*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.
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.
Taking notes...... wait..... multiply by the adjacency along with the supercharged stat on one along with the original....... brain broken.... reset...
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.
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.
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!
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!
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.
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
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!
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!
Thanks to that guide I managed to get more value from my techs and upgrades simply by rearranging stuff. A well presented video is way easier to understand. Thank you a video well done.
Xaine, i have always thought i was intelligent until i listen to you, and then i feel completely stupid. Thanks for posting your incredibly valuable work. 👏🏻
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 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.
I just noticed for example fidling infra knife with different slots around a supercharged slot makes a huge difference. Also putting the main researched items in the supercharged slots makes a huge difference. And also putting them next to each other is a must.
At your given location I actually found the A class version of the weapon, and a marker or base called “Alien Gun”. I did however find the S class version at -40.06 / +145.31 at an outpost with a save beacon. Thanks!
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 highly disagree with sprint being desirable on the jetpacks considering that you’re getting sprint from the forbiden technologies. Other than that, thank you for the fantastic video! It surely has and will continue to help a lot of people.
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 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
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.
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!)
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 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
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.
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.
Very helpful, but I had figure it our mostly. What I prioritized mostly is depending on the superchargd slots layout. If for instance, I have 4 slots one next to another like this is the case for one of my sentinel ship. I will usually take a least 3 just for the weapon system and another one for ship pulse engine, or maneuovrability. Also I tested using the 4 supercharged for Infra knife main module and upgrade, and this is insane, I got like think over 93 000 peak damage... at that rate, you are melting ships in no time! But also, I like putting the pulse engine craftable upgrade, that give your ship manoeuvrability and the ability to slide like a pirate ship, it says... when boosted in supercharged, you ship will respond excessively quick to turn and just be really fun play with, but man this remove all stability to your driving, essentially making your ship a big rallly car on a hard turn drifting and being deported very far from where you originaly planned to be, but can also turn 180 in a heart beat. I knid of like it, you just have to calculate your trajectory according to it, but the worst is when you are accustomed to normal ship and enter a planet atmosphere to land... normal ship, just go straight and you are fine, but with that drifting boosted, make sure to take a long nice decend to the surface because you will hit it lol. It does not make you crash though, just a tiny bit of damage on your shield!
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.
@4:12 it's not rounding up the value of the stat, but rather just rounding down the shown value of the boosted stat to an integer, usually called the floor of a value.
What could be cool in a near update is getting a supercharged slot by going into a special type of storm that sometimes appears on a planet, no way to find it, it's completely random and incredibly rare to occur, and sometimes doesn't even spawn on stormy planets at all. It would be called something like, electromagnetic supercharged storm or something. Getting hit with a strike would also deals massive amounts of damage. You can get an additional bonus of 3 supercharged slots at random if you get hit with a supercharged electromagnetic lightning bolt. You need to get hit 3 seperate times, you don't just get 3 slots at once. However, getting hit with one will rarely grant you a supercharged slot, and most of the time will damage something in your suit, MT or ship. It'd be cool to get a bunch of mining beam upgrades with resources mined bonus on each supercharged slot and go wild on some curious deposits or something. Idk, might be overpowered but when has the NMS community ever cared about game breaking things if it benefits them
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.
Glad it was helpful! And tbh it's only bad if there are more than 3 module with adjacency being grouped. While I don't explicitly mention lines, the adjacency guide linked does cover correct groupings
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.
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 :)
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.
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
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)
My plants aren't growing at all anymore, neither on the ground or on my freighter, and there are weird dirt explosions that happen randomly in all my planters
the ifra knife's mod, Q-something, that adds a barrel, adds 2 extra barrels in a soup slot making 4, idk if it's actually adding another projectile but that seems to be (on paper) a great idea..
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
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
I keep coming back to this video, amazing content Xaine! Regarding the neural stimulator mine has the 4 stats you mentioned as priority, not sure if they changed it from 3 recently.
i save edited a bit to test how far things can go and am happy to say that if and when an item gets added to relocate the supercharged slots, it is possible to reach 50k ly range on freighter warp, which is bonkers
*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.
