Starfield: Ship guide - weapons

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  • เผยแพร่เมื่อ 19 ต.ค. 2024

ความคิดเห็น • 32

  • @crazy-tommy
    @crazy-tommy 5 หลายเดือนก่อน +1

    What is not correctly reflected in your spreadsheet is that the PB-175 Auto Helion Beam is actually worse than the Vanguard Obliterator Autoprojector or the Exterminator 95MeV Auto Helion Beam. Both of these have higher "real" DPS as the PB-175 Auto Helion Beam pauses every few shots, so it's firerate is smaller than what is shown in the ingame statistics. You can confirm this by testing and comparing them isolated in combat - the real fire rate for the PB-175 Auto Helion Beam is actually around 4 instead of 6.

    • @MLMariss
      @MLMariss  5 หลายเดือนก่อน +1

      Nice catch! I haven't touched the game since went through it so I'll trust you on this one! Adjusted the spreadsheet with the comment. Thank you!

  • @lamartorell
    @lamartorell 2 หลายเดือนก่อน +1

    Thanks for your time mate. I was looking for auto vs no-auto explanations.

    • @MLMariss
      @MLMariss  2 หลายเดือนก่อน

      Glad to hear I could be a help! Had to watch it once again myself and oh boy now I want to play Starfield again! :D

  • @Baarogue
    @Baarogue ปีที่แล้ว +5

    Great video. You covered most of the topics I was alluding to in my comment on your other vid. One thing I think the game displays incorrectly is that it shows an increased power cost as a blue bar and decreased power cost as red when in the ship builder. I feel like that's backwards. The game also doesn't communicate very clearly how giving lower than max power to a system will affect its performance. You showed what lowering the power of an auto weapon does to its reload. That's also how it works for missile systems. For non-auto weapons and EMPs, it lowers the fire rate directly. For shields, it lowers the amount they are powered. Speaking of shields (even though this video was about weapons, please excuse my segue), I see a lot of videos that warn away from getting the B and C rank shields because they have lower recharge rates, and I'm like, "but 6% of 1300 is still a higher recharge rate than 10% of 500."

    • @MLMariss
      @MLMariss  ปีที่แล้ว +3

      Heh, I see you are good with math too - others (who are not) will not be happy with your correct conclusions! :D
      Thank you for the comment and yes - the power usage differences are quite huge! The shield is great example where you cannot 'afford' to lose a single unpowered block as that will immediately reflect on the shield amount, and not on the recharge rate!
      And to cut to the chase, I would love to see the actual space-ship battle (not just 1 vs 1) where those shields can be restored any time before battle ends! There is so many shots directed that no matter of the recharge rate - there is no way shield will be regenerating back in the middle of the battle.
      So I am as shocked as you are reading the praise for small amount of shields 'BUT the recharge rate is higher'! :D

  • @Zayphar
    @Zayphar ปีที่แล้ว +6

    Best all-around weapons are PARs, and best PARs for DPS are marked 'Auto'. For early- to mid-game the best auto-PARs are
    Disruptor 3300A Auto Electron Beam Class-A Power-3 Hull/Shield/EM-8/8/0 RoF-6.65 DPS Hull/Shield-53/53[x4=212] Range-3,500 Cost-6,500 Level-8
    PBO-30 Auto Electron Beam Class-A Power-3 Hull/Shield/EM-9/9/0 RoF-6.65 DPS Hull/Shield-60/60[x4=240] Range-3,000 Cost- 9,025 Level-12
    Disruptor 3320A Auto Neutron Beam Class-B Power-3 Hull/Shield/EM-13/13/0 RoF-5.00 DPS Hull/Shield-65/65[x4=260] Range-3,500 Cost-10,900 Level-16
    PBO-100 Auto Neutron Beam Class-B Power-3 Hull/Shield/EM-14/14/0 RoF-5.00 DPS Hull/Shield-70/70[x4=280] Range-3,000 Cost-12,800 Level-20
    Disruptor 3310A Auto Proton Beam Class-A Power-4 Hull/Shield/EM-13/13/0 RoF-6.65 DPS Hull/Shield-86/86[x3=258] Range-3,500 Cost- 19,100 Level-30(StarshipDesign3)
    Disruptor 3330A Auto Helion Beam Class-B Power-4 Hull/Shield/EM-19/19/0 RoF-5.00 DPS Hull/Shield-95/95[x3=285] Range-3,500 Cost-18,500 Level-36(StarshipDesign3)
    Auto-Turrets work best covering the side and rear of your ship because they have a limited(90degree) field of fire, and enemy ship’s outside your targeting HUD circle are your biggest threats. This way you can focus on targeting enemies straight ahead using your main battery of Auto-PARs. If you can afford to make your main battery into turrets, then there is no particular reason not to.
    Don't waste missiles on small, weak ships. They don't reload quickly, so it's better to save them for heavier, deadlier vessels with stronger hulls. Also note that missiles are primarily effective only at short range due to the unlikelihood of them getting a hit without a target lock, and target locks can only occur withing a range of 2000. Note that if you do not have HIGHLY robust Shields, getting in close to ensure Missile lock-on is a high-risk strategy in any fight were there are multiple enemy ships.

