What Weapon Is Best?! We Were Wrong…

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  • เผยแพร่เมื่อ 13 มิ.ย. 2024
  • Discover the Best Ship Weapons in Starfield.
    Leveraging incredible work done by other members of the community, refining it with new tests, and a new way to analyze weapon statistics, damage, and performance, we will outline which ship weapons are the most powerful in Starfield, as well as answer that burning question: Exterminator 95MeV Auto Helion Beams vs. PBO-175 Auto Helion Beams.
    Ship Weapons Spreadsheet Link: docs.google.com/spreadsheets/...

ความคิดเห็น • 90

  • @STALVIET
    @STALVIET หลายเดือนก่อน +40

    For anyone using my spreadsheet, its now been updated to reflect proper sustained DPS for canons, and the Helions weird firerate. i went into creation kit and the helion does in fact have a fire rate of 6, however, like the other PB particle beams its burst fire. but unlike the other PB's its Burst Delay stat is .5 seconds instead of .3, making it slower firing than any other PB burst.

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +9

      Can’t thank you enough for that spreadsheet!

    • @Spckeck
      @Spckeck หลายเดือนก่อน +4

      How much effect does the extra range have on things like the Disruptors matter?

    • @Murze1
      @Murze1 27 วันที่ผ่านมา

      Which spreadsheet is this, I have a few, want to make sure I'm using the right one, thanks!

    • @ShipTechnician
      @ShipTechnician  27 วันที่ผ่านมา +1

      Link included in the description

  • @k.o.o.p.a.
    @k.o.o.p.a. หลายเดือนก่อน +34

    Why did this feel like this guy went through 6 years of school to learn all this?

    • @DugHoles1
      @DugHoles1 หลายเดือนก่อน +6

      He could write, present and defend a thesis on the subject.

    • @Knockout_Mouse
      @Knockout_Mouse 11 วันที่ผ่านมา

      This is what it takes to get employed at every shipyard in the settled systems simultaneously.

  • @DarkShines86
    @DarkShines86 หลายเดือนก่อน +16

    Hey man just wanted to say that in addition to the thoroughly researched information you provide, the videos themselves are well put together and edited. Good quality stuff.

  • @WilliamH157
    @WilliamH157 หลายเดือนก่อน +14

    I adore this niche nerdy gamer shit, keep up the great work, ShipTechnician!

  • @cassieudy5718
    @cassieudy5718 หลายเดือนก่อน +9

    Those non-automatic turrets are a little bit slept on, for the reasons outlined in this video. I have mained 2x particle turrets + 1x hellfire cannon in my recent playthrough, and while it doesn't shred as fast as full particle cannons do, it's a very FUN combat style. It's all about banking and rolling your ship, positioning yourself to allow maximum visibility and dps from your turrets. Recommended to anyone to try it out, it adds a little more depth to the otherwise simplistic ship combat.
    Side note: I have found the automatic / magazine fed turrets to be very buggy compared to the semi-auto ones. They will often just stop firing during combat, even though ammunition is available.

  • @STALVIET
    @STALVIET หลายเดือนก่อน +13

    My man ❤ I'll need to update the spreadsheet! Also pronounced like Soviet

    • @jonathanmoeg1202
      @jonathanmoeg1202 หลายเดือนก่อน

      Thank you, both for the original work and taking onboard these new wrinkles.

    • @STALVIET
      @STALVIET หลายเดือนก่อน

      @@jonathanmoeg1202 no problem, its at least much easier now because i have creation kit. also the spreadsheet is now updated to reflect proper sustained dps for canons and the helions weird fire rate

  • @TheZagabogMan
    @TheZagabogMan หลายเดือนก่อน +2

    Great stuff! I learned about the PBO-175 firing rate error about 5 months ago when I stumbled on the original video you referenced, and I've preferred the 95MeV ever since. The re-analysis of the non-auto weapons is FANTASTIC. Time to grab Stalviet's updated spreadsheet!

