Starfield: Difference between revisions

From Funiaita
 
(14 intermediate revisions by the same user not shown)
Line 1: Line 1:
= Links =
= Links =
* [https://inara.cz/starfield Inara (LARGE database)]
* [https://www.youtube.com/watch?v=I6J8n2lbAQk Shipbuilder Video Tutorial]
* [https://www.youtube.com/watch?v=I6J8n2lbAQk Shipbuilder Video Tutorial]
* [https://www.starfielddb.com/ships/?&sortby=cargo&sortorder=desc 300 Ships and where to get them]
* [https://www.reddit.com/r/Starfield/comments/16sluci/guide_starfield_ship_builder_fuel_tank_efficiency/ Fuel Tank Efficiency]


= Info =
= Info =
Line 8: Line 11:
* Taskmaster
* Taskmaster
* Wanted
* Wanted
* "Freestar Collective Settler" or "United Colonies Native"
* Cowboy-style:"Freestar Collective Settler" or Startrooper-style:"United Colonies Native"


== Background to start with ==
== Background to start with ==
If you don't want to research, which Background should you start with?
If you don't want to research, which Background should you start with?
* Soldier
* Soldier (Fitness, Ballistics => multiple beginner weapons, Boost Pack Training => use of the booster)
** Boost Pack Training => use of the booster
** Ballistics => better with multiple weapons which are easily obtainable
** Fitness


== Cheat capacity for output containers ==
== Cheat capacity for output containers ==
Line 33: Line 39:
</pre>
</pre>


== Ship weapons, when you select them ==
== Ship weapons, when you choose them ==
<pre>
<pre>
The other main thing to remember about weapons is that they aren't heavy, so you want to stick however many you can fit in your budget - your credit budget, and your reactor budget. This means you should always consider power when comparing one weapon to another; if a weapon does 50% more damage but uses twice as much power, it's worse.
The other main thing to remember about weapons is that they aren't heavy, so you want to stick however many you can fit in your budget - your credit budget, and your reactor budget. This means you should always consider power when comparing one weapon to another; if a weapon does 50% more damage but uses twice as much power, it's worse.
Line 44: Line 50:
ZarianPrime: From what I can tell there are no base stats. It's about the parts you use. (And can afford, and what's available. )
ZarianPrime: From what I can tell there are no base stats. It's about the parts you use. (And can afford, and what's available. )
</pre>
</pre>

As soon as you have a B component in your ship, you need certain other components to be B too. Same for C.


== Build your ship in your own shipyard ==
== Build your ship in your own shipyard ==
Line 50: Line 58:
ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though.
ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though.
</pre>
</pre>

== Needed Fuel Capacity ==
<pre>
After some testing, I've found you only need 425 Fuel Capacity total to jump from one side of the settled systems (bottom left) to the other (top right). I just put 3 of the fuel tanks that give 210 fuel each on and I have more than enough. 2 of them is just shy of the total you will ever need so I put 3 on just to be safe.
-- PsionPhoenixGaming
</pre>

== Rename Ship ==
* Builder Mode / Flight Check / Key-ShortCut is shown

== Assign weapon to group ==
* Builder Mode / Flight Check / Weapons Tab


== Stealth Builds? ==
== Stealth Builds? ==
Line 58: Line 78:
You need at least "level 1 weapon mods" to be able to research and craft silencers for weapons, so start planning early for that and buy weapons with silencers until then. <br>
You need at least "level 1 weapon mods" to be able to research and craft silencers for weapons, so start planning early for that and buy weapons with silencers until then. <br>
Or go wild and ignore stealth until then or forever?
Or go wild and ignore stealth until then or forever?

== Anti-Armor ==
<pre>
Armor Piercing reduces armor by 25%.
Depleted Uranium reduces armor by 40%.
-- dcsobral
</pre>

Penetrator is NOT against armor, but for hitting multiple enemies at once

== EM(-Charged Shot) ==

<pre>
I don't know about for guns or anything, but it's great for melee for a few reasons. First of all, you can repeatedly sneak attack stunned enemies for basically the entire time it takes them to get up. This can result in some ridiculous damage output against what is essentially a helpless opponent. If you run boxing, you get huge EM damage on your fists to the point where you can 4-5 hit stun people.

Another thing you can do is hold the interact button when looking at a stunned opponent (they're ragdolled) and drag them into a small area for an AoE attack from a grenade or mine.

