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1. Never sell raw ore unless you have to.

For example, carbon, which is hugely abundant can be turned into suspension fluid. It takes 50 carbon at 6.9 units (base cost) for about 350 units total. Suspension fluid sells for 1150 units base. 300%+ profit.
This works for most recipes, such as Carbite sheets. But be careful, some, like Anti-matter loses money. (warp cells, which would make you a killing can not be sold.)

2. Scrap old ships. If you are trading up, scrap everything in the original ship before trading. If you find a wreck you do not want, take it, scrap everything, then take back you original ship. Lots of loot that way.

3. Learn to fight sentinels. The boltcaster, when set right can whack any sentinel in mere seconds, including walkers. Get the homing add-on, the rapid fire add-ons and the damage boost add-ons. I got rid of all my grenade launcher add ons for the bolt caster. does incredible! And walkers give much better loot, so if you get the BC maxed, like me, then try to draw walkers in.

4. Get your atlas V1 chip to max out your exo-suit. once you get the v1 chip, every space station has a slot upgrade for exosuit available (at least all of mine have thus far) They cost 10K progressive (10K for first 20K for second 30K for third etc....) Just zip through systems to get the upgrades, or do like me and explore to find goldmine planets.

5. Albumen Pearls (probably spelled wrong) If you have the BC upgraded, and find a planet with them, stay there! They are pods that come up as "unknown" when you walk up to them, clicking E causes them to open to reveal the pearl. But be warned, the Sentinels come quick - 2 flyers, 1 walker... everytime... Which means lots of titanium as well... and some nice loot from the walkers (the flyers do not give as much once you get all the plans out of them)

6. Take time to learn the language!!! Or, learn to restore games when you screw up... Learning the language has made it easy to solve the puzzles sometimes presented by aliens. They usually give relevant and nice loot. If you are guessing, then you may get it wrong and would have to reload to try again.... Learning the language is easy, but time consuming. Get a boatload of carbon, then go to the station and harass the crap out of the alien there (you will get one word for every 40 carbon as it takes two times to get a new word.) in between, if you are lucky, you can get nice loot, if you rep is high enough. With the Vy'keen, I was getting 1145 Units and a new word for every 40 carbon.... beats suspension fluid above.....

That is it for now. If I find more, I will post them to help people out.
Go forth and explore!!!
Post edited August 29, 2016 by tysim
I have an Atlas V2 chip, but not an Atlas V1 chip.

The V2 chip allows me to open up the locked doors in bases, but I need a V1 chip in order to loot the random canisters laying around.

Also, EVERY "Drop Pod" on a planet = a Suit Upgrade, if you don't have the money yet, DO NOT go to the drop pod, because it will cancel the waypoint indicator and you won't be able to find it again
Post edited August 27, 2016 by Desjay
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Desjay: I have an Atlas V2 chip, but not an Atlas V1 chip.

The V2 chip allows me to open up the locked doors in bases, but I need a V1 chip in order to loot the random canisters laying around.

Also, EVERY "Drop Pod" on a planet = a Suit Upgrade, if you don't have the money yet, DO NOT go to the drop pod, because it will cancel the waypoint indicator and you won't be able to find it again
How'd you get the V2 chip... Also, I heard it works on V1 items, that is not true?
If you get the recipe for the Bypass Chip, this can be a big money maker. It cost only 10 Iron and 10 Plutonium to make (both seem to be overly abundant) and the sales price is extremely good.

If you have the no delay mod, it is a quick way to get tons of money, not that I mod myself. Still farming Albumen Pearls like crazy. 1/2 million credits a run, 2 runs an hour.......

Oh, and the two legged walkers are a pain to kill. seems they have a deflector shield that makes the caster bolts miss more often then hit, even with the homing tech.

I am also geting 7+ sentinels appearing everytime I open a pearl now.... 2 of the heavy walkers, 1 of the four legged walkers, and 4 flyers seems to be the pattern....
Post edited August 29, 2016 by tysim
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tysim: I got rid of all my grenade launcher add ons for the bolt caster.
Boo-hiss! :p

It's very useful in all circumstances if you have increased radius and damage. Just without the upgrades, they one-shot sentinels, and disorient the four-legged walkers, for example. Great for getting away. And shooting holes to get out of caves, and things like that.

In the same way, you can get away with one damage upgrade, the rapid-fire mod and the boltcaster placed in a link, and have enough damage for late-game with the boltcaster. For example if you add combat upgrades for the laser, which is efficient - since the links add some speed and damage to the other mods for mining.

