No Man's Sky

No Man's Sky

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Mike Nov 18, 2024 @ 3:11pm
What's a good setup for the multi tool, starship and character
Was wondering, are the tech that is found (X- illegal) are they higher than Superior?

Does anyone have a pic of the top setup for tech on your character, starship and multi-tool? I've increased my starship to "A" (Hauler)
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Showing 1-15 of 15 comments
Jaggid Edje Nov 18, 2024 @ 3:22pm 
The possible range on illegal (x) modules is very large. The top end are the best you can get, but more often than not they aren't close to the top end and are garbage.

As a new player, my advice to you would be to upgrade with good S-class modules first. Then when you install X class, you can compare and know which ones to toss out (which will be most of them) and which ones to keep.
Lemurian1972 Nov 18, 2024 @ 4:05pm 
The easiest way to aquire and work on capping illegal mods is in a Pirate system. The mod I recommend learning on and trying to cap out first are Scanner and Hazard Protection.

Those two are easy to tell when you've got a likely candidate because the best ones will mod 4 stats instead of 3. For Hazard you want to try and find mods that have 4 stats at or near 10%. Getting 3 of those means 30% across the board, before adjacency bonus or overcharged slots.
For Scanner mods the 4 stats are range, flora, fauna, and mineral. Try to get the reward bonuses up as close to 10k as you can, range is less important.

I recommend these because the bonuses are easiest to grasp and you can get a sense of how much work it will take to get enough. Other mods tend to have more variance and the stats you like can depend on your playstyle. Boosting these will show you a noticeable benefit, making survival tons easier and increasing passive income from random scanning on new worlds.

When you're in a Pirate System, there's an easy way to keep up with the nanite cost of buying them off a vendor. Just go over to the other vendor and buy out the caches every chance you can. Then open them and sell off the random mods you aren't trying to farm. The caches are a good way to get mods of other types too, so you could farm, build up a stock of say Hyperdrive mods for when you have a really nice ship, then check them all at once.
retsam1 Nov 18, 2024 @ 4:38pm 
Originally posted by Mike:
Was wondering, are the tech that is found (X- illegal) are they higher than Superior?

Does anyone have a pic of the top setup for tech on your character, starship and multi-tool? I've increased my starship to "A" (Hauler)


Lots of guides and yt vids on your choices. Different ships and multitools have different strengths for damage/effectiveness. Atlantid multitools for example are the top mining beam damage ones. Sentinel ships can have one of the widest ranges of effectiveness and are one of the only ship types that can hover(ie be at 0 speed) planetside.

Both multitools and ships have their maxes noted once they are S class. Also, not every ship or multitool is the same even if type/looks are the same in various cases as your 4 super charged slots also factor(4 square or L shaped slots together being the more commonly sought after) as adjacent slots from such increase the stats for those ship/tool functions.

As for upgrade/modifiers for slots, it depends on the type of thing being modified. Sometimes the S class tier ones are better and in other cases the pirate or other sourced ones are better(of their max'd versions since there is a system outlined in guides/vids on how those are attained too).

So your choices are really going to depend on your interests/focuses but most of this is only in a min/max capacity or an aesthetic capacity or both.
frazzled Nov 18, 2024 @ 6:34pm 
In each save I've taken to having a character theme of some sort. My current one is an explorer. So my ship is the first explorer I could afford, which I've upgrade to S-class from C-class, and am still making larger. I'm keeping my original Pistol MT, because that's light weight, and in my imagination that adds to may ability to travel further and explore more.

That's all silly, I know. But its what I do.

In that mind, I generally find S-class upgrades for whatever systems I think are important, and then add X-class upgrades as I find them, and they turn out to be better than my S-classes. But S-classes are more than fine.
Zoran Nov 18, 2024 @ 7:45pm 
On a max difficlty game, with perma death, I feel the mods start to matter.

https://steamcommunity.com/sharedfiles/filedetails/?id=3368384776
The X-Class mods for ship shields can be very good, up to 38% for me.
The hauler has the best shielding allowing me to spend the supercharge on the gun, making the hauler my best fighter.
Shieling buys more time, I can be slow to recharge shields, play after long day at work and not die.

https://steamcommunity.com/sharedfiles/filedetails/?id=3368385548
For speed the Boost on X-Class is better, up to 29% for me.

The rest of the ship mods do not benefit much from X-Class, in my game.
X-Class jump drives, Freighter jumps further than ships, does not trigger fights and can scan a whole system.


https://steamcommunity.com/sharedfiles/filedetails/?id=3368386105
For the tool, the scanner mod seems the only one that benefits from X-Class, 10% on two stats for me. Free money.

Mining X-Class never seems to be better than S-Class. Also, while the Exocraft does not get as good of a resource bonus, when mining, it is fast! I feel mining works better in a Nomad.

There you go. For ships and tools, only 3 X-Class types in my book.



For the player, all the best mods and X-Class you can find. Funny, but S-Class shielding (34%) on the player can be better than X-Class (33%).
Last edited by Zoran; Nov 18, 2024 @ 7:47pm
Here Nov 18, 2024 @ 8:12pm 
I may have bad luck, but there were a couple items off the top of my head that I could never beat S class with. Neutron Cannon and Mining Beam upgrades. Not sure why or if it was disastrous luck across multiple characters ... but I just could never get one of those 2 X-Class to supersede S Class. I mean in all honesty what player would notice right? By the time you are trying to trick out your mining beam ... you no longer need to mine {if ever again}. I just play NMS is the spirit it went toward ... "just buy it" :-(. Which is a lot of stuff lol.