  • @willd7596
    @willd7596 หลายเดือนก่อน +5

    I absolutely prefer non-auto weapons, as I can fire them at any point in the unpredictable fight. Auto weapons really force you to use strong boom and zoom tactics, and take time for magazine reload, often at inopportune times. I prefer general versatility, and having the weapons ready at any cross angle I may encounter. Also, I have found that non-auto weapons still fire at an adequate rate, especially A and B weapons. If you can put the max amount of power pips into a non-auto weapon, you can get their overall rate of fire to a surprisingly good level... and remember, the individual shot damage for non-auto are higher.

    • @vincentkeith5259
      @vincentkeith5259 หลายเดือนก่อน

      I typically run 1 Auto Particle beam, and 1 Non-Auto on a ship with 2-4 White Dwarf 3015 (depending on mass) and usually class b reactor, although I sometimes go for the class C. In a fight I usually go all-out while approaching, and then let the auto recharge while I'm maneuvering.
      On class C (low maneuver ships) (although I've built a few "fighters" with class A engines) I run 1 Auto, 1 Auto Turret and 1 Non Auto. I max the power to the non-auto then split what's left between the auto-turret & the auto. If I can keep the mass down, I think I'll try Vanguard Obliterators, and Vanguard Hellfire Autocannon, and the best non-auto I can afford for the class. Put 1 power into the Autocannon, full into the non-auto, and what's left into the Auto gun.

    • @tunin6844
      @tunin6844 หลายเดือนก่อน +2

      Yeah, I like running the PB-175 as my main weapon, then I use turrets in the 3rd slot and em weapons in the second. I power either the turrets or em, depending on whether I want to board anything. That means I only need to power 2 weapons at a time, making it easier to max out things and still have a few bars for the grav drive. I haven't played enough with the new settings to see how that will work out with extreme incoming damage, but it worked fine to take out the legendary ships on very hard before.

  • @DJ_Bonebraker
    @DJ_Bonebraker หลายเดือนก่อน +4

    Since I typically run with turrets in the 3rd weapon slot, since I don't run with a controller & don't have any good way to remap the 3rd weapon button, so I typically have the Obliterator 250MeV Alpha Turrets in that slot, and I run with reactors that put out enough power to fully power up those as well as the weapons & shields while leaving enough left over to have the two auto particle beams I have in slots 1 & 2 with at least 25% power and at least 2 bars of power for the grav drive, if needed.
    I was running the regular 250MeV Alpha Beam cannons until Wize Old Wizard pointed me to some of your previous tutorials, at which point I switched out for the PBO175's for primary & vanguard Auto Projectors for secondary. Might have to switch to the 95MeV Auto Helion beams now....

  • @TheModelZero
    @TheModelZero หลายเดือนก่อน +8

    …just sent the Ship Tech 20 Terra Brew coffees on ko-fi. Don’t drink them all at the same time please 😅🤣🙏🏾

  • @JaketheflyingSnake
    @JaketheflyingSnake หลายเดือนก่อน +2

    Great video! Lately i felt somthing was wrong with the PBO175, now you showed what. I think the actual firerate of the 3 shot burst might be 6 but the delay between each burst is longer than any other 3-shot-burst-weapon. On another note did you look into what "range" actually means? Because with the exception of turrets, nearly all shipweapons hit targets up to a range of 3500, even laser and kinetic weapons. Range seems to be part of a formular to calculate damage, depending of the targets distance. From my meager testing it seems, weapons lose damage at half the spreadsheet range, down to half damage at full spreadsheed range. Up to twice spreadsheet range, damage stays half, past that it stays at around 40% Damage. So the higher the range, the smaller the damage-loss at greater distance. Cap is 3500, past it you do no damage.

