Saturday, January 28, 2023

Destiny 2: Lost Sector - Chamber of Starlight (Legend Difficulty-Only; My Slow & Steady Strategy)

  • Location: Dreaming City
  • Lost Sector: Chamber of Starlight
  • Difficulty: Legend
  • Champions: Unstoppable & Overload
    • Unstoppable Champion: When aggro, they will come charging and attacking at the target. This is the only Champions type that does not heal.
    • Overload Champion: Often on fast and nimble enemies type. It will immediately start healing when no more incoming attack/or been stun. Required an "anti-overload" mod if you want to stun it. Do not need the mod if you have enough firepower to kill it in one go. This is one of the two Champions type among the three Champions type that can heal if left alone.
       
  • Burn: Solar
  • Shield: Solar & Void  
  • My Average Time: 5~7 minutes
    ---------------------------------------------------------------------------------------------------------
    Advise Weapon Load-out
    • Kinetic: The Anti-Unstoppable Champion weapon
    • Special: Le Monarque
    • Heavy: Please refer to the Heavy Weapon test for references. 
    Notes: This weapon load-out will work on any season, you will just need to change the unstoppable mod on the kinetic slot. 
    --------------------------------------------------------------
    Sub-Class to Uses:
    • All Class: Solar
    ---------------------------------------------------------------------------------------------------------

    Hallway 1:

    • Ads, Void shield, Solar shield, and Unstoppable Champion
    When you 1st hop in and turn around the corner you will see a "Champion" and a barely visible sniper on top. Take out the sniper 1st, then deal with the Champion afterward. Assuming you brought the Champion closer to you and not you going toward the Champion when you kill it. You now can process in sniping the ad in this hallway. As long you keep your distance, you be fine sniping them.
    --------------------------------------------------------------

    Boss Room: 

    • Before the Boss Spawn: Solar shield, Ads, Unstoppable Champion
    • After the Boss Spawn: Unstoppable Champion, Ads, Overload Champion
    Please refer to the picture where I usually fight unless it boss killing time. When you entering the the room; the ads will start spawn on the left side.Try to take out everything on the left side and maybe some on the right side before you kill the Unstoppable Champion. Once that happen the area where I fighting at (refer to picture) will spawn a Unstoppable Champion and ads. Retreat or fight as you retreat. At this point in time the boss has spawn on the right side and an Overload Champion is just a sniper in the back. Kill the ads and the Unstoppable Champion in your fighting area before focusing on killing the boss.
    ---------------------------------------------------------------------------------------------------------

    Defeating the Boss:

    • Uses your Heavy if you got any ammo left, uses "Le Monarque" if you want to snipe and kill the boss slowly, or go Super if given the chance to dish out some more damage. It fine as long you kill the boss. 
    Note: The boss has a void shield and will spawn on the right side. Will move to the left side (the chest area) if left alone for too long or you damage enough to make it move.
    --------------------------------------------------------------
    Heavy Weapon Tests (Personal opinion overall):
    --------------------------------------------------------------

    Thursday, January 26, 2023

    Destiny 2: Lost Sector - K1 Communion (Legend Difficulty-Only; My Slow & Steady Strategy)

    • Location: Moon 
    • Lost Sector: K1 Communion 
    • Difficulty: Legend
    • Champions: Barrier & Overload
      • Barrier Champion: Will and can Heal (completely) when it put up it barrier. It will put up a barrier every time it "HP" hit 2/3, 1/3, and even 1~3 percents and start healing to 100% if not stun. Required an "anti-barrier" mod to both break the barrier and "stun" the Champion. This also stop it from healing. Will not heal during the non-barrier phase. This is one of the two Champions type among the three Champions type that can heal if left alone.
      • Overload Champion: Often on fast and nimble enemies type. It will immediately start healing when no more incoming attack/or been stun. Required an "anti-overload" mod if you want to stun it. Do not need the mod if you have enough firepower to kill it in one go. This is one of the two Champions type among the three Champions type that can heal if left alone.
         
