Install Raid for Free ✅ IOS/ANDROID/PC: pl.go-ga.me/s1odlwkk and get a special starter pack with an Epic champion ⚡Drake⚡ Available only for new players --------- With all 82 skills now covered, what would you say your top 3 skills are and why?
I thoroughly appreciate your videos and style, though Raid is a known abusive aggressive micros milling game with horrid RNG including micros. Finances are personal though realize it is bloodmoney. Also more people would watch non-adsense if placed at very front/back/both rather than interrupting TV-style which kills mood.
Your skills-ranking videos are so on-point, concise, and contextual, they are nearly without peer in the Starfield YT genre. They've made a real difference in my enjoyment of my 1st playthrough! You've earned an easy S-tier ranking from me for these alone, along with a sub and a kudo. Mad props, thank you!
@@aaronmurphy9353 keep in mind leveling xp reqs become exponential, so even craft grinding at level 100 means this guy has saved you a lot of wasted points to make a usable character. I’m at 100 rn and will prob be combat max at 120 so I can finally tackle story content and ship build (few days of pure xp grind here)
Congrats on all the skills, my man! Can't wait to see more content from ya! Still absolutely wild that Bethesda locked jetpacks' standard boost skill behind a tree. You'd think that'd be implemented normally.
I was thinking the same thing. Perhaps they should let you use the boost packs with no skill but have a small chance to set yourself on fire, which is likely what would happen in real life.
You should do a breakdown of the different DoT effects and what they actually do. Incendiary, Whitehot rounds, Poison, Corrosive, Lacerate, Flechette rounds, Annihilator rounds, etc. There are so many types and all have different effects. Definitely worth a video imo
it could be cool, it would be nice to see since those types are scattered around and can't tell if it's just a unique name for that weapon or actually different.
For me personally, Ballistics, enegry and missile perk trees are actually pretty fun. I know particles are OP but i dont want to breeze through this game. I actually want to role play this game so making ship combat actually fun by forcing myself to take down their shields with energy weapons and then hop into targetting mode to wreak them with my Ballistics and missles. It's so fun! Rather than blowing through encounters eith particle's. I get some people like the breeze through their playthroughs and thats all good. This is my personal preference
On my Pirate Character I run Particle Beam, Autocannons, and EM and it's a blast. May not be Meta, but particle beams are good all around where as i can switch between autocannons if i just wanna annihilate their ship, or EM If i wanna disable and board.
I take down shields with PB weapons and then finish off with missles. They just usually only have a small sliver of red left when it's time for the missles...
@@benblas164 Particle beams not meta? Dude, meta right now is all three weapons as particle beams. 6x Vanguard Obliterator Autoprojector completely wreck everything. Stack some PBO-s in Wep 2, and EM's in Wep 3 for RP, and everything will melt in your wake.
I would like to mention a small tip regarding particle beam weapons: after a few missions for the UC, you get unlocked the Vanguard specific ship weapons. Look for "Vanguard Obliterator Autoprojector". Yes it is only A class, yes it does 11dmg to shield and hull at fire rate of 6,65, so it is not great, right? Well it's equip power is 2, meaning that it is the only particle weapon that you can slap 6 of on your ship. That means that you will get the full burst damage of 440 hull and shield points even if you only invest 1 power point in it, your reload will just be slow. Perfect for early play when you have weak reactor.
Don't worry, it took me forever to learn about this too. It's kind of insane that at no point does it explain this distinction anywhere. You'd think it would have one of those infoboxes pop up like you get when unlocking other key game features but I guess not lol
It was in the starfield showcase before the game was released. I was so excited about my ship I spent minutes pressing every button to activate it and it never worked. Later on I realized it was a skill point.
If they were to "fix" the weapons, they'd simply swap the range of particle weapons with lasers. Give lasers long range and particle weapons short range. Then missiles and lasers come into play while particle become the brawler choice.
Really is crazy how particle beams just out-DPS AND usually outrange any and every other weapon. I'm still using the mantis ship after getting the game last week and quickly learned that just having 4 of a decent rated particle beam while foregoing any other weapons allows me to kill any pirate ship, UC big boys and the starborn ships.
It really is all you need for pretty much anything on Normal. Anything with 150 speed/100 manoeuvrability, a decent shield, four PB, and piloting 1will do.
4 particle turrets on W2 - EZ going. But since turrets cant be fired manually - I really wish the "fire" button would toggle the turrets on/off... Really a pain to pull the whole energy in time to dock...
@@somdudewillson 1,75 A + 1,75B is still higher than 0 A and 3 B over all - Personally I would also count range into it since even slightly higher is worse when in 30sec fight 20sec dps is 0
Tech skills are probably the best for the Tier 1 single point dips. Taking a point in Boost Pack and Targeting Systems opens up some powerful gameplay modes and Piloting and Security are definitely worth a single point early on, even if you never follow up with them.
Boost assault training is something that people who explore planets may want to skip. It is really annoying to boost across a herd of fauna to scan them and aggro them all due to the boost pack damage. I wish it wasn't an "always on" ability. That may just be me though.
Engine Systems rank 2 is easily S tier exactly due to the boost removing missile lock, because you can also cancel the boost at will. Meaning having a longer lasting overall boost bar with faster recharge makes a great many fights, especially on higher difficulty, far less a case of being obliterated by missile spam just from a 2 point investment.
@@husicjasmin No. The ship boost alone effectively lets you 'dodge' missiles by dropping missile lock, so having more boost means more missile avoidance. Missile spam is a major part of the issue in combat with multiple ships. Rank 4 is not required for what I'm talking about, even rank 2 technically isn't 'required' but it provides a significant increase in how often you can use the boost to avoid missiles.
Something I really like about this tree is how well the low tier skills flow into the high tier ones. The two boost pack skills, or targeting systems and automated weapon systems. It's really easy to make good progression paths without being locked into just a few skill choices. Thanks for all these videos. Can't wait to see the stuff you have planned for the future!
I've found a weird synergy with rank 4 boost pack and stealth. If you only jump once the game lets you keep your crouch so you remain in stealth. If you immediately aim after one jump boost assault training kicks in slowing down time. This gives you the stealth damage increases while also slowing down time for multiple shots or targets.
Auto weapons don't just attack foes, they are also notorious for friendly fire, turning friends into foes, and giving you a bounty, and turning companions against you. Best to keep powered down until in a fight with no friendlies around, or just not use.
I’ve been greatly anticipating this video for several days now - thank you so much for all of your efforts, this series is truly the best Starfield content on UA-cam: very informative, entertaining, and concise. Thank you, UncleMumble!
Could you do another one on companion skills? It would be nice to know what they actually do under the hood and whether there is any interaction with player skills.
