No Man's Sky

No Man's Sky

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Anyone Having Issues With Custom Starships?
I am in survival mode, and I am finding it hard to do any major damage on pirate ships in attacks. I have observed that the starting class C ship the little red one you start with fares better than custom fabricated ships with a higher class though I am not sure if this is a bug or if they just left out in the change log that they nerffed custom ships or something.

My new fighter is a class S with 3 class S shield modules (more on that in a minute) and it got Cyclotron Ballista 3 class S which does ok to lower the shield but the issues have to do with starship damage mostly for that I have Photon Cannon with 2 class S upgrades.

For damage, it states that it can do 499.3 potential damage and the bar is maxed out.
For Shield, it's 300.3 and about 75% maxed out but because I have 3 class S upgrades adding any more is not possible so not sure if that alone is a bug.

Damage, in reality, the starship underperforms in all aspects, tech constantly breaks and costs cadmium to repair which is frustrating as pretty much any battle with pirates will break some kind of tech that requires it, pirates also happen too frequently to out weight the cost of taking the ship out for me, and when it comes to the shield, pirates must be rocking similar class ships because they feel overpowered often they fly far too fast or have major shield strength which in my situation with this crappy fighter you are lucky to get out of it with just a few broken parts even with 3 pirates in a passive system which seems overpowered on its own a hostile system level 3 you're looking at about 6+ pirates attacking you at the same time, I barely can take down one ship before having to pause and recharge my shields and by then the ship I just lowered is elsewhere and with full shield strength.

Again I am not sure if this is just me but it feels like the ships have been nerfed a lot, and though the challenge is nice to have, pirates attack way too often to make it a fun experience odds of something breaking especially important part like shields or weapons are to often and cause major issues when you have 6 ships attacking you.

But again I wanted to know if anyone was experiencing similar problems if you are I would like to know what your tech is and if you know of any possible way to improve the configuration of the ship.
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Showing 1-13 of 13 comments
DrBonifarz May 24, 2024 @ 10:11pm 
Last time a I have built a bunch of fighter starships, the base damage values (as seen in a save editor) were in the expected range, and my current ship performs all right. However, I have not tested any of this in my permadeath save.

When you say your previous ship felt more powerful, was that also a ballista/photon setup? Because the effecvtive DPS horrendously differs between different weapon classes. I suggest the following: Get an infraknife with a Q resonator and simple upgrade modules (really do not have to be perfect). You should be able to melt those pirates rapidly. Add a phase beam if you like recharging your shield for free. Deinstall your photon cannon to ease rapid cycling between weapons.

One more point: Did you pay attention to supercharged slots? This is the most important factor for your DPS values (see the hover tooltip on the weapon). Supercharge your primary starship weapon and one to three of its upgrade modules. That will make a huge difference. It will be even much more effective with adjencency bonuses, but good SC layouts are rare to find on your own.

Good luck and have fun.
Last edited by DrBonifarz; May 24, 2024 @ 10:14pm
caseyas435943 May 25, 2024 @ 4:05pm 
Cadmium is pretty much free you can make it, but you need 1 piece. 1 cadmium turns into 2.

I pretty much early game land shoot a cadmium pile once and leave. I make the rest as needed.

1 turns into 2 into 4 into 8 into 16 into 32. Well, you get the point. Just never use your last piece. So, you can make it if you need it.

It silly how they let you do that with pretty much anything in the game. You never have to go get most anything as long as you have 1 of something to get started.
NorthWestTrees Jun 15, 2024 @ 11:53am 
Originally posted by DrBonifarz:
Last time a I have built a bunch of fighter starships, the base damage values (as seen in a save editor) were in the expected range, and my current ship performs all right. However, I have not tested any of this in my permadeath save.

When you say your previous ship felt more powerful, was that also a ballista/photon setup? Because the effecvtive DPS horrendously differs between different weapon classes. I suggest the following: Get an infraknife with a Q resonator and simple upgrade modules (really do not have to be perfect). You should be able to melt those pirates rapidly. Add a phase beam if you like recharging your shield for free. Deinstall your photon cannon to ease rapid cycling between weapons.

