No Man's Sky

No Man's Sky

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Buying X class upgrades
Since there's not much left to do in terms of optimizing my stuff, I started installing X grade upgrades to get a bit more out of everything.

I've done some research and am aware, that the chance of getting something good is very low, and it doesn't seem to be possible to "trick" the game by reloading savegames, because the values seem to be fixed per module, so "buy - install - reload" doesn't work.

OK, accepted... but is there a reasonable way to buy upgrades in numbers? Buying them 1 by 1 per reload from the pirate vendor seems very tedious. Do I really have to reload 100 times to get 100 upgrades or is there a more efficient way?
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Showing 1-15 of 23 comments
Ozwald Jan 13 @ 6:50pm 
I just buy all of them when I see them. Landed pilot? Go grab those too.

Spending money to stay under cap is hard enough in this game without trying, so it's just a way to spend a few nanites whenever I can. I couldn't imagine farming them at those odds, for such an insignificant upgrade if you get them.
Last edited by Ozwald; Jan 13 @ 6:54pm
Zoran Jan 13 @ 8:44pm 
Save, install Illegal Hazard Protection Upgrades, like 20 of them, 1, 2, 3, 4....note the ones with very good values. Reload... install other mods... see what happens....
Last edited by Zoran; Jan 13 @ 8:44pm
Buy suspicious packets (tech and arms) from pirate space stations (or at any trade terminal not withing a players base in pirate systems)...
They (mostly) give random x class tech upgrades... so you can get a lot of tech very quickly if you bounce between a group of pirate systems
You can sell off the ones you don't want to make some nanite profit and stack up the rest
And might as well buy the tech trader's inventory while you're at it (you'll still gain nanites overall)
bortas Jan 13 @ 9:19pm 
Originally posted by Zoran:
Save, install Illegal Hazard Protection Upgrades, like 20 of them, 1, 2, 3, 4....note the ones with very good values. Reload... install other mods... see what happens....

Yeah, I have read about this... does this work, if the other upgrades are of different types, too? I.e. if I find out the 5th shield upgrade is good... can I install 4 weapon upgrades and still get the 5th good shield upgrade afterwards?

EDIT: Just tried it... works that way :) Thanks, that's really helpful.
Last edited by bortas; Jan 13 @ 10:42pm
If you get very good X modules, you can use expeditions to duplicate them.

Only works for multitool and ship tech.... does NOT work for freighter tech or exosuit tech.
Originally posted by bortas:
Originally posted by Zoran:
Save, install Illegal Hazard Protection Upgrades, like 20 of them, 1, 2, 3, 4....note the ones with very good values. Reload... install other mods... see what happens....

Yeah, I have read about this... does this work, if the other upgrades are of different types, too? I.e. if I find out the 5th shield upgrade is good... can I install 4 weapon upgrades and still get the 5th good shield upgrade afterwards?

EDIT: Just tried it... works that way :) Thanks, that's really helpful.

When you install a module. It is assigned a pseudorandom for a seed. The seeds follow the same sequence regardless of what module is used. This will allow you to determine which seed will give you the best results. Then reload and back full with cheaper modules.
Deviance Jan 14 @ 5:36am 
Can the X upgrades outperform the S upgrades?
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?

Yes, but rolling an S+ is very rare. Basically you're rolling a double natural 20. Personally I don't think it's enough of a different to be worth the bother. S upgrades are already over powered.
Originally posted by Lindy Bomber:
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?

Yes, but rolling an S+ is very rare. Basically you're rolling a double natural 20. Personally I don't think it's enough of a different to be worth the bother. S upgrades are already over powered.
Yes, X class has a higher upper limit for everything but the Neutron Cannon.
But X class also has a very low bottom end, the chances of getting something high end are quite low... so its generally wise to get S class first, then gradually tackle X class.
JTracx Jan 14 @ 6:17am 
Why not just use the awesome MT, at it's current state, to wipe out waves of sentinels? You are just maximizing a tool that already does massive damage and the sentinels will drop the glass (upgrade mods). For what, if not to destroy waves of sentinels with even more ease? Have fun getting to the max state instead of cheesing (bad choice of word...) it?
But you do you Traveler. :nmsatlas:
Ozwald Jan 14 @ 7:30am 
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?

