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I don't have enough of the modules to compare the potential boltcaster DMG in my sentinel weapon, but I'm only missing a couple so it's not looking good as it's only at about 8800 DMG, and I'm sure that even if I can add a couple more modules without maxing out, it won't bring it up to the DMG performance of the regular multitool.
Both are A class.
It seems that the boltcaster might not pair with sentinel multitools as well as they do in regular Mtools. And the actual statistics may also not compare either. The DMG stats of the sentinel weapons might not balance with same stat regular MTool weapons.
As a result I continue to use my regular MTool boltcaster for sentinel battles. It's a considerable difference even though the boltcaster's stats are much less than the stats of my sentinel MTool pulse spitter.
Regarding modules: The most important thing you can look for is at least 19% increase in fire rate of shots, 2% damage and at very least 13% reload speed. I would give up a bit of damage to get that fire rate up. Increase in fire rate is the very most important stat followed by reload speed. With those you will be hot to trot and nuke everything instantly. For sentinel fights you just add the paralysis mortar and voltaic amplifier to stun them and you are way too OP. The stun also brings those pesky puppies out of their stupid stealth mode. Be sure you have plenty of the plasma ammo and know how to reload it using the X menu.
Your secondary weapon can be anything you want it to be as it's just for giggles.
If you early on be sure and have some wiring looms around as I actually broke my exosuit forbidden modules the first fight went on so long but then my gun was weak with only maybe a little over 1k damage and only one of the modules as noted above and I'm old so those fast twitch muscles have long since left the building with Elvis.
This information is just my opinion and a bit of research. Others will surely have more to say or tell me I'm daft but if it works for you, that's the proof of concept. There are also hidden bonuses to different guns for mining, scanning and damage but as OP as we are, it's really not important once you are buffed up though I would go for sentinel just cuz they are new and cool though the new staves are also quite nice after much fussing about with them.
Ship weapon is all Infra-knife all the time. Period. Too OP actually but hey, it is what it is. Photon cannon is fine for asteroids. Everything else is just junk, fun junk, but still just junk.
Sorry for wall o text.
Which is less than a thousand less than my maxxed out Scatter Blaster, with about 5x + the range. These days I never use the SB, except some times to open doors / tight spaces.
It is very difficult to beat a carefully upgraded Boltcaster, because the ability to add 3 Sentinel upgrade modules (only possible for the Boltcaster) is huge.
My Go To alternative, for long shots, and special situations that particularly benefit from the stun function, is a maxxed Blaze Javelin + Voltaic Amplifier.
I can stun the Hardframe at a Sentinel pillar with that, from beyond detection range. Then be at the terminal and turn off all the Sentinels on the planet before it recovers.
I can also drop Corrupted Sentinels as green barrels as far away as I can see them, when they raid my Settlement. All from the door of my Administration Office.
I think I can eventually get the Boltcaster on my standard Experimental up to about 20000 DPS, with incremental high fringe X upgrades. That's probably about the limit with the SC set up on that MT frame.
I have a Royal with a better SC slot cluster which can probably be forced higher (?Why?), but it was a late acqusition and I haven't spent much development effort on it yet.
Same goes for my Sentinel pistol...not as good an SC cluster, but, hey, Sentinel MT damage bonus.
It will always kill an ennemy with the exact same amount of shots (depending on how much you upgraded it) and from a decently long range. e.g: mine kill a walker in 5 shots, along with everything around trees and rocks included (and myself if I'm too close), so if I see a walker, I stun it then shoot 5 times and I know it's dead.
It's a very dangerous weapon that shouldnt be used blindly since you will most likely blow yourself up with it (sentinel force fields bounce back the projectiles...).
Also it's better to stun ennemies before shooting it (combine it with a stunning blaze javelin and a voltaic amplifier)
To max it pick modules that dont give the bounce chance ability. Focus on Projectile speed, area of effect and damages.
Second best damages weapon is the Neutron cannon: It's tricky to supercharge since it's the only weapon that benefit less from having the main tech upgraded than the tech module.
Combine it with a paralysis mortar and a voltaic amplifier for maximum damages.
A picture will speak or itself:
https://steamcommunity.com/sharedfiles/filedetails/?id=3073778994
Third one is the Boltcaster. It's the only weapon that benefit from the sentinel weapon shards, giving it a tremendous boost compared to all other weapons that dont get anything from these modules.