One more point: Did you pay attention to supercharged slots? This is the most important factor for your DPS values (see the hover tooltip on the weapon). Supercharge your primary starship weapon and one to three of its upgrade modules. That will make a huge difference. It will be even much more effective with adjencency bonuses, but good SC layouts are rare to find on your own.

Good luck and have fun.
Thanks for your reply DrBonifarz!
I will need to give this a try.
I was also in a conflict level 3 system but I don't recall them being that hard to kill but then again I was not in normal mode so might have been a bit different for game mechanics.

I will try the weapons, though I contemplated using this weapon but was unsure if it was any good. I started playing the game back when Beyond came out so I am most familiar with the two weapons I use. But I will give this a try and see how it fairs.

For the charges slots, the ship I got when I put it together only has a few of them, and not close to any other ones unfortunately though I did play around with the order of what tech was installed I took the one with the most damage and placed it on the slot, though I have noticed that placing the main gun on the slot can also do well for DPS in some cases.
NorthWestTrees Jun 15, 2024 @ 12:05pm 
Originally posted by caseyas435943:
Cadmium is pretty much free you can make it, but you need 1 piece. 1 cadmium turns into 2.

I pretty much early game land shoot a cadmium pile once and leave. I make the rest as needed.

1 turns into 2 into 4 into 8 into 16 into 32. Well, you get the point. Just never use your last piece. So, you can make it if you need it.

It silly how they let you do that with pretty much anything in the game. You never have to go get most anything as long as you have 1 of something to get started.

After I posted this I looked up some recipes on wiki and many things can actually do this lol.
Oxygen is really handy for duplicating resources too. I found this out a while after I posted this question but cobalt, carbon, and sodium to name a few. Also using the higher tier one is often better, you get more in return. But yea it does seem a bit odd but I do wonder if there is some fact behind the process.

I watched a channel called Cody's Lab he does a bunch of odd science experiments, I think he works in the field but he recently turned tin into iron just using a unique process.

He burned Thermite with 400 soda cans to make it which was really actually interesting.
It got me thinking about the process though in NMS and it may not be too far off.

This is the video if you interested.
https://youtu.be/N9rGAA6eF10?si=ejsS3XSZHhiXifhV
DrBonifarz Jun 15, 2024 @ 1:40pm 
Originally posted by NorthWestTrees:
I will need to give this a try.
Glad to help, and I hope it will work out well for you.
Originally posted by NorthWestTrees:
For the charges slots, the ship I got when I put it together only has a few of them, and not close to any other ones unfortunately
I don't want drift into the details of ajacency and supercharge rules, which are really obscure. But boosting one weapon's fire rate with multiple supercharges can be quite okay even if you miss out on adjecency bonuses completely.
Originally posted by NorthWestTrees:
I looked up some recipes [...] it does seem a bit odd but I do wonder if there is some fact behind the process.
Take the pseudo-chemistry and refiner recipees with a grain of salt. I think it is a design decision to have some weird, ironic or nonensical elements here and there, so players could just enjoy the scifi vibes without thinking much about realism. And I think it works well that way.
Funpire Jun 15, 2024 @ 1:54pm 
any ship, infraknife supercharged, plus 1-3 adjacent supercharged infra mods = 20k-115k dps = no effort.

E: Typing on a steam deck sucks. Install infraknife and 3 s class mods. Preferably, just google a station with 2-4 connected SC slots for custom ship category. Delete all other weapons and mods. Now you can basically delete enemies on demand or sentinel freighters in 10 seconds with 4 superchargers and max X tier mods.

My iron vulture hauler does 90k DPS with 3 superchargers on damage and one for some extra maneuverability.

The damage number on your ship means nothing. Go off ship weapon DPS when you hover over it.
Last edited by Funpire; Jun 15, 2024 @ 2:01pm
RemingtonRyder Jun 15, 2024 @ 8:38pm 
Make sure you have a stack of shield batteries. It can take a while for shields to recharge on their own.

