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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.
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)
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.
Only works for multitool and ship tech.... does NOT work for freighter tech or exosuit tech.
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.
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.
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.
But you do you Traveler.
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.
Also, why upgrade anything when you can kill walkers with a basic boltcaster (no upgrades at all)? Simple, it's because you can ;)
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.
I my experience not in all cases. Personal shields seem to be better in S-Class and so are mining beams.
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