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Starsector 0.98a is out! (03/27/25)

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Author Topic: SO's PPT degrade is exaggerated by community. SO frigate test  (Read 3727 times)

Vanshilar

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Re: SO's PPT degrade is exaggerated by community. SO frigate test
« Reply #15 on: January 24, 2022, 09:24:25 PM »

Eh I already gave the math behind CR decay and how it affects the Hyperion here, not sure why a video or a new thread needed to be made for it. The testing is easy enough to do using a Heavy Blaster (which fires once per second) or whatever other weapon you want to use as a timer; it's important to use something on the game's own internal timer (such as a weapon) rather than an external timer because the two may not sync up for various reasons. And indeed it's easy enough to see that you get exactly 4 Heavy Blaster shots for every 1% of CR decay normally, but if you have both Combat Endurance and Hardened Subsystems then you get slightly more than 7 Heavy Blaster shots for every 1% of CR decay, etc., in accordance with the math.

Or I guess you can just sit through a video of the whole duration if you don't want to follow the math.

Now since a Hyperion gets 40% CR taken off after combat, and there is no negative CR as far as I know, then once it reaches 40% CR, it won't cost you any additional supplies for recovery to keep it around in combat, as long as you don't lose the ship (in which case you pay in d-mods, etc., but the supplies cost is the same). Actually if you have Field Repairs (recovered ships start with 30-40% CR) and Hull Restoration (chance to avoid d-mods and repair them over time), I wonder if it might actually end up cheaper supply-wise to intentionally destroy high-CR ships like the Hyperion once they hit 40% CR.

It's a definite risk of losing the ship once it gets to malfunction territory though, so it's something to consider depending on the situation (i.e. maybe if you're already mopping up for example and don't feel like deploying another ship, then go ahead and keep malfunctioning ships around since they cost you no additional supply), but not something I'd recommend as a general combat strategy. For people who don't mind losing ships after big engagements or considers it an achievement just to win even if they lose multiple ships, then maybe this isn't such a big deal. But for people who prefer to set up their fleets so that all their ships survive (i.e. don't rely on Hull Restoration for example, which severely limits how much they can invest in the other combat trees), or don't rely on burning their whole fleet's CR down to the ground for each big engagement as a combat strategy, then there are much more efficient alternatives.

For example, it takes 50 supplies to restore each Hyperion from 0% CR to 100% CR (if you include the regular maintenance cost of 1 supply per day during that recovery period as well). An Odyssey which ends up winning the fight without dipping into CR decay would cost you 52.5 supplies, so you're paying practically capital-size upkeep for each Hyperion that relies on that kind of combat strategy.

Generally speaking though, when people discuss how long a ship can fight, they're not talking about taking it down to 0% CR, due to malfunctions. Generally it's assumed that the ship is heading out of combat once it starts getting below 40% CR; in fact the risk of malfunctions is the game's way of warning you that you should consider retreating that ship. The Hyperion happens to be a special case due to its high CR per deployment, but it still risks malfunctions and dying just the same.
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Amoebka

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Re: SO's PPT degrade is exaggerated by community. SO frigate test
« Reply #16 on: January 24, 2022, 09:46:53 PM »

Hyperions are considerably less afraid of malfunctions than other ships. Usually it's the engine flameout at a bad time that kills low-CR ships, but Hyperions can just teleport away, there are no ship system malfunctions.
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Ibudoto

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Re: SO's PPT degrade is exaggerated by community. SO frigate test
« Reply #17 on: January 25, 2022, 03:37:02 AM »

Eh I already gave the math behind CR decay and how it affects the Hyperion here, not sure why a video or a new thread needed to be made for it.
Because you made that post in a thread that has nothing to do with SO or CR, and you didn't made a new thread or updated wiki with that info. I don't know why you assume people read every single thread and posts.
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Goumindong

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Re: SO's PPT degrade is exaggerated by community. SO frigate test
« Reply #18 on: January 25, 2022, 09:38:48 AM »

Hmmm wrong thread
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Vanshilar

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Re: SO's PPT degrade is exaggerated by community. SO frigate test
« Reply #19 on: January 28, 2022, 12:53:12 PM »

Because you made that post in a thread that has nothing to do with SO or CR, and you didn't made a new thread or updated wiki with that info. I don't know why you assume people read every single thread and posts.

Sure, that thread itself didn't have anything to do with SO or CR. But a topic drift, which you yourself posted about several times, and which I was explicitly referring to, was about SO and CR degradation after peak performance time runs out.

At the same time as posting in that thread, you also made your own thread where this was also discussed. Then, a week later, you made this current thread, where the thread topic is virtually identical to the last post of the previous thread.

So that's 3 threads within a span of less than 2 weeks talking about pretty much the same topic. Granted, most people only read a small fraction of the posts on the forum, but generally speaking we expect forum-goers to at least read the threads that they themselves have made multiple posts in, especially before they start a new thread covering the exact same topic one week later, to prevent clutter on the forums.

As a side note, none of the videos you've posted actually demonstrates what you're trying to argue. Almost all of them involve running through the Hyperion's CR into malfunction territory, and almost all of them result in losing at least one and sometimes up to five (!) fully-upgraded, triple-s-modded Hyperions to "win". Losing nearly half your fleet (5 out of 12) to beat endgame fleets just shows how squishy the ship and/or ship build is, and/or lack of understanding of endgame threats and proper builds to defend against them, and does not put the ship in a good light.

Not to mention, the video with a Ziggurat that ends up doing over half of the fleet's overall damage just goes to show that a single player-piloted Ziggurat can beat out 11 fully-upgraded, triple-s-modded SO Hyperions. Plus you lose a Hyperion there too, even though the player is actively piloting a ship and can control the pace of battle (i.e. to prevent losses) much more effectively than AI control or using commands, which just shows the squishiness of the build.

There are ways to make the Hyperion effective in combat, since it's an interesting little ship with good stats, but these videos don't really demonstrate them.
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