Cruisers are new, a carrier cruiser will slaughterer essentially all contemporaneous. . With new megastructure and defensive perk, you will be able to put 6 ion cannons with this range +4 small platforms, or 52 small platforms (104 L weapons, 17 battleships L slots) Vs. - the outfit of a chiss general (male and fem. Tracking. Tracking depends on the weapon size and type, computer and sensors. 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. 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?The Stellaris dev team is on the verge of finding a good solution to stacked war gameplay (which is haunting the Paradox almost 2 decades now). Fleet power is an attempt to combine all of those many factors into a single number to enable players to more. 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. Also, part of the big problem. . Originally posted by. Tracking comes primarily from the weapon stats as well. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 99 (List Price $134. Kimmaz. 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. SC in Stellaris tend to have high tracking and accuracy while ignoring shields (making them the perfect countermeasure for opposing. For reference they have 90% accuracy. Something like a 75% accuracy weapon with 5% total tracking on the ship put up against a 90% evasion fleet. Chance to hit = Accuracy (0-100) - max {0, Evasion (0-90)-Tracking} + Bonus Chance to Hit. I’m a marketing consultant based in Johannesburg, South Africa. Content is available under Attribution-ShareAlike 3. 02 DPS to be fair. And there's point defence, of course. Stellaris [official site] is one of the most eagerly awaited strategy games in years. For reference they have 90% accuracy. Đăng nhập Cửa hàng Cộng đồng. It is quite soft, it doesn't get too tangled and it has low microphonic noise. 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). Accuracy assesses whether a series of measurements are correct on average. Stellaris Real-time strategy Strategy video game Gaming. No idea what the wiki says, but all missiles have 100% accuracy and different amounts of tracking depending on the missile. At 90% evasion 60% tracking, there’s a 45% chance to hit with small weapons. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. 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. Missiles: long range and high damage, but can be intercepted by point defenses. EleventhStar. Accuracy comes primarily from the weapon stats. [deleted] • 7 yr. So they always hit a stationary target, but evasive targets can avoid being hit. The Flak Cannons cost 10 alloys, have. Stellaris. In contrast, if you had obtained a measurement of 12 inches, your measurement would not be very accurate. For reference they have 90% accuracy. 75. An S-slot weapon does have a higher Tracking value than an L-slot weapon, but its effective value (the net penalty to Accuracy based on Evasion minus Tracking,. The 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. Remember, all these stats are additive, and 5% extra fire rate is not. can't be understated. The prices and upkeep. Each new adventure holds almost limitless possibilities. . That simply doesn't make sense. You at first go from landing on worlds to purge xenos. Twitch - Understanding these three basics of ship and weapons stats can allow you to understand the reasons your ships k. . 2C Tracking. Complex77 • Maintenance Drone • 4 yr. Your corvettes will die quickly because strike craft have 100% accuracy + 100% tracking, so evasion does nothing. 3. The Stellaris features a detachable cable with the 0. Which makes ship with terrible tracking weapons have more trouble with corvettes. Content is available under Attribution-ShareAlike 3. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. look dangerous. 45% accuracy, 55% tracking vs 80% evasion = (1-(80%-55%)) x 45% = 33. - Hit% + Miss% = base accuracy of guns+/-5% Seems like tracking is completely gone . For reference they have 90% accuracy. Depending on how many players were playing with we usually run it like one is the leader and the others govern their own sectors and ask for allocation of resources in order to build sector fleets and or build up their planets. On battleships, late in the game. what gives accuracy and tracking in weapons ??? Đăng nhập Cửa hàng Trang chủ Hàng khám phá Danh sách ước Cửa hàng điểm Tin tức Thống kêWhat does the tracking stat of a weapon stand for ?Is there a point to using Proton Torpedos? I'm not sure how the game calculates evasion chance but having 0% tracking sounds exceptionally terrible. So they always hit a stationary target, but evasive targets can avoid being hit. 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. While on paper more influence sounds nice, you only get. Montu made some tests and came up with the best build as Giga Cannon + 3 neutron launchers + 1 kinnetic battery. Timbral accuracy is acceptable, as is the level of presence. 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?. 