*IMPORTANT!* Unfortunately I made a mistake in this video; the Shield Lattice blueprint upgrade does not increase from 20% to 50%, it instead increases to 25% as this is an additive stat, not multiplicative.This was an unfortunate oversight on my part, this makes the Shield Lattice far less desirable, I would advise prioritising X-Class Hazard protection in it's place due to these being mostly all-covering and multiplicative, and so their bonuses are worth more.
Yeah, the X-Class hazard protection boosting is crazy. Also, for ships, I like to supercharge the efficient launcher module and on MTs, the scanner module that reduces the recharge times. All of these on Survival/PD runs help reduce those difficulty settings off the max. lol. Thanks for the video!
If you do happen to figure out if boosting the Pulse Engine main module does impact its innate Pulse Drive Power stat, drop a dime. Amazing video btw. Liked & Subbed.
@@XainesWorld So, can you answer one question I Have that you may have answered in the video, but maybe I failed to hear you. for each thing (i.e. multi tool, ships, ... etc) which is best to put in the super charged slots? What I mean is, I have seen different people say that for instance its best to put A weapon itself, the shield itself or the movement thing itself on a super charged slot for ships and multitools. Put the craftable or obtainable things around these. I am very confused about all this. I am rather proficient in maths but I don't want to spend hours trying to get the optimum setup. There should be a simple answer to what to put on these slots based on the thing you are working with. Thanks for any answers you might give or point me towards.
Taking notes...... wait..... multiply by the adjacency along with the supercharged stat on one along with the original....... brain broken.... reset...
I recommend prioritizing supercharged slots on starships as follows: 1. Infra-Knife Accelerator 2. Infra-Knife Accelerator 3. Infra-Knife Accelerator 4. Infra-Knife Accelerator Shields. Hulls. Pirates. Sentinels. A well-supercharged Infra-Knife Accelerator makes short work of them all.
Thank you for this video, it really helped me - I'm a new player and it's kind of overwhelming to try to do all of the math for ALL of my equipment, so you saved me a ton of time (especially with my new S class staff!)
In my experiments, I found that putting the mining beam itself in a supercharged slot increases yield by 35%. Putting the optical drill in a supercharged slot also increases yield by 35%. Putting them both in adjacent supercharged slots increases yield by 75%. This makes a huge difference when farming runaway mould. My 32-ball mould farm now yields 37,191 mould instead of just 21,260.
I just started playing NMS. Liked and subbed, so much good info here! I had no idea that the supercharge slot would link! Look forward to learning more.
Awesome video and you really did you're homework, unfortunately maybe I shouldn't have watched this when I just woke up. Definitely need a window licker version this early in the morning.
As always, some deep in-depth guidage ( if thats a word ). Thanks Dude. Im sure i have all my stuff set up wrong so now I can go thru and move stuff about and make my saves more ........super ( u see what i did there ?) As for searching for multiple S class multi tool cabinets to find a desired super charged layout, well, ill leave that to the nut cases. I have a kiwi in mind for that. I think any i find will be the only one, since they are hard enough to find in the first place :)
I haven't played for a while, this new addition to supercharged slots is just a good thing. Anyway, I really needed some advice on how to use them better, thanks.
I would love it if they added long quest to get more of these bonus slots just as a time credit and nanite sink. Kind of like how derelict freighters are.
Man, I left the game about a year ago after I got the best upgrades and everything for... well, everything. Popped back on a whim tonight and wow, do I have a lot to catch up on and do.
Thank you for the great guide! Supercharging pulse power is really smart, i completely forgot about that. It shrinks 28sec flight to 20sec! Hovewer, I have some questions: 1) I have 2 same (refiner-duped) X class pulse modules in two adjacent SCS. hovewer, putting a core pulse drive on one's side yields more total maneurability than the other's. Swapping these modules keeps the picture same position-wise, as if one SCS is a bit stronger than the other. I know the explanation is messy, so i have screenshots for clarity, but i seem to be unable to post a link in the comment 2) In my field testing for 2 SCS core jetpack + X class module yields more raw airtime than 2 X class modules. But if use only 1 SCS, putting the X class module yields more airtime than putting a core jetpack there. 3) You advise surrounding Sub-light Amplifier with other Greater modules, eventhough they dont have same stat. Does that mean that two modules not sharing the same stat is irrelevant for maximizing adjacency bonuses?