  • @EAZUP
    @EAZUP หลายเดือนก่อน +3

    Thx for the tips, as a new player this was very helpful

  • @ulyaoth3579
    @ulyaoth3579 หลายเดือนก่อน +1

    Great Video. I use the Vanguard Ares Particle Cannons as my Primary. I use the Obliterator 250Mev Turrets on front and Top. Then rounding out I use the KE-42 Cannon Turret. They have the best Range and Per shot damage of any Turret. Yes the Maulers do a bit more damage but not as much Range. And if your turret isn't shooting it's doing Zero DPS. I love your comment about preference and combat style. I use the Cabot Bridge so more often than not I'm Banking up to my Target so I have my Turret placement based on that especially if the Target is a little bit closer than anticipated after my bank and roll maneuver also the Cannon Turrets like a Front row seat so make sure they don't get placed in the back.

  • @lando_rizing
    @lando_rizing หลายเดือนก่อน +2

    Very informative. I tend to run three different weapons but only power up two at one time. A burst pb (always has power), with a sniper pb and the v hellfire (switching back and forth depending on range)

    • @cho2969
      @cho2969 หลายเดือนก่อน

      I found that I had to equip a suppressor, as my quad PBs would destroy the ship before I could disable the engines in target lock mode.

  • @steveskaggs5373
    @steveskaggs5373 หลายเดือนก่อน +1

    I did stalviet nova Armstrong build. That ship is so easy to navigate the interior.

  • @TheGamedMind
    @TheGamedMind หลายเดือนก่อน +2

    I guess the answer is: it is situational. It depends on what you want to counter/what scenario the weapon is used in. If you are close/you will land all shots, then non auto weapons are clearly better in terms of DPS. But you wont always be in close range. Maybe with a fast fighter, but not with a slower ship. So yeah. Good vid as always! :D

  • @Tailix
    @Tailix หลายเดือนก่อน

    Insane work you're doing lol keep it up. I usually have one or two auto bal/part weapon and a energy weapon with 3-4 allocated to it, as i find using a magless weapon means you can just hit the shield to prevent the shield regeneration from starting. I am currently playing this run on extreme difficulty. Lol

  • @Dorkrust
    @Dorkrust หลายเดือนก่อน +1

    Thanks for this, I love the vanguard obliterators, but I find I prefer the sustain of the non autofiring weapons, course that's probably because my ships tend toward the 50-70 maneuver thruster flipped and firing backward style of combat since most multi target opfor can outmaneuver and swarm me

  • @joeyallen6960
    @joeyallen6960 29 วันที่ผ่านมา +1

    Yes I have a love for the 3230s and a couple of the other slower rate of fire pbs try the ones with a rate of 2.5 to 3 or 4 , but at the moment I'm running I believe the 3230 and a auto pb with a em weapon for boarding other vessels

  • @cho2969
    @cho2969 หลายเดือนก่อน +1

    Very informative video. I'm not much of a ship builder. And, I've always wondered why would I want to use an auto variant, when I can continuously fire with the non-auto, and never be caught with an empty mag. You chart seems to show non-auto is far superior. Thanks!

  • @iankester-haney3315
    @iankester-haney3315 หลายเดือนก่อน +7

    The real question is if this is just a visual thing or actual damage? Could the game files actually use the in game stats and just display a different fire rate depending on graphics settings.

    • @johnnystlou
      @johnnystlou หลายเดือนก่อน +1

      My thoughts exactly. Damage inflicted should be worked into this analysis.

  • @nywolf9798
    @nywolf9798 หลายเดือนก่อน +2

    It feels like they slowed down the 175, they felt faster a few updates ago.

  • @ronaldcobb1633
    @ronaldcobb1633 หลายเดือนก่อน +1

    As power alotment is always a major concern, I like to use 2 PBO-175s as my secondary weapons to 6 Vanguard Obliterators and 2 Nullifier 1750 EMs because they use less power than the Exterminator 95Mev, but if I have the power, I may try them out next time. Good stuff, as always!

  • @hughmann633
    @hughmann633 หลายเดือนก่อน +1

    I'm a bit confused on why the Vanguard Obliterator isn't spoken of much. It seems like that should be the best, no?