On PC if you have the ship shield bug or lock on time bug, you can use the following console commands as a work around: Shields: setav shieldmaxhealth #(enter base shield value) setav shieldmaxhealthmult (1.0 is default, 1.6 is Shield Systems III) Targeting: setav spaceshiptargetlocktime (3.0 is default, 1.2 is Targeting IV)
Thanks, will try this as I was pretty irritated by the targeting rank 4 bug, although it does work fine in the starter (Frontier) ship, just not my captured ship that I completely remade into a custom ship.
Superior work with the series! What can I say, you broke it down and provided context on how these skills will relate to actual game play improvements. I have a much clearer idea on how I want to proceed in allocating my skill points. Preciate ya!!
I am so looking forward to skill/perk bug patches coming. Shields in particular. I think the Starborn Guardian can have some actual value as well with that
It's not the shield that hampers the guardian - it's the lack of firepower. It's peashooter is good, but not 'four weapons in slot' good. That said, the Guardian does what it does well - jumps all over the place at the start of a NG+ game to collect artifacts and temples.
@@gork8468 I will say I did not say make the star guardian good. It has a job it can do in Very Easy, and that is purely the temple run rush through to NG+10, but the shield bug makes it bad even for that. For an A class it is fairly good though, even in firepower. The special power of the torpedo is wonderful honestly, even with low damage the ability to just *stop* a ship and then get free positioning and shots in without even having to disable shields... The result is that, without the shield bug, you could easily call it a really good **starter** ship, and I honestly love that it will stay a starter regarless of bug fix or not. Having the best ship as your starter makes a good chunk of the whole ship building part of the game kinda moote
One of 3 of the most relevant UA-camrs for star field right now. Nice job. Hard disagree for ballistic weapons under one condition. Vanguard Hellfire auto cannons. The highest DPS in the game for any damage type. And you can mount 6 of them. Other than these, yeah ballistics suck. But these single handedly hard carry the damage type.
Yeah PB guns are insane. I have a ship with 3x PB-300 auto, 3x MeV obliterators, and 3x PB-300 turrets and the turrets alone were so fast to kill a ship that when i fast traveled there must have been an enemy waiting because before my screen finished loading I heard the turrets shoot 3x, and the screen loaded to show the former enemy ship exploding
One note: not sure if it would change your rating, but speaking about the EM weapons, twice you say something to the effect of "after the shield is down..." EM weapons are unaffected by shields, going through them, so that's an unnecessary first step. It's one of the things that makes EM weapons even more powerful than most consider them to be. Thank you. I have appreciated the series and look forward to more of your content.
I don't think EM weapons go through shields. I tried that and it really didn't work. EDIT: But obviously you can see it working in the video. Maybe the EMP-80 Supressor I'm using is just bugged in more ways than one.
I disagree on the missile analysis, to the point I'd rank missiles as good as particles, it just requires more knowledge before you make it correctly. Basically missiles have hidden stats, the main one is the "magazine" size, meaning you can have a crazy strong missile like the atlatl 280c doing 792 base damage to shield and hulls but with 2 shots per magazine, a total of 1584 per mag, or you could use a infiltrator sc02 for 260 base damage, but 14 salvos per mag, for a total of 3640 total damage. Pick more damage efficient missiles and buff them with the perks and you can kill like 2 to 3 ships in the first alpha strikes, it's faster killing than particle beams. Sure the damage falls off after that, the DPS is very low because it takes like 20 seconds to recharge even if you max energy, but if you can kill all enemies before having to reload, it's just stronger and faster than particles. The 2 best missile systems are infiltrator sc02 (an A rank) and hunter mag450 (B rank).
This was the tree we were all waiting for. It's where I have most of my points invested. Great job with this series. I certainly hope someone at BGS watches this series, because a strong case can be made that--Tech skills notwithstanding--overall the skill trees are lackluster and need an overhaul, and I think BGS should tackle the job themselves rather than leave it for modders.
Personally I would rank Payloads as a A Tier skill; it allows player to carry more where-by using less mass hence helping with keeping a higher mobility. Awesome Video; Tank You! Seek Peace and prepare for War! Have a great life and stay safe!
Rank 4 on Boosting gets sillier too if you slap Class A engines on a Class C ship. You can basically slap turrets that shoot backwards and win any space combat. You can do this with Class B/C engines but you’re less likely to outrun everything. The fun factor goes down if you like dogfighting but there’s that consideration if space combat’s not your thing.
While ship EM weapons are great, actually leveling the skill is an absolute pain, since it does so little shield/hull damage, and EM "damage" doesn't count towards the skill challenge. If you plan on leveling it, get a high fire rate EM weapon and find something you keep yourself awake.
Isn't there a 'Supressor' line that deals both Hull Damage and EM damage together? Does that one not boost the EM weapon skill challenge? Is it 'just' the raw EM damage that counts? I also thought the EM weapons were weird for the higher ones having higher damage but a slower rate of fire, less range, and more power drain on the reactor. That suggests that the basic 'Spark' might be all you need to break systems.
@@XoRandomGuyoX According to fextralife its only the first two versions that have hull damage; and I can safely say that that component does nothing at all. Maybe the weapon stats are wrong or it's bugged, but it doesn't do anything of the sort.
Thank you for the videos. You put a lot of work into them and it really shows. This was one of the most impressive stat based videos I've ever watched.
Thanks, UncleMumble, for another in-depth analysis of Starfield skills. I appreciate how much information and entertainment you pack into these videos and how you explain so much of the nuance that Bethesda designed but didn't expose. Keep up the great work! Looking forward to more.
Excellent job with the whole series, thank you so much ! A note about piloting : imho it's precisely because ship building is expensive that it can be interesting to dump point soon enough into the skill, as it will enable you to steal class B then C ships with excellent and expensive parts, thus basically getting high grade ships for nothing except the cost of registering - or sell them for a quick buck. Got my Hyena this way and stuck with it. pretty nice ship, imho, after a few tweaks. After all we don't need to have any points into Starship Design to pilot a ship with advanced modules :)
24:15 😏 Also, I played the whole main questline, all faction quests, and (as of 10/1) all discovered side quests without a single point in boost pack. It's not required. At least not yet. Thank you for this. A little frustrated that my shield skill is bugged and I didn't just wait for the particle beam skill to unlock, but i appreciate your time and info on all these skills as they stand and still regularly come back to these videos when it's time to dole out my hard earned points. Looking forward to what comes next! Thanks guy!
In the event that you personally compose the scripts for your video content, I would like to express my admiration for the manner in which you introduced your sponsor.
A small tidbit, but quite useful in some quests, Security gives you an extra dialogue option where you can tell NPCs to basically f**k off by telling them that you are there for "a routine checkup of the PC". This will cause them not only to leave their PC for you to access but they will also leave the room for you to steal stuff without sneaking. Found it pretty useful during Ryuijin questline.
It also pops up in weird situations with actual security officers in New Atlantis. I'm not sure if that is a bug, meant to carry a different skill flag. Basically with Security you can notice that particular guard is hassling a Freestar Collective diplomat due to his personal grudges with the faction. It is easier to get him to back down after that.
