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Wheem

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Jun 10, 2005
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Description
[3.4.2] [7836] Tracking and/or evasion doesn't appear to be working properly.

Game Version
3.4.2

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Federations, Nemesis, Aquatics

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
I started a new game with Overlords + patch 3.4.2, and ended up with a hostile Federation/Hegemony just a few systems away. They didn't waste much time declaring war on me, but fortunately I was able to find and salvage a Gas Giant Cruiser from an early anomaly before the war started. Ordinarily, the S-class weapons on my corvettes would be hitting far more often in these very early game fights than the L and M weapons on the salvaged cruiser would; but now it's the exact opposite. In the first major battle, the Small Mass Drivers of my corvettes had a hit ratio of 15%, while the Medium Mass Driver on my starbase hit twice as often at 30%. My Small Red Lasers in the same battle hit 30% of the time, while the Large X-Ray Laser of the cruiser had a hit ratio of 43%. The second major battle had pretty similar hit ratios, with the difference in my lasers actually being slightly larger than in the previous fight.

The enemy hit ratios on their small weapons do seem a little better than mine, but the numbers are still pretty different from what I'm used to at this stage of the game. Evasion numbers are definitely quite a bit higher (ballpark of 45% - 60%), which makes me believe that something is funky with weapon tracking.

------------------------
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.

Steps to reproduce the issue.
Get into combat, especially in the early game with corvettes, and check out the % of attacks being evaded.

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Hm, I should've looked at the battle logs. Got backed into a corner so I had to use corvettes well into the late game and had some strange battles... One of them was a corvette swam vs Shard, engagement lasted an in-game month but I didn't lose a single ship & zero disengaged. Also used them to clear an entire marauder enclave and took almost no losses, even though clearing out the "main"/reinforced system took over two months. The missiles alone should've killed a third of the fleet I sent in.

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.

My "game sense" is very out of whack because I've been using mods for so long, but even so I've definitely noticed this.
 
This problem can be comically bad in some cases. My 24 corvettes with autocannons took 10 months to take down 10 Asset Protection Units. Just for the laughs I've sent them against a much larger force of drones but the battle will take years if not decades to resolve.
 

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I just did a little testing to confirm:
- Evasion stats are within margin 5% the base evasion of ships
- Hit% + Miss% = base accuracy of guns+/-5%
Seems like tracking is completely gone
 

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