While this guide is still current and working, much of the recent updates have added other technologies, modules and upgrades. Other things that changed in the meantime are how inventories are shown in the menu and how saving works - Be aware of these while watching this video!
If you wanna be more efficient you can have 6 of each S-class upgrade, then roll all in succession. So: roll all 6 hyperdrive, 6 pulse engine, 6 infra knife, etc. You can record all results on paper if needed. Reload save, then round robin the upgrades, so do pulse engine, infra knife, etc, then back to hyperdrive. That way with just 8 save reloads you can determine the next 48 upgrades for 8 types of upgrades, and let you pick and choose at leisure. You can even mix this in with exosuit/multi-tool upgrades if you wanna find the best versions of those too.
I’ve been using this method on my perfect 80 percent boost explorer with x class upgrades. Managed to reach 3955ly with some 297, 298 and 299ly upgrades, but I could never get a perfect 300ly upgrade. Unfortunately, even with that I don’t think 4000ly is possible (except on freighters of course)
I never realized how useful the C-class technology module are for rotating different Roll on S Class technology, until now. I'm running PD mode and information like this are Very Valuable. PS: I wouldn't call this an exploit, because of the nature of the rotation. you have to spend nanites to actually get something out of it.
Great video. Been using this for a couple of years. Glad you published this for everyone. I buy my C class modules at the Anomaly because i can buy multiple ones.
Great vid as always man. You can also get cheap C class mods from I think it is Ares at the Anomaly, with the advantage there being you can buy an unlimited amount of them at one time there. :)
Very interesting way of saying it! I wonder though.. I have opened 50 upgrades and kept track. What's interesting is the position where I'd find a 249 hyper, that same position or seed wasn't a good pulse (I find hypers and pulses seem to be the most variation for ships). So I wonder. Lol. Otherwise a great explanation! Thanks Beebs
I use this with X-Class Hazard Protection Modules that don't have an equivalent S-Class version. I end up opening around 100 upgrades until I find not only 6 good ones but 6 that are both good balanced between the four different hazards.
Best way to do those is add the buff values into a total. And only keep that ones with the highest total. Focused on that and my x class hazard is all 8%+ each weather type. Easy tbf
@@OoO-rf2gt If I'm understanding you correctly then that is partially what I did. I opened 90 X-Class hazard protection modules and in Excel I entered the percent increase for each stat and I totaled the stats for each upgrade to create a general ranking value for each upgrade. then what I did is i did a sumif on ones i selected to look at what each protection would be if I chose a given upgrade. Then I worked to maximize my protection while keeping each type of hazard as balance as possible. I wouldn't necessarily choose the highest totaled ones if for example my protection were largely skewed to heat protection. ignoring adjacency and that they are actually probably multiplying protections instead of adding them... With 6 upgrades on my main PD save my protection bonuses are as follows: Cold: 38% Hot: 44% Radiation: 40% Toxic: 40%
DarkWalker in the NMS creative and sharing discord managed to run a script showing the exact stats for every seed of S class module. It's mostly useful for save editing but it also allows you to see what the maximum values are for certain module bonuses.
I would've been 100% about this a month ago, but now that enemy fighters scale up with you, I can't find a reason for ship upgrades beyond the ones you can build. Still saving this, though. :)
Wow! I've been away from the game for about a year. Is this true? Is that true of like Sentinel enemies on the ground? They scale up depending on the strength of your weapons etc?
Installing 3 starship gun upgrades with 1 of their blueprint upgrades in your technology inventory gives you even better stats. I've not come across a single infra knife upgrade with more than +5% on damage even though the wiki says +10% is the max.
Perfect guide. I've been curious about how this works. I'm prior Airforce and your guide kiss worthy. (Keep It Simple Stupid) on behalf of those on thesurvivalbob discord nms VC bunch we thankyou. You are my nms hero.
I use this method with fantastic success. However, I think I have noticed that when you start to outfit a new ship and start rolling a stat, almost always the first few stats are not that desirable. HOwever, as you find modules with better stats, then it "seems" like it is easier to get more often the modules with good stats. Has anyone else noticed this? Is it possible that the module stats you have installed are taken into consideration on the rolls?
Hi.. My names Shayne ive been enjoying your channel with NMS.. I have a question regarding this topic in the video MAX STATS.. being new to the game after the recent changes I've noticed that when you did this video all technology and cargo was in the same list of items ie GENERAL.. but now they've separated the Technology from the Cargo, how do I do this method from your tutorial.. Any chance you could redo the video for the current game.. or if possible tell me how I can do the Rolling Modules method now.. Thankyou! Much appreciated 🙏
Does doing this make any *_SIGNIFICANT_* difference to make it worth the hassle? Seems a bit tedious and expensive (not like it's that hard to make nanites).
It depends, some people live for these things; get the best out of every gun and warp drive. X-Class Modules for Warp Drives can give up to 300 ly, which makes extreme warp jumps possible. Btw, this technique makes it much cheaper. It just takes more time.
@@Beeblebum so basically all the S class upgrades would be "with best possible stats" and you would just need to restok on C class upgrades as throwaways?
@@Beeblebum even among the S class hyperdrive upgrades, there is a 25% difference between the best and the worst. I personally dont bother with X class. IMO the only upgrades really worth doing this for are the Boltcaster, Jetpack, X-class hazard protection, Hyperdrive, sentinel exosuit/MT modules, and your favorite starship weapon. The boltcaster and jetpack are especially important, because they have like 6 different attributes but of these they only give you 4, so choosing upgrades that boost your 4 favorite attributes is cruicial. For boltcasters i recommend maxing fire rate, and i always go for jetpack recharge rate on jetpacks.
Pirate systems. It can be sold at terminals, or in bounty missions. I find that the easiest method for me is to just maraud an incoming freighter/s. Since the system is controlled by pirates, the only thing you need to worry is the freighter defenses, which usually, they won't fire at you until you fire at will, so use these to quickly take out some turrets, and once you're done, just plunder that freighter. It will sound the alarm, but because it has no armaments anymore, it can't fire at you, nor call for system authority, because there is none.
Some people are in it for the "purity" or the "immersion" and they dont wanna make the game easy, others do. Its like a trigger warning for those people.