I swear, as soon as I get my hands on the new Creation Kit, I'll mod the hell out of the perk system. And I'm probably not the only one. Your videos will be an essential point of reference for many gameplay mods to come.
Ballistic, laser and missile weapons are 100% garbage in space combat. Particle weapons are VASTLY superior, so much so that any energy devoted to ballistic, laser and missiles actually LOWERS your combat strength. Do NOT put any skill points in ballistic, laser or missiles. DO put skill points in particle weapons and turrets if you want to max ship combat power.
I’m playing on very hard, I use missile laser ballistics, sometimes double missile slot with ballistics, I actually don’t put any points in ship weapon, I do have targeting and ship design/piloting maxed. Never had trouble with space combat, but it does require more dogfight skills to do then say triple PB turrets 😂
@@Wazzamaniac a lot of weapon stats look like typo mistakes, vanguard obliterator/hellfire cannon for example, and I think there is a high end missile with 10 max power, so you can only have one lol
Congrats on the sponsor uncle! I found Payloads to be increasingly beneficial the further I progressed! It’s really important to remember ship mass. Even with 40 reactor C class, storage is quite heavy. It really helped my late game maneuverability while still having all the space. Also I’m a pack rat so It’s weightlifting for my ship…
I LOVE stealing ships, as an anxiety laden pack rat. cuz it puts my nerves at ease :). When you sell the ship you stole EVERYTHING gets put into your ship's hold and it just enlightens my hording habit just to know it's ALL coming back to me (sans contraband ofc :( but a quick search generally fixes that) so I can hear the sweet *kaching* when hawking it all to the trade authority lol.
this 100%. went 4 into jet pack then 4 into ship capacity early game. this works as an o2 saver, speed boost, credit builder since you’ll be able to pick up everything then sell.
@@pdraggy wait so you’re telling me that instead of bothering to loot every single thing on a ship, if I just steal and sell the ship all of the stuff that was on it will go into my cargo? If that’s true I might actually bother with piracy, I’m legally blind so trying to pick up every tiny little object is a bit of a hassle for me.
@@RaphaelAmbrosiusCosteau51 dude me too lol yeah not sure about EVERYTHING everything like stuff on bodies you might want to take, I peer into any crates I see just in case there's anything I don't want to leave to chance, but whenever I sell a ship I end up with tons of odds and ends in misc (not contraband though, again if you care about it I'm 100% sure cband doesn't carry over- they report it to the port authority or something, if you don't pick it up it's gone bruh) and I tend to have med packs appearing in my aid section I'm pretty sure is from ships I steal and sell. And the digipics always remember to specifically check the D's in misc before you go crazy selling everything in that category. In short yes, and it beats scouring through outpost which takes ages. You won't get the random magazine drop though, you just don't get those on ships- or a couple other nice stuff like random trait discoveries you get from abandoned research outposts etc. Recommend still hunting down the occasional outpost BUT left over inventory gets me at least an extra couple grand (it's amazing how well READ these pirates/ spacers are lol) in loot and I don't even have to comb the ship (other than the contraband).
@@RaphaelAmbrosiusCosteau51 free tip, you know the book store owner in Akila that buys unique (ie just the first book of whatever one she's looking for) books for 2 grand a piece? This is an easy way to acrew a TON of books to sell her. She quits asking after she completes her collection though, but it's a sweet like 50 grand plus in total. Head left of the rock when entering the city (after the first case of stairs left of the rock, don't go up the second but take a left from there) down a case of stairs and it's right in front of you. If I remember right :) IGN has complete city maps online just Google for directions.
Fun fact: You can set Boost Packs to Favorites, allowing you to use the Balance Pack and then keep a Skip Pack for when you need to cover ground quickly.
To use the Piloting skill on console, hold RB and use the right thumbstick to maneuver, not the left stick. I had that skill unlocked ages ago but only figured out last weekend how to properly use it, I thought it was pretty useless at first but it was because I was using the left stick lmao. 😅
While Missile System are technically long range. Without a target lock(which only happens at shortish range) your missiles will miss the vast majority of the time. For practical purposes the 3000+ range of missiles is actually
Here's to hoping that some modder makes the targeting skill increase the range at which you can acquire a target, so that missiles can be used as long range homing devices like they should.
@@TigonIII Maybe. But the game design is clearly that 'Target Lock' is intended as a dogfighting ability(sort of like the ballistic guns or AIM-9 Sidewinder air-to-air missile; max effective range about 1km), not as a long-range target-lock missle(such as the AIM-54C Pheonix missile; max effective range about 150km). In the case of actual anti-ship missiles you could lock up enemy ships far beyond visual range when you launch your missile attack(in-game that would be ranges of around 10,000 or so). Making missiles realistic would make all directfire weapon systems(lasers, ballistic, particle beam) completely pointless except when used as automated turret weapons for anti-missile defense. This is why US Navy ships and aircraft have not been designed to use direct fire weapons as a primary weapon system for at least the last 40 years. Current US fighter aircraft only carry Sidewinders as an emergency backup weapon, not as a primary weapon for killiing enemy ships/aircraft. If a modern fighter is down to his 2 backup Sidewinders something has gone seriously wrong and he is in deep trouble.
Thank you. I've been waiting patiently for this category. I didn't even know that Thrusters were a mechanic that needed to be activated. I thought they were passive.
The opposite of ass 🤣 Well done man, this series was critical and unparalleled. Glad you got Raid on this last one, you deserve it! Can't wait to see what you come out with next.
Thanks for the whole Skill Tree Tier List Vids. They've helped a whole lot in making the game a more enjoyable experience. Now that you've covered all skill trees, how about a final vid covering The Top Ten Skills to stick those vital points on across the board. Only a suggestion.
Thanks @Nostramux! Doing my best to not let the little mixups slip through the cracks but my brain becomes mush after watching the same clips a dozen times during editing so it's no surprise I miss one here and there 😂
Once again Great video with game changing content. Thank you so much for all of your hard work in the skill system series. Keep up the amazing content you provide for the community. Looking forward to your next video.
Love this content you have been making! It’s been super helpful to narrow down which skills are the best. If I could recommend a future video I would like if you did one about the weapon abilities or spacesuit abilities to determine which are the better to grind for.
one thing to mention about EM weapon systems. it requires you to do damage with em weapons to level up, but it doesnt count the em damage, it counts the 1 normal damage that all em weapons do. i believe for rank 4 you need to do 15k dmg, which translates to having to hit a enemy 15'000 times with an em weapon. even with 3 different em weapons equipped, it will still take you a solid 20-30 minutes of non stop shooting at a ship with all its systems disabled. Not to mention that ships dont have 15k hull, they maybe have 1k if you are high level.
There should be a 'Supressor' EM weapon line that deals both hull damage and EM damage in appreciable numbers. Give that a shot. They look a bit like beige missile pods.