10 Continued. you'd think this renders small guns entirely useless. It can track stress 24/7 (if that interests you), although this is turned off by default – and will inevitably hit the battery if you turn it on. Use Auxiliary Fire Control to improve the accuracy of these less accurate weapons. An expansion DLC is normally accompanied by a free patch that gives. - Tier 2 match-ups: -. Chance to hit enemy = Accuracy - Max(Evasion - Tracking; 0). So, use large weapons, the station uses medium weapons itself so it can take care of small targets with tracking buffs. ago. 5 for Technocracy Civic) Research Leader (Physics): • Is Computing Expert (×1. Put + tracking pieces in the auxiliary slots. 3. Laser - 30% Tracking. ; 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?. EG Galaxy Colours Restored - makes the unexplored stars visible, which is really an amazing sight in the early game. This is an updated version of Extra Events by Bürgermeister (followed by neptunehs' unofficial fix) updated for Stellaris 3. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. So while their raw dps number is higher they miss a lot. 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. 3. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. Also, vs armor it isnt bad at 1. There is no point to Proactive stance. What does the tracking stat of a weapon stand for ? The one issue you might have is accuracy. For reference they have 90% accuracy. For reference they have 90% accuracy. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different. Overall they are in a good spot and no change is needed. The fleets DPS would decrease over time while DPS of ship stays same. 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?. Read Space 3. 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. I'm not sure I fully comprehend how accuracy and tracking works. 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 the standard/max to-hit of a weapon. 4 comments. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. . For reference they have 90% accuracy. 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. what gives accuracy and tracking in weapons ??? เข้าสู่ระบบ ร้านค้า หน้าหลัก คิวค้นพบ สิ่งที่อยากได้ ร้านค้าแต้ม ข่าวสาร สถิติAssuming same total HP, same total DPS, range and 100% accuracy, I would say the single ship would win. 0 but I didn't think to save links to the relevant threads at the time. The S12 Pro are a bright set. This makes lasers and kinetics insanely strong against those ships, since accuracy isn't really an issue anymore. This mode is primarily intended for teaching new players or for lower. Especially against corvettes which have high baseline evade. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. For reference they have 90% accuracy. And then I did the same test again, but this time without armor, no shield too. For reference they have 90% accuracy. Evasion vs Accuracy. For example, if a part has an accepted length of 5mm, a series of accurate data will have an average right around 5mm. SirSmokeALot [GER] Nov 13, 2022 @ 12:32pm. Twixt App. Flak on the other hand starts at 50 Tracking and ends at 70. at least RP viable, but would make. Tracking implants has 100% been added. 7 - well known mod, creates more variety of solar systems and enhances stars and nebulas. 00%; 30% accuracy, 70% tracking vs 80% evasion = (1- (80%-70%)) x 30% = 27. Explore, discover and interact with a multitude of species as you journey among the stars. 0 unless otherwise noted. For reference they have 90% accuracy. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. For reference they have 90% accuracy. I went to my situation log, clicked the "Track on Map" button, and. Weapons tend to have either fairly good accuracy and low tracking, or medium accuracy and a lot of tracking. So that 70% chance to hit with no tracking becomes something like 20% against a vette. Corvette Spam. Track on Map Not Working. Throw in Point Defense and Flak for an extra burn as you watch your firepower go from 100% to 0, whereas kinectics and lasers will have damage reduction (lasers vs shields, kinectics vs evasion). 75 day cooldown, 4 armour, 4 hull, 0% evasion; PD has 0. How soon you can start shooting. 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 always have 100% accuracy. 2C Evasion. I'd love to see in the ship designer all the math done right there. 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. 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 arc has 100% accuracy and 100% tracking. All targets have no weapons. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. But the Flak Battery has 50% tracking vs Sentinel's 10%. 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. 7 DPS and have +25% vs hull for a total of 18. Consider the T1 torpedo vs PD techs: Torpedo has 20. 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. Use smaller weapons and strike craft, which have higher accuracy and tracking baseline. Fleet power is a rough example of how strong a fleet is. ago. 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. . 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. This was all before the patch that made star lanes compulsory. If a ship of a design is under construction or being upgraded, the design cannot be edited. Range. Even a max evasion corvette only reduces your accuracy by only 5%. . You can also use "ai" to turn off AI, then "play 0" and "play 1" to switch between different players and command. . 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.