    • Burn: Solar
    • Shield: Solar & Void  
    My Average Time: 8~11 minutes
    ---------------------------------------------------------------------------------------------------------
    Personal Notes/Comments/Opinions:
    • Advantage Class/Character (Killing the Boss): Titan  
    • Troublesome Enemies and/or Areas to watch out for (according to my opinion/play style/load-out): The initial "ad" in "The Boss Room" before the boss spawn.
    ---------------------------------------------------------------------------------------------------------
    Advise Weapon Load-out
    • Kinetic: An Anti-Champion mod weapon of the season
    • Special: The other Anti-Champion mod weapon of the season (preferable a solar type)
    • Heavy: Please refer to the Heavy Weapon test only for references. 
    Notes: Depend on season anti-champion weapon mod, you (the player) may or may not have certain weapon.
    --------------------------------------------------------------
    Sub-Class to Uses:
    • All Class: Solar
    ---------------------------------------------------------------------------------------------------------

    Room 1
    Room 1:

    • Ad+Barrier Champion
    Try to kill all the "ad" as much as you can before the Barrier Champion arrive. Even if you have the opportunity to stun the Champion, kill off all "ad" first before you kill the Champion. The Picture/Screenshot is where I uses to fight from as defense position so I don't get shot/hit by the enemies too much.
    --------------------------------------------------------------

    Hallway 1 toward Room 2:

    • Ad
    Kill the "ad" as usual as you process to the next room. Before you enter Room 2 at the doorway kill the "ad" from above at the doorway that in Room 2. 
    --------------------------------------------------------------

    Room 2
    Room 2:

    • Ad, Void Shield, and Barrier Champion 
    Only after you jump down to Room 2 do the enemies start spawning. Fight from the defense position as the picture and you might get shot less. You can kill the void shielded enemy by shooting it normally or grenade it before shooting it or go close and kill it; the choices are your. The champion will spawn in the back after you killed enough enemies in the room but that not important. What important is that hopeful you clear all the "ad" on the ground minus the one you can't kill yet near the champion. Once you ready to kill the champion, head toward the left side and up those stair. Make sure you clear all the "ad" up here. Now go kill the champion and then any left over "ad".
    --------------------------------------------------------------

    Hallway 2
    Hallway 2 toward Boss Room:

    • Ad+Overload Champion
    Kill the invisible "ad" from the doorway (refer to picture). After you do that the Champion and "ad" will come in. Still at the doorway; shoot and kill "ad" as quickly as possible before focusing on the  Champion. If you want to get in closer to fight the Champion, go to the left side where the Champion is not at. After you kill the Champion, just keep moving down the hallway and kill all the "ad" that spawn along the way. 
    --------------------------------------------------------------

    Boss Room: 

    • Before the Boss Spawn: Ad, Overload Champion, and Solar Shield
    • After the Boss Spawn: "Boss", Ad, Barrier Champion, and others
    The area before you enter the boss room, you got a left side or the right side entrance. Go toward the right side as that where the Champion is at. Kill the "ad" or the "Champion" depend on the situation at entrance-way. Only after you do that when entering the Boss room, you will be fire upon by many "ad". Kill all the "ad" before the Boss spawn because when the Boss spawn along with others. The Boss will move around the room in circle when damage enough however the enemies that spawn along with the Boss will stay generally in the area where they spawn. So just kill the Boss.
    ---------------------------------------------------------------------------------------------------------

    Defeating the Boss:

    • Titan: Super (Hammer of Sol) [100% of it HP]
    • Warlock: Super (Daybreak) [60%; 2/3 of it HP] Plus 4 direct shot of Gjallarhorn w/Catalysts
    • Hunter: Super (Golden Gun-Deadshot) [1/3 of it HP] Plus 4 direct shot of Gjallarhorn w/Catalysts
    --------------------------------------------------------------
    Heavy Weapon Tests:
    Gjallarhorn w/Catalysts:
    • Barrier Champion: When stun (With Anti-Cham Weapon/mod), 1 shot
    • Overload Champion: When stun (With Anti-Cham Weapon/mod), 1 shot
    Roar Of The Bear (Tracking Module+Incandescent):
    • Barrier Champion: When stun (With Anti-Cham Weapon/mod), 1 shot and/or plus a finisher 
    --------------------------------------------------------------

    Heavy Weapon Tests Only (On Boss):

    Gjallarhorn w/Catalysts
    • [Fail]: 5 Shot
      • Reason (Why Fail): Ran out of ammo, some were not direct shot, some were miss shot, and the catalyst perk miss or didn't even hit the boss.
    Roar Of The Bear (Tracking Module+Incandescent)
    • [Succeed]: 5 (direct) Shot

    Roar Of The Bear (Tracking Module+Cluster Bomb)
    • [Fail]: 4 (direct) Shot
      • Reason (Why Fail): Ran out of ammo

    Wednesday, January 11, 2023

    My Generalize Strategy for "Lost Sector" in Higher Difficulty Lists (Destiny 2)

    My generalize strategy for "Lost Sector" in higher difficulty lists. It mostly my personal strategy with some ideas from others which will be noted when needed. My strategy is based on my most cautious playstyle and I try to generalize everything so that most average players can achieve
     
    My main aim of hopeful audience players for my strategy are for:
    • Player who testing out the water before going for their own strategy/or someone else more better/faster strategy 
    • New Player
    • Returning Player 
    • Non-Main Character  
    • Average/Causal  Player 
    • Less Skilled Player (in term of movement and/or jumping skills)
    • Player who just want to get the exotic and be done with it 
    • Player who are aiming for a certain "title" 
    • Just anyone who want to use it
    Personal Notes: When creating, testing, and using my strategy; I tested out all my character and not just my Main to be generalize and to be sure it will work for all class regardless if they have the "mod" or not. Expect the "Anti-Champ" Mod, those are necessary. 

    My Strategy Testing Method Comments: I do not put on any armor "exotic" that will/can improve one subclass and/or abilities. I do not put on any "mod" that can improve any of my weapons performant (such as more ammo drop and etc) and/or any "mod" that regen your ability (Melee/Nade) faster. Two reason for that: One I'm to lazy to do so and I'm don't care. My "strategy" ideas are that any players can uses it and anyone can change it if they got better [armor/weapon/mod/etc...] setup, and of course use it. Strategy are there to be uses and change when necessary.
    -----------------------------------------------------------------------------------------

    Location:

    EDZ:
    • Scavenger's Den
    • Excavation Site XII
    • Skydock IV
    • The Quarry
    --Personal comments: Because It the EDZ (the Former New Player locations), most of the boss are not that hard to kill if you meet the power level of the season. The easiest: Skydock IV, follow by The Quarry (if done right), follow by Excavation Site XII, and and finally Scavenger's Den (which will take a little more time). Overall all doable  
     
    Moon:
    --Personal comments: Not an easy place to get your exotic pieces; not recommend for casual player unless you in for the challenge. 
     
    Nessus:
    • Conflux
    --Personal comments: Hard but not Impossible, that depend on your point of view
     
    Dreaming City:
    --Personal commentsIn Progress.
     
    Cosmodrome
    • Exodus Garden 2A
    • Veles Labyrinth 
    --Personal comments:  N/A
     
    Europa:
    • Perdition 
    • Bunker E15 
    • Concealed Void 
    --Personal comments: The Easy "Perdition", The sable "Bunker E15" and the not so easy "Concealed Void".
     
    Savathun's Throne World:
    • Extraction 
    • Metamorphosis 
    • Sepulcher  
    --Personal comments:  In Progress; early note Some will have "Strategy" and some are more like just to survive. Will Update when I can.
     
