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So in my mind, if they had wanted to prohibit this, they could have, but didn't, so it is OK.
If you'll excuse me, I need to run off and do some experimentation real quick...
OP, what exactly is the problem if HG would remove the mining laser glitch (if it's one) from the Atlantid MT? It will still have the best stats for mining. And i don't think there would be a huge difference without the additional mining laser. We don't know if the mining laser is of additional value at all.
Mining with my S-Class Atlantid MT - with 2 S-class upgrade modules on supercharged slots (not even side by side) - was already incredibly fast and powerful before I added the 'normal' mining laser (and i'm not sure if it added a benefit at all).
The Atlantid MT is an absolute beast for mining.
Sorry but... do I see on the picture more that 1,000,000 of nanites?? If it's true then I'm Queen Elisabeth or I made all wrong until now LOL
A settlement in pirate system will make you rich in nanites. Buy suspicious packets at market, open them, sell them to any tech seller. You can also buy larval core and hadal core for even more nanites
Beside what @Scaramouche mentioned - you can add some with a Save Editor.
You can build a base next to runaway mold - refining it into nanites can give you 1000 nanites every 10 minutes.
In the past there was a glitch where you could sell a upgrade modul from the ship inventory a unlimited time. If you made use of that glitch you could earn some 100'000 nanites in no time.
So it's kinda difficult to see if adding the mining laser really has an effect.... anyway I'm sure that the mining laser doesnt consumme anything when I use the runic lens so....
Does that confirm the hypotesis of it being a bug ?
My worry if it's really a bug is that: the mining laser cant be dismantled nor stored, so if a patch fix it, this might cause problems (further bugs) with the MT....
That's what you find unbelievable ? I've beaten the million nanites mark a couple years ago (mostly trough starship scrapping), and it was no big deal really.... wasted quite a lot when the patch that allowed to upgrade the class on starships and then multitools came, but interceptor brought the old scrapping method back up.... and that's wihtout taking into account all other way to produce nanites (refiner, nexus missions, etc....).
My current save is pretty old....
What impress me the most in the picture are the supercharged slots on that MT.... it was only my fourth or fifth Atlantide MT find, and it already has a perfect supercharged slots layout (yes, the fourth slot was also connected when I upgraded it to S-rank) and it is also in my favorite color. (after 3 pool swapping tries for the color).
As you say, it never uses the fuel in the mining beam, and when the Hijacked/Runic runs out, you have to recharge even if the Mining is fully charged.
Well... the problem was, it was already installed and cant be removed without using the save editor....
But I did the testing and the result is: It doesnt give an increase as big as when coupled to the Hi-jacked laser.... but !... given the suplementary adjacency bonus it provide when placed correctly, it actually gives a small, non negligeable increase in mining power.....
For example on my atlantid MT, I had 1359 damages with both mounted (runic lens+mining laser), I went down to 1159 when placing the mining laser away from the modules (no adjacency bonus) and 659 when I removed the mining laser. using the save editor....
My Atlantide MT have no other weapon, I always put only one single primary weapon per MT and this one is my mining tool (so mining laser and terrain manipulator, nothing else)
But now.... the game engine might count the added damages of both the runic lens and the mining laser even though the mining laser never get actually used....
Though the added adjacency bonus from having the mining laser touching with the modules/runic lens definitely have an effect, a small one (slightly below 10%), but still....