1. Something must be up, as you're saying they are both identical modules. It could maybe be in the way that it's calculated based on order of modules by slot, as maneuverability is a tough one, as it's a combination of 2 different maneuverability stats, one of which is hidden on the procedural upgrades. But that seems unlikely. You could post the images to me on discord if you're down, I'd be curious to checkem out. 2. Jetpack tanks when I researched all stats in January was one of the more tough to measure as other things like initial boost power can make the line difficult to find when measuring. 3. With adjacency, the stats don't have to match, think of it like the module is gaining a boost to its stats based on whether the adjacent modules are lesser or greater as well as the same type and nothing else. Once a lesser or greater bonus is known, the stat will then get one bonus if it's additive, another if it's multiplicative or no bonus if it's reductive
This really helps! Returning player after I rage-quit in November '22, when feeling completely wrecked by the changes. Supercharged Slots on the ExoSuit feel very challenging to get right. I spend many hours a day opening X-class "Movement" type upgrades to find the perfect one(s). Still have that "Initial Boost" bug in that it shoots me up and then drops me down again by roughly that amount. Definitely don't want to boost that one and it has to roll a stupidly low % on the X-modules. Hazard Protection now this one is interesting, but could do with a guide on what and how to group them. I've read that having 3 S-class "tank mods" per damage type grouped around their respective 21% protection v. X is the way to go. So that it looks like 4x4 modules in total. Now here's the question: What's the cap on hazard damage protection (or reduction rather)? Would try and use a stopwatch on a Derelict Freighter, but they do crash my game at this time. Only using the BoltCaster on all MTs so if there's a guide that would help. Using the Infra-Knife (core) which adds 1 additional cannon, but the DPS number does not increase. Anyone know what's up with that? And lastly, why can't we have a detailed page in game with all stat totals and by how much we overcap certain stats? I wouldn't have guessed that shields or health have a hard cap if not for this video!
Hello games must add customization for this slots you need to move them and also customization for ship's color because even when you create one the paint is one time
This data you have put together is fantastic and very appreciated. Have you explored how these systems interact with multiplayer PVP applications in regard to the MT weapons and ship combat? I've been doing some tests and getting wacky results...
Maybe yall can help me with multitools. Can you have more than one and swap it on the fly from your inventory? Also if youre hunting for multitools how does it work? Each cabinet will have the same looking tool? And the class will be the same? And the color is based off of where you last saved or something?
I wish there was a Preview Mode... Finding a ship in C and knowing what slots it has at S is actually problematic.... even if you set options to 'free purchases' and do a test upgrade there's still the problem of being unable to set Manual Save Points to go back after viewing....
12:15 Adjacent Supercharged Slots. I tried moving things around a bit and I noticed the 4 sides immediately Adjacent to a Supercharged Slot have a similar multiplier effect although I have yet to find the Multi-tool with the Slot Block. Can the Supercharged Slots be moved?
I'm still curious, do I have to have my modules linked with each other in order to gain their bonuses with the supercharge? Like if its away from my main one?
So I had to look this up because I haven’t played in a bit and I got an A class rifle with 1 supercharged slot, but it seems to only be missing one slot, was this changed in some way and I have to do more to get them to show up?
@@XainesWorld oh ok lol, i was getting crazeee. Btw initial boost power is default always on the jetpack, Also THANK YOU VERY MUCH, there is no other videos so detailed as yours, you are light years ahead from other creators in the tech info displayed in your vids, really appreciate all your effort. I cannot stress enough how good and useful your videos are.
dude do you have exact values of stats on core weapon modules? Because if you are boosting by 25% if the initial value is low, boost will also be low. Some of those X class upgrade modules are insane with stat boosting.
the core weapon module is by far the greatest to boost as for a multiplier it doesnt matter what the modules individual value is as it's applied to the whole, though if it's additive it will only add 25% of that individual stat, but the only real additive stats to worry about are damage and clipsize, which are greater on the core module than any other upgrades. The core module also has all stats which is somewhere between 6 and 9, so boosting way more stats overall than an upgrade
I have no idea what I'm prioritizing because this game is superseding college level math classes. I guess that's the issues you have when you jump into a game that's 7 years old. All that being said I am having a lot of fun getting my Explorer on. For me this has been a VR masterpiece and exactly what I was looking for
Prioritize a multi-tool and a starship with a 2x2 grid of 4 supercharged slots, all right next to each other. Add neutron cannon w/ near-max S-class modules in the multi-tool’s supercharged slots, and add infra-knife with near-max X-Class modules in the starship’s supercharged slots. Check the subreddits named NMSGlyphExchange and NMSCoordinateExchange to locate the multi-tools and starships. Trust me, well worth it the effort. The damage is teh lulz.
As of Waypoint, fuel efficiency and expedition power (to let you use fewer ships to get to 5 stars) are now the most useful stats for frigate expeditions. Duration barely matters at all because you only get 5 expeditions per day and they reroll at the same time.