You can also divert power to weapons, engines or shields. Obviously, extra weapon power is good if you need to do more damage. Extra engine power will help if you want to boost away from your attackers and escape. Extra shield power... I like to think that it does something but without numbers it's difficult to say what. Finally there is the Balanced setting which is the default.
Mr. Bufferlow Jun 15, 2024 @ 9:01pm 
To the extent it might be helpful, the game goes easy on you with the Radiant Pillar in the starting system. If you get in a ship fight, the enemies are nerfed. Once you leave that system, or upgrade to a higher quality ship, the game changes the values on the enemies so they can kick your kester unless you really upgrade all the offense and defense elements.

Pretty sure it is intentional, but caught me napping when I picked up an S class golden vector in the second system and figured I was good to go since I had been mopping them up with the starter Radiant Pillar.

Fortunately called in the Anomaly and escaped death once they had knocked out all my offensive and defensive abilities. I had a shred of shields left when I got away.
Survival mode settings are harder than the Normal mode but to mitigate the difficulty you can carry a stack of repair kits. and shield batteries Also stacks of sodium for shield refills. Living frigates require unusual resources for fuel etc but whatever ship you use prepare well with stacks of resources you need for refills and of course repair kits. Don't be afraid to run, repair and return. Good luck!

Make use of the Power Divert function in ships to divert power while you do missions.
Last edited by Johnny in the Clouds; Jun 16, 2024 @ 1:35am
NorthWestTrees Jun 16, 2024 @ 1:11pm 
Originally posted by Mr. Bufferlow:
To the extent it might be helpful, the game goes easy on you with the Radiant Pillar in the starting system. If you get in a ship fight, the enemies are nerfed. Once you leave that system, or upgrade to a higher quality ship, the game changes the values on the enemies so they can kick your kester unless you really upgrade all the offense and defense elements.

Pretty sure it is intentional, but caught me napping when I picked up an S class golden vector in the second system and figured I was good to go since I had been mopping them up with the starter Radiant Pillar.

Fortunately called in the Anomaly and escaped death once they had knocked out all my offensive and defensive abilities. I had a shred of shields left when I got away.

This was basically what happened to me.
I got enough parts to build my ship, sold my starter ship right after and then I found myself with a class S fighter that was way harder than the starting class C ship you get.
However it seemed to be worse when I unlocked the ability to cook food, mainly because food is worth so much and they always kept targeting its stack in my inventory when scanning my cargo, without food in class S I had maybe 4 pirates, with food it was around an average of 6 pirates. From what I have been reading from other people the survival mode is way harder than what I was used to so its most likely just me jumping into a new game mode not knowing what it was like lol.
NorthWestTrees Jun 16, 2024 @ 1:11pm 
Originally posted by Star-Lord:
Survival mode settings are harder than the Normal mode but to mitigate the difficulty you can carry a stack of repair kits. and shield batteries Also stacks of sodium for shield refills. Living frigates require unusual resources for fuel etc but whatever ship you use prepare well with stacks of resources you need for refills and of course repair kits. Don't be afraid to run, repair and return. Good luck!

Make use of the Power Divert function in ships to divert power while you do missions.
I am not familiar with the power divert function where would I find that?
Johnny in the Clouds Jun 16, 2024 @ 3:06pm 
Originally posted by NorthWestTrees:
...I am not familiar with the power divert function where would I find that?
One of the ship cockpit displays has text indicating which power function is currently active.
When the arrow UP on a controller D-Pad is tapped, the display cycles through the four choices Engines, Weapons, Balanced and Shields. A controller can be customised so check the buttons. Also the in game remapping should tell you which keyboard key cycles the power divert function on a keyboard, if a controller is not used. Keyboard keys can also be remapped too.

In the pirate capital freighter mission to save a convoy, the power divert function can be useful to chase torpedoes quicker or bolster shields when flying the gauntlet. In practice though It's not easy to remember to switch things though, when so much is going on under fire from a mass of pirates and the freighter guns blasting at you. : )
Last edited by Johnny in the Clouds; Jun 16, 2024 @ 3:11pm
NorthWestTrees Jun 16, 2024 @ 6:39pm 
I will for sure check this out today thanks for letting me know.
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Date Posted: May 24, 2024 @ 2:37pm
Posts: 13