No Man's Sky

No Man's Sky

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Corvette Stats - Rare Parts
I understand the first 3 of everything you add affects it's stats and everything after does not. That's the simple bit, but God only knows how many corvette videos i've watched and no one explained rare parts beyond how to actually get them (finding them, basically).

So, i assume only core modules can be advanced? Or can every module be advanced? If so, can i reasonably assume as well that only core modules add stats?

Also, how are people doing loadouts? Putting 3 of each weapon for every purpose on the corvette is going to take entirely too many slots. What are people making for loadouts for self-defense? During breach i found myself getting attacked by both NPCs and players annoyingly often.
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Showing 1-8 of 8 comments
You don't get attacked by players if multiplayer is disabled.

There's no shortage of corvette slots, they can be trivially increased.

The corvette boosts for the infra-knife turned up, I have three of those installed. Plus base photon cannon (in case of damage)
You can't be attacked by NPCs in Breach. There aren't any, the universe is abandoned.

I don't know what you mean by advanced modules. Do you mean the ones you have to trade for rather than buy? If so there's no difference other than how you get them.

If you put more modules on than there are slots for then the slots will increase to accomodate them up to the maximum of sixty. It even adds supercharged slots and under some circumstances will also increase the class. I've had a B go to A doing this and a C going to B but I've not yet figured out exactly what causes this.

So you can have a B class with 4 supercharged slots if you do this starting with a C class.
Originally posted by BPC:
You can't be attacked by NPCs in Breach. There aren't any, the universe is abandoned.

Except sentinels, which are NPCs. I don't know what my contraband was (or if they wre just in a bad mood) but i'd go on autopilote and go take a dump or something, come back and i have 8 of them on me.

I don't know what you mean by advanced modules. Do you mean the ones you have to trade for rather than buy? If so there's no difference other than how you get them.

My understanding was that they have higher stats, and i assumed they had basic module equivalents.

If you put more modules on than there are slots for then the slots will increase to accomodate them up to the maximum of sixty. It even adds supercharged slots and under some circumstances will also increase the class. I've had a B go to A doing this and a C going to B but I've not yet figured out exactly what causes this.

My understanding is each module has "points" to it under the hood, better modules (when added first) add more points. This is how you end up with an S class.

So you can have a B class with 4 supercharged slots if you do this starting with a C class.

Or higher. Like i understand this particular mechanic from watching the vids, but I lack the experience actually building them to know which categories add stats. So far I haven't found any rare modules that I know of. What i'm hoping is that if rare modules have random boosts, but only core modules, then the trick is to go around collecting your core pieces first to build the actual usable ship then worry about making it look pretty.
Originally posted by taniwhat:
You don't get attacked by players if multiplayer is disabled.

I would like multiplayer on, i just want to make my corvette able to defend itself if it is attacked.

There's no shortage of corvette slots, they can be trivially increased.

The corvette boosts for the infra-knife turned up, I have three of those installed. Plus base photon cannon (in case of damage)

In case of damage? like infraknife damaged?

Speaking of which, is there subsystem damage in the way of, if i have really exposed shields, can a playerwith good aim (or if i'm sitting still on the toilet) exploit that and destroy my reactor or shields?
I'm not sure what you are asking for..... mostly difference between basic and advanced parts is that the later can't be purchased for untis at the space stations, which become irrelevant if you switch crafting to free in the difficulty settings (everything get accessable for free, except the atlas parts from the expedition).

What kind of parts you need on a corvette ? It's shown when you are in corvette building... 1 reactor, 1 thruster, 1 landing gear, 1 turret, 1 hab and 1 cockpit....

Now what's optimal ? Depend on what upgrade modules you have access to.... if you didn't notice yet, corvette parts that give stats stack with upgrade modules, allowing for a total of 6 stat giving parts for some techs, but not all corvette parts have that stacking effect, some give completely separate bonus that stack with none of the basic techs (e.g. meduza reactor).

It's up to you to decid what is "worth the tech slot they occupy"...

For example there's a lot of corvette parts that boost the shield strength, tho without any of those and only 3 upgrade modules (the same you can use on any starship) you get way above 400 shield, which is already overkill....

Same for the zenith reactor.... 3 max stat upgrade modules and an atlantide drive can easily get you close 2K hyperdrive range... with one zenith reactor you already get above 2K.... nobody travel with their starship/corvette (unles you are hunting for a freighter earning space battle), it's the freighter's job to do so....

Even worse, the azimuth have a "enable" kind of bonus. This is the kind of bonus you don't need/want to stack several times... a single one is enough to get the effect (aka replace the S-rank auto-recharger module for the launcher), then save the tech slots for something more usefull (e.g.: 3 classic launcher upgrade modules), especially if you consider that corvettes don't need to land most of the time.... so nor do they need to launch often.

For weapons.... 3 PG turrets are a no brainer (you can't get ride of the PG, so max it out...) and 3 PB.... in case you didn't notice yet, the PB is the best corvette weapon in game as of now.... the damages shown on the tooltip are the damages for a single beam, but the PB, contrary to all other weapons, doesn't shoot his turrets alternatively.... they all shoot at the same time.... you have 3 PB turrets shooting, you multiply the damages by 3, etc....