  • @BeardedFisherman68
    @BeardedFisherman68 หลายเดือนก่อน +2

    Great video!! The best part was the last several seconds! 😂😂😂😂

  • @Knockout_Mouse
    @Knockout_Mouse 11 วันที่ผ่านมา

    This does a great job of clearing up numerous misconceptions about the relationship between auto-fire and single shot weapons. Anecdotally, the single shot versions feel better in a longer firefight against multiple opponents, but the data never really supported that. Assuming you fully power them, single shot weapons should be the clear winner in terms of sustained damage.
    I'm really enjoying your detailed videos. Is there any chance of diving into a missile boat design? I feel like a single volley from the highest damage missiles (completely filling your weapon slots with the three highest damage missile weapons) should be able to instantly destroy almost any enemy. In that case, sustain damage is basically a wash. It might be a niche use case, and maybe it's suboptimal, but I'd love to see the numbers.

  • @N7-alpha
    @N7-alpha หลายเดือนก่อน +1

    I have used c class semi-auto plasma on most of my builds love them with hit and run fighting.

  • @jasonblackman9732
    @jasonblackman9732 หลายเดือนก่อน +1

    I love your videos, they're very informative. I actually used your last video (the one about a super lightweight and super efficient fighter, "This is fine") as a basis for a fighter of my own. IMO sustained damage in this game is far superior to burst, because burst damage is rarely going to destroy mid to high level enemies outright, and is therefore outperformed by sustained damage. My top-tier peak-offense ship uses six Vanguards, four PBO-175s, and three Exterminator 95's and it absolutely just melts enemy ships, and even with fully allocated to my shields and engines and the rest divided equally amongst weapons.. they reload fast enough to melt the next ship I target.
    On a couple of my ships that are more focused on aesthetics and roleplaying, I have missiles equipped. I've found the Tsukisasu 50k's to be the most effective, as you can have three equipped, they have some of the highest damage, AND (this is the big part) they can fire six missiles before requiring a reload (compared to the highest damage missiles, which only fire twice before being depleted). An almost perfect balance between burst and sustained.

  • @Ross74h
    @Ross74h หลายเดือนก่อน

    I’m having fun at the moment with my ship build running max vanguard obliterators and Hellfires but then I tend to be pretty much in the face of whatever I’m fighting anyway so range isn’t much of an issue for me (and I usually have EM in slot 3 so I can disable ships if I want to board them), it always suprised me that the Ares and Starseeker weapons appear stat-wise to actually be pretty bad compared to the other Vanguard weapons, it’s like they decided that the Vanguard C Class weapons needed a serious nerfing to stop people bothering with them.

  • @DougSims
    @DougSims หลายเดือนก่อน +2

    I removed the 175s from my ships a while back because I wasn't happy with how they performed. Now I feel justified in that decision.

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +2

      I honestly had a hard time swapping them out on some of my ships, because the ability to have 4 of them makes them nice and symmetrical, whereas weapons you can only have 3 of can be a bit trickier. So in some cases I may keep them, but that’s a me problem :)

  • @macraven2207
    @macraven2207 หลายเดือนก่อน +1

    And of course in the end(just choose the weapon you feel comfortable using)there all good.

  • @marabu235
    @marabu235 หลายเดือนก่อน +2

    We are such a bunch of nerds. I have almost 600 hours in the game and still learn something new.

    • @alpinevicemotorsports1805
      @alpinevicemotorsports1805 3 ชั่วโมงที่ผ่านมา

      I have 250 hours and I haven’t even done vanguard or crimson fleet yet 😂

  • @WizeOldWizard
    @WizeOldWizard หลายเดือนก่อน +2

    Very well done, first video that truly tests the performance of the weapons and lays out the information for all to see.
    Slow clap for Bethesda. How they are not able to clearly quantify and display valuable statistics? I never trusted the damage numbers, and I shouldn't have trusted the displayed ROF.
    I also took for granted that the contributors to that spreadsheet had already tested and accurately calculated all of their numbers. We were deceived!
    Thanks for your hard work. Information like this is very valuable to the whole community!

