My goto weapon is the scatter blaster. Suits my play style, I don't mind getting up close and the burst damage can remove targets before they can heal.
Thanks for accidentally giving me the idea for having a dedicated multi tool for every weapon! I thought I had ran out of stuff to grind except for an S class freighter
Hehe, Yes I got 3 dedicated Multitools now, one for Mining and Scanning, one for Sentinel Combat and one for the Derelict Freighter combat. The rest are just trophy guns. :D
@@bryanmurray1892 I don't know the limit on multi tools, but in terms of weapons there are 7 I can list off the top of my head, consisting of The scatterblaster, pulse spitter, boltcaster, blaze javelin, neutron cannon, plasma cannon and geology cannon.
@@bryanmurray1892 6 I've been making one multitool my exclusive Derelict Freighter/combat multitool for awhile now. No terrain manipulator, no survey device, no scanner upgrades except the waveform thing that reduces cooldown time.
Cheers Beebs, i NEEDED THIS KIND OF TUTORIAL. my Alien rifle is maxed like your but i now have a much better understanding and will have two different set ups for combat because of this video. Awesome as always
Thank you for the wonderful video. A discord friend and i were talking about this last night. You just saved us some testing and research thank you again BeebleBum your the best
It is fun to test though... I did way more in depth testing with actual numbers and tables.. but it is too much information to share in a video. I am sure Xaine will do a much better job of that. 😄
The scatter blaster also can reach about 10,5k up to almost 11k with perfect modules and is surperior to the pulse spitter with only 8,5k. You don't have to use stun weapons (or any other weapons) because all enemys are burned to ash after only a 1-2 seconds and its a "easy aim" weapon. Even the big sentinel walker are fried chicken in less than 10 seconds.
Thanks for testing these weapons out Beebs. I've been playing around with the new additions myself and find much the same results, though I have to admit, I am really enjoying the neutron canon. It's blast radius is quite good on multiple smaller targets, definately useful in derelict freighters
Yes, it is a good weapon, but somehow feels underwhelming, it is a upgrade you expect more from. I do love the fact it damages more than just on enemy. Something I always bothered about with the Scatter Blaster.
This was great information thank you for the video. Personally I find it very difficult to cycle through weapons especially when there's a mining laser, terrain manipulator, etc. I was able to hot key two different multi-tools and just have one for mining/scanning only and the other for combat. That helped a ton but still only have 2 different weapon types on the combat one. My brain just goes much with anything beyond that. XD
It would probably do better if I complain about the game... lol People tend to like Negative videos more... 🤣 Tbh, I am glad with sharing the information, and the more people can use it the better.
At least so far... Many assume it is a bug, although I feel the other weapons would simply be overkill when adding the Sentinel modules to it, so I believe it is intentional.
Neutron cannon does well in a fight honestly, large ammo clip makes it so reload issue doesn't happen that often. Despite that I usually use pulse spitter
Thanks, a very comprehensive guide, must have taken a lot of work! Just wanted to say, I love your channel tag, it makes me smile every time I watch one of your vids. Can’t help wondering how you chose it.
I use the Blaze Javelin with every upgrade possible in Conjunction with Plasma Grenades. Really great combination in Combats with any sentinel bigger as drones because the stun makes them really vulnerable for grenades that obliterate them. And the smaller sentinels I kill with the Blaze Javelin alone and with help of my Mech. My mech is primarly used to get rid of the drones. Everything big is my job when I fight. Even big walker die within 10 seconds by the pure firepower of Javelin and Grenades
Yeah, I have always ignored the grenades and launchers, just because they could insta-kill you.. but with the latest updates they reduced the self-inflicted harm. I still need to test and see if they are worth it.
