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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.
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
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.
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).
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.
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.
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.
Tho the hover ability of the sentinel make it a perfect starship for building bases (mine is filled with building materials).
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.