No Man's Sky

No Man's Sky

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CompScotty Apr 21, 2024 @ 11:47am
All ships are just eye candy?
I mean there doesn't seem to be much of a difference between a C class shuttle that costs 2 million units and an S class Exotic that costs 50 million units.

They both sound the same and do the same things. But is it just eye candy to have a cool looking ship? Whether I am in a c class shuttle or an S class it all seems the same hehe ..
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Showing 1-15 of 23 comments
Different classes buff your base stats from damage to jump drive range .
CrazyMom Apr 21, 2024 @ 11:52am 
For my part, I found it to be quite a difference in damage dealt fighting pirates. I prefer sentinels, and yes I search for one that I find good looking and then upgrade it to S-class. Have not built a new one yet of one of the other ships in the space station, so I can not comment on those.
Prescient Stones Apr 21, 2024 @ 12:09pm 
Eye Candy true, not much difference? You've yet to discover the value within each Class and Style.
Keep your eye on what you gain from scrapping an A class Explorer, verses Shuttle etc. Storage Unit, Mods, AI Valves.
Each Style has a perk/base. You'll find em.


Allow me a moment to spam this thread...
An example is this Firefly explorer. Wanna test your landing skills?
https://steamcommunity.com/sharedfiles/filedetails/?id=3228191934
https://steamcommunity.com/sharedfiles/filedetails/?id=3228448254
https://steamcommunity.com/sharedfiles/filedetails/?id=3228510595

Can't do that with the eyecandy hauler, fighter, sent, or exotic.
Mr. Bufferlow Apr 21, 2024 @ 1:03pm 
Fully upgraded- there is not huge differences between ships. There are some, like Explorers tend to have the best warp distance, Haulers, the best shielding, fighters have the better damage stats and exotics are usually pretty good over a range of factors. Shuttles are not even worth considering in my opinion, but they share some aspects of a hauler and some of a fighter.

Once a ship is fully upgraded and S class, those differences are not going to significantly change the challenge of the game. So it does come down to what look appeals to you. I do like my fabbed Rat Fink Racer.
https://steamcommunity.com/sharedfiles/filedetails/?id=3226960749
Last edited by Mr. Bufferlow; Apr 21, 2024 @ 1:04pm
frazzled Apr 21, 2024 @ 1:18pm 
To some degree, I agree. In NMS's early days there was a big difference in the sizes that different ships could achieve, with Haulers being the biggest. Over time, however, the potential sizes have become much more even.

The same holds true for some factors other than mere size. For example, I don't have much trouble in any fight no matter what ship type I'm flying.


I wish NMS would change ships to make their differences MUCH more stark.
Guh~hey~hey~♫ Apr 21, 2024 @ 2:08pm 
Different stats.

Simply put different class of ship offer different stat bonuses, so the same techs can have a stronger effect depending on the class of your ship.
Simply put:
- shuttle: weakest stats all over the board
- fighter: best damages
- explorer: best hyperdrive range
- hauler: best shield
- exotic: good shield, damages, and hyperdrive range (tho for each it has less than the bests)
- senitnel: same as exotic plus it has the ability to hover
- living: dont harm creatures, leave it in your hangar., feed it nip-nip cookies... (cant be equipped with an infra-knife or a positron ejector... so it's just a mascot/packmule).
There's a also a very tiny difference in max inventory size (-/+ 5 slots)

The "best stats" can get up to 90% bonus... so on a max rank (S) fighter, it's 90% more damages for the same weapon....

The special types of starships from pre-command or expedition rewards are all fighters (that's the only relevant ship nowaday imo).
Last edited by Guh~hey~hey~♫; Apr 21, 2024 @ 2:12pm
taniwhat Apr 21, 2024 @ 4:41pm 
Hover is the win, particularly early game when surface mining with the ship is helpful. Also useful when looking for things like patches of curious deposits.

They are easier (cheaper) to get than the exocraft which is also a consideration, then there's the point that once you find one, you can trivially find more - which leads to quite a few units and nanites and your initial C-class will generally end up as B or A at least by the end of the salvage runs.

Personally I'd rather have a C-class sentinel than an S-class anything else for hover alone.
bobhome2 Apr 21, 2024 @ 4:52pm 
Yeah, there aren’t huge differences, but they do exist. Some do have additional abilities beyond stat difference. Explorers and shuttles have discounted launch fuel costs, as I recall. And sentinels can hover. Solar ships recharge their launch fuel and have a bonus to maneuverability.

The launch fuel discount in particular leads me to choose explorers on survival or permadeath as first ships, just to make life a tiny bit easier.
Last edited by bobhome2; Apr 21, 2024 @ 4:53pm
-Armageddon- Apr 21, 2024 @ 5:11pm 
Originally posted by taniwhat:
Hover is the win, particularly early game when surface mining with the ship is helpful. Also useful when looking for things like patches of curious deposits.

They are easier (cheaper) to get than the exocraft which is also a consideration, then there's the point that once you find one, you can trivially find more - which leads to quite a few units and nanites and your initial C-class will generally end up as B or A at least by the end of the salvage runs.