@@Beeblebum I have used them pre-sentinel-times. They could've killed you, but the normal grenades worked better but the geogrenades. The geogrenades could instantly kill you by a misdirected shot because they didn't bounced off ground. The normal grenaded did this. I accidently killed myself multiple times on planets because of clicks by mistake. But in fights they were both pretty good. The geogrenades even better than the plasma grenades. They do really good damage, fully upgraded one grenade can kill one stunned sentinel doggo. The mech-sentinels go down after four to five grenades when they are stunned an the walker ... Yeah, they are at some point bugged or I can't reach the right spot fast enough. At some point they don't get further damage, but still standing. Thats always before they enter the phase 2 of their "life". But even with this problems a weapon with upgraded grenades and the Javelin can take a walker down in under ten seconds Sentinel nodes on the towers go down with two shots. It's pretty good that they nerfed the damage to yourself tho :D
Really useful vid, thanks. I've been getting a bit overwhelmed with choice and decisions when it comes to my multitool setup, this has been a great starting point for me to get my head straight on it.
When you choose your weapon what you have to take into consideration the most is your game difficulty. Like nothing beats blaze javelin on 'challenging' but on normal fast shooting weapons are much more efficient.
Good vid, I run a similar set up for similar reasons, but I find there's not a great need to do ridiculous amounts of damage. I think my damage is above 6.5k and it kills more than fast enough for me.
6.5K is a nice damage and does a decent job... I do like my 12K bolt-caster though.. and I could get it even higher when doing more Upgrade rolling... It is satisfying to see sentinels go down so swiftly. 😄
Lol.. Yep... I got way more information about this, but just to much to share into this video.. I have about 5 hours of combat footage I sifted through frame by frame to see damage numbers and how they are affected by armor or weak spots.
The old building parts are still available for the saves before frontiers released. But you can also Save Edit them in (if you are on PC). ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-C0uwmQqriP4.html
Still a big fan of the pulse spitter. With the upgrades I have installed, it's shooting around 700 rounds per minute, plus burning anything I hit. So far, it's been enough firepower. If I wasn't playing on console, though, I think my preference would change.
@@Beeblebum Yeah, I think if I could point at targets more precisely, it might lend itself towards a preference for devastating weapons that require careful aim.
Having tested all the weapon types with min/maxed top X-class modules and layout -before- the Sentinel update, my findings was that the Boltcaster was the best performing, followed by the Scatter Blaster, with the Blaze Javelin and Pulse Spitter very underwhelming. They both performed like peashooters, Blaze Javelin being slow, and the Pulse Spitter just wasted ammo The stun component and DoT components to both of these was very much needed, but I must say, it feels the new procedural modules only applying to the Boltcaster might be a bug.
Really? I feel like the pulse spitter is a great weapon. Upgraded correctly, its extremely fast firing and kills regular sentinels in less than a second.
@@jamwasd I meant in comparison to the boltcaster, even with slightly faster fire rate, it did less damage, and that damage fell off with anything bigger than drones After Sentinels, with the burning module, it's a lot better and nearly on-par with the Boltcaster.
I think both Pulse Spitter and Blaze Javelin were indeed underwhelming, and even with the recent update, the Blaze Javelin is still not primary weapon material. The Pulse Spitter surprised me once upgraded. But the Bolt-Caster really has taken the lead for me. It could be a Bug, but I doubt it...
@@Beeblebum Do you mean bug in terms of the forbidden new upgrades only effecting the Boltcaster? it seems likely to be, since otherwise, it would just be named forbidden Boltcaster upgrade.
@@Lundarian1There are so many upgrades that do not have the name of the weapon they boost... I think it is on purposes, as the Bolt Caster was one of the lower damaging weapons, if the upgrades would also be applied to, lets say the scatter blaster... I would be able to boost its damage to 25000... It would be overkill. Since the sentinel upgrade modules, the Boltcaster is back in the running.
Very informative and concise video, best one I found around. Well done. One question, where did you get that C class module from the boltcaster "Boltcaster SM"? I dont have it and cant find it anywhere
The dogs aren't just hard to hit with the blaze javelin, it's almost as if it bends around them. I've noticed that it has to be almost point blank or it will not hit them.
