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Easiest Way to Kill Dissonance Resonators

Dissonance Resonators are, for those of you that don’t know, huge drills on planets with corrupted sentinels. They drop resources that are necessary for getting sentinel gear (like the new ships, multitool, and jetpack). They are, however, a pain to kill if you’re just starting out as they summon swarms of corrupted sentinels to fight. This can all be avoided though.

Once you find a Dissonance Resonator, mark it, get into your ship, and then shoot it from your ship… Yep, it’s that easy. It might take a few passes, but you’ll eventually destroy it and it’ll automatically loot it. You won’t even gain aggro. Some weapons don’t seem to work, but the default Photon Cannon works fine.

Note: When shooting the photon cannon, you’ll have two streams of projectiles. Sometimes, when you’re too close to a target and aiming right at it, each stream will go to either side of the target. To fix this you can either increase your distance or offset your aim to make one of the streams hit.

submitted by /u/greysourcecode
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To Repair or Not Repair

To Repair or Not Repair

I got curious on the question of whether to repair or not repair found ships. So, I went to a random planet, and located a downed ship via distress signal. The picture here is how I found it (plus a repaired pulse engine – forgot to grab a screenshot before that). Without repairing the pulse engine, I was not able to fly the ship. The thrusters were not damaged, so I wasn’t able to test if I could move the ship without fixing them.

So, I left the pulse engines broken, got back in my main ship, and flew to my freighter docked in orbit. I then summoned the ship to my hangar which worked, even with the pulse engines not repaired. So, now I had a flaming wreck on the deck in my freighter. I then got in the ship to make sure it was “primary”, got out, and used the freighter’s teleport to jump to the station. The ship followed and was now in the station, thankfully no longer on fire.

The ship was an “A” class shuttle with 36+26 slots, most of which were damaged as shown below. In this configuration, basically “as found”, the ship was worth 2.9mil units at the recycling station.

As found.

I then proceeded to fully repair the ship. Here is the resulting bill of materials to fully repair it:

BOM to repair and P/L

After fully repairing the ship, it was now worth 13.150mil at the recycling station. So, for a basic “A” class ship, I spent 1,132,555 units for about a 9mil increase in profits.

This is just a quick example, but I’ve found that the new ship value calculations really take a hit on unrepaired slots. I can turn a pretty comfortable profit on “B” class and above. “C” class is usually close to a break even plus/minus.

As always, YMMV, but in my opinion and based on my experiences, it’s worth the time.

submitted by /u/JaxC7
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Community

New Ship Perk Suggestions

Long ago, NMS only allowed players to own a single ship, making it a major decision on which ship type a traveler should go after. However, realizing this felt clunky, updates have been made over the years, ship slots increased, new tech modules, and new features added. This was a great call, but it did leave one mark: the distinctions between each ship didn’t matter anymore; Haulers don’t even have the benefit of additional cargo space, since all S-class ships can have the same total number of slots.

I was talking ship perks with someone, and it got me thinking that perhaps it would make sense to introduce new strengths to less used ship types. As I was mulling it over, I realized that some of these changes would have to be pretty potent to stand up to current-day standards — poor Shuttles, their only real signature is that their takeoff price is reduced, made obsolete by the auto-recharge modules. So I decided to spitball a few ideas trying to stay true to the ship’s purpose while taking 2024 NMS in mind, and see if the following suggestions are strong enough to make you think “oh yeah, I’d definitely want to own a [ship type].”

Shuttles:

  1. 25% faster flight speed than others while in-atmosphere.
  2. 100% faster Pulse Drive speed.
  3. Takeoffs and landings are quicker and snappier.

Haulers:

  1. Cargo slots are double-sized, just like Freighters and storage containers.
  2. One storage augmentation slot unlocks two slots when used to unlock cargo slots.
  3. When the Teleport Receiver is installed, Hauler item teleport range is unlimited within the same star system.

Living:

  1. Increased chance of finding Space Encounters while pulsing. Alien Traders completely removed from encounter pool (Frequency 12 > 0). Odds of Rogue Black Hole and Relic Gate events tripled (Frequency 1 > 3).
  2. Eating food while in a ship refuels the ship’s hyper drive, pulse drive, launch thrusters, and damaged shields.

Explorer:

  1. Scanning one planet scans every planet in the system.
  2. Hyperdrive chain jumps. When setting a waypoint on the galactic map, can directly jump to that waypoint as long as the Explorer would have enough fuel to reach there, or up to 5 jumps (aka 5x listed hyperdrive range).

Let me know if these are along the right lines, and whether you’d fly one of these if they had these perks.

submitted by /u/Snoo61755
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Just a Quick Appreciation

While I struggle with anxiety so it is difficult for me to egg myself into the multiplayer scene in the game, I just have to applaud ALL of you guys. This is the most non-toxic gaming community I think I’ve ever seen and I have been a gamer for a goood…

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Too Many Low Difficulty Frigate Expeditions

I re-boarded my freighter after a lengthy reconnaissance mission and wanted to send my frigates out.

So, I visit The Navigator, and he gives me the list of expeditions (not Expeditions) and it’s all low star trips, three 2** and two 1*.

Would love to see more 3‘s, as well as any 4* and 5*****, which I’ve never seen. What’s up with that?

That’s all.

Gray, over and out.

submitted by /u/MJBjacket
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