-- xSTSxZerglingOne
</pre>

== Weapon list you'd want ==
So I was thinking, instead of buying good stuff and using it and somehow having three guns for the same situation and 4 for the other situation and none for the third situation, why not plan a bit and try to get a meaningful list of weapons which is as short as possible.

* So, we have near, medium and far range.
* We have armored and non-armored enemies
* We have robots

This would mean something like six weapons should be preferable, right?
* anti armor: near(-medium)
* anti armor: (medium-)far
* anti flesh: near(-medium)
* anti flesh: (medium-)far
* anti robot: near(-medium)
* anti robot: (medium-)far


Personally I'd prefer shotguns for short range because I just like them.
But: there is no shotgun with "Depleted Uranium Rounds". Not even "armor piercing" is available for any shotgun.

So, my idea was to modify rifles for short range and long range specifically and concentrate my perks on rifles.

But... there are no rifles with "Flechette". None. So... what to do about anti-flesh?

I am not 100% sure about the following, but this is how I am currently planning:

* Only use rifles and your cutter
* anti armor: rifles with "Depleted Uranium Rounds"
* anti flesh: rifles with "Whitehot Rounds" (unsure about this!)
* anti robot at near range: cutter
* anti robot at any other range: laser rifles
* near range rifles use the standard barrel
* long range rifles use the *gasp* long barrel

Now, this is good and all but... you know... I want to have fun.
So I'll definitely have heavy weapons like grenade launchers or mini-guns and snipers too.
There is NO way I'll not create havoc with a grenade launcher or kill some guys from 100m away with a sniper if I have the chance.

Sniper:
* Magsniper (lvl 45+)
* Hard Target (2nd run of Red Mile)

I hope this gave you some ideas? Wanting to shoot revolvers from the hip now? ;-)


= Mods =
= Mods =

Latest revision as of 14:43, 3 September 2024

Links

Info

Traits to start with

If you don't want to research, which Traits should you start with?

  • Taskmaster
  • Wanted
  • Cowboy-style:"Freestar Collective Settler" or Startrooper-style:"United Colonies Native"

Background to start with

If you don't want to research, which Background should you start with?

  • Soldier
    • Boost Pack Training => use of the booster
    • Ballistics => better with multiple weapons which are easily obtainable
    • Fitness

Cheat capacity for output containers

Build outpost.
Build 1 container for each type of resources.
Come close to container, press ~ click on container until you'll see CONT [*******] and type setav carryweight 10000 and your container will have 10000 capacity. Then click R and transfer everything from your ship.
Jeeeeeeeeeeeeeeeeeeeeeeez...........................................
So painful to read how y'all are playing. 
-- VYM

Which perks for which weapons?

Marksmanship works with non-automatic weapons, 
Targeting works for hip firing, and 
Sniper Cert works when aiming with a scope
Rapid Reloading, Armor Penetration, Crippling, and Sharpshooting are not weapon or circumstance specific
-- damurphy72

Ship weapons, when you choose them

The other main thing to remember about weapons is that they aren't heavy, so you want to stick however many you can fit in your budget - your credit budget, and your reactor budget. This means you should always consider power when comparing one weapon to another; if a weapon does 50% more damage but uses twice as much power, it's worse. 
-- platypus364

Which ship you modify does not really matter

Azuras-Becky: Does your 'foundation' ship matter, in terms of statistics? 
ZarianPrime: From what I can tell there are no base stats. It's about the parts you use. (And can afford, and what's available. )

As soon as you have a B component in your ship, you need certain other components to be B too. Same for C.

Build your ship in your own shipyard

serenading_scug: Best Location to Build a Ship
ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though. 

Needed Fuel Capacity

After some testing, I've found you only need 425 Fuel Capacity total to jump from one side of the settled systems (bottom left) to the other (top right). I just put 3 of the fuel tanks that give 210 fuel each on and I have more than enough. 2 of them is just shy of the total you will ever need so I put 3 on just to be safe.
-- PsionPhoenixGaming

Rename Ship

  • Builder Mode / Flight Check / Key-ShortCut is shown

Assign weapon to group

  • Builder Mode / Flight Check / Weapons Tab

Stealth Builds?

