Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Personally, I always eventually install 3 for each element. I like being able to just ignore recharging for a very long time, even in extreme storms, but mainly I do it because the exosuit has more unlockable tech slots than there are modules to fill them so I just install everything allowed, eventually.
Edit to add: There's actually a valid argument to be made for not using any of them and just using the base hazard protection module and all of the +resistance % modules instead. + resistant % does not do anything at all when the hazard-specific shield modules are charged. it effects only the base hazard protection module.
So if you don't use any of those hazard-specific shields your resistance modules are always in effect...and you only have to ever recharge one thing, no matter what hazard type you are exposed to.
It's not what I do, but I'd be willing to bet there are players that go that route.
not that this game needs min-maxing to successfully play it, but which route is more min-maxy do you think?
I believe that makes the hazard-specific shields better, at least for the most extreme circumstances. Even with maxed out resistance, the base hazard module drains very, very fast in an extreme storm compared to an S-class hazard-specific module.
Been a few years since I actually got out a stop watch and tested that though, so I can't say for sure if it really is more efficient now. It used to be though.
Edit to add: 1 vs. 2 vs. 3 of each hazard-specific shield makes no difference (in battery consumption vs. protection time) though. Also batteries are cheap in terms of materials, so there's not really a point to it. Unless you're just wired to consider those things even when they don't matter (like I am).
. Install 1 S class of each type so that you get 4mins in a storm as you only have to recharge with 1 ion battery. Also install the C types from the anomaly (i don't). The base hazard protection is very strong in normal mode.
Survival/PD.
. Install 2 S class of each type (ignore all the -21% crap on the anomaly) so that you can recharge the 2 with 1 ion battery each. In Survival/PD a full recharge needs 2 batteries, but if you feed it 1, you get 80%. So 2x80% = 6.4mins. Its impossible to survival in a storm without these modules in this mode, unless you are rocking the minotaur. A user (Geldric) gets all 4 B-class ones on his first visit to the anomaly (from Ares guys). B gives 3 mins or so. A gives 3.5mins and S gives 4mins.
Underwater: ALWAYS install atleast 2, makes exploring underwater way easier and more peaceful.
Underwater - there is no reason to have more that 1 at all. Oxygen rerouter is your back-up.
Don't neglect passive ones, at least once you got slots to spare. Slap black market hazard protection in supercharged slots, the bonus is massive on them (I use 2 supercharged slots on hazard protection and 1 on jetpack).
https://www.nomansskyresources.com/tech-layout-and-adjacency-bonus
https://steamcommunity.com/sharedfiles/filedetails/?id=3299218053
I didn't realize just how powerful supercharged slots are for hazard protection. 1 S thermal in supercharged slots, connected in sequence to base hazard protection in supercharged slots with no x modules: 4:05 for shield & 4:05 for base hazard. 3 x modules in supercharged spots, with two connected in sequence to each other and no thermal protection: 8:19 for base hazard. So, they are about the same level of protection. I didn't try them in a storm, but I think the change in protection loss rate is the same in both instances.
I also supercharge one of my hazard-x modules because it absolutely is huge. Hands down the biggest difference, in terms of in-game effect, of any exosuit module except maybe movement.
BTW, I recommend when you test hazard depletion rate that you do it on a Derelict freighter. On planet surfaces hazard levels fluctuate with weather and also (in some cases) day/night, so it's just closer to the application of scientific principles, where you want to control all variables.
@NMS Resources also had a great point above regarding adjacency bonuses when you use a bunch of hazard protection at once. That's another reason why I max them out entirely.
Jak się masz?
Zainstalowałem wszystko, na co pozwala gra, bez otrzymywania komunikatu „Technology Overloaded”.
Doładowuję w razie potrzeby.
For storm endurance, just one "S" class mod per hazard type is needed if you maximize static hazard resistance, the most important being hot and cold since those are the most common variables in weather, as even desert planets can be both hot and cold, as well as toxic or radiation planets. The blueprints (the class "C" mods) are static giveaways, so you might add them as well. The reason I never use more than 1 "S" class mod per hazard is that they all will require "filling" at some point, which is the biggest hassle...so just don't do it. Minimize refills by focusing on getting the highest across-the-board hazard protection.
So, for me, the most common pathway to hazard upgrades would be, based on the natural flow of the game and ease of acquisition:
(1) anomaly blueprint upgrades for hazards
(2) 1 hot, 1 cold "S" class hazard mod
(3) then spend an hour or so BUYING (from smugglers or pirate stations) or LOOTING (from sentinels) lots of "X" mods. Open them one by one standing in front of a storage container.
Each upgrade module, whether "S" or "X" is only a place holder which, when "opened", activates the random number generator to assign its value(s). These values may be nerfed a bit based on existing values of similar opened mods in your inventory, so you may want to temporarily offload any high value ones (to your storage container) to maximize the chance of another high value mod. This is definitely true when farming for hyperdrive ranges as your ship's core hyperdrive range is compared, but this nerfing feature may also be in play for hazard protection. Better safe than sorry.
(4) Once you have your ideal 3 "X" class mods, arrange them over a convenient supercharged slot(s), then repack the blueprint hazard mods next to them, and then add "S" Class mods as needed.
Frankly, if I get enough high value "X" mods and supercharge them, I really don't need the "S" mods hardly at all for most storms, and maybe only one for extreme storms. In general, your life will be much easier if you focus on getting the best STATIC protection.
But since there are so many easy ways of getting out of the hazard: Recharging one shield, entering your ship, entering your exo, digging a hole... and most people either stay on nice planets or complete objectives and head out again, it's not really needed for most playstyles.
This multiply how long your environnemental protection will last before taking environnemental damage.
It's not like you have anything else to put in your tech slots once your exosuit is maxed anyway....
Max it out , like it suggested ☝️
You getting more time for outside activities.
I wish, that game , somehow 😕, gave to us "anti-fog" solutions.
"Rain-X" and others wouldn't cut it 😭