Missed the edit window. “change” should be “chance” in the last paragraph of my post above.
To avoid people joining your game, go into the Network Options and turn off networking.
Starship combat is still completely pony. Trapped in the space between for about 15 minutes for one fight against “mostly harmless” opposition, with it not letting me pulse out, and I finally killed it after using all my shield regenerating resource. And then another one turned up, and it killed me.
I went and got my grave, landed, and turned the game off. I may not turn it back on.
This is my biggest gripe with the game, too, and it’s been around forever. The freighters beg you to come save them, so you have to fight in close proximity to them, but a single misplaced shot that hits either the freighter or any of it’s randomly-vectoring fighters will cause the “good guys” to turn on you, too, and then you’re just dead unless you can get to someplace to land, because the game doesn’t allow you to ever get out of combat once the sentinel forces are involved.
I can’t believe they’ve never fixed this. There needs to be some (or more) tolerance for friendly fire: if 90% of your “hits” are on the enemy, that should be good enough. And “fleeing” sentinels to a planet/station/friendly freighter 15-60 minutes away is just tedious. They can’t catch you (well, me, anyway – your ship rig may differ), but you can’t escape them enough to get into pulse drive/hyperspace either, so you have to fly that path in real time.
For the record, in that situation (noplace close enough to reasonably fly to), it’s easier to just die, then go back and fetch your stuff.
Yeah, I don’t want to prevent others joining my game, I just want to control who does, so ejecting those I don’t like is the better option for me.
Ship shields now work more like in FPS games, restoring on their own if you haven’t been hit for long enough. So try kiting instead, boost away from the red dots until your shield restores on its own.
Trade nanite clusters for better weapons from a blueprint dealer. After disembarking on a space station, you’ll find them up the ramp on your right. The spaceship shotgun (i.e.: Positron Ejector) is great against low level ships, especially with an S-class damage upgrade. Even your basic rocket launcher helps but those need to be timed just right.
If you have pirates approaching and with no mission to hunt any, simply continually boost away when they start scanning. They likely won’t be able to catch you.
I’ve rescued a few freighters and have yet to experience any turning on me. Even with accidentally hitting the fire button while pointed at one.
Maybe you’re hitting their cargo pods?
Found what I thought was my perfect planet today. Labeled Verdant Planet, it had plenty of trees, lush blue grass, large lakes that glimmered at the water’s edge, and a temperate climate. It was gorgeous, that is until the 226 degree superheated rainstorm barreled through, obscuring everything beyond 2 feet in front of my helmet, and burning through the temperature protection of my suit as though it was made of tissue paper. Sigh. The search continues.
I don’t know if it is just me, but I’ve noticed significantly reduced load times for NMS since last week’s patch. I am all the way in-game now within approximately 30 seconds of clicking on the desktop link. Of course I am on a PC (actually I am on a Mac with Windows loading through Bootcamp) and may have a different experience than those on PS4 or XBox, but I am very pleased with how quickly I get into the game now.
My load times are fine but I still get massive FPS drops at my base - particularly when I’m looking anywhere near a specialist terminal.
Here’s the portal address to that Blissful moon with the orange grass. Feel free to build on it if you can get there.
I have my first exocraft!
Why can’t I steer this thing?
I’m guessing you figured it out, but if not, it steers where you point.
Did that at first but now only goes in a straight line. Maybe when I get back in the game it will correct itself.
Ohh…now I get it.
I must’ve done something wrong in my NEXT base. Farming Specialist won’t talk to me.
The final quest for the armorer–destroy the sentinels–is this just an infinite, ongoing quest, or is there some way to complete it? I destroyed a ton of sentinels, including a walker, but it doesn’t seem to ever end.
Make sure it’s active*, then you need to kill 8 in a row. (2 sentinels, 2 + a dog, 2 + a walker) The problem is that the eighth one to show up will be a walker, which is basically impossible to damage if you haven’t seriously upgraded your multitool. Killing it with your ship doesn’t seem to give credit.
The way to avoid that is to run away when it shows up, and go to a manufacturing building to kill the sentinels there.
*having “kill sentinel” jobboard missions seems to break it - the active mission can change, resetting progress.
edit: I’ve also seen the spawned sentinels show up inside the base…so some dismantling may be required.
I’ve also seen the timed exocraft missions give destinations on other planets (good luck driving there!) Fortunately, the game doesn’t care how you get to the goal.
Oh, jeeze, how do you kill a walker? My boltcaster has a couple of upgrades on it, and I can easily shoot the armor off the walker. At that point my boltcaster isn’t at all useful. Grenades that hit it seem to disappear into the model and do no damage. Ones that just go off nearby don’t seem to do any damage.
Do I need to spend slots on some of the more exotic weapons like the javelin thingy?
Back on the Blissful moon with the orange grass for more paraffinum and spent a bit of time just wandering around. Noticed that a wide black stripe that I had been seeing near some buildings is much longer than I first realized and would make a great natural race track, just need to fill in a bunch of holes and remove some trees.
Probably. I’ve been taking 'em out in my ship but I guess that doesn’t give you credit for killing 'em.