For the shield bug/crew bug....I have found it happens during the crimson fleet quest where you have to leave the prison via the transport ship. For xbox players the work around is this.....Once you have gotten to a place with a space port. Switch back to your home ship, you will notice crew and stats off. Sell the ship that was given to you. select another home ship. Then unassign all crew members for ship and outposts. fast travel anywhere and sleep for 48hrs uc time. Then reactivate the desired ship and travel to the lodge, once you get to the lodge you should be able to reassign everyone to desired locations and when you get back to your prefered ship every thing should be correct. I was always wondering why I was getting my buttt kicked getting to the end of the quest line no matter what side I chose......hop this helps.
Game-changing trick-->>> register jump inside your bindings to a second button. For example I use my left Alt on my keyboard. This second boost button will push you horizontally instead of vertically. It revolutionizes how fast you can move across maps and during battle. You must keep both jumps bound to the keys for this affect to work.
Ship design is a must. I stole a Fleet Phantom (A class) and just upgraded the main parts at a ship services tech to the highest tier, and it destroyed so much. making your own ship is just fun
The thing about Starship Design is that the game is currently bugged, and you actually can use every component in ship designer, you just have to select an option that isn't grayed out, and then arrow down to the grayed out option you really wanted while it's a blueprint. It's a little inconvenient since you have to recognize the component you want to use on sight, but until it gets patched, the Starship Design skill is an entirely optional convenience.
You're analysis was absolutely fabulous all the way around. Some questions for you: 1) Do you have any Particle Beam Rank 4 Critical Chance? Is it worth the point? 2) Do you know anything about Shield Systems Rank 4 "occasionally resist 100%" chance? Is it worth the point? 3) Sometimes my Turrets don't fire. Do you know why this is? Where I should place them on my ship?
1. Personally no, weapons are op enough without it 2. Barely noticed it working so I'd say don't bother until you have finished more important unlocks first 3. Turrets are wonky, could be placement, could be if there's only 1 ship to fire at as that usually bugs it out Cheers!
One bug/feature I found with boost assault training R4 is that the slow down ends Phase Time powers effect. Which can be really helpful to open doors and restore time. The two together give a lot of control over time in the game and are OP
Payload actually helps contraband checks because the check is based on the weight of the contraband vs how much shielded space you have, so if you have more payload points it gives you better odds of evading the scans.
I was most surprised at your ranking of Automated Weapon Systems and Boost Assault Training. I haven't taken them on any character yet, but both seem fun and useful. As for Security, I found that a single point in the skill goes a long way for open many locked containers. I think it at least doubles the number of containers you can unlock.
AWS isn't really needed for turrets to be usable, if you're going into them it's likely a gunboat so the DPS change is irrelevant as things will die roughly the same either way BAT is fun, but it's also insanely weak, most enemies will have a ranged attack, you already have a way to slow things down (albeit it can break and suddenly the world is forever slooooow), and the fuel cost is too quick even with the slow time (and it tears your accuracy down drastically making it a mostly close range thing) it's fun af for things like running in close and using it as a quick bullet time, but that's not what the skill is advertised as nor how most people (esp on higher difficulties) are going to play it's also incredibly frustrating in the handful of zero g locations as anytime you ads it decides to slow the world
I remember another UA-camr says all the long range missile weapons are moot because maximum ship lock-on distance is around 2400 meters. Even those missiles can damage enemy ships at longer range they have close to 0 chance to hit without locking on.
That bug makes so much sense now. My first playthrough my ship felt like paper even with c class shields but my current run my ship feels like a tank and it's only B.
I watched a video where he shows that when he quick saves and then loads while in a ship that bugs the shields out. Also when he spent a skill point while in space, that bugged the shields out. Basically don't save or spend skills points while in your ship or do anything other than travel and kill other ships. There's also a problem with crew members too but I'm not exactly sure what that is or how it bugs it out. The only way to fix it is to build a new ship in a different slot. Just say it happens on the razorleaf, that ship is screwed and no matter what you do you can't fix it even if you rebuild it. You'll have to use another ship and then once that one is bugged, you'll need another ship.
Great content you’re posting. Unfortunately it’s for a dead on arrival game. Coming from someone who has 40+ hours, level 75, and just deleted it. I’ll still watch your videos tho ❤
Install Raid for Free ✅ IOS/ANDROID/PC: pl.go-ga.me/s1odlwkk and get a special starter pack with an Epic champion ⚡Drake⚡ Available only for new players
---------
With all 82 skills now covered, what would you say your top 3 skills are and why?
5:03 skips the Raid advert
Raid is a F tier game
@@Dodener Raid is an S tier game. S for shit.
I thoroughly appreciate your videos and style, though Raid is a known abusive aggressive micros milling game with horrid RNG including micros. Finances are personal though realize it is bloodmoney. Also more people would watch non-adsense if placed at very front/back/both rather than interrupting TV-style which kills mood.
F tier and I bet you have bots upvoting your ad.
While a lot of these tiers are A or S, this series is God tier. Thanks for all your work!
Your skills-ranking videos are so on-point, concise, and contextual, they are nearly without peer in the Starfield YT genre. They've made a real difference in my enjoyment of my 1st playthrough!
You've earned an easy S-tier ranking from me for these alone, along with a sub and a kudo. Mad props, thank you!
Same here.
@@aaronmurphy9353 keep in mind leveling xp reqs become exponential, so even craft grinding at level 100 means this guy has saved you a lot of wasted points to make a usable character. I’m at 100 rn and will prob be combat max at 120 so I can finally tackle story content and ship build (few days of pure xp grind here)
@@aaronmurphy9353 level 100 is less than 1/20th of the way to 328 (all perks)
@@JoJoRogain Why would you do that to yourself? Level 100 before you even start the story? Da fuq?
Congrats on all the skills, my man! Can't wait to see more content from ya!
Still absolutely wild that Bethesda locked jetpacks' standard boost skill behind a tree. You'd think that'd be implemented normally.
Same for thrusters on your ship, imo.
I was thinking the same thing. Perhaps they should let you use the boost packs with no skill but have a small chance to set yourself on fire, which is likely what would happen in real life.
More room for roleplay if you want to play a normie in-game
Traits tier list when?
Was so mad for this
You should do a breakdown of the different DoT effects and what they actually do. Incendiary, Whitehot rounds, Poison, Corrosive, Lacerate, Flechette rounds, Annihilator rounds, etc. There are so many types and all have different effects. Definitely worth a video imo
it could be cool, it would be nice to see since those types are scattered around and can't tell if it's just a unique name for that weapon or actually different.
Furious is OP 😂
And med pack guns might be broken
Finally! All skills reviewed, good job dude!
I've been waiting for this one!! Thanks Mumble!!!
For me personally, Ballistics, enegry and missile perk trees are actually pretty fun. I know particles are OP but i dont want to breeze through this game. I actually want to role play this game so making ship combat actually fun by forcing myself to take down their shields with energy weapons and then hop into targetting mode to wreak them with my Ballistics and missles. It's so fun!