These supercharged slots have made me the Juggernaut of the Calypso galaxy. The Vy'Keen praise me, they compare me to their hero Hurk.
This is immensely helpful, especially with putting the core techs on the slots instead of the upgrade modules.
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 😂)
You're doing the Atlas's work
Taking notes......
wait.....
multiply by the adjacency along with the supercharged stat on one along with the original....... brain broken.... reset...
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
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.
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!
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!
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!
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 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.
Hugely informative and a massive help, thanks. Now to re-watch it many times or find a supercharged slot for my brain!
This guide was absolutelly excelent, and the image plans in it are a master stroke. Thanks for the good work!
Thank you Victor!
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
Thanks very informative. Just picking up NMS again after many years. Much better than the 2017 era now.
Great guide! I wish MT and Exo weapons showed per-weapon performance stats like ship weapons do. Would make tweaking performance much easier.
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!
I have a lot to learn here, and YOU have a lot to teach. Thank you!
Wonderful video Xaine. I’m freshly back to NMS after about a year absence. I’ve a lot to learn.
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!
Thanks to that guide I managed to get more value from my techs and upgrades simply by rearranging stuff.
A well presented video is way easier to understand.
Thank you a video well done.
Xaine, i have always thought i was intelligent until i listen to you, and then i feel completely stupid. Thanks for posting your incredibly valuable work. 👏🏻
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.
Exemplary work Xaine, awesome level of research and dedication, many thanks.
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.
Man. I’ve been playing this all wrong. Thank you. Now I know why my fights with sentinels are so tough.
Excellent guide, as always. Thanks Xaine!
As usual, a great guide! Thanks Xaine
Fantastic work, super detailed and informative. Thank you!
Not all heros wear capes. Thank you very much for this breakdown!
Bloody brilliant video man! Thanks so much for all the effort you've out in! 🎉
Great job, looks like a lot of work and time spent making the video, thanks for sharing.
Thank you bud
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.
15minutes of pure information, thanks!
best explanation for super charged slots. Thanks!
Thank you so much for this, time to play inventory tetris again
I just noticed for example fidling infra knife with different slots around a supercharged slot makes a huge difference. Also putting the main researched items in the supercharged slots makes a huge difference. And also putting them next to each other is a must.
Wow, thank you so much for the information. This is awesome. Keep up the good work.
Its not "super long"... this guide is awesome!
Looks like Hunting's back on the menu, boys!
At your given location I actually found the A class version of the weapon, and a marker or base called “Alien Gun”. I did however find the S class version at -40.06 / +145.31 at an outpost with a save beacon. Thanks!
Ty this helped me understand wtf was going on with my infra knife, didn't realize fire rate was a multiplicative thing
phenomenal guide. thanks
You had my subscription at "Supercharged slots" lol - thank you for cutting right to the chase.
A little late to this video but I always love your in depth guides. Thanks for all the work you put into these!
Awesome guide as always Xaine!! Excellent work!!
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 highly disagree with sprint being desirable on the jetpacks considering that you’re getting sprint from the forbiden technologies.
Other than that, thank you for the fantastic video! It surely has and will continue to help a lot of people.
Here by myself I thought I knew I had the right things supercharged and was totally wrong, thx for the help
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 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
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.
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!)
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
This is a perfect guide thank you I have never understood the supercharge thing
Thank you! I'm happy it was helpful
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
This video is amazing. But it also makes me think about my life choices….
thank you, this was very helpful
Still today, this is a brilliant guide :)
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.
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.
Very helpful, but I had figure it our mostly. What I prioritized mostly is depending on the superchargd slots layout. If for instance, I have 4 slots one next to another like this is the case for one of my sentinel ship. I will usually take a least 3 just for the weapon system and another one for ship pulse engine, or maneuovrability. Also I tested using the 4 supercharged for Infra knife main module and upgrade, and this is insane, I got like think over 93 000 peak damage... at that rate, you are melting ships in no time! But also, I like putting the pulse engine craftable upgrade, that give your ship manoeuvrability and the ability to slide like a pirate ship, it says... when boosted in supercharged, you ship will respond excessively quick to turn and just be really fun play with, but man this remove all stability to your driving, essentially making your ship a big rallly car on a hard turn drifting and being deported very far from where you originaly planned to be, but can also turn 180 in a heart beat. I knid of like it, you just have to calculate your trajectory according to it, but the worst is when you are accustomed to normal ship and enter a planet atmosphere to land... normal ship, just go straight and you are fine, but with that drifting boosted, make sure to take a long nice decend to the surface because you will hit it lol. It does not make you crash though, just a tiny bit of damage on your shield!