I actually prioritized certain multitools to certain tasks for these reasons. Currently i have an expiration tool that has huge scan and mining boosts, and another for combat with damage boosts. Hoping to use this guide to optimize those boosts!
If your ship or Multitool doesn't have a T shape, Square or Rhombus supercharger slot layout don't even bother. Just skip it. Doesn't matter how it looks. Worthless. It needs to be connected
I supercharged the mining beam with three slots on one of my multi tools and it's almost all I use now. It kills things and mines incredibly fast. The only other thing I have on it's the scanner and terrain manipulator.
Thank you, Xaine. It might take me 27 times of relistening to specific parts, but This is the information All players will need when it comes to getting a Good ship/tool/suit all set up and rocking. TY, TY, TY!
Hey Xaine, thank you for these helpful tips and recommendations! I'll be looking forward to your insight and opinions for exocraft. On that note, I've been toying around with the exocraft slots myself - I'm really digging the ability to store technology, it's so helpful for messing with the traction upgrades to figure out what I actually want on each vehicle, great quality of life change. Anyway, I haven't looked too deeply into supercharging the exocraft cannons except on the minotaur, mostly because the engine upgrades don't seem to yield noticeable performance boosts, just fuel eco (I could be wrong). The Minotaur cannon can become powerful enough that I'm not sure the stun cannon and laser combo, unless desired for fun reasons, is worth supercharging. As for movement on other exocraft, I've gotten exceptional results from sticking the engine and 2 procedural upgrades in the charged slots, and putting the remaining desired upgrades around the engine or bridging the engine to the next closest charged procedural upgrade. Before I continue, I want to add that I did not find the boost upgrades to be nearly as useful when supercharged, but they remain useful to have installed for acceleration on unfavorable terrain. By excluding only Hi-Slide (for acceleration reasons) from my Nomad, I'm hitting mid-50's across oceans, and somewhere over 100 while airborne on low-atmosphere worlds, I can't tell exactly how fast because of how the game displays exocraft velocity not as true velocity, but speed in the direction the front of the exocraft is facing, and the vehicle tilting upwards probably more than 30°. Exocraft can now move fast enough to, in some cases sooner than others depending on your platform's processing power, outrun the speed of a planet's collision geometry being loaded. For me on PS4, this resulted once in falling to the center of a planet with no ocean, with my coordinates flip-flopping each time I passed the center. On another planet with an ocean, my Nomad fell through, hovered on the subterranean ocean, and loaded me into a cave with a flooded section as the only exit. So um... if you choose to share some of these nuances, please also tell people to use the exocraft's jump button, it should resurface them if they fall below the world geometry. Exocraft are kinda wild now, and I feel much more inclined to use them than I did before the update!
Great video, great info as always. One question, what's the benefit to boosting frigate mission speed when you're limited to 5 per day regardless? Unless they changed that and I missed it.
Thank you! And it largely depends on your situation, if you have a really established fleet, you can send all 5 out with 5 stars no worries, otherwise you may wish to stagger them and speeding up will make it easier. You may also play over the midnight line. Really I could have gone into more detail in the video.
After years of using the same ship and multi tool, it’s nice to now have a reason to have, and use different tools for different jobs. Nice, in-depth analysis as always Xaine.
Great info, Xaine! This validated what I had figured out on the ship bonuses myself already, although I didn't know the exact math, and certainly didn't know the bit about the sublight amplifier, so huge thanks for that! And this was very useful for the exosuit stuff and the MTs. I've been configuring a "mining" tool vs my combat tools, so this has been fun! I do still have questions about the adjacency of hazard protection, I'll have to check your older videos, because I seem to remember you covering this before.
Hazard protection is a bit of a game for adjacency, almost all modules give a bonus to others, but half of them don't gain anything from being buffed. I did all my research on that back in January, so ill need to redo a bunch of it soon for specifics
I have to admit all my ships have 1 hyperdrive . My freighter gets about 4900 without supercharged . And my supercharged is a mining boost an exploration and scientific boost and a battle boost and trade boost .b
Any idea what the value of supercharging the ship's infra-knife Q-resonator is? It says it increases total cannon count to 4, but the DPS shown in the infra-knife does show a doubling of DPS.
