No Man's Sky

No Man's Sky

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maestro Feb 16 @ 4:25pm
The Wraith's Stats are NOT That Bad...
So, I finally picked up the Wraith on my save after completing the expedition and I really don't get why everybody says the stats are so bad...

https://steamcommunity.com/sharedfiles/filedetails/?id=3428964814

Here's the Wraith.

https://steamcommunity.com/sharedfiles/filedetails/?id=3428964858

Here's the Phoenix Runner with only a few modifications made to it.

I had some Psychonic Eggs from before, and I cracked them open after I got the Wraith, and the only stat ones I added were 1 shield mod, and 1 other mod I forget... I think it might have been pulse engine, of course evolving both to S-Class.

I am still missing one Shield mod, but with that in mind...

Damage Potential: 410.6 vs 443.0: This is a negligible difference. I didn't compare the mods, but I think I observed the Wraith having a *WAY* higher absorb on its laser than the Phoenix does, which means your shields recharge MUCH faster. The loss of the rocket launcher is going to be something I'll notice, and end up missing whenever I take the Wraith out, but I'll manage without it.

Shield: 285.1 vs 367.8 Keep in mind, the Wraith is missing 30% as it only has 2 and not 3 shield mods. The Runner is also missing 1 shield mod, but to be honest if you added a shield mod to the Wraith, it'd probably be comparable and if you were really that concerned you could always supercharge the shield. I currently have the Pulse Engines supercharged.

HD Range: 1150.7 vs 1191.1 Again, very tiny difference here, with both ships having 3x S-Rank Hyperdrive mods.

Manueverability: 646.9 vs 818.9. Sure, the Runner beats the Wraith by a good margin, but the Wraith isn't that bad when you compare it to other, more normal ships. It won't be able to hover, sure, but personally I rarely use that mechanic and if I did need such a thing, I would hop in a ship suited for that.

The biggest problem about the Wraith is indeed the storage space. But then, I am nearly maxed out on my exosuit (the SEVENTEEN slots from the expedition helped quite a bit!), and I have plenty of extra mod slots left over for the few mods I'm missing, and so I don't view its smaller inventory as a problem.
Last edited by maestro; Feb 16 @ 4:26pm
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Showing 1-15 of 70 comments
Phaedrus Feb 16 @ 4:55pm 
Stats are fine, but I hover all the time. Taking down a pirate freighter, hovering makes it so easy. Landing where you want to land. Looking at areas on planets, etc.
The Runner and other non-living ships can install X-Class mods though. Also if you want to upgrade them in general, it is much easier than living ships.
maestro Feb 16 @ 5:13pm 
Originally posted by Phaedrus:
Stats are fine, but I hover all the time. Taking down a pirate freighter, hovering makes it so easy. Landing where you want to land. Looking at areas on planets, etc.

A pirate freighter is in space. All ships can sit still at 0 u/s in space.

And 20 u/s that all ships can do gives you plenty of time to almost-stop and look around, so long as you're not 10 feet above the ground (then the game starts acting wonky and your ship starts zipping around trying to get away from the terrain).

The Runner and other non-living ships can install X-Class mods though. Also if you want to upgrade them in general, it is much easier than living ships.

X-Class Mods are part of the 3 mod per technology limit, and yes sometimes they CAN be better than S-Class, but for most people, S-Class are usually what you end up running with anyhow.

And the Wrath starts out with at least half, maybe slightly more, of the mods already-installed, and it's not THAT hard to get mods for it.

And, as a nice bonus, anytime you do get mods you can evolve the mod right then and there, so it's good no matter what class it is.
Originally posted by maestro:
So, I finally picked up the Wraith on my save after completing the expedition and I really don't get why everybody says the stats are so bad...
I use the Living Ship almost exclusively. Players either like 'em or they don't. The stats on the Wraith seem perfectly acceptable to me, maybe even a little more firepower and shields than the standard Living Ship. If you don't like Living Ships, the stats are meh. To each their own.
Brew Feb 16 @ 5:32pm 
Through your analysis visor, you can see the base stats of your ships (I think that's what it would be if you stripped it bare of all tech). Iirc, I think the wraith's base stats were worse across the board compared to the starborn ships (runner/phoenix). Maybe that's a better comparison, since of course actual stats will vary depending on what tech you have, how they're arranged, what you chose to supercharge, etc.

But if you just go for looks, or are just going for "good enough", none of this matters anyway.
Does the Wraith have an equivalent for the sub light amplifier? Slower interplanetary speed is kind of a deal breaker for me
Last edited by UNBREAKABLE; Feb 16 @ 5:45pm
I am going to take the new ship tomorrow and transfer over all the top end modules off my main's LS and see what the comparisons are. Should be interesting.
maestro Feb 16 @ 6:42pm 
Originally posted by UNBREAKABLE:
Does the Wraith have an equivalent for the sub light amplifier? Slower interplanetary speed is kind of a deal breaker for me

It has Pulse Engine Mods that give it Fuel Efficiency, Boost Speed and... one other stat I forget.

Just checked wiki, the 3rd stat is Manueverability.

It didn't seem slow when I was testing it. /shrug

EDIT: I tested Pulse Engine Speed by summoning my freighter somewhere in space and measuring the amount of time to pulse towards a distant planet. Both ships were exactly 23 seconds to pulse to said planet.

