No Man's Sky

No Man's Sky

Visa statistik:
manoeuverability not going over 1k
As title. I have an exotic ship, all the bobbleheads, all the trails, I have 3 x S class pulse engine upgrades with over 15% manoeuvrability, I have the flight assist thing for 11%.. but no matter how I lay things out, I only get 950-980.. yet I see many posts showcasing 3800-4500+ with the same layouts.

I have similar with my infraknife, even with 3 supercharged in a line, I can get it to 77k dps, yet I see people claim 300-400k dps. Any way to fix this? It feels like I'm getting 1/4 of the normal stats
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What do you even need those crazy stat numbers for? Personal gratification?
Nox 6 mar @ 4:30 
Ursprungligen skrivet av Hykril Tynyx:
What do you even need those crazy stat numbers for? Personal gratification?
That is generally why people play video games, yes.
I do not NEED the numbers, but I'm wondering what is wrong, if I do the same as others but have drastically different results.
3 things for boost your maneuverability:
1. Good tech
     The best tech upgrade I got so far from Outlaw Tech with stat
     Boost: 27%, Maneuverability : +20%, Fuel Efficiency : +25%
2. Tech Position
    So far the position that work for me is the L position, check image below
    As for S/A/B/C sometimes the position that give you more benefit not close to the main tech.
3. Supporting Tech
For supporting tech, only trail/Artemis Figurine that adjacent to Polo figurine can add up to you maneuverability.


https://steamcommunity.com/sharedfiles/filedetails/?id=3439379816
Nox 6 mar @ 4:52 
I have that layout, and all 3 mods are over 15%, one is 19, one is 18 and one is 15%.
Just seems odd to be 1/4 the manoeuvrability for... 8% total from cap
What ship type are you using (Hauler/Explorer/Fighter/Sentinel/Living)? and what about class?
Nox 6 mar @ 5:13 
Ursprungligen skrivet av Strauss:
What ship type are you using (Hauler/Explorer/Fighter/Sentinel/Living)? and what about class?
I'm using an exotic S class. Not the absolute highest manoeuvrability hull type, but far from the worst.
What are the base stats for your exotic ship? Looking at the ship with the Analysis visor should reveal (in brackets) the core base stats. Fighters generally have slightly higher core damage than exotics. Also in the cockpit you can divert power to weapons or engines but I don't know if that changes numbers for the stats that can be measured.
Senast ändrad av Galactic Starman; 6 mar @ 5:49
I heard exotic, living and the hauler are the worst. explorer isnt too bad. But fighter is a way to go for dogfight, not sure about the sentinel ships, never seen one before.

Btw you get bonus on combat vs. dogfight with fighter class, the higher grade of that ship the better. Ofc the S-Class, dont think you can do better than that.
Senast ändrad av TheCr33pur; 6 mar @ 5:49
Solar ships have a manoeuvrability bonus I think making them the most agile of all the ships. X-Class tech for anything if you can find them, can be slightly better than the S-class... but it's finding them. Also if you find one then you also have to find a second and third, ideally the same stats...if you can find them... Sometimes on S-class you can reload a save and revisit a vendor for the same tech.
Senast ändrad av Galactic Starman; 6 mar @ 5:55
Nox 6 mar @ 5:54 
Ursprungligen skrivet av Star-Lord:
What are the base stats for your exotic ship? Looking at the ship with the Analysis visor should reveal (in brackets) the core base stats. Fighters generally have slightly higher core damage than exotics. Also in the cockpit you can divert power to weapons or engines but I don't know if that changes numbers for the stats that can be measured.

Class Exotic // S:30+42 ( still gotta unlock slots, but got all the supercharged uncovered)
Damage: 351.4 (301.2 core)
Shield: 398.7 (262.5 core)
Hyperdrive range: 1,714.2 (930.8 core)
Maneuverability 986.9 (430.3)
Nox 6 mar @ 6:09 
Ursprungligen skrivet av TheCr33pur:
I heard exotic, living and the hauler are the worst. explorer isnt too bad. But fighter is a way to go for dogfight, not sure about the sentinel ships, never seen one before.

Btw you get bonus on combat vs. dogfight with fighter class, the higher grade of that ship the better. Ofc the S-Class, dont think you can do better than that.
hmm, what I read online, exotic and explorer have some of the best agility.
Exotic having 387.5-445 ( Mines 430.3, so semi near the top of that range as well ) with a 40-50% for bonus at S class
explorer also having 387.5-445 with a 25-32% bonus at S
fighter also has the same 387.5-445 with a 35-45% bonus at S
shuttle is 272.5-330 with a 15-35% bonus at S
hauler is 192.5-250 with a 10-15% bonus at S
living is 192.5-250 with a 10-15% bonus at S
solar is 387.5-445 with a 35-40% bonus at S
interceptors is 245-302.5 with a 40-50% bonus at S

This is why I picked exotic, having the highest potential agility
I checked a Squid Exotic and it has just over 1.29k Manoeuvrability. The core stat is (439.4).
The tech installed are the primary blueprints available to all ships The instability Drive, The Sub-light Amplifier, The Photonix Core and The Flight Assist Override. The Photonix Core may be the key difference. This was a pre-order item and available to craft in legacy saves. I'm not sure if it is available to craft or not in a new save today even if you had the pre-order. Though it ought to be as really it has been surpassed by other equivalent tech or better, available to everyone in the game.