I don't hate the supercharged slot idea but I do hate that they made this another rng mechanic that we have no control over. A way to move the location of the slots around would be a welcome addition and add more depth to the game instead of all the random random random.
i do want to report that if you are going to try for the S TIer Alien Weapon (Silhouette of Lachudozh-VI) , A troll has surrounded the base with obnoxious obstructions and is no longer accessible.(Just report his base and it disappears)
I play on PS5 and I have noticed, and have tested this a few times, then when you compare ships and it shows an uncovered supercharged slot, when you acquire the ship it does not have the supercharge slot in the same spot
Thanks, Xaine! That’s some seriously in-depth homework you did there. I can’t wait to jump in and start experimenting with a little “applied science”. Cheers!
I was hoping for discussion of hazard shield modules, and how supercharged slots affect those. As a practical matter, I rarely devote space to anything but a single hazard shield of each type (including underwater). The C-class modules have trivial bonuses. The X-class bonuses vary widely, but are capped at 10%. That's still pretty low, even if it can apply to 4 of the 5 hazards.
I did cover how they are affected in this, but in the sense of the basic bonus types, so hazard protection x-class modules are multiplicative, so a supercharged slot will add 25% to each buff, so a hazard prot of 10%, is actually 1.1, this is then multiplied by 1.25 for 1.375, rounded up to 1.38 visual, so a perfect 10 would go to 38%, though a 10 may be a rounded up 9.1, so a 9.1 would show as 37% after supercharged
Thanks. This verified a lot of what I was observing from my own experiments. Great summary of how the math works, and good recommendations on what to use and prioritize.
I think this is important but my brain hurts, will have to come back and watch again I think. Thanks for the upload though, tis is something I need to understand but will have to go one by one when it counts. cheers
crazy i did exactly as you recommend but long before your video came out :) I recommend having a spaceship explorer type and using all the spaceship supercharged for the hiperdrive a / b / s modules !
LOL, this is where save editors come in handy on PC. I can supercharge literally all of my slots or move them to different locations, which is what I normally do.
*IMPORTANT!* Unfortunately I made a mistake in this video; the Shield Lattice blueprint upgrade does not increase from 20% to 50%, it instead increases to 25% as this is an additive stat, not multiplicative.This was an unfortunate oversight on my part, this makes the Shield Lattice far less desirable, I would advise prioritising X-Class Hazard protection in it's place due to these being mostly all-covering and multiplicative, and so their bonuses are worth more.
Yeah, the X-Class hazard protection boosting is crazy. Also, for ships, I like to supercharge the efficient launcher module and on MTs, the scanner module that reduces the recharge times. All of these on Survival/PD runs help reduce those difficulty settings off the max. lol. Thanks for the video!
If you do happen to figure out if boosting the Pulse Engine main module does impact its innate Pulse Drive Power stat, drop a dime. Amazing video btw. Liked & Subbed.
I tested boosting the pulse drive power and it made no noticeable difference.
Algorithm comment. This is going to take some rewatching to get settled in my brain.
ALL VOTE FOR NO MANS SKY TODAY GAME OF THE YEAR SPREAD THE MESSAGE!! IT MIGHT HELP MAKE THE GAME EVEN BETTER
I haven’t been this excited about slots since my early adolescence
Giggity
😆
I get it , the cartridge slot on your brand new Sega mega drive. Makes sense 🤔
😂 good one
@@XainesWorld So, can you answer one question I Have that you may have answered in the video, but maybe I failed to hear you. for each thing (i.e. multi tool, ships, ... etc) which is best to put in the super charged slots? What I mean is, I have seen different people say that for instance its best to put A weapon itself, the shield itself or the movement thing itself on a super charged slot for ships and multitools. Put the craftable or obtainable things around these. I am very confused about all this. I am rather proficient in maths but I don't want to spend hours trying to get the optimum setup. There should be a simple answer to what to put on these slots based on the thing you are working with. Thanks for any answers you might give or point me towards.
Taking notes......
wait.....
multiply by the adjacency along with the supercharged stat on one along with the original....... brain broken.... reset...
You're doing the Atlas's work
I have the alien rifle Austintatious found it is awsome. My damage potential has been between 30,000 and 45,000 depending on gun type.
I recommend prioritizing supercharged slots on starships as follows:
1. Infra-Knife Accelerator
2. Infra-Knife Accelerator
3. Infra-Knife Accelerator
4. Infra-Knife Accelerator
Shields. Hulls. Pirates. Sentinels. A well-supercharged Infra-Knife Accelerator makes short work of them all.
My DPS supercharged is 25k before module upgrades.
I have 3 S-Class and one B-Class blueprint. It’s ridiculous how fast it melts ships.
best explanation for super charged slots. Thanks!
A little late to this video but I always love your in depth guides. Thanks for all the work you put into these!
Thank you for this video, it really helped me - I'm a new player and it's kind of overwhelming to try to do all of the math for ALL of my equipment, so you saved me a ton of time (especially with my new S class staff!)