By a long shot. But from estimation over playing 1800 hours, I'd wager there's less than a 5% chance that you get one that's better than good S modules. 5% is being very generous & optimistic. Most of the time they're crap & a source for wiring looms.
Originally posted by JTracx:
Why not just use the awesome MT, at it's current state, to wipe out waves of sentinels? You are just maximizing a tool that already does massive damage and the sentinels will drop the glass (upgrade mods). For what, if not to destroy waves of sentinels with even more ease? Have fun getting to the max state instead of cheesing (bad choice of word...) it?
But you do you Traveler. :nmsatlas:
Just so you know, the sentinel weapon tech only boosts the Boltcaster... the other weapons don't benefit from it at all...

Also, why upgrade anything when you can kill walkers with a basic boltcaster (no upgrades at all)? Simple, it's because you can ;)
dreamrider Jan 14 @ 10:11am 
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?
Each class of upgrade modules has a limited range of bonus values. They are smoothly randomized over that range.
The bottom end of the bonus range for a next-higher class overlaps the value range of the next-lower class by about 5% to 10%. So it it IS possible to install, for instance, a B-Class upgrade that is not as good as a Really Amazing C-Class module. (This is easiest to see with a very simple sub-system with few parameters, like Shields.)
But it is pretty unlikely that a higher Class upgrade module will not be a preformance improvement.

X-Class modules are somewhat different.
The X-Class range of values is randomized over the ENTIRE value range for the feature / parameter in question. From the equivalent of the lowest C-Class possibility to, in some cases, about 22-23% greater than the highest S-Class.
But you have to plow through a lot of junk X-Class modules by trial and error to find those golden high end ones

I think that the randomized distribution of values across all X-Class modules is smooth, but I do not rule out the possibility that it may be a slight bell curve, adding to the rarity of the very Best.

I guess it is worth mentioning that all of the parameters on a given module seem to be loosely linked in value. So if you get an X module with, say, a great Fire Rate bonus, the other bonuses offered by the module will generally be pretty good if not equally excellent.

Best upgrade strategy: Guarantee yourself very good bonuses by installing S-Class upgrade modules in a methodical manner. Then make a hobby of trying out lots of X-Class as they come to you randomly, and/or wait until you are gigantically rich (as always happens in this game), then by a bunch of X modules occasionally at Outlaw stations or from wandering black market vendors who land nearby, and try them out to play "bonus roulette".

You can always sell the crappy Xs you have tried out to any module vendor, including Iteration Ares, for 19 nanites apiece.

The one exception that I might make to the above is Starship Shield X upgrades. You seem to get a lot of those. ALL S-Class Deflector Shield upgrades are +30%. (It is an exception, sort of. The entire S-Class range for Deflector upgrades is +30% to +30%.)
The X-Class modules up to +38%.

I tend to pick up any X-Class Shield upgrades I see and can afford, and replace my Shield upgrades with ANY X-Class that is +31% or greater as early as I can. Seems to work out.
Last edited by dreamrider; Jan 14 @ 10:15am
Zoran Jan 14 @ 4:04pm 
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?

I my experience not in all cases. Personal shields seem to be better in S-Class and so are mining beams.
Originally posted by Zoran:
Originally posted by Deviance:
Can the X upgrades outperform the S upgrades?

I my experience not in all cases. Personal shields seem to be better in S-Class and so are mining beams.
The only X class upgrades that have zero chance of being better than S class are for the Neutron Cannon...
Everything else can be as good or better. I generally end up replacing S class shields with X class.
I agree that in practice X class mining beam upgrades are worse than S class due to the ridiculous odds of finding a good X class (I've still yet to find one with all 4 stats being better). However, in theory they can be better if you get a good roll on them
https://nomanssky.fandom.com/wiki/Multi-Tool#Technology_Blueprints
Last edited by Shadow Strider; Jan 14 @ 9:35pm
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Date Posted: Jan 13 @ 6:46pm
Posts: 23