You’re brilliant with the building and analytics, but I take it combat is not your expertise. I’ve been using the Blaze Javelin for a while now because I found some S ranks upgrades for sale at a station. So I bought all the stuff for it at the Nexus, and I only had trouble getting used to the handling for a minute. It’s actually a fantastic weapon for long range against small targets if you can accurately aim fast, because it instantly hits the target. Making it so they can’t move out of range after you fire, and they always take the damage so long as you released while on target. Plus 1 hit kills sentinels, taking me 2.5 seconds on average to aim and kill the next one. If they’re clustered together it’s less than a second, and can be like 5 or 6 if the last one is all the way behind me. I rarely engage in combat though, so I could probably improve that considerably if I practiced.
Blaze Javelin can 1hit snipe sentinels from far enough away that they dont know where the shot came from, so you can sit and snipe the whole group w/o being found and attacked.
I was actually thinking this, that if a Scope would be added in the future, I think the Blaze Javelin would gain in points for me... For now, it is just my supporting one.
@@Beeblebum ya a Sniper Scope would be nice! But, like you said, it does have a hard time hitting the quads, seems like the hitbox for the head just disappears.
2 года назад
with the same setup, the new Royal multitool upgraded to S class can only afford 6915 of damage
@ Probably late info, but multi-tools have ranges for stats (even S classes). Meaning for example an alien one has a range from 25 to 35 increase in damage (thats effectively 40% difference from the lowest row to the highest on the multi-tool itself). Sadly you cannot see these stats ingame, tho a save editor is available for PC, that shows these "hidden" stats. This goes for ships and upgrades too ( they might show 4% dmg increase, but actually it shows it rounded down, so 4.99% shows exactly like 4.01% as 4). And so on.
Anybody else have issues in derelict freighters using the neutron cannon? (PS4) My doors don't open if the goop was blasted with a fully charged shot while killing the horrors.
@@Beeblebum single player. But you can avoid it by not charging the weapon, the things die so quickly that you don't need the charge anyway. Likely some off-by-one or race condition check for the door trigger. Would be nice if you could just interact with the door when there is no slime. Would be way more annoying without the inventory glitch for activated receiver.
You kind of imply it, but don't really state it... Unlike the shotgun, the Neutron Cannon does do impact damage which is why it's good against Derelict Freighter bugs. This also means its good against a Paralysis Mortar induced stunned group of, for example, Hardframes with Repair Drones. While focussing on the Hardframe, the repair drones are also whittled down.
I tried a fully upgraded Neutron Cannon in different situations and I just feel disappointing with the results. I like it because of its area damage, but only for weaker enemies. As a primary weapon it just lacks firepower to control a situation and destroy sentinels quick enough. A single shot of a Neutron canon has about the same damage as a pulse spitter, and the fire rate is slow... I have heard so many people praise this new weapon, but I feel it does not match other options.
What Stats are you running on your S-Class modules for your bolt caster? I got Damage, Shots Per Burst, Fire Rate and Burst Cooldown and I am only getting 5800 Damage on my Bolt Caster? Also I don't know how to get access to the Boltcaster SM upgrade and was wondering what I can use instead. Currently using the Boltcaster Ricochet Module with the Barrel Ionizer to make the 3x3 cube.
Damage and Fire Rate are my main focus: The Sentinel modules have: - fire rate of 18, 19 and 20% - Damage of 1 and 2% - and a little bit of reload time (not that important to DPS) The S-Class Modules have: - fire rate of 14, 14 and 15% - Damage of 2, 2 and 2% - Shot per burst of +1, +1 and +1.3 - Burst cooldown of -15, -15 and -15% The Boltcaster SM blueprint should be found in the anomaly with the Multitool vendor.