Personally I'd rather have a C-class sentinel than an S-class anything else for hover alone.
Agreed, i was using fighter all the time and thought i will never change but the hover on the sentinel is really nice and handy in many situations
caseyas435943 Apr 21, 2024 @ 6:20pm 
Get what looks cool to you. Extra damage doesn't matter. Once you get those S class upgrades everything dies in seconds. There's no difference between 150K damage and 75K. Things die like I said almost instantly.

I've built and Explorer in one save. I have zero trouble melting bad guys. My Fighter on another save does more damage, but you don't see the difference things die with either and very quickly.

Warping 2K or 2.5K. How many times are you looking 2.5K away. Never. Extra warp is worthless. You'll not see the difference in 1.5K on 2.5k.

Shields? You'll never know. 3 S upgrades on any ship and you are golden.

Turning speed. 1.5 or 1K Again you'll never know the difference.

The only thing I guess some classes are cheaper to launch. But if you get the recharger even that doesn't matter.

Get what looks cool and you are golden. Anything else it just numbers that don't matter in actual game play.

I know the number nerds will be say, "but..." Be truthful it doesn't matter.
momopovich Apr 21, 2024 @ 11:32pm 
Originally posted by caseyas435943:
Get what looks cool to you. Extra damage doesn't matter. Once you get those S class upgrades everything dies in seconds. There's no difference between 150K damage and 75K. Things die like I said almost instantly.

I've built and Explorer in one save. I have zero trouble melting bad guys. My Fighter on another save does more damage, but you don't see the difference things die with either and very quickly.

Warping 2K or 2.5K. How many times are you looking 2.5K away. Never. Extra warp is worthless. You'll not see the difference in 1.5K on 2.5k.

Shields? You'll never know. 3 S upgrades on any ship and you are golden.

Turning speed. 1.5 or 1K Again you'll never know the difference.

The only thing I guess some classes are cheaper to launch. But if you get the recharger even that doesn't matter.

Get what looks cool and you are golden. Anything else it just numbers that don't matter in actual game play.

I know the number nerds will be say, "but..." Be truthful it doesn't matter.

Damage is noticeable on the highest difficulty, especially if you don't use auto follow and when you're damaging freighter hulls.

The rest not really or not at all, especially manoeuverability. I spent a lot of time experimenting to see if that stat does something or not and Im still not sure.
momopovich Apr 21, 2024 @ 11:40pm 
Side note : supercharged slots are a LOT more important than base stats for weapon dps. They boost the dps dramatically when close together (the best layout is a square shape).
Last edited by momopovich; Apr 21, 2024 @ 11:40pm
Guh~hey~hey~♫ Apr 22, 2024 @ 4:13pm 
Damage is definitely noticeable, especially when facing a freighter or a dreadnaught.... that's why imo fighter is the only relevant type of starship....
Tho the hover ability of the sentinel make it a perfect starship for building bases (mine is filled with building materials).
dreamrider Apr 22, 2024 @ 8:30pm 
Originally posted by Guh~hey~hey~♫:
Different stats.

Simply put different class of ship offer different stat bonuses, so the same techs can have a stronger effect depending on the class of your ship.
Simply put:
- shuttle: weakest stats all over the board
- fighter: best damages
- explorer: best hyperdrive range
- hauler: best shield
- exotic: good shield, damages, and hyperdrive range (tho for each it has less than the bests)
- senitnel: same as exotic plus it has the ability to hover
- living: dont harm creatures, leave it in your hangar., feed it nip-nip cookies... (cant be equipped with an infra-knife or a positron ejector... so it's just a mascot/packmule).
There's a also a very tiny difference in max inventory size (-/+ 5 slots)

The "best stats" can get up to 90% bonus... so on a max rank (S) fighter, it's 90% more damages for the same weapon....

The special types of starships from pre-command or expedition rewards are all fighters (that's the only relevant ship nowaday imo).
Living Ship just has to be fought differently. That secondary weapon is equivalent to a SUPER Phase Beam. Just keep pointed at one of the enemy and constantly short burst your secondary. Your Shell (Shield) is constantly restored...virtually unbreakable.
dreamrider Apr 22, 2024 @ 8:36pm 
Originally posted by caseyas435943:
Get what looks cool to you. Extra damage doesn't matter. Once you get those S class upgrades everything dies in seconds. There's no difference between 150K damage and 75K. Things die like I said almost instantly.

I've built and Explorer in one save. I have zero trouble melting bad guys. My Fighter on another save does more damage, but you don't see the difference things die with either and very quickly.

Warping 2K or 2.5K. How many times are you looking 2.5K away. Never. Extra warp is worthless. You'll not see the difference in 1.5K on 2.5k.

Shields? You'll never know. 3 S upgrades on any ship and you are golden.

Turning speed. 1.5 or 1K Again you'll never know the difference.

The only thing I guess some classes are cheaper to launch. But if you get the recharger even that doesn't matter.

Get what looks cool and you are golden. Anything else it just numbers that don't matter in actual game play.

I know the number nerds will be say, "but..." Be truthful it doesn't matter.
It is possible to use EVERY LY of your jump range.

Twist the POV on the Galaxy Map around until you are looking along your projected multi-jump path,
Now, still in the Map, advance your POV out along the path of jump links, until you get to the vicinity of your maximum jump range.
Pick a star near-by, and set that as jump target.
Jump.
Lather, rinse, repeat.
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Date Posted: Apr 21, 2024 @ 11:47am
Posts: 23