    ---------------------------------------------------------------------------------

    Wednesday, December 14, 2022

    Destiny 2 - Lost Sector Legend and Master Lists (Pre-Lightfall Expansion)

    Copy and Paste from Shacknews.com who credited the info from Charlemagne, Warmind of Discord

    Legend Lost Sector Champions + Shields
    Lost Sector Barrier Overload Unstoppable Void Arc Solar
    Aphelion's Rest N/A 2 2 9 N/A N/A
    Bay of Drowned Wishes N/A 2 3 1 N/A N/A
    Bunker E15 1 4 N/A 2 N/A N/A
    Chamber of Starlight N/A 1 3 17 N/A 2
    Concealed Void 1 3 N/A 3 1 2
    K1 Communion 3 2 N/A 2 N/A 1
    K1 Crew Quarters 3 2 N/A N/A N/A 10
    K1 Logistics 3 2 N/A N/A 3 8
    K1 Revelation 4 N/A 3 4 N/A N/A
    Perdition 2 2 N/A 2 22 N/A
    The Empty Tank 2 2 N/A 1 N/A N/A
    The Conflux 2 N/A 2 14 N/A N/A
    Metamorphosis N/A 3 2 N/A 2 1
    Sepulcher 3 N/A 1 N/A 2 1
    Extraction N/A 1 2 5 7 N/A
    Excavation Site XII 2 N/A 2 N/A 1 N/A
    Skydock IV 1 N/A 3 5 N/A N/A
    The Quarry 2 N/A 2 1 N/A 1
    Veles Labyrinth 2 N/A 1 N/A 2 1
    Exodus Garden 2A 2 2 N/A 4 N/A N/A
    Scavengers' Den 2 3 N/A N/A 1 N/A
    Master Lost Sector Champions + Shields
    Lost Sector Barrier Overload Unstoppable Void Arc Solar
    Aphelion's Rest N/A 4 3 9 N/A N/A
    Bay of Drowned Wishes N/A 3 3 1 N/A N/A
    Bunker E15 2 4 N/A 2 N/A N/A
    Chamber of Starlight N/A 3 6 23 N/A 2
    Concealed Void 3 5 N/A 3 N/A 2
    K1 Communion 4 6 N/A N/A N/A 1
    K1 Crew Quarters 4 6 N/A N/A N/A 10
    K1 Logistics 4 6 N/A N/A 3 8
    K1 Revelation 7 N/A 3 1 N/A N/A
    Perdition 4 2 N/A 2 22 N/A
    The Empty Tank 5 3 N/A 2 N/A N/A
    The Conflux 3 N/A 3 7 N/A N/A
    Metamorphosis N/A 3 4 N/A 2 1
    Sepulcher 5 N/A 2 N/A 1 N/A
    Extraction N/A 4 2 5 4 N/A
    Excavation Site XII 2 N/A 5 N/A 1 N/A
    Skydock IV 1 N/A 5 4 N/A N/A
    The Quarry 4 N/A 4 N/A N/A 1
    Veles Labyrinth 3 N/A 4 N/A N/A 1
    Exodus Garden 2A 5 4 N/A 3 N/A N/A
    Scavengers' Den 2 5 N/A N/A 1 N/A

    Location:

    EDZ
    • Scavenger's Den
    • Excavation Site XII
    • Skydock IV
    • The Quarry
    Moon
    • K1 Logistics
    • K1 Crew Quarters
    • K1 Communion
    • K1 Revelation
    Nessus:
    • Conflux
    Dreaming City
    • Bay of Drowned Wishes
    • Aphelion's Rest 
    • Chamber of Starlight
    Cosmodrome
    • Exodus Garden 2A
    • Veles Labyrinth
    Europa
    • Perdition 
    • Bunker E15 
    • Concealed Void
    Savathun's Throne World
    • Extraction 
    • Metamorphosis 
    • Sepulcher 
    ---------------------------------------------------------------------------------
    Tangled Shore (Sunset Location): 
    • The Empty Tank

    All Lost Sector Lists (Present and Sunset Location). 