Its not "super long"... this guide is awesome!
In my experiments, I found that putting the mining beam itself in a supercharged slot increases yield by 35%. Putting the optical drill in a supercharged slot also increases yield by 35%. Putting them both in adjacent supercharged slots increases yield by 75%. This makes a huge difference when farming runaway mould. My 32-ball mould farm now yields 37,191 mould instead of just 21,260.
I just started playing NMS. Liked and subbed, so much good info here! I had no idea that the supercharge slot would link! Look forward to learning more.
Welcome to the community Jim!
@@XainesWorld Sweet, Ill join today! :D
😀
Awesome video and you really did you're homework, unfortunately maybe I shouldn't have watched this when I just woke up. Definitely need a window licker version this early in the morning.
As always, some deep in-depth guidage ( if thats a word ). Thanks Dude. Im sure i have all my stuff set up wrong so now I can go thru and move stuff about and make my saves more ........super ( u see what i did there ?) As for searching for multiple S class multi tool cabinets to find a desired super charged layout, well, ill leave that to the nut cases. I have a kiwi in mind for that. I think any i find will be the only one, since they are hard enough to find in the first place :)
Here by myself I thought I knew I had the right things supercharged and was totally wrong, thx for the help
Save editor allows you to move supercharged slots, expand the inventory and supercharge every slot.
Thank you. I only just subscribed to your channel but I have been using your Refining guide for like.... years. (Sorry.)
I haven't played for a while, this new addition to supercharged slots is just a good thing. Anyway, I really needed some advice on how to use them better, thanks.
Thanks for the comprehensive guide, it was really helpful!
Still today, this is a brilliant guide :)
I would love it if they added long quest to get more of these bonus slots just as a time credit and nanite sink. Kind of like how derelict freighters are.
Man, I left the game about a year ago after I got the best upgrades and everything for... well, everything.
Popped back on a whim tonight and wow, do I have a lot to catch up on and do.
Thank you for the great guide! Supercharging pulse power is really smart, i completely forgot about that. It shrinks 28sec flight to 20sec!
Hovewer, I have some questions:
1) I have 2 same (refiner-duped) X class pulse modules in two adjacent SCS. hovewer, putting a core pulse drive on one's side yields more total maneurability than the other's. Swapping these modules keeps the picture same position-wise, as if one SCS is a bit stronger than the other. I know the explanation is messy, so i have screenshots for clarity, but i seem to be unable to post a link in the comment
2) In my field testing for 2 SCS core jetpack + X class module yields more raw airtime than 2 X class modules. But if use only 1 SCS, putting the X class module yields more airtime than putting a core jetpack there.
3) You advise surrounding Sub-light Amplifier with other Greater modules, eventhough they dont have same stat. Does that mean that two modules not sharing the same stat is irrelevant for maximizing adjacency bonuses?
1. Something must be up, as you're saying they are both identical modules. It could maybe be in the way that it's calculated based on order of modules by slot, as maneuverability is a tough one, as it's a combination of 2 different maneuverability stats, one of which is hidden on the procedural upgrades. But that seems unlikely.
You could post the images to me on discord if you're down, I'd be curious to checkem out.
2. Jetpack tanks when I researched all stats in January was one of the more tough to measure as other things like initial boost power can make the line difficult to find when measuring.
3. With adjacency, the stats don't have to match, think of it like the module is gaining a boost to its stats based on whether the adjacent modules are lesser or greater as well as the same type and nothing else.
Once a lesser or greater bonus is known, the stat will then get one bonus if it's additive, another if it's multiplicative or no bonus if it's reductive
Yeah baybeeee! The only slots I need in my life don't come from the casino but from NMS.
As always very informative thank you!
This really helps!
Returning player after I rage-quit in November '22, when feeling completely wrecked by the changes.
Supercharged Slots on the ExoSuit feel very challenging to get right.
I spend many hours a day opening X-class "Movement" type upgrades to find the perfect one(s).
Still have that "Initial Boost" bug in that it shoots me up and then drops me down again by roughly that amount.
Definitely don't want to boost that one and it has to roll a stupidly low % on the X-modules.
Hazard Protection now this one is interesting, but could do with a guide on what and how to group them.
I've read that having 3 S-class "tank mods" per damage type grouped around their respective 21% protection v. X is the way to go.
So that it looks like 4x4 modules in total.
Now here's the question:
What's the cap on hazard damage protection (or reduction rather)?
Would try and use a stopwatch on a Derelict Freighter, but they do crash my game at this time.
Only using the BoltCaster on all MTs so if there's a guide that would help.
