*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.
@@FellowSunBro You'll get a massive Maneuverability boost by dropping your Polo figurine on a supercharged slot. I just pushed a Solar Sailor on PS5 to 3528.2 doing this.
@@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...
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!
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.
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.
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.
Thanks so much! My weapon damage just went from 13K to 19K! I knew I had too much core health. Didn't know about the cap. Recharge is under a second now. wow. Thanks for all the updates!
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!
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, 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!
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!
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.
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 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.
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.
thanks, major thing i learned here is boosting main module actually does something. In-game when you boost a main module like a gun, it doesn't show any stat increases so i assumed it did nothing. now i need to adjust all my stuff on my ships/multitool to try this out
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 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.
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.
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!)
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 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
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.
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!
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!
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 !
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
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!
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.
This has mostly made me understand, that I don't understand adjacency bonus... I'll have to check your channel for that explenation, hope it's in there
13:33 Since this video was uploaded there have been multitudes of bases which have sprung up around the building where this alien multitool is obtainable. I got one today, but had to spend over an hour walking around because it is impossible to land anywhere near it, even with my micro sentinel ship. I already had one of these tools, bought by accident before I knew what I was doing, and it had none of the pink bits. I renamed that one "Hornus". Because the new one has got the pink crystals I renamed it "Hornita".
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.
@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.
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 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
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.
Wonderful video, so much useful info. I may have missed this, apologies if so, but do they give you the extra super charged slot(s) when you pay to upgrade the class of an item?
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.
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
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.
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
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.
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..
Great guide as usual, Xaine. I'm curious if you tested the actual jetpack flight time increase from boosted stats. From my first tests, it made no noticeable difference.
I have not tested that for the boost no, I remember it being particularly difficult to test anyway, Im also unsure whether it's additive or multiplicative, I'll be revisiting it very soon for a closer look
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 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
I have an A-class freighter, and my supercharged slots weren't where you showed. I only had 1 of four there, the other three were normal slots in those locations.
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)
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...
Pre-patch i had over 6mins of hazard protection on extreme planets, and post patch this has been halved. i have tested and tried moving mods around, prioritizing different ones and all manner of things. just seems like a hazard protection nerf, even though it looks like we got a decent buff towards it. i dont know what they did, but i dislike it :( Great video as always :) keep up the great work.
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.
*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.
@@FellowSunBro You'll get a massive Maneuverability boost by dropping your Polo figurine on a supercharged slot. I just pushed a Solar Sailor on PS5 to 3528.2 doing this.
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.
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!
Taking notes......
wait.....
multiply by the adjacency along with the supercharged stat on one along with the original....... brain broken.... reset...
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 😂)
These supercharged slots have made me the Juggernaut of the Calypso galaxy. The Vy'Keen praise me, they compare me to their hero Hurk.
You're doing the Atlas's work
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!
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.
@SNTKI do you have a link? Tried searching but see nothing on this.
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.
Thanks very informative. Just picking up NMS again after many years. Much better than the 2017 era now.
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
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.
Hugely informative and a massive help, thanks. Now to re-watch it many times or find a supercharged slot for my brain!
Great guide! I wish MT and Exo weapons showed per-weapon performance stats like ship weapons do. Would make tweaking performance much easier.
Thanks so much! My weapon damage just went from 13K to 19K! I knew I had too much core health. Didn't know about the cap. Recharge is under a second now. wow. Thanks for all the updates!
Very swish!
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!
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, 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!
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.
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!
The mining drill was the most difficult for me to figure out. So many different moving parts! Thanks for making this so easily digestible
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 have come back to this guide numerous times now. Thanks very much for all the work put into it.
Excellent guide, as always. Thanks 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 a lot to learn here, and YOU have a lot to teach. Thank you!
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.
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.
This guide was absolutelly excelent, and the image plans in it are a master stroke. Thanks for the good work!
Thank you Victor!