Rather than blowing through encounters eith particle's. I get some people like the breeze through their playthroughs and thats all good. This is my personal preference
On my Pirate Character I run Particle Beam, Autocannons, and EM and it's a blast. May not be Meta, but particle beams are good all around where as i can switch between autocannons if i just wanna annihilate their ship, or EM If i wanna disable and board.
I take down shields with PB weapons and then finish off with missles. They just usually only have a small sliver of red left when it's time for the missles...
@@benblas164 Particle beams not meta? Dude, meta right now is all three weapons as particle beams. 6x Vanguard Obliterator Autoprojector completely wreck everything. Stack some PBO-s in Wep 2, and EM's in Wep 3 for RP, and everything will melt in your wake.
I would like to mention a small tip regarding particle beam weapons: after a few missions for the UC, you get unlocked the Vanguard specific ship weapons. Look for "Vanguard Obliterator Autoprojector". Yes it is only A class, yes it does 11dmg to shield and hull at fire rate of 6,65, so it is not great, right? Well it's equip power is 2, meaning that it is the only particle weapon that you can slap 6 of on your ship. That means that you will get the full burst damage of 440 hull and shield points even if you only invest 1 power point in it, your reload will just be slow. Perfect for early play when you have weak reactor.
I have 250+ hours in starfield, and this is the first time I've heard about the difference between thrusters and boost...
I'm at 150 hours and had no idea. lol
yeah, game does a poor job explaining things
Don't worry, it took me forever to learn about this too. It's kind of insane that at no point does it explain this distinction anywhere. You'd think it would have one of those infoboxes pop up like you get when unlocking other key game features but I guess not lol
It was in the starfield showcase before the game was released. I was so excited about my ship I spent minutes pressing every button to activate it and it never worked. Later on I realized it was a skill point.
Yep. same here. 200+ hours and I was like *blink... blink blink*
If they were to "fix" the weapons, they'd simply swap the range of particle weapons with lasers. Give lasers long range and particle weapons short range. Then missiles and lasers come into play while particle become the brawler choice.
Really is crazy how particle beams just out-DPS AND usually outrange any and every other weapon. I'm still using the mantis ship after getting the game last week and quickly learned that just having 4 of a decent rated particle beam while foregoing any other weapons allows me to kill any pirate ship, UC big boys and the starborn ships.
It really is all you need for pretty much anything on Normal. Anything with 150 speed/100 manoeuvrability, a decent shield, four PB, and piloting 1will do.
Yeah, the range and sustained DPS are a great combo. As such, Barrett is ALWAYS assigned to my ship. Gotta get the extra PEW PEW~!
4 particle turrets on W2 - EZ going.
But since turrets cant be fired manually - I really wish the "fire" button would toggle the turrets on/off... Really a pain to pull the whole energy in time to dock...
Uhh, they _don't_ out-DPS other weapons. Lasers/ballistics of the same 'tier' are better against their specialty.
@@somdudewillson 1,75 A + 1,75B is still higher than 0 A and 3 B over all - Personally I would also count range into it since even slightly higher is worse when in 30sec fight 20sec dps is 0
When one small YT channel puts infinitely more thought and testing into the Starfield skill trees the Bethesda did.
What? Opening a master level chest and getting a petty soul gem, 200 gp and a low grade potion ? Never heard of it bethesda
Tech skills are probably the best for the Tier 1 single point dips. Taking a point in Boost Pack and Targeting Systems opens up some powerful gameplay modes and Piloting and Security are definitely worth a single point early on, even if you never follow up with them.
Boost assault training is something that people who explore planets may want to skip. It is really annoying to boost across a herd of fauna to scan them and aggro them all due to the boost pack damage. I wish it wasn't an "always on" ability. That may just be me though.
Engine Systems rank 2 is easily S tier exactly due to the boost removing missile lock, because you can also cancel the boost at will. Meaning having a longer lasting overall boost bar with faster recharge makes a great many fights, especially on higher difficulty, far less a case of being obliterated by missile spam just from a 2 point investment.
rank 4 , you mean...
@@husicjasmin No. The ship boost alone effectively lets you 'dodge' missiles by dropping missile lock, so having more boost means more missile avoidance. Missile spam is a major part of the issue in combat with multiple ships.
Rank 4 is not required for what I'm talking about, even rank 2 technically isn't 'required' but it provides a significant increase in how often you can use the boost to avoid missiles.
These are my favorite Star field videos. Super helpful and well-researched!
Something I really like about this tree is how well the low tier skills flow into the high tier ones. The two boost pack skills, or targeting systems and automated weapon systems. It's really easy to make good progression paths without being locked into just a few skill choices. Thanks for all these videos. Can't wait to see the stuff you have planned for the future!
I've found a weird synergy with rank 4 boost pack and stealth. If you only jump once the game lets you keep your crouch so you remain in stealth. If you immediately aim after one jump boost assault training kicks in slowing down time. This gives you the stealth damage increases while also slowing down time for multiple shots or targets.
Auto weapons don't just attack foes, they are also notorious for friendly fire, turning friends into foes, and giving you a bounty, and turning companions against you. Best to keep powered down until in a fight with no friendlies around, or just not use.
I’ve been greatly anticipating this video for several days now - thank you so much for all of your efforts, this series is truly the best Starfield content on UA-cam: very informative, entertaining, and concise.
Thank you, UncleMumble!
Could you do another one on companion skills?
It would be nice to know what they actually do under the hood and whether there is any interaction with player skills.
One minor detail worth noting, EM weapons can damage systems without taking down shields. Great work on looking into all of these skills!
Been banking points in my current run waiting for this! Thank you for your testing work.
I have watched so many Starfield videos and your breakdowns are the best of the best. Looking forward to what you make next!
On PC if you have the ship shield bug or lock on time bug, you can use the following console commands as a work around:
Shields:
setav shieldmaxhealth #(enter base shield value)
setav shieldmaxhealthmult (1.0 is default, 1.6 is Shield Systems III)
Targeting:
setav spaceshiptargetlocktime (3.0 is default, 1.2 is Targeting IV)
Thank you!
Thanks, will try this as I was pretty irritated by the targeting rank 4 bug, although it does work fine in the starter (Frontier) ship, just not my captured ship that I completely remade into a custom ship.
Superior work with the series! What can I say, you broke it down and provided context on how these skills will relate to actual game play improvements. I have a much clearer idea on how I want to proceed in allocating my skill points. Preciate ya!!
I am so looking forward to skill/perk bug patches coming. Shields in particular. I think the Starborn Guardian can have some actual value as well with that
It's not the shield that hampers the guardian - it's the lack of firepower. It's peashooter is good, but not 'four weapons in slot' good. That said, the Guardian does what it does well - jumps all over the place at the start of a NG+ game to collect artifacts and temples.
