No Man's Sky

No Man's Sky

View Stats:
Vuyek Oct 5, 2024 @ 10:36pm
Should I stack environmental protection?
The ones that I charge with ion battery?

Or is one enough?
< >
Showing 1-15 of 21 comments
Jaggid Edje Oct 5, 2024 @ 10:56pm 
Agreed with the above, it's entirely personal choice. If you stack more than one, you have longer before you have to recharge any of them....but you also have multiple recharges to do in a row when you do.

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.
Last edited by Jaggid Edje; Oct 5, 2024 @ 11:00pm
Vuyek Oct 5, 2024 @ 11:02pm 
interesting.

not that this game needs min-maxing to successfully play it, but which route is more min-maxy do you think?
Jaggid Edje Oct 5, 2024 @ 11:05pm 
Originally posted by Vuyek:
interesting.

not that this game needs min-maxing to successfully play it, but which route is more min-maxy do you think?
I think this is a case where the only thing to min-max would be the lifespan of protection from a single ion battery.

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).
Last edited by Jaggid Edje; Oct 5, 2024 @ 11:10pm
ignition Oct 5, 2024 @ 11:09pm 
Normal Mode.
. 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.

:steamthumbsup:
ignis Oct 6, 2024 @ 12:13am 
Hazard - 1 is enough, having more is just QoL that you may want if you feel like.

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).
Personal choice, but there ARE excatly enough tech slots to have them all & the adjacency bonus of putting tons of these mods together can make a massive difference on how long you go between recharging hazard protection. If you have the space to do it, I'd recommend going all out.
https://www.nomansskyresources.com/tech-layout-and-adjacency-bonus
https://steamcommunity.com/sharedfiles/filedetails/?id=3299218053
Felis_Exploria Oct 6, 2024 @ 4:55am 
I only use 1, and typically only install the frost protection for derelicts. 3 x-protectors in the 3 supercharged slots are enough for most planets, even in extreme storms. (Better buff than next to each other, even if not connected to each other through a string of hazard tech.) Dioxide can be used for life protection too, which limits the number of resources I need to carry around
Last edited by Felis_Exploria; Oct 6, 2024 @ 4:57am
Felis_Exploria Oct 6, 2024 @ 5:02am 
Originally posted by Jaggid Edje:

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.
Edited:

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.
Last edited by Felis_Exploria; Oct 6, 2024 @ 5:44am
Jaggid Edje Oct 6, 2024 @ 9:08am 
Originally posted by Felis_Exploria:

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.
It might be the same, yes.

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.
Erich Oct 6, 2024 @ 9:26am 
Cześć!
Jak się masz?
Zainstalowałem wszystko, na co pozwala gra, bez otrzymywania komunikatu „Technology Overloaded”.
Doładowuję w razie potrzeby.
Last edited by Erich; Oct 6, 2024 @ 9:28am
Rexxer Oct 6, 2024 @ 9:36am 
The modules stack as indicated in the module packing diagram shown in a prior post, but generally I find you never really need more than one "X" or black-market hazard mod which has high across-the-board stats strategically placed on a supercharged slot with 2 more high value "X" hazard mods packed around it.

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.
Grimmslayer73 Oct 6, 2024 @ 9:44am 
I used to run 2 or 3 of each of the rechargeable hazard mods, until I realized I was always recharging them as soon as the first one ran out. This made the others pointless. Unless you want to be able to go afk in a storm for 15 minutes, there's really no need for more than 1.
ingosupercute Oct 6, 2024 @ 10:18am 
I'm running three S class for each type and the resistance C class ones as well, of which two are supercharged. But I don't think it's necessary for most players. The only reason why I do it is because I spend so much time running around on planets no matter their conditions and love just heading out into the unknown. I tend to forget time over that so it's better if the total shielded period is longer. I also almost drowned once by accident while building on a base, so water shields are vital for people with bad attention span.

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.
Guh~hey~hey~♫ Oct 6, 2024 @ 10:18am 
Yes. You can stack up to 3 of them like other upgrade modules.
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....
Erich Oct 6, 2024 @ 10:46am 
Originally posted by Guh~hey~hey~♫:
Yes. You can stack up to 3 of them like other upgrade modules.
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 😭
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Oct 5, 2024 @ 10:36pm
Posts: 21