    • @STALVIET
      @STALVIET หลายเดือนก่อน +2

      Ouch lol. I didn't deceive, I did test every weapon to get magazine values, I just didn't have the recording software to test the fire rate so I just trusted the fire rate they gave me

    • @WizeOldWizard
      @WizeOldWizard หลายเดือนก่อน +2

      @@STALVIET Bethesda deceived us all, including you. You have done excellent work trying to shed light on the real performance of the weapons and I know I relied on your spreadsheet to determine what was best. You didn’t lie to us, Bethesda did.

    • @STALVIET
      @STALVIET หลายเดือนก่อน +2

      @@WizeOldWizard Ive been poking around in Creation Kit and found out why this is. bethesdas UI is actually correct in a way, as the fire rate for the pb 175 auto helion is indeed 6, however its also set to burst fire, with a .5 second delay between bursts, this is why the effective fire rate is lower.

    • @WizeOldWizard
      @WizeOldWizard หลายเดือนก่อน +2

      @@STALVIET I noticed this when I made the change. The PBO’s bursts are definitely more rapid, but the delay between them is what tanks the perceived DPS when compared to the Exterminators. I made my weapon choices based on your spreadsheet, and I really wouldn’t be using any of these weapons if it wasn’t for your contribution to the community. Thank you again for the work you’ve put in!
      Also, I’m a dumbass and forgot to mention your work in my latest build. I will add a link to the description though.

  • @terrymckerral4104
    @terrymckerral4104 หลายเดือนก่อน

    Wow , really well done

  • @brienhart8234
    @brienhart8234 หลายเดือนก่อน

    Can you test ship EM weapons ? I don't know what the difference between class A ,B , or C is with EM weapons.

  • @eggg505
    @eggg505 หลายเดือนก่อน +1

    Outstanding content, friend!

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +1

      Thank you! That means so much. Sincerely, thank you.

  • @lisaarmato6911
    @lisaarmato6911 หลายเดือนก่อน +1

    If you get tired of making these (excellent) Starfield videos, consider doing ASMR. You've got that kind of voice.

  • @JimBobe
    @JimBobe หลายเดือนก่อน

    What are your thoughts on Starvival and the ship fuel system in that mod?

  • @Rikhammer
    @Rikhammer หลายเดือนก่อน +1

    Question and I’m sorry if you answered this before I was looking and couldn’t find it. Ok question. 6 Amun-7 engines is faster than 4 3015’s only thing is the Amuns has 200 more mass. But you have more mass to play with while making a ship with these engines.

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน

      I like those Amun-7 engines. They do have the highest boost speed, but only for a split second at the end of their boost, while the WD 3015’s have the highest consistent cruising speed, which is why I chose them.

  • @pyromethious
    @pyromethious หลายเดือนก่อน +1

    If this is all being calculated based on the visuals, then there's a chance that something may be off. Is there a log of sorts that shows how much actual damage is being done in-game?

    • @johnnystlou
      @johnnystlou หลายเดือนก่อน

      My thoughts esactly.

  • @ciri151
    @ciri151 24 วันที่ผ่านมา

    I think at this point you know more about ships in starfield than the actual devs

  • @henrycarlson7514
    @henrycarlson7514 หลายเดือนก่อน

    interesting , Thank You

  • @jimmymarcussen4976
    @jimmymarcussen4976 หลายเดือนก่อน +1

    I wonder why their isnt a shooting range for handheld weapons like in Div. 2 ?

    • @iankester-haney3315
      @iankester-haney3315 หลายเดือนก่อน

      What do you mean exactly? They have a Range statistic and there is an actual shooting range on Akila and other military bases.

  • @zeroone8800
    @zeroone8800 หลายเดือนก่อน

    I put missiles in the third slot to use only one power unit, which I remove after firing.