Using the Infra-Knife (core) which adds 1 additional cannon, but the DPS number does not increase.
Anyone know what's up with that?
And lastly, why can't we have a detailed page in game with all stat totals and by how much we overcap certain stats?
I wouldn't have guessed that shields or health have a hard cap if not for this video!
EXCELLENT WORK, but I lack just one info - is there any shape of SC slots thats best? The Cube, The L, the T?
Awesome description, thanks!
Cool thanks for the info I had no idea what was going on when I came back
This video really deserves a lot more attention, so please have my like, comment and subscription.
Hello games must add customization for this slots you need to move them and also customization for ship's color because even when you create one the paint is one time
This data you have put together is fantastic and very appreciated. Have you explored how these systems interact with multiplayer PVP applications in regard to the MT weapons and ship combat? I've been doing some tests and getting wacky results...
Thank you.
Maybe yall can help me with multitools. Can you have more than one and swap it on the fly from your inventory? Also if youre hunting for multitools how does it work? Each cabinet will have the same looking tool? And the class will be the same? And the color is based off of where you last saved or something?
Hmmm
So thsts why my new playthrough c class solar sailor is a direct upgrade compared to my old exotic bar hyperdrivs
Excellent
I wish there was a Preview Mode...
Finding a ship in C and knowing what slots it has at S is actually problematic....
even if you set options to 'free purchases' and do a test upgrade there's still the problem of being unable to set Manual Save Points to go back after viewing....
12:15 Adjacent Supercharged Slots. I tried moving things around a bit and I noticed the 4 sides immediately Adjacent to a Supercharged Slot have a similar multiplier effect although I have yet to find the Multi-tool with the Slot Block. Can the Supercharged Slots be moved?
My c class ship didn't have a supercharged slot lol I just recently got a B class and it only had 1 lol
Nice !
excellent explanation. thank you.
I'm still curious, do I have to have my modules linked with each other in order to gain their bonuses with the supercharge? Like if its away from my main one?
I am not aure what I am doing wrong, but the gun optics are good, but all turbocharged slots are totally scattered around
So I had to look this up because I haven’t played in a bit and I got an A class rifle with 1 supercharged slot, but it seems to only be missing one slot, was this changed in some way and I have to do more to get them to show up?
2:45 i wanna know where this freighter is because i NEED IT
So you don't want to supercharge the jetpack itself, but the upgrades? why?
How can this be a "new" addition, when I've been able to get and use Supercharged Slots since the The Abyss update?
Am I missing something?
I love your videos
Thank you bud
the neural stimulator has 4 stats, the 4 you most reccommenda, so why do you say it has both sprint sats and only 1 other stat?
Aye that was a mistake, I noticed it a bit too late in the process to fix the audio
@@XainesWorld oh ok lol, i was getting crazeee. Btw initial boost power is default always on the jetpack,
Also THANK YOU VERY MUCH, there is no other videos so detailed as yours, you are light years ahead from other creators in the tech info displayed in your vids, really appreciate all your effort. I cannot stress enough how good and useful your videos are.
dude do you have exact values of stats on core weapon modules? Because if you are boosting by 25% if the initial value is low, boost will also be low. Some of those X class upgrade modules are insane with stat boosting.
the core weapon module is by far the greatest to boost as for a multiplier it doesnt matter what the modules individual value is as it's applied to the whole, though if it's additive it will only add 25% of that individual stat, but the only real additive stats to worry about are damage and clipsize, which are greater on the core module than any other upgrades.
The core module also has all stats which is somewhere between 6 and 9, so boosting way more stats overall than an upgrade
I'll admit I was a bit disappointed when I learned the slots are static a week back, wish they would reroll each ship
lmao just started playing this game yesterday and i was avoiding putting anything in those slots
I upgraded my class ship to a class but I only go one supercharged slot why?
So you are saying I shouldn't put carbon in the slot?
At least make it condensed man!
I refer to this guide all the time. Thank you for all your hard work and for being such a great No Mans Sky content creator!
Wow thank you Joe, that's incredibly kind of you!
I have no idea what I'm prioritizing because this game is superseding college level math classes. I guess that's the issues you have when you jump into a game that's 7 years old. All that being said I am having a lot of fun getting my Explorer on. For me this has been a VR masterpiece and exactly what I was looking for
Prioritize a multi-tool and a starship with a 2x2 grid of 4 supercharged slots, all right next to each other. Add neutron cannon w/ near-max S-class modules in the multi-tool’s supercharged slots, and add infra-knife with near-max X-Class modules in the starship’s supercharged slots. Check the subreddits named NMSGlyphExchange and NMSCoordinateExchange to locate the multi-tools and starships. Trust me, well worth it the effort. The damage is teh lulz.