    Tuesday, February 1, 2022

    My NMS's Base System Portal Address Or Close to it Lists (Survival mode)

    This list is for myself and/or anyone who want to visit these system.

    This is a check list to remind myself of some fact:
    • Maximum Base Allow to be build: 400
    • Maximum Placement Items per Base: 3000 (anymore and the game won't upload and you will fall through the base.) 
    • Maximum Placement Items per save File: 16,000
    • Maximum Destinations that can be listed on the base/space station portal: 50
    I use this web site to converter coordinate in nms.
    A system with a portal can have more then 1 portal within the system so when using the link that I'm using to convert it please check if there more when converting it to back to graph. If the system don't have a portal because it un-inhabit then the address will be the nearest system that does. I usually name base and outpost after the planet name.

    Here a Galaxy list and a NMS map of Civilized space.

    The NMS group/guild/community/solo that seem interesting to me right now are:
    They all have something or doing something that relate to what I'm doing in nms.

    --------------------------------------------------------------------------------------------------------------

    Euclid Galaxy (G1)

    --------------------------------------------------------------------------------------------------------------
    • (1) Base: [G1] Lorelei - Mining (Cu+Salt+O2)** (Sub-Zero Planet)
      • Galactic Coordinate: 02EA:0077:0387:01B4
      • Note: There are Curious Deposit on this planet.
    --------------------------------------------------------------------------------------------------------------
    • (2) Base: [G1] Celadon - Mining (Na+Grv Ball)** (Cloudy Planet)
      • Galactic Coordinate: 02E9:0077:0386:0207
    --------------------------------------------------------------------------------------------------------------
    • (3) Base: [G1] Venus - Mining (CP+N)** (Humid Planet)
      • Galactic Coordinate: 02EA:0077:0387:00F1
        • CP location on this planet:
          • +0.43,-83.30 (11 CP) 
          • -4.12,-84.14 (15 CP) 
          • +.072,-83.58 (7 CP)
          • -5.51,-82.74 (32 CP) - *My Base
    --------------------------------------------------------------------------------------------------------------
    • (4) Base: [G1] Edge - Mining (Gold)** (Pillared Planet)
      • Galactic Coordinate: 02E9:0077:0386:01DB
    --------------------------------------------------------------------------------------------------------------
    • (5) Base: [G1] Tapu - Mining (Cadmium)** (Flourishing Planet)
      • Galactic Coordinate: 02ED:0076:0384:01FB
    --------------------------------------------------------------------------------------------------------------
    • (6) Base: [G1] Nessa - Mining (Emeril)** (Foaming Planet)
      • Galactic Coordinate: 02EC:0074:0389:0167
    --------------------------------------------------------------------------------------------------------------
    • (7) Base: [G1] Dorso - Mining (Indium+Alb Pearl)** (Finned Planet)
      • Galactic Coordinate: 02EE:0076:0384:00A3
    --------------------------------------------------------------------------------------------------------------
    • (8) Base: [G1] Lugia - Mining (Silver)** (Overgrown Planet)
