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And you have randomly generated upgrade modules that you can only buy or find. Ranked C - usually only 1 stat increase and very small, B - 1 or 2 stats still small but more noticable upgrade, A - depending on what it modifies can be upwards of 3 to 4 stats with a good upgrade and S - top of the line highest upgrades. Random modules, unlike previously, besides giving random upgrade values only allow 3 of the same type. You can only have say 3 random life support modules installed if you install 4th it will disable all of them until you get rid of one.
Modules still recieve adjacency modules but it's less of tetris game then it was before where you had from 4 to 6 modules that you needed to place in best possible way to get bonuses. Either a straight line or L shape are perfectly fine.
Last thing. Exosuit modules that provide hazard protection for specific elements like say toxic shield, currently only properly use one. If you have 2 toxic modules installed once the one that is working gets drained the other will not, regardless of anything after the functioning module drains it will start depleting your general hazard protection. So don't bother putting more then one S class hazard module of each type.
And that is basically it, for the short explanation. Find things that you find useful for how you play. Some weapon modules are like by one person and hated by another. They all work a bit differently, some shoot fast but drain ammo equaly fast or overheat fast in case of ship... some hit really hard but you won't hit the broad side of the barn from 10 steps away...
Aside from advanced mining laser upgrade, terraforming laser, scanner, analyzer and hazmat gloves you aren't really required to to have any other. There are also atlas passes but those are more of inventory item that you can move about instead of installed upgrade. Make sure you install efficient landing system on your ship as soon as you can, it makes a world of difference but letting you land when you want without draining your fuel in 2 unassisted liftoffs.
Use wiki for general information some info is still pre NEXT update but most of it is either still relevant or got updated.
https://nomanssky.gamepedia.com/Upgrade_Module
tool: scanner, mining, geo-cannon, boltcaster or other weapon of choice
ship.. depends on type and role.
- exotic/explorer warpship: 6 hyperdrives, econ scanner, 3 color engines, basic combat (2-3 shields and cannons)
-exotic/fighter combat: 6 shields, 6 cannon or other weapon
- hauler: 2 shields and 3 guns in the upgrades area only, nothing in cargo hold, maybe manuver / engines if have extra room.
- keep one ship with nothing for going thru black holes and such.
that is pretty generic and basic, you can tailor to suit your needs. hard mode might want more damage/durability/stuff.
install every free mod that is not S class that you get. Store spare S class for upgrade tool / future use if of a type you use. After installing, disassemble junky ones. They give much goodies.
3 mining S upgrades, 3 S upgrades of your favourite gun mod (or two) and 3 S upgrades of the plasma launcher. I strongly recomend the shotgun mod and one of the automatic ones.
Shield or combat visor are not specially useful.
For exosuit 3 life support in main and 3 in tech, 3 shield and 3 movement in tech, hazard protection is not very useful but it's your call, one diving mod.
For ships I would suggest specialization, you want warp upgrades in the explorer, 3 in main and 3 in tech. For hauler you want space, so perhaps don't install lot of mods. 3 shield and 3 of your main weapon is always important in any ship.
This is one of the biggest sources of confusion when it comes to these specific upgrades. You need to read the upgrade description carefully to make sure you are dealing with the correct category of upgrade and not mistaking a Scanner Upgrade for a Visor Upgrade, or vice versa.
And just like previous versions of the game, placing the upgrades side by side so that they are touching each other on one side will give you those additional performance bonuses. The various upgrades will have a colored border surrounding them to indicate that the bonus is in effect.
Multitool:
Multitool upgrades haven't changed system, the more adjacent the better and the more nr. ones the better, but also: the more of the same type quickly means less power for the remaining types because lack of slots. You need to balance well the different upgrades putting them adjacent. Also I don't think there is a big 'practical' difference between A or S (you are pretty invincible if you balance well with A or S).
Starship:
a) max 3 modules of same type, each tab possible (inventory, tech, cargo) each category possible, of course all 'S' is best.
b) better if all adjacent,
c) then better if all adjacent to original tech,
d) then better in all 3 tabs with all being adjacent (3x3=9 upgrades all adjacent in 3-groups). Beware: Any 4-group build will destroy the group!!
The last d) doubles up the power (or range in case of warp).
d) is extreme in bonus but very unpractical because taking a big part of your slots for just 1 advantage. I can only imagine to do it for really getting 1500+ LJ with a starship when you don't yet own a freighter. Once you own a freighter, warp with it and DON'T upgrade your Hyperdrive in the starship, this will give you more space for other useful upgrades for which you chose c).
Exosuit:
Same rules as for Starship, again c) being best choice.
Is this correct? Thanks to correct!