@@gork8468 I will say I did not say make the star guardian good. It has a job it can do in Very Easy, and that is purely the temple run rush through to NG+10, but the shield bug makes it bad even for that. For an A class it is fairly good though, even in firepower. The special power of the torpedo is wonderful honestly, even with low damage the ability to just *stop* a ship and then get free positioning and shots in without even having to disable shields...
The result is that, without the shield bug, you could easily call it a really good **starter** ship, and I honestly love that it will stay a starter regarless of bug fix or not. Having the best ship as your starter makes a good chunk of the whole ship building part of the game kinda moote
I think it’s worth mentioning the starship engineer skill does open up new dialogue options that can help you in main and side missions!
All skills open dialog options. Its not worth mentioning because they all do that
One of 3 of the most relevant UA-camrs for star field right now. Nice job.
Hard disagree for ballistic weapons under one condition. Vanguard Hellfire auto cannons. The highest DPS in the game for any damage type. And you can mount 6 of them. Other than these, yeah ballistics suck. But these single handedly hard carry the damage type.
Vanguard military tech in general is where it is at for breaking enemy ships.
Yeah PB guns are insane. I have a ship with 3x PB-300 auto, 3x MeV obliterators, and 3x PB-300 turrets and the turrets alone were so fast to kill a ship that when i fast traveled there must have been an enemy waiting because before my screen finished loading I heard the turrets shoot 3x, and the screen loaded to show the former enemy ship exploding
One note: not sure if it would change your rating, but speaking about the EM weapons, twice you say something to the effect of "after the shield is down..." EM weapons are unaffected by shields, going through them, so that's an unnecessary first step. It's one of the things that makes EM weapons even more powerful than most consider them to be.
Thank you. I have appreciated the series and look forward to more of your content.
I don't think EM weapons go through shields. I tried that and it really didn't work.
EDIT: But obviously you can see it working in the video. Maybe the EMP-80 Supressor I'm using is just bugged in more ways than one.
I disagree on the missile analysis, to the point I'd rank missiles as good as particles, it just requires more knowledge before you make it correctly.
Basically missiles have hidden stats, the main one is the "magazine" size, meaning you can have a crazy strong missile like the atlatl 280c doing 792 base damage to shield and hulls but with 2 shots per magazine, a total of 1584 per mag, or you could use a infiltrator sc02 for 260 base damage, but 14 salvos per mag, for a total of 3640 total damage.
Pick more damage efficient missiles and buff them with the perks and you can kill like 2 to 3 ships in the first alpha strikes, it's faster killing than particle beams. Sure the damage falls off after that, the DPS is very low because it takes like 20 seconds to recharge even if you max energy, but if you can kill all enemies before having to reload, it's just stronger and faster than particles.
The 2 best missile systems are infiltrator sc02 (an A rank) and hunter mag450 (B rank).
This was the tree we were all waiting for. It's where I have most of my points invested. Great job with this series. I certainly hope someone at BGS watches this series, because a strong case can be made that--Tech skills notwithstanding--overall the skill trees are lackluster and need an overhaul, and I think BGS should tackle the job themselves rather than leave it for modders.
I'm so sad these videos had to end they are so helpful I can't wait to see what you going to do next I look forward to it keep up the amazing work
This series is amazing and no doubt will live on as the THE skills guide for starfield!
Personally I would rank Payloads as a A Tier skill; it allows player to carry more where-by using less mass hence helping with keeping a higher mobility. Awesome Video; Tank You! Seek Peace and prepare for War! Have a great life and stay safe!
Rank 4 on Boosting gets sillier too if you slap Class A engines on a Class C ship. You can basically slap turrets that shoot backwards and win any space combat. You can do this with Class B/C engines but you’re less likely to outrun everything. The fun factor goes down if you like dogfighting but there’s that consideration if space combat’s not your thing.
I totally agree that Starship Design pretty much trumps any individual weapon skill because the stuff it unlocks can be so gnarly.
Yeah, use Crew assignments to boost the weapon type damage for your preferred weapons as you get Starship Design to just craft a beast of a ship.
While ship EM weapons are great, actually leveling the skill is an absolute pain, since it does so little shield/hull damage, and EM "damage" doesn't count towards the skill challenge. If you plan on leveling it, get a high fire rate EM weapon and find something you keep yourself awake.
Isn't there a 'Supressor' line that deals both Hull Damage and EM damage together? Does that one not boost the EM weapon skill challenge? Is it 'just' the raw EM damage that counts? I also thought the EM weapons were weird for the higher ones having higher damage but a slower rate of fire, less range, and more power drain on the reactor. That suggests that the basic 'Spark' might be all you need to break systems.
@@XoRandomGuyoX According to fextralife its only the first two versions that have hull damage; and I can safely say that that component does nothing at all. Maybe the weapon stats are wrong or it's bugged, but it doesn't do anything of the sort.
They’ve changed it so now you level it by boarding ships. Much easier.
Thank you for the videos. You put a lot of work into them and it really shows. This was one of the most impressive stat based videos I've ever watched.
Thanks, UncleMumble, for another in-depth analysis of Starfield skills. I appreciate how much information and entertainment you pack into these videos and how you explain so much of the nuance that Bethesda designed but didn't expose. Keep up the great work! Looking forward to more.
Excellent job with the whole series, thank you so much !
A note about piloting : imho it's precisely because ship building is expensive that it can be interesting to dump point soon enough into the skill, as it will enable you to steal class B then C ships with excellent and expensive parts, thus basically getting high grade ships for nothing except the cost of registering - or sell them for a quick buck.
Got my Hyena this way and stuck with it. pretty nice ship, imho, after a few tweaks.
After all we don't need to have any points into Starship Design to pilot a ship with advanced modules :)
I love how all UA-cam videos have 2 ads at the start, 4 ads during the video, 2 ads at the end and 1 paid sponsor ad
Get premium
@@yunghoss5812 imagine
24:15 😏
Also, I played the whole main questline, all faction quests, and (as of 10/1) all discovered side quests without a single point in boost pack.
It's not required.
At least not yet.
Thank you for this. A little frustrated that my shield skill is bugged and I didn't just wait for the particle beam skill to unlock, but i appreciate your time and info on all these skills as they stand and still regularly come back to these videos when it's time to dole out my hard earned points.
Looking forward to what comes next! Thanks guy!
I would really like to see a breakdown of what skill ranks do when NPCs have them. Like what does Sarah's leadership skill do for you?
adds 1 crew member to max crew on ships and probably on ground, too
You basically can have her on your ship without taking up a crew slot. For that reason she is the best romance from a gameplay perspective ;).
In the event that you personally compose the scripts for your video content, I would like to express my admiration for the manner in which you introduced your sponsor.
Finally! I’ve been aggressively waiting for this final chapter.
It’s crazy to see your rapid improvement and growth. Continue doing great things on this channel
A small tidbit, but quite useful in some quests, Security gives you an extra dialogue option where you can tell NPCs to basically f**k off by telling them that you are there for "a routine checkup of the PC". This will cause them not only to leave their PC for you to access but they will also leave the room for you to steal stuff without sneaking.
