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Am I doing space combat wrong, or is this it?

I’ve owned this game since release, and have finally gotten into it, sinking 100+ hours in a couple weeks. Loving it – aside from space combat. Having played Elite Dangerous a ton (and I’m sure you’re all annoyed hearing the comparisons constantly) and being pretty damn good at combat from smaller agile ships to larger ones, NMS just isn’t clicking with me?

I just got my 150 kill milestone, and I’m pretty sure I just hold ‘S’ and shoot for all of them. I’ve tried chasing and using different loadouts, but it doesn’t matter, because the AI just does some crazy tight turn and flips on me, and their shield are back on in 0.5 seconds. I landed on cyclotron for shields and infraknife for hull because nothing has the RPM or velocity to break shield and do hull damage, but from what I’ve seen from searches here, pure infraknife is just OP and the way to go.

So am I doing something wrong, is this just it? Hold ‘S’ and shoot with infraknife? I’m not dogging on this game in any way, I just want to know if there’s a way for the space combat to be more fun. I want to be able to chase and stay on a craft’s tail while using different weapons, or loop or scissor out of someone chasing me. The AI seems like they can pull crazy maneuvers and then be simultaneously braindead, I either have a 0.25 timeframe to shoot, or they just fly straight.

submitted by /u/skeletonjellyprime
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Guide on how to get high stat X class mods.

Hello, I’m just putting it out there that I’m not sure if this method has been discussed or not.

So a bit of background about how how I think mods stat are determined. When any mod is generated it gets it’s stat percentage (0 -> 100% where 100 is max stats in every category) from a random number generator. This generator essential has a set seed meaning the order of percentages are going to be the exact same across saves and reloads.

Knowing this we can essentially record in advance when we are going to “receive” a 95% roll and use that roll on any X Class mod we want.

What you need:

1. A number of X-class suspicious hazard protection modules (the ones that grant 2-10% for all hazard types). I like 10 because it fills a row of your suit tech slots 2. A large number of C class upgrade modules. 3. Any X-class modules you want to install. 

Steps:

  1. Be sure to be in a place that doesn’t have other players or turn off multiplayer and make a save.
  2. Install all suspicious hazard protection modules in a set order within the suit (left to right, top to bottom or however you like).
  3. Inspect each module and take note of any module that “rolled” with 9’s or 10’s in each type and write down or remember which position or order that particular module was installed and continue until you’ve checked all the modules you installed.
  4. Reload your save to the point where you don’t have the modules installed anymore.
  5. Install C class modules in the same order as you did in step 2 until you reach the module directly before the “god roll” hazard module.
  6. Install desired X class module across any of you suit / ship /multi tool and it should be a god roll module for that particular technology module.
  7. fill out remaining number of places of “bad” stat rolled hazard modules from step 2 and then delete all C class modules to create space.
  8. Create a save and repeat until you’re done.

Example:

I install 10 hazard modules in my suit and from left to right I find a modules that rolled (9 x1 and 10x 3) in the 6th slot and another (9 x2 and 10x 2) in the 9th slot. I then reload a save and fill in 5 C class modules and then install a x class hyperdrive with (311 ly / 100% efficency). I then fill in 2 more C class modules and install another X class hyperdrive with (300 ly / 100%) and then install 1 more C class to fill in my 10th module. I then delete all the C class modules and create and save and then repeat.

This is a long and tedious process but it beats the rng of X class modules and I should note that it will work with S class but they isn’t really a point to it except the shield / health modules as X class modules rarely get above their S class counterparts.

submitted by /u/MulberryDeer
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