Also a weapon to combine with a paralysis mortar and a voltaic amplifier:
https://steamcommunity.com/sharedfiles/filedetails/?id=3059020742
Then comes the Pulse spitter. His only "advantge" on the BC is that it can shoot continuously untill the clip is emptied.... if you consider it an advantage.... because against most small target it will be a big waste of ammo.
Imo it only shine against big targets, namely the Minotaur sentinels and walkers....
Same as the NC and BC, paralysis mortar, VA, stun then shoot...
https://steamcommunity.com/sharedfiles/filedetails/?id=3059020707
Honorable mention to the Blaze javelin.... not that good at DPS (that's no longer his purpose) but best long range stun gun (5 sec stun).
Perfect to immobilize a target before raining doom on it with something more powerfull (PL, NC, BC, PS, mining beam, animus beam...).
My favorite is to mix it with a plasma launcher... since the PL is a secondary weapon and the BJ a primary one, you can have them both on a dedicated MT without need to swap MT or switch weapon in combat (the BJ doesnt need supercharging to do his job).
The scatter blaster is simply trash.... not even mentionning apart from being a waste of ammos with zero range, zero accuracy and an annoyingly long reload time.... Also extremely tricky to pick the right upgrade modules for it.... definitely not worth the efforts
And the Geology cannon is a freakin' joke.... the kind that can make you kill yourself with.... upgrade modules on it never have full stats, it's only 2 between Projectile speed, area of effect and damages. Not worth the hassle.
Can be held to charge up big blasts, or just rapid clicked for semi-auto fire.
Charged shots with enough upgrades can just insta-kill sentinels.
Best thing is it has no magazine size. It just fires continuously as long as you have material to power it. Far as I care, I consider it an upgrade to scatter blasters. Does more damage then scatter blaster, doesn't have a reload. And it doesn't seem to even use the powering material very fast either. A 100% charge will last a long time, usually multiple full scale fights (all waves until shutdown).
Pretty much this.
For my first 100 hours, my inner optimizer was always trying to find better guns, higher DPS, stronger combinations. Gotta get that 2+ supercharge slot Infra-Knife so I can melt everything!
Somewhere along the lines though, I ended up beating a pirate capital ship with a completely unupgraded Living Ship I had just picked up. At that point I kind of realized the game was not nearly difficult enough to warrant a fifth of the effort I was putting into pushing numbers up.
Nowadays, I just use anything at hand. Some of my ships pair cyclotron ballista with a positron ejector, some use photon cannon and positron ejector, some might even be using phase beams and the rocket launcher, it basically only depends on what I'm in the mood to fight or fly with. Most ships don't have a weapon on two super slots, I discovered the fun of sticking an engine upgrade on the supercharge slots and got hooked to that extra manoeverability. Any DPS higher than 10k on a weapon basically just says 'win the game', and it's not too hard to get weapons that push 20k, 30k, even 50k.
Similar deal for multi-tools. The very first multi-tool upgrade I ever found was what I would later learn is a Royal with a free scatter gun on it, kinda just used that until I decided I wanted one of them fancy staffs. Didn't use a neutron cannon until I had tens of thousands of nanites, installed one, and yeah, it's OP, but I just like my scatter gun.
I figure if my stats say anything over 14-15k dmg it's gud enuf to do the job. Much more interested in my scanning numbers. We are just too OP with our weapon damage atm, it's almost embarrassing.
You dont wanna waste time running every single target in wave of sentinels ? Shoot one single time with the plasma launcher in the pack when it spawns and move on...
Dont wanna waste time aiming and shooting at every parts of a walker ? Stun it then shoot 5-6 plasma balls at his head before it can do anything.
But now some might prefer spending several minutes hiding in cover, using the personnal shield, tripping in the holes made by sentinel's geology grenades, reloading, searching for a shield recharge, running for their lives, losing their permadeath save to a stupid swarm of sentinels, etc....
Imo if a weapon cant get ride of an ennemy with a single clip, you either picked the wrong weapon or the wrong game for you.... it's even better if it can wipe it out with a single shot or burst.... and even better if it can handle an entire wave with that same single shot/burst.
I'm not playing NMS as a FPS, I'm playing it as a crafting game where any struggles only comes from lack of preparations/crafting.