@@Beeblebum It makes sense. Of the weapons you can use, the Boltcaster honest seems the most similar to the weapons the Sentinels tend to be equipped with.
Technically, the mining beam is the third energy weapon; it does damage just like the other two. Not great, I guess, even if fully loaded with damage upgrades, but still... :)
Did you get the 12K damage by installing the best of the sentinel and boltcaster upgrades? Best i could get with same setup was 6.7 K. Did HG nerf it? Thx for one of the best layout videos!
I had to Roll a lot of modules to find the best ones... My first setups were only 6-8K. Boosts to reload don't do anything to the DPS, but fire power and burst per shot are great choices.
@@Beeblebum Thx, it takes a lot of modules to find the best I use the load the module check the stats, find the number in the sequence, reload, load C modules until I get to the "Good" one method.
@@Beeblebum Best I could get is 7624 and that's all from the pulse splitter. Almost every sentinel upgrade is either garbage or has a single stat of fire rate from 10 to 16. The close combat weapon gets to 9945. I think that's all the scatter blaster.
Sentinel weapon upgrades aren't increasing any damage for me at all, is it bugged or am I not understanding how they work? I did exactly what you mentioned in the video, but no change. Unless it's a graphical bug idk I'm lost.
The Royal is actually less interesting as a dedicated Multi-tool, at least as far I have found. I will need to find more to be able to compare. Each MT type has their own strengths.. Some better at mining, some better at scanning and others better combat. We don't have a indicator in the menu of the mining potential though, which is weird. Perhaps a guide about the weapon types would be interesting?
@@Beeblebum There really aren't any current vids on the subject and it's confusing for new players like me. A little off-topic but another thing that keeps throwing me is some multi-tools look very much like a pistol but when comparing with another MT it will say it's a "rifle". And some MTs look very much like rifles but are labeled as "pistols". I've been carrying around a pistol (looks like a pistol) for a while and recently noticed that it's labeled as a rifle when comparing with another MT. Weird. Thanks for your response and body of work.
From what I've been able to tell (which isn't much) the Royal seems to be a reskinned experimental, which really only makes it ideal for scanning? The alien seems to be better for damage and a pistol with high stats should be better for mining? All my info comes from the nms wiki. But I haven't really wrapped my head around it. As you said, there is no stat listed for mining so how would you even know? It seems everyone is just using royals right now. But I'm not sure that is going to remain best practice.
The Blaze Javelin does peircing damage and the overkill damage passes through. The Neutron Cannon doesn't so charge 1 takes out the 650 points of damage on the armour, and the 2nd charge kills the sentinel.
If you mean the damage numbers that show when shooting, then these can be a little misleading. Charged shots will deal between 2000-4000 damage, depending on what part you hit on the sentinel, or if it is still armored or not.
The Flame Thrower is still not an official part of the NMS weapons modules. It is still in the game files, and the people that found it when it leaked into the game still have it... But nothing so far since.
His caster IS 12k. Even if he removed everything from his MT except the mining laser (which can't be removed) and his BC with upgrades, the tooltip would show 12k. Try it yourself. With the latest update, you can package up all your other weapon upgrades and put them back into your suit.
Before Sentinel I really stayed clear of the launchers and grenades.. I still need to work a little more with them to figure out if they are really worth it and my play-style. As far as I tested, the plasma launcher is rather mediocre in damage though.
@@Beeblebum tbh I've never really done comparisons, I just feel like the plasma launcher finishes off groups of sentinels real quickly, and it's my go-to with the walkers. I use the boltcaster as my main. Cheers, love your videos!
"3 sentinels upgrades" Wo wo wo wait a second. What is a sentinel upgrade? I have 200 hours of playing and I have never seen this before. Sentinel upgrade?
They are the upgrade modules you get when you convert the salvaged glass you get from the green "barrels" that drop when you kill a sentinel drone. You can get a weapon or an exosuit upgrade. Some are good, but most aren't.