- Feb 3, 2004
Photo mode is pretty impressive I must say. Late to the party on this.
Here you go.Pics of tropical planet and planet with TV panels if you can! I've never run into the latter...sounds interesting.
Yeah, it's not hard to make a quick teleporter setup (I don't think you really even need the proximity switch, though that is a cool idea), but it's just nice to know you can get to the base regardless.easy fix, solar array -> battery -> proximity switch -> teleport
Get some S-class upgrades for your Exosuit shield, and some S-class upgrades for whatever your preferred weapon is. With a maxed out shield and Boltcaster I can melt through them like butter, even the giant walkers.If anyone has some advice for "dealing" with Sentinels, I'm all ears!
Some planets feel straight out of that Black Mirror episode "Metalhead"....
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(I managed to craft my first Boltcaster last night, but all that seems to do is piss em off and rally more to my base)
I guess it depends on the "daytime hours" of a planet, but generally I've seen that the battery will discharge slower than the amount of time it takes to get back to daytime, so YMMV on that.without the switch the teleporter will quickly drain the battery at night, even though it is not being "used"
During the daytime, the planet reminded me of Borderlands, but I liked the night better for the shots, made the screens pop more.Haha that's awesome! Thank you!
The inability to move technology between ships/multi-tools is crap design, IMO.
Wow, I had no idea you could refine stuff down to nanites.I'm fine with it. I have already maxed the new scanner. I mean it is grind, but it adds a bit of weight to the process.
There is nothing special about the mods, about every station has 1 to 3 S-class mods that I was able to equip.
I have a planet where I have tagged 5 abandoned sites. I gathered the whispering eggs, convert to nanites, then just pick random space stations in a teleporter.
It only took about 6 stations to fully kit it out.
The S-Class adds about 300 damage over the other so it isn't a super huge improvement.
I am running the story lines for the first time, I youtubed it, apparentlyputting him into the simulation is the cruel choice, since he will be forever alone, and the others disapprove of that choice
the simulation... also is some type of recursive metaphor for the game.
Either way it doesn't really matter, ultimately. There's no lasting consequence of either choice.Apollo said I'm a good friend and made the right choice. Nada didn't care either way. He's not really alone, he can communicate with others outside of the simulation. I'll have to see how it unfolds as I keep playing, so far, it doesn't seem to be the cruel choice. Just on paper.
At that far distance and it being a screenshot that can't convey movement, I thought they were some tall source of carbon.Interesting looking creatures. Thankfully they're friendly!
On this heavily radiated planet where you really cant be out and about much there are very few sentinels and they are pretty mellow...What an innovative location!
I wonder if it would offer protection from that planet's sentinels, or would they be impervious to radiation?
weather/effects don't appear to bother sentients/lifeforms. you want a lush planet with low sentient activity for a base.What a cool location!
I wonder if your location offers protection from sentinels or are they impervious to radiation?
Yeah, just don't accidentally fire the plasma thing near yourself, you will die instantly.weather/effects don't appear to bother sentients/lifeforms. you want a lush planet with low sentient activity for a base.
If you are having problems with them then just equip a plasma cannon with 3 S rank mods. It will oneshot them, dogs, walker armor, x3 for security doors.
Seems like I ran into that once. I simply reloaded my last save from when I hopped out of my ship after landing at the landing location that's near the facility and answered the question again. If I'm honest, I always reload if I answer the question incorrectly because who knows when I'll encounter the next manufacturing facility and I'm not going to let the fact that it takes so long to learn enough words to decipher the "question" inhibit my ability to reap the rewards. Yes it's more realistic that it would take time to learn their language to the point that you understood it fluently but that's a grind I don't want to endure (particularly when there is something at stake). So I don't use the language mod, but I "cheat" that way. No different than reloading a quick save when you make a poor choice in any other game, except here it's not about skill. When only 1/4-1/3 of the words in a question are understandable and the rest is cryptic, it's often blind luck choosing the correct answer.Does anyone have a bug from manufacturing facility where you do not get a reward when you answer correctly? If so, if there a fixed for it?