This makes the core of any corvette (imo):
- 3 meduza reactor (put them before the cockpit, so the cockpit won't waste a tech slot)
- 1 azimuth (for the auto-recharge enabled effect, instead of the auto-recharge modules)
- 1 optional zenith for hyperdrive range.
- 3 PG and 3 PB turrets
- 1 to 3 Hab.... you don't have the choice, they will appear in your tech slots (tho you can make a corvette containing only 1 hab to save 2 tech slots).
- 1 cockpit (mandatory, but won't appear in the tech slots if you install 3 meduza first)
- at least 3 Thrusters (you can put more, but only 3 of them will give you bonuses... and if you wonder, the best ones are the kineostream, install them first) so they will fill the tech slots).

Anything else is either purely cosmetic or overkill (read "waste of tech slots")

https://steamcommunity.com/sharedfiles/filedetails/?id=3593716578

I hope you didn't get spoiled too much, figuring this out is big part of the game's fun....
Originally posted by Guh~hey~hey~♫:
I'm not sure what you are asking for..... mostly difference between basic and advanced parts is that the later can't be purchased for untis at the space stations, which become irrelevant if you switch crafting to free in the difficulty settings (everything get accessable for free, except the atlas parts from the expedition).

What i'm seeing here is that the rare parts are basically regular modules. I assumed from all that i heard that the rare parts were the basic modules plus rolled stat boosts (like the ? upgrades).

What kind of parts you need on a corvette ? It's shown when you are in corvette building... 1 reactor, 1 thruster, 1 landing gear, 1 turret, 1 hab and 1 cockpit....

Now what's optimal ? Depend on what upgrade modules you have access to.... if you didn't notice yet, corvette parts that give stats stack with upgrade modules, allowing for a total of 6 stat giving parts for some techs, but not all corvette parts have that stacking effect, some give completely separate bonus that stack with none of the basic techs (e.g. meduza reactor).

It's up to you to decid what is "worth the tech slot they occupy"...

For example there's a lot of corvette parts that boost the shield strength, tho without any of those and only 3 upgrade modules (the same you can use on any starship) you get way above 400 shield, which is already overkill....

Same for the zenith reactor.... 3 max stat upgrade modules and an atlantide drive can easily get you close 2K hyperdrive range... with one zenith reactor you already get above 2K.... nobody travel with their starship/corvette (unles you are hunting for a freighter earning space battle), it's the freighter's job to do so....

Even worse, the azimuth have a "enable" kind of bonus. This is the kind of bonus you don't need/want to stack several times... a single one is enough to get the effect (aka replace the S-rank auto-recharger module for the launcher), then save the tech slots for something more usefull (e.g.: 3 classic launcher upgrade modules), especially if you consider that corvettes don't need to land most of the time.... so nor do they need to launch often.

Honestly, i thought about rebinding my landing key, because it's currently set to E (i forget if that's default) and in another game i play that's roll right (where as d is strafe right), so i'm finding myself landing alot when i don't mean to. Other than that, there really isn't a need to worry about landing on a planet. They don't even land when you teleport there with the terminus (wish they'd go higher or something though, i'm constantly getting stuck when checking peoples' bases).

For weapons.... 3 PG turrets are a no brainer (you can't get ride of the PG, so max it out...) and 3 PB.... in case you didn't notice yet, the PB is the best corvette weapon in game as of now.... the damages shown on the tooltip are the damages for a single beam, but the PB, contrary to all other weapons, doesn't shoot his turrets alternatively.... they all shoot at the same time.... you have 3 PB turrets shooting, you multiply the damages by 3, etc....

This makes the core of any corvette (imo):
- 3 meduza reactor (put them before the cockpit, so the cockpit won't waste a tech slot)
- 1 azimuth (for the auto-recharge enabled effect, instead of the auto-recharge modules)
- 1 optional zenith for hyperdrive range.
- 3 PG and 3 PB turrets
- 1 to 3 Hab.... you don't have the choice, they will appear in your tech slots (tho you can make a corvette containing only 1 hab to save 2 tech slots).
- 1 cockpit (mandatory, but won't appear in the tech slots if you install 3 meduza first)
- at least 3 Thrusters (you can put more, but only 3 of them will give you bonuses... and if you wonder, the best ones are the kineostream, install them first) so they will fill the tech slots).

Anything else is either purely cosmetic or overkill (read "waste of tech slots")

https://steamcommunity.com/sharedfiles/filedetails/?id=3593716578

I hope you didn't get spoiled too much, figuring this out is big part of the game's fun....

Actually, as useful as corvettes are and as much of a PITA they are to redesign, it seems crucial to build the "core" of your corvette first before you even so much as decorate it. Unless there's a way to tag individual pieces in an update or a way to swap specific pieces without disassembling it, figuring this stuff out is a buzzkill. Not having to worry about launch fuel when moving around alot already is a big deal.

I don't think one needs the M.E.T.A., but i think they should have the meta, and that's what's missing in all of this given how much of a commitment a corvette can be.
I just discovered something in creative mode: At least from the editor (i didn't check the parts) it appears that the engines of different types stack on one another. So getting 3 of the ones that raise mobility plus 3 of the ones that raise shields you can stack quite a bit. I have to take the time to actually try testing these things, though.
Go to settings and go to network. Change allow pvp with anyone to none
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Date Posted: Oct 27, 2025 @ 1:11am
Posts: 8