  • @TeamScorpioRI
    @TeamScorpioRI หลายเดือนก่อน

    Damn... my brain hurts after this. I may have to rethink my standard weapon load out. I normally load 4 PBO-175's, 6 Obliterators, and 4 PBO-300's. This load out has served me well, but it may be time to switch up.

  • @erinpitt580
    @erinpitt580 หลายเดือนก่อน

    barret at the end 😂

  • @vincentkeith5259
    @vincentkeith5259 หลายเดือนก่อน

    Well, I feel better... I think.
    So - I'm working from a very old version of the Weapons sheet. No Sustained DPS column - just DPS. Guess I need to upgrade.
    My typical loadout is the hardest hitting magazine loaded plasma I can afford (usually the Vanguard Obliterator Auto) and the best sustained DPS Non auto. I power the non-auto to full, and put what ever is left into the Vanguards. - This is because I hate how slow the VOA fires after you empty the mag - This way I keep getting to hit the enemy while I let the magazine reload. Is this the best route? No idea, but it feels better against multiple targets. Against a single target, the double magazine dump is pretty impressive.
    Now I also you mods so on Extreme settings I add in TN's supplemental reactors (and occasionally the little power points or towers). Part of that is because I like my jump drive to kick in fast and I hate moving power around between units. A hotkey to switch from Combat Ready to Escape & Evade would be nice.
    If I don't use supplementals, (Class A) I've been too lazy to figure out the actual are results because it's complicated.
    1. You don't always hit.
    2. Sometimes there's no point in firing because available targets are out of range.
    3. You lose your lock while maneuvering
    4. You might move to a new target when you magazines are empty and you don't want to fire until they're reloaded - you just prolong the pain (I think - might just be me).
    Things I want to know:
    1. Time to reload magazine without firing.
    2. Time to reload with firing (does it ever?)
    3. Time to reload increase for every 1,2,3, and 4 power points you are short of full power. (might be linear, might not)
    3. Does firing before the magazine is reloaded restart the timer? (I want to say yes, but honestly, I'm always too busy to look - I'd have to record and look at the playback).

  • @cassieudy5718
    @cassieudy5718 หลายเดือนก่อน

    Since this video, I have become curious if any other weapons had incorrect stats listed. I am beginning to think a lot of them do.
    This is entirely anecdotal, but ... I've been playing with some of the never used, "under-statted" laser weapons, and they are absolutely shredding through enemies on extreme ng10. The fire rates of some of these laser turrets in particular seem WAY higher than the listed information suggests. I think it must be related to the unlisted "delay" stat? It feels like they fire faster than the Hellfire Autocannons do, which have the highest listed fire rate in the game. I wonder if we should collectively start digging through game files or doing more field testing?

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +2

      What specific laser weapons? I’m happy to look into it further. For what it’s worth, as Stalviet found in a comment I pinned, there is a burst delay stat that appears to be the primary factor here. Whereas the burst delay of the Exterminators is 0.3, it is 0.5 for the PBO-175s. When digging into the data more, the PBO-175s appear to be the only burst weapon with a delay of 0.5. Makes it seem more like a mistake than anything else. But I do believe there is potentially more to discover here, particularly regarding Sustained DPS per Power Point allocated.

    • @cassieudy5718
      @cassieudy5718 หลายเดือนก่อน

      ​@@ShipTechnician I was using the Reza 300 and Reza 10 Pulse Turrets at the time of that comment. I have played a bit more since, and I am less convinced something is amiss now. I think the turrets were just individually firing out of sequence--instead of all at once--making it seem like an insane machine gun barrage. Very cool though, it feels like you're piloting something out of Star Wars with all those red lasers on screen.
      However, there is another interaction that might be worth some consideration. What is the affect of the reload perks on a semi-automatic weapon? The turret trait gives +40%, and the laser/ballistic traits give +30%. Would this be a 70% fire rate increase on semi-auto non-particle turrets?

