NMS HOT POST 2023/09/21

Tips on ‘Salvaged frigate modules’ and how to get them early game(50-60 hour’s in)


Best method for me: Just rip the fleets in space apart,don't bother looking for the cargo pods withe the modules. Destroy everything,so the freighters as well. Easy targets and they give you great loot(s-class freighter upgrades+dumbloads of bulkhead storage modules which you need to expand the storage and tech slots on your freighter)as well. Just have enough sodium to recharge your shields. You can do that with 3-4 fleets in every system before they stop spawning. Then just jump to the next system and repeat.

Note: Try to go to rich systems. I don't know if you get s-class upgrades in poorer systems as well. Always keep an eye on the race of the system(Gek,Korvax,Vykeen). Stick with one race,cause after all you gonna destroy your own reputation pretty quickly. So loose it on one and not all three of them.

End of the song: Keep expanding your freighter slots with the bulkhead storage modules(you can choose if you wanna use them for tech or storage,just click on a tech slot and it will be used for that), soon you will have more bulkhead storage modules and freighter upgrades than you need so you can sell them for nanites at the space station. Meanwhile your 'salvaged frigate modules' keep filling up. Still gonna take time but you gonna kill a LOT of bird's with one stone.

Cheeeers

submitted by /u/Katonka86
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Source: No Man's Sky | Reddit

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Seven Habits of Highly Effective Permadeath

Boring background: I’ve been playing since the Origins update, with nearly 3K+ hours spread over multiple saves, all Normal Mode. With every badge unlocked bar two – Take a Deep Breath and To Live Forever – I decided a couple weeks ago it was time to take the Permadeath Plunge.

Yes, I know about spamming a portal to get to the center of the Euclid tootsie-pop. But my interest was in playing through — the phases of the tutorial narrative are, after all, pretty much a blueprint for expeditions, Expedition Zero if you will. Follow it to get everything you need, particularly if (like I am) you plan on continuing your save. I had to croak a couple times to get the hang of it (a long career of sending out frigate missions from the safety of my freighter turned me into a space marshmallow) but here’s what I learned:

01 – What you’ve heard is true: Don’t underestimate how much damage you can take by falling/jetting from a medium height. Or, a short height. Same with the snapping & whipping plants; if one of those Venus Flytraps hits you twice in succession like they sometimes do, you’re toast. Anything pesky in normal mode is deadly in PD. Move slowly and deliberately.

02 – Don’t fight. It’s not just the ground or plants that will do you in. Everything hurts more. When sentinels come sniffing around, head in another direction. Pirate scans mean it’s time to visit the Anomaly. When you see the red paw of a predator coming your way, make like a chicken and bok bok bok.

03 – Hop in your ship, all the time. The hazard protection recharge doesn’t just save resources, it can save your save. And to that end: don’t be tempted to grab just one more storm crystal. It’s always farther back to the ship than you think, even when it’s right in front of you.

04 – Inventory management is key. If you’ve played for a while, you know what’s important and what isn’t. Don’t bother with what isn’t; focus on your needs directly ahead. Soon as you find a cold planet, mine a couple of dioxite deposits for charging life support, so you don’t have to scrounge for oxygen. Relatedly, load up on uranium so you don’t have to craft launch fuel.

05 – Dead or glitched worlds feel like paradises. I was fortunate enough to have an empty moon in my starting system, and made my base there so I didn’t have to deal with any kind of toxic environment and could refine in peace. 10/10 would recommend.

06 – Once you make it to the Anomaly, remember: You earned those QS rewards (well, if you did, in another life). And I can confirm: in this playthrough YES I was charged nanites for the Speeder and the Vector. I watched the counter click down. (Ditching the Pillar for the Speeder, with infra-knife and auto-charge launcher, was a no-brainer.)

07 – When it comes to Purging, turns out the game requires 16 jumps … in any direction. You don’t have to be moving toward the center, towards an Atlas Station (the Seed mission, which I had intended to ignore, triggered itself concurrently with the Purge), or to grandma’s house. According to the way I did it, you can probably just bounce back and forth between two known star systems until Atlas directs you to that final portal (I goofed and backtracked at one point, and still got the glyphs).

It’s easy to let your guard down, especially once you’re flying. So the main thing is to be mindful, respect the common dangers, and figure out an inventory management system that serves you best. Take your time, enjoy the game, and you’re home free.

Thanks, and Happy Travels! Come visit me in Budullangr, where I’m currently working to bring my Radiant Pillar up to S-class!

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Do I suck at space combat

I’m probably doing this on unfathomable levels of wrong but space combat feels pretty much impossible

If I lock onto a target it’s basically impossible to reach it, it goes way faster than my ship can go so I can’t even look in its direction

For example your ship could go low/medium speed towards my ship and to me it’d feel like a car is heading full speed toward me

Am I missing a few upgrades or am I just stupid

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I miss the original pirates

I understand change was necessary, but I feel they nerfed NPC pirates to boredom. There used to be a time where you could not run away from battle, and you KNEW you should have swapped to your fighter before taking those goods to the space station… but alas, you stayed in the hollowed out mule hauler full of loot and got attacked. If you weren’t on point and didn’t have anything to replenish shields mid-fight you were toast. I get that can be rough on a new player, but it added some suspense. It made you strategize your trips, especially in hostile systems.

I get adding the ability to dip out of a fight if you don’t want to deal with pirates, but also nerfing the NPC pirates to the point that all I have to do is wait for them to fly past and shoot them in the butt for 2 seconds completely killed any real meaningful/exciting random space battles. This is just my opinion.

Does anyone else miss the pirates of old, or is it just me?

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