The pre-order ship also includes tech like a working hyper-drive so a player can leave the planet a little quicker once they reach the crashed ship. The photonix core has been surpassed by other A-Class tech, S-Class or X-class pulse drive tech, which is why (I'm guessing) it is not included in the 'out of the box' starter ship in today's game as it isn't really any advantage. Inventory slots have been compensated too. If you already have it, I think usefully it can still be included in a build as it is primary tech and perhaps the only remaining advantage for a pre-order player.

Today however I think the Photonix Core is included in one of the Expedition ships, but I forget which and so can be transferred to other ships. Pre-order players I think are able to craft the Photonix core at least while playing their original legacy save.

The photonix core can be replaced comfortably with S-Class tech. The Photonix Core stats are Fuel Efficiency 15%, Manoeuvrability 11% and Boost 15%. In the example checked the 1.29k is actually without any S-Class upgrades at all! However the arrangement and adjacency of the engine tech is important to note. The main Pulse Engine and Photonix Core are using 2 adjacent Supercharge Slots. The Photonix Core Stats above become F.E. 32%, M 38% and B 44%. Adjacent to them are the Flight Assist Override (M11%) and an A-Class upgrade (FE17% and M 8%) and adjacent to them are the The instability Drive, The Sub-light Amplifier. A block of 2x3 tech using only 2 suprcharge slots and 1 A-class upgrade. The stats with M% rating are surrounded by adjacent blocks making as many connections as possible for higher bonuses. The A-class ought to be replaced with an S-Class and also replace the Photonx Core with better stats too.

So adding 3 s-class upgrades and or replacing the Photonix Core should sky rocket the manoeuvrability stats. But even without the Photonix Core 1K+ Manoeuvrability ought to be achievable. Key is to make as many connections on each side of the blocks, ideally a tech upgrade connected on all four sides willgiev the best boosts. Also the stat types (boost to boost) should connect for the best bonuses. So there is a lot of variation in play. Also making use of the supercharge slots and the arrangement.
Senast ändrad av Galactic Starman; 6 mar @ 8:28
did not you overload it?
red exclamation marks?
Ursprungligen skrivet av kutyax:
did not you overload it?
red exclamation marks?
Please let it not be true...My tea went cold trying to spell 'manoooooovrability ' and it now needs kettle supercharging... lol Oh no, but it could be that or tech is damaged or something...
Senast ändrad av Galactic Starman; 6 mar @ 8:22
Nox 6 mar @ 7:48 
Ursprungligen skrivet av Star-Lord:
Ursprungligen skrivet av Tzar:
...

Class Exotic // S:30+42 ( still gotta unlock slots, but got all the supercharged uncovered)
Damage: 351.4 (301.2 core)
Shield: 398.7 (262.5 core)
Hyperdrive range: 1,714.2 (930.8 core)
Maneuverability 986.9 (430.3)

Thanks. I know I have come across S-class variants of Fighter types (not interceptors) with a core damage of 342.0 something, so that core stat can maybe start higher but it is an exotic which is a good all rounder. I expect there are ships with also varying Manoeuvrability but not sure without checking. I'll have to go check some exotics :D

I just did a quick google and a reddit post mentioned the following in a comment:
Reddit link

I got a squid exotic that had base D-305.8, S-268.2, HD-194.8, M-553.5

So the maneuvering can spike apparently
User name 'Asleep_Penalty8116'

I checked a Squid Exotic and it has just over 1.29k Manoeuvrability. The core stat is (439.4).
The tech installed are the primary blueprints available to all ships The instability Drive, The Sub-light Amplifier, The Photonix Core and The Flight Assist Override. The Photonix Core may be the key difference. This was a pre-order item and available to craft in legacy saves. I'm not sure if it is available to craft or not in a new save today even if you had the pre-order. Though the pre-order ships are still available and include tech like a working hyper-drive. The photonix core has been surpassed by S-Class or X-class pulse drive tech, which is why (I'm guessing) it is not included in the 'out of the box' the starter ship in today's game. If you already have it, I think usefully it can still be included in a build as it is primary tech. But I think the Photonix Core may be included in one of the Expedition ships, but I forget which. Pre-order players I think are able to craft the Photonix core at least while playing their original legacy save.

The photonix core can be replaced comfortably with S-Class tech. The Photonix Core stats are Fuel Efficiency 15%, Manoeuvrability 11% and Boost 15%. In the example checked the 1.29k is actually without any S-Class upgrades at all! However the arrangement and adjacency of the engine tech is important to note. The main Pulse Engine and Photonix Core are using the Supercharge Slots. The Photonix Core Stats above become F.E. 32%, M 38% and B 44%. Adjacent to them are the Flight Assist Override (M11%) and an A-Class upgrade (FE17% and M 8%) and adjacent to them are the The instability Drive, The Sub-light Amplifier. A block of 2x6 tech using only 2 suprcharge slots and 1 A-class upgrade.
So adding 3 s-class upgrades and or replacing the Photonix Core should sky rocket the manoeuvrability stats. Key is to make as many connections on each side of the blocks, ideally a tech upgrade connected on all four sides willgiev the best boosts. Also the stat types (boost to boost) should connect for the best bonuses. So there is a lot of variation in play. Also making use of the supercharge slots and the arrangement.

Adding in a photonix core, with no other changes, raised me to 1319 ( 2 x 3 slot layout instead of a 2x2 with a fifth off one side ). Going to unlock a few more tech slots so I can reposition to a star slot layout, without impacting the weapon or drive layouts.

I think the supercharge layout is whats doing it, might need to hunt for a new ship with a better supercharge grid, and still decent base stat
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Datum skrivet: 6 mar @ 3:55
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