    • @MLMariss
      @MLMariss  ปีที่แล้ว +1

      Pinned comment for others to get their hands on lower level weapons while leveling up! Thank you for addition to the overall knowledge base! ;)

  • @popcornfilms1
    @popcornfilms1 11 หลายเดือนก่อน +1

    The time stamps are brilliant, excellent work

    • @MLMariss
      @MLMariss  11 หลายเดือนก่อน

      Happy to help!

  • @Hammus1
    @Hammus1 ปีที่แล้ว +2

    Extremely helpful and educational. Thank you!

    • @MLMariss
      @MLMariss  ปีที่แล้ว

      Glad to hear and thank you for your kind words!

  • @roshunepp
    @roshunepp 11 หลายเดือนก่อน +1

    Ahhh someone taking rof and distance into account. Refreshing.

    • @MLMariss
      @MLMariss  11 หลายเดือนก่อน

      Heh, how could you not, right?! :D Happy to help!

  • @nick3795
    @nick3795 10 หลายเดือนก่อน +1

    really interesting and well researched video, thank you

    • @MLMariss
      @MLMariss  10 หลายเดือนก่อน

      Glad it was helpful!

  • @tylerrohn6938
    @tylerrohn6938 ปีที่แล้ว +1

    This was awesome thanks

    • @MLMariss
      @MLMariss  ปีที่แล้ว

      Glad you enjoyed it and happy to help!

  • @jimmyrodriguez5670
    @jimmyrodriguez5670 10 หลายเดือนก่อน +1

    Are you still playing starfield? If you are, have you spent any time considering the best way to upgrade the star eagle?

    • @MLMariss
      @MLMariss  10 หลายเดือนก่อน

      Haven't touched the game after 2 playthroughs, but the Star Eagle is very nice ship! No, I haven't modified any of these special ships as it feels any component that looks different is a change to OG :D Somehow that doesn't sit right with me :D

  • @m8Ace
    @m8Ace ปีที่แล้ว +1

    Dude, u're top! Thanks a lot.

    • @MLMariss
      @MLMariss  ปีที่แล้ว

      Glad I could be a help! Happy hunting ;)

  • @Thormic77
    @Thormic77 ปีที่แล้ว +1

    Nicely done, thanks!

    • @MLMariss
      @MLMariss  ปีที่แล้ว

      Thank you - happy to help!

  • @uwu101
    @uwu101 8 หลายเดือนก่อน +1

    Ballistic, laser, missle are useless. You dont have to spacefight in early game. Level up, spare money! You need 40 size reaktor, and 14 pieces PB veapon. Max dmg, when weapon 0 is 4pieces, weapon 1 is 6 peaces, veapon 2 is 4 pinces PB weapon. Result: rangre 3300, devastatimg fire.

  • @saprone8885
    @saprone8885 ปีที่แล้ว +1

    I made a Starfield min-maxed level 60 build presentation. I like to publish it on my channel as a video on youtube.
    I want to use a part/screenshot of your ship weapons sheet in it.
    Is that okay? I will add you in the credits on the slide and add a link to this video in the description.

    • @MLMariss
      @MLMariss  ปีที่แล้ว +1

      Sure, no worries - feel free to reuse whatever you need, most important that we provide info for other and help them out ;)

    • @saprone8885
      @saprone8885 ปีที่แล้ว +1

      @@MLMariss Thank you, I uploaded the video.

  • @BMiBudz
    @BMiBudz ปีที่แล้ว +2

    i got Maximum weapon count and Ship does not have at least three different weapon types errors... how the fuck do i fix this crap

    • @MLMariss
      @MLMariss  ปีที่แล้ว

      Oh, so you cannot add the same weapon across all three slots! If I catch the error message right.
      You don't need to have 3 diffident types, but different weapons. For example You can have 3 particle weapons, but different names of them:
      PB-175 Auto Helion Beam
      Vanguard Obliterator Autoprojector
      Exterminator 95MeV Auto Helion Beam
      So you have all the same type, but different weapons where each does not surpass 12 power limit, of course!
      And also make sure they are assigned to each slot - click on the check/issue button and from that screen there is another tab to assign each weapon to each slot. The user interface is the worst, but I hope I explained good enough :D