Man. I’ve been playing this all wrong. Thank you. Now I know why my fights with sentinels are so tough.
15minutes of pure information, thanks!
Fantastic work, super detailed and informative. Thank you!
As usual, a great guide! Thanks Xaine
Bloody brilliant video man! Thanks so much for all the effort you've out in! 🎉
Wonderful video Xaine. I’m freshly back to NMS after about a year absence. I’ve a lot to learn.
A little late to this video but I always love your in depth guides. Thanks for all the work you put into these!
thanks, major thing i learned here is boosting main module actually does something. In-game when you boost a main module like a gun, it doesn't show any stat increases so i assumed it did nothing. now i need to adjust all my stuff on my ships/multitool to try this out
Great job, looks like a lot of work and time spent making the video, thanks for sharing.
Thank you bud
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
Awesome guide as always Xaine!! Excellent work!!
Exemplary work Xaine, awesome level of research and dedication, many thanks.
Not all heros wear capes. Thank you very much for this breakdown!
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.
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.
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!)
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.
You had my subscription at "Supercharged slots" lol - thank you for cutting right to the chase.
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
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.
Ty this helped me understand wtf was going on with my infra knife, didn't realize fire rate was a multiplicative thing
1:00 note that sentinel interceptors can have varying slot locations among the same model. They seem to cycle between a few supercharge layouts
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!
Looks like Hunting's back on the menu, boys!
Its not "super long"... this guide is awesome!
Thanks Xaine, this was very helpful. Keep up the great work, much appreciated. 👏
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!
Thank you so much for this, time to play inventory tetris again
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 !
best explanation for super charged slots. Thanks!
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
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!
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
This has mostly made me understand, that I don't understand adjacency bonus... I'll have to check your channel for that explenation, hope it's in there
13:33
Since this video was uploaded there have been multitudes of bases which have sprung up around the building where this alien multitool is obtainable.
I got one today, but had to spend over an hour walking around because it is impossible to land anywhere near it, even with my micro sentinel ship.
I already had one of these tools, bought by accident before I knew what I was doing, and it had none of the pink bits.
I renamed that one "Hornus".
Because the new one has got the pink crystals I renamed it "Hornita".
3 weeks of playing, and this has become useful to me. Minmaxing whee!
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.
Wow, thank you so much for the information. This is awesome. Keep up the good work.
phenomenal guide. thanks
@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.
Thanks for the comprehensive guide, it was really helpful!
As usual awesome guide, thanks dude!
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 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
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.
Damn, I didn't know you can boost the core modules too. Great job
This video is amazing. But it also makes me think about my life choices….
Wonderful video, so much useful info. I may have missed this, apologies if so, but do they give you the extra super charged slot(s) when you pay to upgrade the class of an item?
Yes, though the slot(s) may be in a slot that hasn't been unlocked yet
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
😀
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😮💨
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.
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 for this - exactly what I was looking 4
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.
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..
Great guide as usual, Xaine. I'm curious if you tested the actual jetpack flight time increase from boosted stats. From my first tests, it made no noticeable difference.
I have not tested that for the boost no, I remember it being particularly difficult to test anyway, Im also unsure whether it's additive or multiplicative, I'll be revisiting it very soon for a closer look
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!
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
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!
Great info! Thanks for the incredibly useful video!
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
I have an A-class freighter, and my supercharged slots weren't where you showed. I only had 1 of four there, the other three were normal slots in those locations.
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)
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...
Save editor allows you to move supercharged slots, expand the inventory and supercharge every slot.
Pre-patch i had over 6mins of hazard protection on extreme planets, and post patch this has been halved. i have tested and tried moving mods around, prioritizing different ones and all manner of things. just seems like a hazard protection nerf, even though it looks like we got a decent buff towards it. i dont know what they did, but i dislike it :(
Great video as always :) keep up the great work.
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.
My priority is getting my suit shield strength maxed out. Next will be a combat orientated multi-tool as well as an upgraded minotaur.