      • Galactic Coordinate: 0429:0079:0D51:0186
    --------------------------------------------------------------------------------------------------------------
    • (9) Base: [G1] Lucario - Mining (Fe++/Faecium)** (Frozen Anomaly)
      • Galactic Coordinate: 0429:007B:0D4A:00C5
    --------------------------------------------------------------------------------------------------------------
    • (10) Base: [G1] Turf - Mining (Cob)** (Tropical Planet)
      • Galactic Coordinate: 02E9:0077:0386:0218
    --------------------------------------------------------------------------------------------------------------
    • (11) Base: [G1] Flour - Mining (Para+SB)** (Tropical Planet)
      • Galactic Coordinate: 0427:0079:0D50:0015
    --------------------------------------------------------------------------------------------------------------
    • (12) Base: [G1] Ivy - Mining (Act. Indium)** (Rainy Planet)
      • Galactic Coordinate: 0428:007A:0D52:00B2
    --------------------------------------------------------------------------------------------------------------
    • (13) Base: [G1] Mag - Mining (Ur+Gr)** (Isotopic Planet)
      • Galactic Coordinate: 0428:007A:0D50:00B6
    -------------------------------------------------------------------------------------------------------------- 
    • (14) Base: [G1] Tails - Mining (Pho+So)** (Hot Planet)
      • Galactic Coordinate: 0428:007A:0D50:01D2
    -------------------------------------------------------------------------------------------------------------- 
    • (15) Base: [G1] Nido - Mining (NH3+Fm)** (Acidic Planet)
      • Galactic Coordinate: 0428:007A:0D4F:0034
    --------------------------------------------------------------------------------------------------------------  
    • (16) Base: [G1] Glacia - Mining (Dioxite+Fc+Rn)** (Icy Planet)
      • Galactic Coordinate: 02E9:0077:0385:0089
    -------------------------------------------------------------------------------------------------------------- 
    • (17) Base: [G1] Clay - Mining (Pyrite+Cc+Su)** (Parched Planet)
      • Galactic Coordinate: 02E9:0077:0386:00A1
    --------------------------------------------------------------------------------------------------------------  
    • (18) Base: [G1] Hub 06-M Cap - Outpost** (Grassy Planet)
      • Galactic Coordinate: 042F:0078:0D56:001B
    -------------------------------------------------------------------------------------------------------------- 
    • (19) Base: [G1] Freighter I - Outpost** (Viridescent Planet)
      • Galactic Coordinate: 0F38:0069:0787:01FF
    --------------------------------------------------------------------------------------------------------------  
    • (20) Base: [G1] Dews-Center Outpost** (Glacial Planet)
      • Galactic Coordinate: 0801:0079:07FA:0090
      • Note: 2,995 LY from the Galactic Core (One Warp Jump Away)  
    -------------------------------------------------------------------------------------------------------------- 
    • (21) Base: [G1]  Mush-Center Outpost** (Capped Planet)
      • Galactic Coordinate: 0802:0078:07FC:0051
      • Note: 3,068 LY from the Galactic Core (One Warp Jump Away)  
    --------------------------------------------------------------------------------------------------------------