Man I played a lot 3 years ago and I'm lost
These supercharged slots have made me the Juggernaut of the Calypso galaxy. The Vy'Keen praise me, they compare me to their hero Hurk.
As of Waypoint, fuel efficiency and expedition power (to let you use fewer ships to get to 5 stars) are now the most useful stats for frigate expeditions. Duration barely matters at all because you only get 5 expeditions per day and they reroll at the same time.
Love the comment. Kind of an important yet overlooked fact.
How sure are you that expedition speed doesn’t lessen the fuel required? (Or, in a real life equivalency, it would likely increase fuel usage 😂)
This is immensely helpful, especially with putting the core techs on the slots instead of the upgrade modules.
I actually prioritized certain multitools to certain tasks for these reasons. Currently i have an expiration tool that has huge scan and mining boosts, and another for combat with damage boosts. Hoping to use this guide to optimize those boosts!
Just a heads up, the alien MT has changed from s-class to a-class in a recent update. It also only has one SC slot.
Came to the comments to see if anyone shared in my plight
This needs to get pushed to the top lol. I just found the a class trash.
If your ship or Multitool doesn't have a T shape, Square or Rhombus supercharger slot layout don't even bother. Just skip it. Doesn't matter how it looks. Worthless. It needs to be connected
I supercharged the mining beam with three slots on one of my multi tools and it's almost all I use now. It kills things and mines incredibly fast. The only other thing I have on it's the scanner and terrain manipulator.
Thank you, Xaine. It might take me 27 times of relistening to specific parts, but This is the information All players will need when it comes to getting a Good ship/tool/suit all set up and rocking. TY, TY, TY!
Great guide! I wish MT and Exo weapons showed per-weapon performance stats like ship weapons do. Would make tweaking performance much easier.
Hugely informative and a massive help, thanks. Now to re-watch it many times or find a supercharged slot for my brain!
Can someone please simplify this?- I just wanna know what'll be better qwq
Hey Xaine, thank you for these helpful tips and recommendations! I'll be looking forward to your insight and opinions for exocraft.
On that note, I've been toying around with the exocraft slots myself - I'm really digging the ability to store technology, it's so helpful for messing with the traction upgrades to figure out what I actually want on each vehicle, great quality of life change. Anyway, I haven't looked too deeply into supercharging the exocraft cannons except on the minotaur, mostly because the engine upgrades don't seem to yield noticeable performance boosts, just fuel eco (I could be wrong). The Minotaur cannon can become powerful enough that I'm not sure the stun cannon and laser combo, unless desired for fun reasons, is worth supercharging. As for movement on other exocraft, I've gotten exceptional results from sticking the engine and 2 procedural upgrades in the charged slots, and putting the remaining desired upgrades around the engine or bridging the engine to the next closest charged procedural upgrade. Before I continue, I want to add that I did not find the boost upgrades to be nearly as useful when supercharged, but they remain useful to have installed for acceleration on unfavorable terrain. By excluding only Hi-Slide (for acceleration reasons) from my Nomad, I'm hitting mid-50's across oceans, and somewhere over 100 while airborne on low-atmosphere worlds, I can't tell exactly how fast because of how the game displays exocraft velocity not as true velocity, but speed in the direction the front of the exocraft is facing, and the vehicle tilting upwards probably more than 30°.
Exocraft can now move fast enough to, in some cases sooner than others depending on your platform's processing power, outrun the speed of a planet's collision geometry being loaded. For me on PS4, this resulted once in falling to the center of a planet with no ocean, with my coordinates flip-flopping each time I passed the center. On another planet with an ocean, my Nomad fell through, hovered on the subterranean ocean, and loaded me into a cave with a flooded section as the only exit. So um... if you choose to share some of these nuances, please also tell people to use the exocraft's jump button, it should resurface them if they fall below the world geometry. Exocraft are kinda wild now, and I feel much more inclined to use them than I did before the update!
Great video, great info as always. One question, what's the benefit to boosting frigate mission speed when you're limited to 5 per day regardless? Unless they changed that and I missed it.
Thank you!
And it largely depends on your situation, if you have a really established fleet, you can send all 5 out with 5 stars no worries, otherwise you may wish to stagger them and speeding up will make it easier.
You may also play over the midnight line.
Really I could have gone into more detail in the video.
Dad told me math was important in school & life but did I listen? Nooooo...
After years of using the same ship and multi tool, it’s nice to now have a reason to have, and use different tools for different jobs.
Nice, in-depth analysis as always Xaine.