Skills:

  • Stealth
  • Concealment

You need at least "level 1 weapon mods" to be able to research and craft silencers for weapons, so start planning early for that and buy weapons with silencers until then.
Or go wild and ignore stealth until then or forever?

Anti-Armor

Armor Piercing reduces armor by 25%.
Depleted Uranium reduces armor by 40%. 
-- dcsobral

Penetrator is NOT against armor, but for hitting multiple enemies at once

EM(-Charged Shot)

I don't know about for guns or anything, but it's great for melee for a few reasons. First of all, you can repeatedly sneak attack stunned enemies for basically the entire time it takes them to get up. This can result in some ridiculous damage output against what is essentially a helpless opponent. If you run boxing, you get huge EM damage on your fists to the point where you can 4-5 hit stun people.

Another thing you can do is hold the interact button when looking at a stunned opponent (they're ragdolled) and drag them into a small area for an AoE attack from a grenade or mine.

-- xSTSxZerglingOne

Weapon list you'd want

So I was thinking, instead of buying good stuff and using it and somehow having three guns for the same situation and 4 for the other situation and none for the third situation, why not plan a bit and try to get a meaningful list of weapons which is as short as possible.

  • So, we have near, medium and far range.
  • We have armored and non-armored enemies
  • We have robots

This would mean something like six weapons should be preferable, right?

  • anti armor: near(-medium)
  • anti armor: (medium-)far
  • anti flesh: near(-medium)
  • anti flesh: (medium-)far
  • anti robot: near(-medium)
  • anti robot: (medium-)far


Personally I'd prefer shotguns for short range because I just like them. But: there is no shotgun with "Depleted Uranium Rounds". Not even "armor piercing" is available for any shotgun.

So, my idea was to modify rifles for short range and long range specifically and concentrate my perks on rifles.

But... there are no rifles with "Flechette". None. So... what to do about anti-flesh?

I am not 100% sure about the following, but this is how I am currently planning:

  • Only use rifles and your cutter
  • anti armor: rifles with "Depleted Uranium Rounds"
  • anti flesh: rifles with "Whitehot Rounds" (unsure about this!)
  • anti robot at near range: cutter
  • anti robot at any other range: laser rifles
  • near range rifles use the standard barrel
  • long range rifles use the *gasp* long barrel

Now, this is good and all but... you know... I want to have fun. So I'll definitely have heavy weapons like grenade launchers or mini-guns and snipers too. There is NO way I'll not create havoc with a grenade launcher or kill some guys from 100m away with a sniper if I have the chance.

Sniper:

  • Magsniper (lvl 45+)
  • Hard Target (2nd run of Red Mile)

I hope this gave you some ideas? Wanting to shoot revolvers from the hip now? ;-)

Mods

Starfield Mods
Name Description
Starfield Script Extender (SFSE) Starfield Script Extender (SFSE) is a tool adding additional scripting capabilities and functionality to the game. Needed by other mods.
StarUI Inventory StarUI Inventory improves all inventory screens for use on a PC. Compact display style. More details in sortable columns. Item tag icons. Category as left sidebar.
StarUI HUD

Very good mod, but currently? bugged. It does not allow me to take anything not in a container. With only 6 mods installed I am guessing it is not one of the other mods which is at fault.

StarUI HUD gives you full control over most HUD widgets and provides an updated loot list and better item cards with DPS and V/W. Resize, move, recolour or disable most of the HUD widgets. The loot list can show additional columns like V/W (sort-able) and show you the item card for hovered items!

Cleanfield - A No-Intro and Clean Menu Fix
  • No Epilepsy & Seizure Warning
  • No Bethesda Logo Video
  • No Bethesda Logo
  • No Message of the Day (Optional)
  • No Starfield Logo (Optional)
TN's Supplemental Reactors Want a bit of extra power without removing the reactor limit and unbalancing the game entirely? This is the mod for you. It adds several "supplemental reactors" which do not count as reactors, and do not add a ton of hull, which helps solve the power problem, but won't balloon your hull into god-tiers and make the combat unfun.
Add spaceship to your fleet This mod aim to add captured spaceship into your fleet without need to make it your home ship.
StarUI Configurator Configurator for StarUI mods. Easily configure all settings with a well aligned and easy to use interface. Provides help texts, sliders, dropdowns, toggle switcher and specialized column-picker and color-picker widgets to make individualizing your StarUI mod an ease.