Once properly geared, nothing should even hold a candle to me (and before that I just avoid combat against anything that can hold a candle untill I'm prepared).
* Bolt caster - Can do some damage but only when you aim it really carefully. With sentinels constantly bobbin it is not so good damage. You can still use it for sniping healers or keep as reserve weapon.
* Scatter gun - does insane amount of damage close to target and can hit multiple of enemies. It can pretty much one-shot most lower level sentinels even at survival.
* Pulse spitter - good damage close up but when further away you have to do some advanced aiming to get maxium damage. Need to foresee enemy movements and shoot ahead of them. Overall best damage weapon.
I do not consider Blaze Javelin or Neutron Cannon as serious weapons as they need carbon to recharge, which takes time and you can easily run out of carbon it mid battle. If I really need something like that then I could just as well use mining beam.
Put each of your weapons on different multitool and assign keys like "1" .. "6" to multitools. So you can quickly change them.
- Bolt caster is one of the most accurate weapon after the blaze javelin and the neutron canon... unless you play with a game controller (playing fps games with a paddle...), it's a weapon than require mouse aiming to shine...
It's an all-purtpose weapon, so it's good at all ranges and against all targets
It shoot per small bursts, reducing its recoil... so the trick is to aim below your actual target, the recoil will lift your reticle and make you hit (sentinel start bobbing sideways when you aim your rectile at them, they basically dodge your reticle, if you aim below them they dont do it, or at least not enough to escape the burst...).
Agsint small target you aim then shoot a burst, against bigger targets you just point in their direction and hold the fire button to repeat the bursts untill it blows up.
Maximum dps I get with a BC is 54K
- Scatter blaster is basically a melee weapon with a very long reload time (compared to other weapons), reducing drastically its DPS.... ....
Beyond melee range you simply no longer deal significant damages because most of the projectile spread and so dont connect with the target.
And while you'll be at melee range, you will spend half your time reloading it...
The priority stat on SB modules is reload time (hindering your damages).
Though it's a good weapon if you play with a gamepad and so cant aim properly....
I think the best I got with one (while keeping an acceptable reload time) was around 20K.... half that of the bolt caster above
- Pulse spitter shoot continuously and so has a tremendous recoil making it difficult to puruse small target (they start bobbing around when you keep your reticle on them and you need to do so with a PS if you want to dps...).
It has the biggest fire rate, a DoT effect (fire), a riccochet module, so kinda similar to the BC, but with way less damages per shot to the point it has less DPS.
My best PS has 36K damages.
- Not a serious weapon the neutron cannon....
It's basically a long range scatter blaster with an AOE effect on impact. It has a tremendous DPS, once maxed it gets at full charge in half a second and can be used to trick shot ennemies (the AOE effect deal more damage than the projectiles themselves, shoot at the target feet and see how "not serious" this weapon is....).
The only thing that can survive one shot of the "not serious" NC is the walker.... because his "soft spot" isnt at ground level...
Check the picture I linked in my previous post: 193K.... That's 10 times the dps of a scatter blaster, 4 times the DPS of a bolt caster.....
About the "weapon that reload with carbon are long to reload". There's a quick menu where you can shortcut the reload command for your weapons, reloading with carbon is instant and has no animation whatsoever.
Also a NC has 500 shots before requiring a reload... 500 shots with a 193K dps.... you might have to reload if you try to take down a sentinel freighter with it, but this reload will be instant....
And if you "run out of carbon" all you need to do is first learn to play NMS (carbon is a basic ressource used for tons of things, if you dont have a full stack at all time in your inventory your playing it wrong), then all you need to do to refill some carbon is shoot at any plant around you with your mining beam....
For comparison the very inefficient pulse spitter, that can run trough several stacks of ammos in seconds, require crafting if you run out of ammos in the middle of a fight (thankfully sentinels often drop ammos for it).
About the Blaze javelin, it's definitely no longer the sniper rifle it used to be.... but it's the best stun weapon... you dont need to charge it to obtain the full stun effect.... tap it and anything that was in front of you is out of combat for 5 second (and so activate the bonus from the voltaic amplifier).
Though what I completely agree with is having several multi-tools... basically one per weapon (again, check the picture I linked in my previous post to see my favorite mixes).