    Budullangr Galaxy (G7)

    --------------------------------------------------------------------------------------------------------------
    • (22) Base: [G7] Gale-Center Outpost** (Icy Planet)
      • Galactic Coordinate: 07FE:0086:0803:01A4
      • Note: 3,165 LY from the Galactic Core (One Warp Jump Away)  
    --------------------------------------------------------------------------------------------------------------

    Eissentam Galaxy (G10)

    --------------------------------------------------------------------------------------------------------------
    • (23) Base: [G10] Lemon-Center Outpost** (Rainy Planet)
      • Galactic Coordinate: 0805:0084:0801:0081
      • Note: 3,138 LY from the Galactic Core (One Warp Jump Away)  
    • (24) Base: [G10] Lime-Center Outpost** (Temperate Planet)
      • Galactic Coordinate: 0804:0083:0804:007D
      • Note: 3,149 LY from the Galactic Core (One Warp Jump Away)  
    --------------------------------------------------------------------------------------------------------------

    Tuesday, December 28, 2021

    My NMS's Cheat Sheet For Storage Augmentations

    Based on this helpful YouTube video. I decide to create a list to keep track what give "Storage Augmentations." and what system they in.
     
    Key Note:
    • Shuttle - Sh
    • Fighter - Fi
    • Explorer - Ex
    • Hauler - Hu
    • Storage Augmentations - SA

     

    ------------------------------------------------------------------------------------------------------------------------
    • System: Niladum-Toch (3e/3c/V)
      • Galactic Coordinate: 0F38:0069:0787:01FF
    •  Ex (A-Class) [different shape pod] ~ 1 mil
      • SA: 0
    • Fi (C-Class) [2 square vent on the wing] - 2,800,000 units
      • SA: 0
    • Ex (C-Class) [Hopper with 2 same wraith?] - 845,000 units
      • SA: 1
    • Fi (B-Class) [Jet front with E-wing] - 5,800,000 units

      • SA: 1
    • Fi (S-Class) [Jet front with E-wing] - 18,200,000 units
      • SA: 1
    • Fi (A-Class) [Jet front with E-wing] - 13,300,000 units
      • SA: 1
    • Ex (B-Class) [Hopper with 2 same wraith?] - 1,085,000 units
      • SA: 1
    • Fi (C-Class) [Jet front with E-wing] - 2,800,000 units
      • SA: 1
    • Sh (C-Class) [Fat shape vent wing with 2 fin on back] - 660,000 units
      • SA: 1
    •  Sh (B-Class) (Tube shape, single engine,3 fin on back) - 730,000 units
      • SA: 0
    • Hu (B-Class) (Small shape, vent front with twin turbo on each wing) - 27,150,000 units
      • SA: 0
    • Fi (C-Class) (Vent front, single engine, flat wing) - 720,000 units
      • SA: 0
    •  Sh (A-Class) (Skinny small ship) - 2,105,000 units
      • SA: 0
    • Ex (C-Class) (One Standing wing only) - 445,000 units
      • SA: 0
    • Sh (B-Class) (Tube shape, twin engine, wing) - 2,280,000 units
      • SA: 0
    • Hit or miss for this one; higher class better chance
      Fi (C-Class) (Jet with vector wing, turbo fan) - 720,000 units

      • SA: 1
    • Fi (A-Class) (Vent front, 2 square vent on wing) - 11,400,000 units
      • SA: 0
    • Sh (B-Class) (2 fin on back, wing with fin, mini turbo, fat shape) - 2,280,000 units
      • SA: 0
    • Fi (C-Class) (Vent front, halo) - 550,000 units
      • SA: 0
    • Hu (C-Class) (Standing wing with square vent) - 12,700,000 units
      • SA: 0
    • Sh (A-Class) (Short X-wing, fat shape) - 4,600,000 units
      • SA: 1
    • Hu (C-Class) (Vent at the end of short wing like an e-wing) - 5,300,000 units
      • SA: 0
    • Fi (C-Class) [vent front, turbo behind the cockpit, downward wing, r2 on one wing] - 2,300,000 units
      • SA: 0
    • Fi (B-Class) [Jet front and halo] - 1,120,000 units
      • SA: 0
    ------------------------------------------------------------------------------------------------------------------------
    • System: [AQUA1-7F] Altera (Original Name: Averstis) (3e/1c/G)
      • Galactic Coordinate: 0430:0078:0D57:007F
    •  Ex (C-Class) (1 pod with short fin and double side wing) - 445,000 units
      • SA: 0
    •  Hu (B-Class) (flat Fish tail, long body, something on one side) - 9,400,000 units
      • SA: 0
    • Sh (B-Class) (fat size with vent like wing) - 2,280,000 units
      • SA: 0
    • Hu (B-Class) (two angle wing like panel on the fish tail, long body) - 9,400,000 units
      • SA: 0
    • Sh (B-Class) (tube shape with long wing, cockpit is in the center) - 935,000 units
      • SA: 0
    • Ex (B-Class) (One pod and one pod with short fin) - 1,085,000 units
      • SA: 0
    • Sh (B-Class) (fat shape, one side has 2 mini wing) - 2,780,000 units
      • SA: 0
    • Fi (C-Class) (jet front, starjumper wing) - 720,000 units
      • SA: 0
    • Hu (S-Class) (Long body, e-wing, section off neck) - 20,000,000 units
      • SA: 3
    • Fi (C-Class) (mini size ship, jet front, halo) - 550,000 units
      • SA: 0
    • Sh (B-Class) (fat body with actually wing.mini turbo on wing) - 1,850,000 units
      • SA: 1
     ------------------------------------------------------------------------------------------------------------------------