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.
What a great video!!! Thank you!
@4:12 it's not rounding up the value of the stat, but rather just rounding down the shown value of the boosted stat to an integer, usually called the floor of a value.
3 weeks of playing, and this has become useful to me. Minmaxing whee!
Save editor allows you to move supercharged slots, expand the inventory and supercharge every slot.
Thanks for this - exactly what I was looking 4
damn this is the best guide I ever read, we all know the basic and are looking for details and a bit more explanations!
Aaaw thank you!
What could be cool in a near update is getting a supercharged slot by going into a special type of storm that sometimes appears on a planet, no way to find it, it's completely random and incredibly rare to occur, and sometimes doesn't even spawn on stormy planets at all.
It would be called something like, electromagnetic supercharged storm or something. Getting hit with a strike would also deals massive amounts of damage.
You can get an additional bonus of 3 supercharged slots at random if you get hit with a supercharged electromagnetic lightning bolt. You need to get hit 3 seperate times, you don't just get 3 slots at once. However, getting hit with one will rarely grant you a supercharged slot, and most of the time will damage something in your suit, MT or ship. It'd be cool to get a bunch of mining beam upgrades with resources mined bonus on each supercharged slot and go wild on some curious deposits or something.
Idk, might be overpowered but when has the NMS community ever cared about game breaking things if it benefits them
Yeah baybeeee! The only slots I need in my life don't come from the casino but from NMS.
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.
Thank u so much for so nicely done guide. One thing that is missing is "why placing buffs in a line is bad".
Glad it was helpful! And tbh it's only bad if there are more than 3 module with adjacency being grouped.
While I don't explicitly mention lines, the adjacency guide linked does cover correct groupings
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
😀
Thanks for the comprehensive guide, it was really helpful!
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 would love to see your suggestion for the layout of exosuit mods. Great, informative, helpful video!
Definitely incoming, working on starships first, exosuit hopefully not long after :)
@@XainesWorld Awesome! Thank you for taking the time to read my comment!
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.
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
Thank you. I only just subscribed to your channel but I have been using your Refining guide for like.... years. (Sorry.)
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)
Previously I had one main ship, one main multitool. I now have a nanite farm and can FINALLY specialize 😎
My priority is getting my suit shield strength maxed out. Next will be a combat orientated multi-tool as well as an upgraded minotaur.
As usual awesome guide, thanks dude!
Fantastic - this has puzzled me, thank you so much
great guide! I don't know if it's a bug but I'm only getting 25 when harvesting plants and before the update, it was much higher, almost double.
My plants aren't growing at all anymore, neither on the ground or on my freighter, and there are weird dirt explosions that happen randomly in all my planters
I have the same issue. I hope they revert harvest amounts so I don't have to double my farms size just to get the same results as before😮💨
Great info! Thanks for the incredibly useful video!
the ifra knife's mod, Q-something, that adds a barrel, adds 2 extra barrels in a soup slot making 4, idk if it's actually adding another projectile but that seems to be (on paper) a great idea..
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
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
very good video i acualy learnd something
I keep coming back to this video, amazing content Xaine! Regarding the neural stimulator mine has the 4 stats you mentioned as priority, not sure if they changed it from 3 recently.
i save edited a bit to test how far things can go and am happy to say that if and when an item gets added to relocate the supercharged slots, it is possible to reach 50k ly range on freighter warp, which is bonkers
What an excellent video and good editing. Thanks and keep it up-
Thank you Hyper
Swishadelphia broski! Thanks for the guide man, great stuff
As always very informative thank you!
Cool thanks for the info I had no idea what was going on when I came back