  • @thedyinglight8041
    @thedyinglight8041 หลายเดือนก่อน

    And this, kids, is exactly why we don’t bully Mentats

  • @BeardedGuy_Tawhid
    @BeardedGuy_Tawhid หลายเดือนก่อน

    YOU GOT IT WRONG!!
    I am clearly the most efficient and dangerous ship weapon.. the scattered debris of my enemies attests to this. Thanks for the vid bud it’s a good clarifying point.

  • @MacHamish
    @MacHamish หลายเดือนก่อน

    I just use 6 vanguard ob' and use turrets in the last two spots. 😎

  • @ThisDoeb
    @ThisDoeb หลายเดือนก่อน +1

    Did you account for max power? Sure, the Exterminator 95MeV Auto Helion Beam might beat the PBO-175 one-on-one, but you can equip four of the latter and only three of the former.

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +2

      Yep! This accounts for max power

  • @Spckeck
    @Spckeck หลายเดือนก่อน +2

    Look I'll be honest, I run the PBOs because 4 looks more symetrical and therefore better (to me) on my ships and I can't stand the grey and red color of the Exterminators lol.

    • @ShipTechnician
      @ShipTechnician  หลายเดือนก่อน +3

      I actually feel the same :)

  • @patrickvonarx9777
    @patrickvonarx9777 หลายเดือนก่อน +1

    If you boost away from enemies, use your thrusters to turn around and drift backwards, damage output matters very little as long as it's higher than their shield regen. Fight smart, not hard

  • @Ozzymandios
    @Ozzymandios หลายเดือนก่อน +1

    He wants to slide into ur DMs😮 Dont do it Man 😂
    Hey! Seriously though will you PLEASE HELP US WITH LATE GAME ONE EM to rule them all??????
    I always use a 3 rd weapon EM so A,B, and mainly C is a question I come across often and the choices all seem so different! I sometimes use a B class option over the C class options... Fully charged and sometimes barely charged...😅

    • @matthewcritchley5458
      @matthewcritchley5458 หลายเดือนก่อน

      If you have the EM skill leveled up to where there is a chance for it to instantly disable enemy engines it is best to prioritize fire rate so you have that many more opportunities for that effect to trigger.

  • @TheCephalus
    @TheCephalus หลายเดือนก่อน +1

    sadly ship combat is so easy in this game that I do not care, I feel like anything goes and I can kill an enemy just as easy with the worst weapons as I can with the best.
    If anyone know any mod that makes shipcombat better please let me know

    • @johnnystlou
      @johnnystlou หลายเดือนก่อน

      IDK of a mod, but on a more basic level you can tweak both enemy and player Ship Damage via settings>gameplay options. Adjust yours down and the enemies up.

  • @johnspartan98
    @johnspartan98 หลายเดือนก่อน +1

    OMG...the PBO 175 Autos x 4 mops up any ship out there so fast I have to be extra carful if I want to board the ship. Stats are one thing. Actual performance in the field is another. The PBO's are sleek and look good on any ship. If you need to finish off a ship in a hurry, the Atlati 280C Missiles do the job in one hit after one or two bursts from the 175 Autos. If you want to board a ship, put the missiles on ice and once the shields are down with the 175 autos, use the Nullifier 1750 suppressors (x2) until you are cleared to board.

  • @Ozz3605
    @Ozz3605 หลายเดือนก่อน +1

    Lol Shutup Barret 😂

  • @adriansue8955
    @adriansue8955 หลายเดือนก่อน +1

    UI Stats Lying. FFS!
    How hard is it Bethesda? stop using separate data fields for UI vs Game Engine. Just make the UI do a direct memory reference!
    Lying guns aside, Sooo many ship stat glitches stem from this kind of disconnect.... crew, shields, etc.

    • @dkindig
      @dkindig หลายเดือนก่อน

      Yes, shield bug, target lock time bug, etc, etc. The skills system is riddled with errors.

  • @e.liepins4657
    @e.liepins4657 หลายเดือนก่อน +2

    Beautiful voice man. Do you have a Instagram?