    Saturday, October 30, 2021

    My NMS's Curious Deposit Location (Normal Mode - Info)

    My "No Man Sky's" Curious Deposit Location on Normal Mode. Those that are listed here are the places that I found while hunting for it or by chance and did not build a base there for various reasons. However I at least want other who are hunting for CP some possible place for them to farm. Any location with my CP base will be on another blog list and not this one.
     
    Where are Curious Deposit Located? (In General)
    • They are Random and by Chance
      • They can be found in any star system and any biome ignoring any other factor such as sentinels activity, weather, and etc.
      • If you do found them, high chance there more on that planet/moon
        • Even if there are CP on that planet/moon, the amount various from one spot to another spot on that planet/moon. 
        • Some planet/moon may only has low yield while another planet/moon can have low to high yield.
      • You Will Not Found them if you found other yellow 3-star resource such as "metal finger" or "Sac Venom" on the surface.
      • When looking for CP, they are usually located on elevated spot and they are usually in a different color then the biome/background they in. Which mean they will stand out if you really looking for them. 
    If you want other CP location; Please search around YouTube and Reddit because there many more out there. If you are hunting for your own planet but still curious about how to hunt them, I advise you to focus on the type of biome you wish it be on and hopeful it on it. More advise can be found on the above site that I mentioned.

    Note: I will note the date I posted this just in case any update that can change the planet/moon biome or weather in the future. I might add comment or note about the planet or moon if I feel like it. All Information is based on normal mode.
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Damp Planet

    Weather: Hazardous Moisture
    Sentinels: Minimal


    Dated: 10/30/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Airless Planet

    Weather: Absent
    Sentinels: Regular Patrols (High Sentinel Activity)


    Dated: 10/30/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Endless Morass


    Weather: Melting Deluges
    Sentinels: Isolated


    Dated: 10/31/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Airless Planet


    Weather: Airless
    Sentinels: Limited


    Dated: 10/31/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Terraforming Catastrophe



    Weather: No Atmosphere
    Sentinels: Low


    Dated: 11/03/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: High Radio Source Planet



    Weather: Radioactive Dust Storms
    Sentinels: Enforcing (High Sentinel Activity)


    Dated: 11/03/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Unstable Planet




    Weather: Sulphurous Inferno
    Sentinels: Hostile Patrols (Aggressive Sentinels)


    Dated:11/04/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Noxious Planet



    Weather: Acidic Deluges
    Sentinels: Limited


    Dated: 11/06/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Barren Planet



    Weather: Blasted Atmosphere
    Sentinels: Few


    Dated: 11/06/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Abandoned Planet



    Weather: Occasional Sandstorms
    Sentinels: Low


    Dated: 11/07/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Abandoned Planet



    Weather: Heated Atmosphere
    Sentinels: Low


    Dated: 11/07/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Icy Planet



    Weather: Raging Snowstorms
    Sentinels: Infrequent


    Dated: 11/08/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Frothing Planet



    Weather: Bilious Storms
    Sentinels: Low Security


    Dated:11/08/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Verdant Planet



    Weather: Lethal Humidity Outbreaks
    Sentinels: Zealous (Aggressive Sentinels)


    Dated: 11/08/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------
    Biome: Viridescent Planet



    Weather: Boiling Superstorms
    Sentinels: Frequent (High Sentinel Activity)


    Dated: 11/09/21
    Comment/Note: N/A
    --------------------------------------------------------------------------------------------------------------------------