But, I didn't see a mod named "sub light amplifier" on the Runner, so maybe I don't even have that? /shrug Still, the speed doesn't seem terrible.
Last edited by maestro; Feb 16 @ 6:57pm
rikwes66 Feb 16 @ 6:55pm 
the one thing missing from the update and expedition is an overhaul of the living ships ( both in stats and variety) . Apart from the expedition obtaining them is tedious , let alone actually upgrading them .Given that fact they should simply be best ship in game ( maybe together with sentinels ) .They should also be able to hover and the wraith specifically should have the ability to "fly " under water .I thought that was the whole idea for this particular ship also given its appearance but apparently not . I seem to recall a trailer where you actually saw it dive into the water

I do like they added the ship's model as frigates as well though
Originally posted by Phaedrus:
Stats are fine, but I hover all the time. Taking down a pirate freighter, hovering makes it so easy. Landing where you want to land. Looking at areas on planets, etc.
I really wish you could just put a hover module in any ship
From what I recall, living ships, including the wraith, have the same base maneuverability as haulers, which are the lowest. Their max maneuverability is simply always going to be lower than something like a solar.
For some comparison points, my mostly maxed out living ship sits at a maneuverability of about 1300, with all four supercharge slots being used for pulse engine. My general all purpose ship is an interceptor, and even though only two of the supercharge slots are for pulse engine, its maneuverability is 1800. My solar, which is my primary if I don't need to do warping or combat, uses 3 supercharges on pulse and gets 2600 maneuverability, but for a quick test I just checked what it gets without the supercharges and it's about 1250, just under what the living ship gets using all 4 supercharge slots.
That's mainly what it comes down to. The stats are fine, but they have a way lower ceiling compared to specialized ships, especially maneuverability. For my playstyle, maneuverability is by far the most important stat, because the vast majority of the time I spend in my ship I am neither fighting nor warping, and usually I have the opportunity to switch to a different if I know I'll need to do either.

One last point, yes there is a degree of minmaxing going on here, but I am not at the upper end of it here. I've seen people get more than 4k by minmaxing things with X class mods, supercharge slot positioning, and bobbleheads/trails, but I'm only using like 1 X in my solar and while the slot positions are good they're nothing crazy. I also just don't bother with using the trails much because having multiple messes with which one ends up being visible, and I care more about that. The kinds of players that are doing all that stuff are some of the ones that are going to say the wraith stats are bad though, because it doesn't hit numbers as high as other ships.
maestro Feb 16 @ 8:27pm 
Originally posted by Redlegoguy1:
From what I recall, living ships, including the wraith, have the same base maneuverability as haulers, which are the lowest. Their max maneuverability is simply always going to be lower than something like a solar.
For some comparison points, my mostly maxed out living ship sits at a maneuverability of about 1300, with all four supercharge slots being used for pulse engine. My general all purpose ship is an interceptor, and even though only two of the supercharge slots are for pulse engine, its maneuverability is 1800. My solar, which is my primary if I don't need to do warping or combat, uses 3 supercharges on pulse and gets 2600 maneuverability, but for a quick test I just checked what it gets without the supercharges and it's about 1250, just under what the living ship gets using all 4 supercharge slots.
That's mainly what it comes down to. The stats are fine, but they have a way lower ceiling compared to specialized ships, especially maneuverability. For my playstyle, maneuverability is by far the most important stat, because the vast majority of the time I spend in my ship I am neither fighting nor warping, and usually I have the opportunity to switch to a different if I know I'll need to do either.

One last point, yes there is a degree of minmaxing going on here, but I am not at the upper end of it here. I've seen people get more than 4k by minmaxing things with X class mods, supercharge slot positioning, and bobbleheads/trails, but I'm only using like 1 X in my solar and while the slot positions are good they're nothing crazy. I also just don't bother with using the trails much because having multiple messes with which one ends up being visible, and I care more about that. The kinds of players that are doing all that stuff are some of the ones that are going to say the wraith stats are bad though, because it doesn't hit numbers as high as other ships.

From my own experiences, Maneuverability is not THAT huge of a stat to be dumping everything you have into it.

Even if LS did have the same maneuverability as a hauler, it's still plenty enough if you actually know how to fly. Now, if you're one of those people who just hold the autopilot button, then maybe? But for anybody else who knows to cut their speed when they want to make fast turns, space combat can be done in even a hauler with zero pulse engine mods, I do it all the time in such ships.

Therefore, Maneuverability is the least priority stat for me. I much prefer damage and shields over Maneuverability. Sure, I'll grab it where it's available, but beyond that I simply find myself not caring. In fact, TOO MUCH maneuverability can make you overshoot stuff a lot of times, as you turn TOO fast.

I took my Wraith out and fought some random ships and it performed just fine. The shield recharge is absolutely nuts, and the photon cannon-like weapon does perfectly fine. And again, no rocket launcher, but meh. With the ridiculous shield recharge, it's not like I'm worried about a battle taking slightly longer.
Last edited by maestro; Feb 16 @ 8:29pm
Element Feb 16 @ 9:19pm 
Inventory isn't even a problem. I have plenty of Spawning Sacs. If anybody wants some stacks, if you see The Element of Glass in game, hmu.

I have Psychonic Eggs, too.
Last edited by Element; Feb 16 @ 9:19pm
maestro Feb 16 @ 9:21pm 
Originally posted by Element:
Inventory isn't even a problem. I have plenty of Spawning Sacs. If anybody wants some stacks, if you see The Element of Glass in game, hmu.

Even without spawning sacs, spend an hour or two with a roamer on a few planets and the max of 120 exosuit slots should be getting closer and closer to the point you could easily fit pretty much every crafting material in the game in your exosuit and have room left over.

I can't fathom how anybody could have inventory issues (assuming Normal stack sizes), and my wraith has 5 open tech slots and I think I'm only missing like 2-3 upgrades for it.
anyone having trouble with the range you can access the inventory of the ship? I remember based on wikis info that the living ships like this one has a passive increse of this unit range. So you dont need to put any teleporter reciever into them. Mine seems pretty bugged because i cant access it if iam not within 45 units. Any ideas for solving this???
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Date Posted: Feb 16 @ 4:25pm
Posts: 70