ALL VOTE FOR NO MANS SKY TODAY GAME OF THE YEAR SPREAD THE MESSAGE!! IT MIGHT HELP MAKE THE GAME EVEN BETTER
@@sntki8561 do you have a link? Tried searching but see nothing on this.
Looks like Hunting's back on the menu, boys!
Thanks very informative. Just picking up NMS again after many years. Much better than the 2017 era now.
Great info, Xaine! This validated what I had figured out on the ship bonuses myself already, although I didn't know the exact math, and certainly didn't know the bit about the sublight amplifier, so huge thanks for that! And this was very useful for the exosuit stuff and the MTs. I've been configuring a "mining" tool vs my combat tools, so this has been fun!
I do still have questions about the adjacency of hazard protection, I'll have to check your older videos, because I seem to remember you covering this before.
Hazard protection is a bit of a game for adjacency, almost all modules give a bonus to others, but half of them don't gain anything from being buffed.
I did all my research on that back in January, so ill need to redo a bunch of it soon for specifics
Fantastic work, super detailed and informative. Thank you!
I have to admit all my ships have 1 hyperdrive . My freighter gets about 4900 without supercharged . And my supercharged is a mining boost an exploration and scientific boost and a battle boost and trade boost .b
Any idea what the value of supercharging the ship's infra-knife Q-resonator is? It says it increases total cannon count to 4, but the DPS shown in the infra-knife does show a doubling of DPS.
I don't hate the supercharged slot idea but I do hate that they made this another rng mechanic that we have no control over. A way to move the location of the slots around would be a welcome addition and add more depth to the game instead of all the random random random.
This video is amazing. But it also makes me think about my life choices….
Excellent guide, as always. Thanks Xaine!
I just got my first x class hazard protection with all 4 stats at 10% each
This guide was absolutelly excelent, and the image plans in it are a master stroke. Thanks for the good work!
Thank you Victor!
Great job, looks like a lot of work and time spent making the video, thanks for sharing.
Thank you bud
i do want to report that if you are going to try for the S TIer Alien Weapon (Silhouette of Lachudozh-VI) , A troll has surrounded the base with obnoxious obstructions and is no longer accessible.(Just report his base and it disappears)
Hey xaine, I know it’s been a few months but do you think you could being up exocrafts at some point as well? Would be a big help. Thanks!
It's on the list, but I'm unsure when atm
I play on PS5 and I have noticed, and have tested this a few times, then when you compare ships and it shows an uncovered supercharged slot, when you acquire the ship it does not have the supercharge slot in the same spot
Exemplary work Xaine, awesome level of research and dedication, many thanks.
Thanks, Xaine! That’s some seriously in-depth homework you did there. I can’t wait to jump in and start experimenting with a little “applied science”. Cheers!
Bloody brilliant video man! Thanks so much for all the effort you've out in! 🎉
I was hoping for discussion of hazard shield modules, and how supercharged slots affect those.
As a practical matter, I rarely devote space to anything but a single hazard shield of each type (including underwater). The C-class modules have trivial bonuses. The X-class bonuses vary widely, but are capped at 10%. That's still pretty low, even if it can apply to 4 of the 5 hazards.
I did cover how they are affected in this, but in the sense of the basic bonus types, so hazard protection x-class modules are multiplicative, so a supercharged slot will add 25% to each buff, so a hazard prot of 10%, is actually 1.1, this is then multiplied by 1.25 for 1.375, rounded up to 1.38 visual, so a perfect 10 would go to 38%, though a 10 may be a rounded up 9.1, so a 9.1 would show as 37% after supercharged
phenomenal guide. thanks
As usual, a great guide! Thanks Xaine
Thank you so much for this, time to play inventory tetris again
Wonderful video Xaine. I’m freshly back to NMS after about a year absence. I’ve a lot to learn.
Thanks. This verified a lot of what I was observing from my own experiments. Great summary of how the math works, and good recommendations on what to use and prioritize.
This is too much for my adhd, I just need to know simply what I should be overcharging lol
Skip to the "how to apply this" timestamp for that
@@XainesWorld cant find it
I think this is important but my brain hurts, will have to come back and watch again I think. Thanks for the upload though, tis is something I need to understand but will have to go one by one when it counts. cheers
crazy i did exactly as you recommend but long before your video came out :)
I recommend having a spaceship explorer type and using all the spaceship supercharged for the hiperdrive a / b / s modules !
LOL, this is where save editors come in handy on PC. I can supercharge literally all of my slots or move them to different locations, which is what I normally do.
I have a lot to learn here, and YOU have a lot to teach. Thank you!