Found it pretty useful during Ryuijin questline.
It also pops up in weird situations with actual security officers in New Atlantis. I'm not sure if that is a bug, meant to carry a different skill flag. Basically with Security you can notice that particular guard is hassling a Freestar Collective diplomat due to his personal grudges with the faction. It is easier to get him to back down after that.
I swear, as soon as I get my hands on the new Creation Kit, I'll mod the hell out of the perk system. And I'm probably not the only one.
Your videos will be an essential point of reference for many gameplay mods to come.
Ballistic, laser and missile weapons are 100% garbage in space combat. Particle weapons are VASTLY superior, so much so that any energy devoted to ballistic, laser and missiles actually LOWERS your combat strength. Do NOT put any skill points in ballistic, laser or missiles. DO put skill points in particle weapons and turrets if you want to max ship combat power.
100% agree, pretty sad that PBs make everything else pretty well irrelevant
I’m playing on very hard, I use missile laser ballistics, sometimes double missile slot with ballistics, I actually don’t put any points in ship weapon, I do have targeting and ship design/piloting maxed. Never had trouble with space combat, but it does require more dogfight skills to do then say triple PB turrets 😂
They should rebalance the weapon ranges
PB being 3-3.5x the range of ballistics is crazy
And lock-on at safe ranges forr missiles is so slow
@@Wazzamaniac a lot of weapon stats look like typo mistakes, vanguard obliterator/hellfire cannon for example, and I think there is a high end missile with 10 max power, so you can only have one lol
Wish I would've known this sooner. I'm like 8 of my 36 perks into ballistics, missiles, and lasers
Congrats on the sponsor uncle! I found Payloads to be increasingly beneficial the further I progressed! It’s really important to remember ship mass. Even with 40 reactor C class, storage is quite heavy. It really helped my late game maneuverability while still having all the space. Also I’m a pack rat so It’s weightlifting for my ship…
I LOVE stealing ships, as an anxiety laden pack rat. cuz it puts my nerves at ease :). When you sell the ship you stole EVERYTHING gets put into your ship's hold and it just enlightens my hording habit just to know it's ALL coming back to me (sans contraband ofc :( but a quick search generally fixes that) so I can hear the sweet *kaching* when hawking it all to the trade authority lol.
this 100%. went 4 into jet pack then 4 into ship capacity early game. this works as an o2 saver, speed boost, credit builder since you’ll be able to pick up everything then sell.
@@pdraggy wait so you’re telling me that instead of bothering to loot every single thing on a ship, if I just steal and sell the ship all of the stuff that was on it will go into my cargo? If that’s true I might actually bother with piracy, I’m legally blind so trying to pick up every tiny little object is a bit of a hassle for me.
@@RaphaelAmbrosiusCosteau51 dude me too lol yeah not sure about EVERYTHING everything like stuff on bodies you might want to take, I peer into any crates I see just in case there's anything I don't want to leave to chance, but whenever I sell a ship I end up with tons of odds and ends in misc (not contraband though, again if you care about it I'm 100% sure cband doesn't carry over- they report it to the port authority or something, if you don't pick it up it's gone bruh) and I tend to have med packs appearing in my aid section I'm pretty sure is from ships I steal and sell. And the digipics always remember to specifically check the D's in misc before you go crazy selling everything in that category.
In short yes, and it beats scouring through outpost which takes ages. You won't get the random magazine drop though, you just don't get those on ships- or a couple other nice stuff like random trait discoveries you get from abandoned research outposts etc. Recommend still hunting down the occasional outpost BUT left over inventory gets me at least an extra couple grand (it's amazing how well READ these pirates/ spacers are lol) in loot and I don't even have to comb the ship (other than the contraband).
@@RaphaelAmbrosiusCosteau51 free tip, you know the book store owner in Akila that buys unique (ie just the first book of whatever one she's looking for) books for 2 grand a piece? This is an easy way to acrew a TON of books to sell her. She quits asking after she completes her collection though, but it's a sweet like 50 grand plus in total.
Head left of the rock when entering the city (after the first case of stairs left of the rock, don't go up the second but take a left from there) down a case of stairs and it's right in front of you. If I remember right :) IGN has complete city maps online just Google for directions.
Finally downloading Starfield despite pre-ordering and your videos have helped me decide what skills I'm going to use/need are.
Fun fact: You can set Boost Packs to Favorites, allowing you to use the Balance Pack and then keep a Skip Pack for when you need to cover ground quickly.
To use the Piloting skill on console, hold RB and use the right thumbstick to maneuver, not the left stick. I had that skill unlocked ages ago but only figured out last weekend how to properly use it, I thought it was pretty useless at first but it was because I was using the left stick lmao. 😅
Aayyy there’s the final skill tree,was waiting for this one to release asap,good job
Jesus Christ you managed to do all the 24 powers and all the skills, the dedication to the cause is incredible 🙌
Can you make an overall best skills video? Love the content so far
Thank you for another great video - we appreciate the series!
While Missile System are technically long range. Without a target lock(which only happens at shortish range) your missiles will miss the vast majority of the time. For practical purposes the 3000+ range of missiles is actually
Here's to hoping that some modder makes the targeting skill increase the range at which you can acquire a target, so that missiles can be used as long range homing devices like they should.
@@TigonIII Maybe. But the game design is clearly that 'Target Lock' is intended as a dogfighting ability(sort of like the ballistic guns or AIM-9 Sidewinder air-to-air missile; max effective range about 1km), not as a long-range target-lock missle(such as the AIM-54C Pheonix missile; max effective range about 150km). In the case of actual anti-ship missiles you could lock up enemy ships far beyond visual range when you launch your missile attack(in-game that would be ranges of around 10,000 or so). Making missiles realistic would make all directfire weapon systems(lasers, ballistic, particle beam) completely pointless except when used as automated turret weapons for anti-missile defense. This is why US Navy ships and aircraft have not been designed to use direct fire weapons as a primary weapon system for at least the last 40 years. Current US fighter aircraft only carry Sidewinders as an emergency backup weapon, not as a primary weapon for killiing enemy ships/aircraft. If a modern fighter is down to his 2 backup Sidewinders something has gone seriously wrong and he is in deep trouble.
Thank you. I've been waiting patiently for this category. I didn't even know that Thrusters were a mechanic that needed to be activated. I thought they were passive.
The opposite of ass 🤣 Well done man, this series was critical and unparalleled. Glad you got Raid on this last one, you deserve it! Can't wait to see what you come out with next.
I LITERALLY HAVE BEEN WAITING ON THIS VIDEO THANK YOU SOO MUCH. Lol I’ve been stockpiling skill points waiting for the tech vid
Also, this has been the most useful series of starfield videos on UA-cam . Thank you
Thanks for the whole Skill Tree Tier List Vids. They've helped a whole lot in making the game a more enjoyable experience. Now that you've covered all skill trees, how about a final vid covering The Top Ten Skills to stick those vital points on across the board. Only a suggestion.
