No Man's Sky

No Man's Sky

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Harry Dec 30, 2020 @ 11:38am
Multitool - CLARIFICATION & OPTIMISATION - Specifics
I am trying to refine two tools to maximum usability and cannot get my head around a few details and S class upgrades. Help form experience and learned knowledge will really help.

SCATTER BLASTER

Common to all Modules are:
# Damage # Fire Rate

What vary from each Module from what I have noticed are:
# Reload Time # Shoots Per Burst # Clip Size

Question one
Is there a best combination for optimum capability? (Assuming Three S class Modules are being used).

Question two
Which is better
Burst Cooldown -16% OR -19%
Does -19% mean the Cooldown is quicker then -16%
PULSE SPITTER

Which is better
Reload Time -6% OR -8%
Is it -6% load time and faster then -8% OR -8% faster then -6%?


My dyslexia really doesn't help here (Grrrrrr)

Any input would be greafull

Thank you in advance...

:steamfacepalm:
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Showing 1-7 of 7 comments
raybow33 Dec 30, 2020 @ 12:03pm 
Ideally you want the best fire rate first. It will give you the highest DP= Damage Potential, A 2 damage with 15 fire rate will give you better DP than a 3 damage 14 fire rate. Next you want shots per burst 1, clip size 8, burst cool down. With the X class modules you can go over 12,000 DP. i at around 11,380 but higher DP is not always good. You will have to test your rifle and I am using Scatter Blaster for these numbers. When you pull and hold the trigger the rifle will shoot 2-5 times before it pauses and then repeat that same sequence. Want it to shoot at least 3 times before it pauses. LOLOL man it is alot to be typing here and I am not really up for it. So i will stick with it from time to time. By the way I set a goal to keep from getting bored of 10,000 sentinel kills have over 10,500 now because I stopped and started a permadeath save over a month ago. lool good luck I will return later.
Harry Dec 30, 2020 @ 1:16pm 
Thank you for your input. Appreciated

Points taken especially with the staggered burst rate with the Scatter Blaster.

Heaps more still needed to get around these questions though.
raybow33 Dec 30, 2020 @ 1:50pm 
Aye player, I do not know when I will return but i will give you two content creators names on youtube that can help you with you questions Jackpotninja does a very serious study of how this works and someone I helped with the fire rate issue Captain Steve. JPN has 3 or 4 on multi tools check his videos out 9000+ is his S class one and he has x-class too. Capt. Steve has a 10,000+ video that has S class info but it is not as deep. Just put their names in the search, then search again once you reach their site with their site page search. Much info is there but they do not know how to apply it effectively in the field, lol. Watch my 10 min video at youtube also search my name raybow33 in the field. Good luck I will be back later
Guh~hey~hey~♫ Dec 30, 2020 @ 9:05pm 
Blaze javelin is the best gun IMO.

Range, accuracy and instant reload with a shortcut.

The charge time before shooting might sound like an annoyance at first but.... you dont really need to charge... against most ennemies just taping the button to fire immediately and repeatedly is enough, giving you the option to use the blaze javelin six-shooter-faning style.

For sentinels, just hold while you aim... on a s-rank alien rifle this will kill basic sentinels in one hit, and armored sentinels or quads in 2-3 hits.

It also strip walker armors pretty fast (one shot per part) and from a long range.

Another plus, it doesnt require specific ammos occupying a slot.... it work with the same things as the mining laser.


Though I also keep a third MT with a scatter blaster, but mostly for supply depots raids and breaking sentinel facilities doors (and so I only craft a bunch of ammo when I know I'm gonna need to do such).


Another trick for MTs dedicated to weapons: Reset a galaxy with them equipped. Once in the new galaxy, dont repair the mining laser. The result is that your weapon multi-tool will always be on the weapon by default when you swap from your mining multi-tool, since it wont have a working mining laser anymore. You can also use this trick to get ride of the photon gun on a starship.

Once you're done you can even just return to the previous galaxy using a space station teleporter....


For modules min-max. On scatter blaster the reload time and clip size should be your focus, since it's the weakest point of that weapon.
raybow33 Dec 30, 2020 @ 10:22pm 
Everyone does not have the same play style and if that is your weapon of choice I applaud you. Since the latest update Scatter Blaster is one of the more powerful weapons. The range has changed to a far longer distance and you do not need to be close up for it to be effective. I was a Pulse Spitter fan before the update but it is a secondary weapon now.

The reasoning for the new Galaxy is a common idea and saves a little time but that's it. Repairing anything is penny ante. It takes very small resources to repair a weapon. Players still act like they spending real money. Then get upset when they receive a penny ante reward. I delete resources often because they are not needed. Everything from the resource depot I delete unless I am low on something, no over storing anything. I do those just to take on Sentinels. Hoarding resources is the reason many complain about the inventory. They hoard and they to stock up on useless materials unless you are doing a lot of building. Damage and fire rate are the most important for me. My DP on my rifles is almost 11,400, which I will be lowering for a better burst cool down.
jonnin Jan 3, 2021 @ 5:18pm 
As far as optimal multi tools go, I am a one tool fits all kind of guy. I prefer to have a maxed out mining laser, maxed out grenades, maxed out other weapon of choice (eg boltcaster). Early game max scanner money per scan but later just max scanner range. All that tech requires a rifle sized platform, or the alien rifleish one at least. Keep one square open to try out X class mods?
Harry Jan 3, 2021 @ 6:59pm 
Sometimes I get weapons failure. Especially the Plasma Launcher and its a good job I have double back up on one weapon.

I cannot understand though, if Weapon A scatterblaster has 24 rounds left so will Weapon B have 24 rounds left.

So in battle I cannot just change to the other weapon because that will be nearly depleted.
Its crazy considering their suppose to be two separate weapons.

Yet with the Plasmas one Plasma weapon doesn't affect the other. SO if I have 20 rounds in one it wont affect the 10 in the other when their shot.

However they can stop working when attacking Quads annoyingly....

Moreover the A class does not seem to make any significant difference to a class S with the same value tech....

Just sooo annoying...
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Date Posted: Dec 30, 2020 @ 11:38am
Posts: 7