Another option if you have few slots is to build with the scatter-shot and a reduced recoil mod. To get a blunderbuss of sorts that has a bit longer reach than the laser. Add homing bolts and you can trick-shoot sentinels, and everything else that moves, with one-shots. Snipe antelopes by accident across the hill, etc. ...not that I ever did that. *cough*
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tysim: I got rid of all my grenade launcher add ons for the bolt caster.
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nipsen: Boo-hiss! :p

It's very useful in all circumstances if you have increased radius and damage. Just without the upgrades, they one-shot sentinels, and disorient the four-legged walkers, for example. Great for getting away. And shooting holes to get out of caves, and things like that.

In the same way, you can get away with one damage upgrade, the rapid-fire mod and the boltcaster placed in a link, and have enough damage for late-game with the boltcaster. For example if you add combat upgrades for the laser, which is efficient - since the links add some speed and damage to the other mods for mining.

Another option if you have few slots is to build with the scatter-shot and a reduced recoil mod. To get a blunderbuss of sorts that has a bit longer reach than the laser. Add homing bolts and you can trick-shoot sentinels, and everything else that moves, with one-shots. Snipe antelopes by accident across the hill, etc. ...not that I ever did that. *cough*
I still have the base grenade launcher, mainly for getting out of caves. With all three rapid fire mods, plus homing, plus the cooldown mods, my bolt caster is now taking out even the big guys with relative ease. My laser has just the impact mod on it now, since I really have not been using it.
The problem I had with the grenades was the range / targetting, and reload after 6 shots. With the BC i can whack three to 5 sentinels in no time, without a reload. I am loving it.
Post edited August 29, 2016 by tysim
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nipsen: Boo-hiss! :p

It's very useful in all circumstances if you have increased radius and damage. Just without the upgrades, they one-shot sentinels, and disorient the four-legged walkers, for example. Great for getting away. And shooting holes to get out of caves, and things like that.

In the same way, you can get away with one damage upgrade, the rapid-fire mod and the boltcaster placed in a link, and have enough damage for late-game with the boltcaster. For example if you add combat upgrades for the laser, which is efficient - since the links add some speed and damage to the other mods for mining.

Another option if you have few slots is to build with the scatter-shot and a reduced recoil mod. To get a blunderbuss of sorts that has a bit longer reach than the laser. Add homing bolts and you can trick-shoot sentinels, and everything else that moves, with one-shots. Snipe antelopes by accident across the hill, etc. ...not that I ever did that. *cough*
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tysim: I still have the base grenade launcher, mainly for getting out of caves. With all three rapid fire mods, plus homing, plus the cooldown mods, my bolt caster is now taking out even the big guys with relative ease. My laser has just the impact mod on it now, since I really have not been using it.
The problem I had with the grenades was the range / targetting, and reload after 6 shots. With the BC i can whack three to 5 sentinels in no time, without a reload. I am loving it.
I am just the opposite, I have no use for the boltcastor, and use a beefed up laser to mine and take down sentinels with ease. Use the grenade launcher to with a couple of upgrades to open locked doors with ease and blow holes in the ground when needed.
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tysim: I still have the base grenade launcher, mainly for getting out of caves. With all three rapid fire mods, plus homing, plus the cooldown mods, my bolt caster is now taking out even the big guys with relative ease. My laser has just the impact mod on it now, since I really have not been using it.
The problem I had with the grenades was the range / targetting, and reload after 6 shots. With the BC i can whack three to 5 sentinels in no time, without a reload. I am loving it.
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misscrabtree456: I am just the opposite, I have no use for the boltcastor, and use a beefed up laser to mine and take down sentinels with ease. Use the grenade launcher to with a couple of upgrades to open locked doors with ease and blow holes in the ground when needed.
That's how I play too, I've tried the bolt caster but prefer to use the laser + launcher combo. That's the neat thing about how they balanced the weapons, it's really up to each person how they want to play.
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justporter: That's how I play too, I've tried the bolt caster but prefer to use the laser + launcher combo. That's the neat thing about how they balanced the weapons, it's really up to each person how they want to play.
I also have this combo. Much prefer it.
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Desjay: I have an Atlas V2 chip, but not an Atlas V1 chip.

The V2 chip allows me to open up the locked doors in bases, but I need a V1 chip in order to loot the random canisters laying around.

Also, EVERY "Drop Pod" on a planet = a Suit Upgrade, if you don't have the money yet, DO NOT go to the drop pod, because it will cancel the waypoint indicator and you won't be able to find it again
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tysim: How'd you get the V2 chip... Also, I heard it works on V1 items, that is not true?
I got really lucky and it was a random recipe I got for breaking into a Manufacturing Facility.
And yes, I assumed that a V2 chip would give me access to V2 AND V1 locks, but it doesn't.

I can open up the doors in the Shelters etc, and open the locked doors (except for the V3 doors) in the Space stations, but I can't open the V1 debris canisters or anything else labeled V1