Amazing series bro. Thank you for this!! Earned a sub for sure
Killed it again my guy. Didn't notice any misses in editing this time either!
Thanks @Nostramux! Doing my best to not let the little mixups slip through the cracks but my brain becomes mush after watching the same clips a dozen times during editing so it's no surprise I miss one here and there 😂
Had notifications on so that I would see this video as soon as possible. These videos are so good, and it must take a shitload of time, thank you!
Once again Great video with game changing content. Thank you so much for all of your hard work in the skill system series. Keep up the amazing content you provide for the community. Looking forward to your next video.
Love this content you have been making! It’s been super helpful to narrow down which skills are the best.
If I could recommend a future video I would like if you did one about the weapon abilities or spacesuit abilities to determine which are the better to grind for.
Your videos are easily my favorite bits of external content for this game. Great job, man.
Awesome series, captured my attention all the way till the end. Definitely can tell all the effort you've put in.
one thing to mention about EM weapon systems. it requires you to do damage with em weapons to level up, but it doesnt count the em damage, it counts the 1 normal damage that all em weapons do. i believe for rank 4 you need to do 15k dmg, which translates to having to hit a enemy 15'000 times with an em weapon. even with 3 different em weapons equipped, it will still take you a solid 20-30 minutes of non stop shooting at a ship with all its systems disabled. Not to mention that ships dont have 15k hull, they maybe have 1k if you are high level.
There should be a 'Supressor' EM weapon line that deals both hull damage and EM damage in appreciable numbers. Give that a shot. They look a bit like beige missile pods.
For the shield bug/crew bug....I have found it happens during the crimson fleet quest where you have to leave the prison via the transport ship. For xbox players the work around is this.....Once you have gotten to a place with a space port. Switch back to your home ship, you will notice crew and stats off. Sell the ship that was given to you. select another home ship. Then unassign all crew members for ship and outposts. fast travel anywhere and sleep for 48hrs uc time. Then reactivate the desired ship and travel to the lodge, once you get to the lodge you should be able to reassign everyone to desired locations and when you get back to your prefered ship every thing should be correct. I was always wondering why I was getting my buttt kicked getting to the end of the quest line no matter what side I chose......hop this helps.
Game-changing trick-->>> register jump inside your bindings to a second button. For example I use my left Alt on my keyboard. This second boost button will push you horizontally instead of vertically. It revolutionizes how fast you can move across maps and during battle. You must keep both jumps bound to the keys for this affect to work.
Ballistics don’t touch shields yet strips hulls. I normally run partical beams for shield stripping then both to rinse the enemy
Thanks so much for the series man, I’m so glad I found you and hope you grow to great success. Can’t wait for more analysis
Well just hit level 120 and i had no idea ship thrusters were a thing 😂 thanks again for another great video
Ship design is a must. I stole a Fleet Phantom (A class) and just upgraded the main parts at a ship services tech to the highest tier, and it destroyed so much.
making your own ship is just fun
This was the first tree I started working in and I was not disappointed!
Gg man, really enjoyed the series. I'll keep watching over the years to see what other crazy stuff the game has to offer 🎉
The thing about Starship Design is that the game is currently bugged, and you actually can use every component in ship designer, you just have to select an option that isn't grayed out, and then arrow down to the grayed out option you really wanted while it's a blueprint. It's a little inconvenient since you have to recognize the component you want to use on sight, but until it gets patched, the Starship Design skill is an entirely optional convenience.
You're analysis was absolutely fabulous all the way around. Some questions for you:
1) Do you have any Particle Beam Rank 4 Critical Chance? Is it worth the point?
2) Do you know anything about Shield Systems Rank 4 "occasionally resist 100%" chance? Is it worth the point?
3) Sometimes my Turrets don't fire. Do you know why this is? Where I should place them on my ship?
1. Personally no, weapons are op enough without it
2. Barely noticed it working so I'd say don't bother until you have finished more important unlocks first
3. Turrets are wonky, could be placement, could be if there's only 1 ship to fire at as that usually bugs it out
Cheers!
One bug/feature I found with boost assault training R4 is that the slow down ends Phase Time powers effect. Which can be really helpful to open doors and restore time. The two together give a lot of control over time in the game and are OP
Great Video as always, very informative and thank you for all your hard work!!
Hurray! Been waiting on this one. Thanks Mumble!!! 😊
When he shot the ground in frustration....i felt that. I had to reload 5 times on a master lock....and it was EMPTY
Payload actually helps contraband checks because the check is based on the weight of the contraband vs how much shielded space you have, so if you have more payload points it gives you better odds of evading the scans.
I was most surprised at your ranking of Automated Weapon Systems and Boost Assault Training. I haven't taken them on any character yet, but both seem fun and useful. As for Security, I found that a single point in the skill goes a long way for open many locked containers. I think it at least doubles the number of containers you can unlock.
AWS isn't really needed for turrets to be usable, if you're going into them it's likely a gunboat so the DPS change is irrelevant as things will die roughly the same either way
BAT is fun, but it's also insanely weak, most enemies will have a ranged attack, you already have a way to slow things down (albeit it can break and suddenly the world is forever slooooow), and the fuel cost is too quick even with the slow time (and it tears your accuracy down drastically making it a mostly close range thing)
it's fun af for things like running in close and using it as a quick bullet time, but that's not what the skill is advertised as nor how most people (esp on higher difficulties) are going to play
it's also incredibly frustrating in the handful of zero g locations as anytime you ads it decides to slow the world
I remember another UA-camr says all the long range missile weapons are moot because maximum ship lock-on distance is around 2400 meters. Even those missiles can damage enemy ships at longer range they have close to 0 chance to hit without locking on.
That bug makes so much sense now. My first playthrough my ship felt like paper even with c class shields but my current run my ship feels like a tank and it's only B.
Thanks for confirming most of my assumptions. Your work on these is appreciated!
Hey these videos are a huge service to players, skills are one of the hardest decisions in the game.
WOW, you knocked this video out of the park. Awesome Job.
I’ve been waiting so long for this video my life is complete
Will be interesting to see what Modders will do to the perks once the CK becomes available.
I watched a video where he shows that when he quick saves and then loads while in a ship that bugs the shields out. Also when he spent a skill point while in space, that bugged the shields out. Basically don't save or spend skills points while in your ship or do anything other than travel and kill other ships. There's also a problem with crew members too but I'm not exactly sure what that is or how it bugs it out. The only way to fix it is to build a new ship in a different slot. Just say it happens on the razorleaf, that ship is screwed and no matter what you do you can't fix it even if you rebuild it. You'll have to use another ship and then once that one is bugged, you'll need another ship.
Great content you’re posting. Unfortunately it’s for a dead on arrival game.
Coming from someone who has 40+ hours, level 75, and just deleted it.
I’ll still watch your videos tho ❤
5:03 skips the Raid advert. Congratulations on getting that bag, though.