Neutron cannon is plenty powerful ... My MT always shows higher damage with S Class {I am guessing due to higher recharge speed}. The number goes up higher if I SC everything but the main gun itself lol ... still not sure I even trust what I see on that screen by now.

That being said I still said screw it and on one char went all X for Neutron lol ... again like I will notice. It is a Normal file so yeah definitely not going to notice. My C Class in the Expo was one-shoting with a standard scatter blaster {no upgrades, just setting it on a SC slot}

Anyhow wish the numbers in the game actually meant something.
Shadow Strider Nov 18, 2024 @ 10:08pm 
X class modules can be the best or worst depending on your luck.
The exception to this seems to be the Neutron Cannon... X class is always worse than S class for that for some reason...

https://steamcommunity.com/sharedfiles/filedetails/?id=3362130839
https://steamcommunity.com/sharedfiles/filedetails/?id=3331846415

Although I like the look of some haulers, I don't really think they are very good as a main ship if you enjoy space combat... Interceptors and Living Ships share the same max inventory as haulers and imo are far more versatile... (the hover ability of Interceptors was the deciding factor for me)
Last edited by Shadow Strider; Nov 18, 2024 @ 10:10pm
Foxglovez Nov 19, 2024 @ 9:00am 
YTube is your friend. It's worth taking a break and watching not only set ups but reasoning behind choices. Sometimes things feel random in this game that aren't and small tweaks can make an astounding difference. The real answer to many questions is simply "the one you like" because pretty much everything is OP if leveled up carefully though the expedition staff is hard to beat with two mining beams. It's a mining monster though there is great fun in setting up new MTs, even though most just use one good all around tool, the rest are for show, something to spend those nanites on at a certain point.
Mike Nov 19, 2024 @ 2:23pm 
Yepp. been looking at some videos. Was just seeing if anyone had quick ideas. I've been playing since day 1 yet I was delaying this and procrastinating.

I love my hauler. I literally got it within the first year of playing, found it, fixed it up and have been using it since. It's the one with the long wings. I've been spending my time bring it from 'B" to "S" lol BS :) Ive added some space and tech spots. Seems like every time I add an item it says, overloaded.

Also in my multi tool, do you still get over 100k credits finding flora and fauna or did they nerf that? If not, then yeah, messed that up too :)
Jaggid Edje Nov 19, 2024 @ 2:27pm 
Originally posted by Mike:

Also in my multi tool, do you still get over 100k credits finding flora and fauna or did they nerf that? If not, then yeah, messed that up too :)
Well over 100k if you have the best scanner upgrades, putting those into supercharge slots increases it even more.
Mike Nov 19, 2024 @ 4:32pm 
I got to fix that too lol
Foxglovez Nov 19, 2024 @ 5:02pm 
Unusual critters with 3 fairly nice S upgrades should get you base of 60k+ for stuff, unusual critters up to about 500k. Really good upgrades, couple in super slots, at least a little shy of 100k for minerals, plants and can't for the life of me remember what an unusual critter goes for but it's high. You are looking for 3 upgrades in the 10-12k range. You get to kiss a lot of toads both X and S level to find them. I don't bother with anything but boltcaster with the two sets of upgrades. For BC, rate of fire is your top priority. Don't even bother to look at the stats the game provides. Just use it to see if you like it. Fire rate 18% or more on each and every module. I don't like any of the other choices and lord knows I've tried to. Plus the stun w/ voltaic amplifier in a superslot to extend stun time. I'm lazy, I just want ♥♥♥♥ to die. Quick.
The staff shown above is BIS for me all around followed by sentinel guns but here again, superslots are the real prize and everything is OP.
Ships, probably interceptor though I don't like all the crap on the windscreen. Infr-knife all day long, slot setup is critical. Living ships are the most fun, guppies and squids just need a hover though I don't use it that much. Most interceptors look like trash trucks, especially white ones. I personally just can't imagine flying a hauler, just too much bulk and such low damage plus the worst windscreen in the game, so much clutter. Just needs fuzzy dice. LOL ymmv a lot.
Last edited by Foxglovez; Nov 19, 2024 @ 5:04pm
SharkPlush Nov 19, 2024 @ 7:31pm 
haulers also have really poor handling but since the game is so easy and forgiving I find it more satisfying to use.

I don't like scanning, I trade and have a farm if I need credits. I have trade routes I discovered and named so I can just travel between them using only the portal.

You need to donate stuff to the guild envoys at the space station. The space station can only have 1 type but the one you want is merchant's guild. Max rank gives frigate modules, one of the most rare items in the game you need to upgrade the freighter.
Last edited by SharkPlush; Nov 19, 2024 @ 7:37pm
Foxglovez Nov 20, 2024 @ 10:41am 
Indeed, haulers and Mom vans, aka shuttles are flying pigs but if you only use them it's probably a non-issue, until you don't, if crisp maneuverability is a thing at all.
Mike Nov 24, 2024 @ 2:04pm 
Thanks everyone!
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Date Posted: Nov 18, 2024 @ 3:11pm
Posts: 15