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https://steamcommunity.com/sharedfiles/filedetails/?id=2643271046
i dont think you need anything more.
I don't know when you started, but if you started recently the starter ship you get has a huge technology inventory. 32 as I recall. I have all my upgrades in the technology slot. I went through a black hole recently with no damage. I haven't traveled to a different galaxy yet so I'm not sure if that holds for that kind of travel.
You have to spend the bucks to open them. It is also a c class and you'll have to upgrade that to s-class to be perfect.
https://steamcommunity.com/sharedfiles/filedetails/?id=2643281841
Yeah, if you want it to do everything DECENT, and one or two things WELL, your stuck with a TON of mods.
scenario: freighter is for warping long distance: fighter/exotic has 3 shield upgrades and 3 cannon upgrades + launch efficiency.
scenario: exotic warpship: 3 shield, 3 cannon, 3 color hyperdrives + 6 S class hyperdrive mods (gets 2200 or so range).
scenario: fight more than is necessary / pirate / sentinel smashing: 6 shield, 6 cannon + extra shield/cannon techs + launch efficiency. Rocket or secondary weapon if desired, not needed. Pulse engine X 3 at least to run away when bored (not required, can land in freighter to end fights).
econ scanner is good if you are shopping for s class ships or trading. item teleporter is useful if you store junk on the ship. Other junk at your discretion.
by design you can only go 3/3 if you use the cargo hold for some mods. So if you want 6 hyperdrive upgrades you need 3 in cargo, 3 in tech. All you need for a minimal ship will go in tech with room left over.
just some ideas. I pack my main ship full... but its not at all necessary to do that, its just fun.
keep a trashed ship that you can fly thru black holes or galaxy warp and after wrecking it, summon your good ship. All you have on it is the hyperdrive and pulse engine, not much to fix.
You can also use a Living Ship for that.
As for hand held weapons it is a similar dilemma upgrading to the max each tool. You can carry and use three, so upgrade them focusing on three separate specialities. Maybe one scanner, one for combat and one general. One might have a fully upgraded canon. Another might have a fully upgraded grenade. It's all an individual choice but you rarely need everything upgraded.
The game gives you a lot of choice but you don't have to use everything it suggests. Careful layouts give you more free slots and less inventory juggling. The extra space can store all the basic resources you can use to make any changes to your weapons as you play, crafting stuff just for one specific task, like landing on a toxic planet craft an extra toxic upgrade and delete it when you leave.
You always need resources and you will always have some with you.
If you want to go to a red, green, or blue star, you can always use your freighter to jump into it.
In other words, focus on what you want the ship for first, then add the other stuff later when you've got spare slots.
You really only need about 5 to 8 slots free on a ship to hold the combat loot during battles. When the battle is over you can move it to your exosuit.
(which you probably have maxed before you have an S class fighter you're trying to fill with S class mods)
It's also good to stick with 1 weapon type. If you want to fight with something else, fit another ship to be great with that other weapon instead of having 1 ship that's mediocre with a bunch of different weapons.
There is a limited number of things to purchase in the game and buying addons is one way to use the ever expanding supply of nanites you will accumulate. I tried a C class only save and made the rule I could only buy C class upgrades. 50 hours in I was loaded with credits and nanites...because I was not spending. I gave up the rule at some point because it was not making the game more challenging...just a money raiser.
For me, improving warp distance and my ability to travel to all systems is probably the number 1.
Reducing my need for fuel is probably number 2.
Improved handling and extra speed in number 3.
Realistically, I don't actually prioritize my upgrades, I just take what is available at any given time in a station depending on my nanite stash at that moment.
You really don't need any combat upgrades. You can easily get by in your starter ship in this game.
I usually upgrade the photon canon a bit to get through the space battles faster, and fully upgrade the hyperdrive, add economy scanner and teleporter, and that's about it.
Living ships still get damaged when going through blackholes and galaxy jumps. And when they break they break hard requiring 'junk' to fix.
Ok. I still consider myself new to NMS, and I wasn't sure if I was missing something or had a setting turned down or whatever.