It’s pleasing to finally find the community that like the game. I get annoyed about the complainers who don’t like it. With its bugs, this game is 🔥 to me. For some reason, people don’t think you guys exist
Great video! One “trick” I have found to solve the “cargo issue” with the smaller mass high spec ships is to use Military Cargo Crates…a lot of them…placed throughout your ship. They do not count against ship mass….are smaller and can hold up to 150 mass each. You can easily increase your actual cargo hauling capacity by simply building and placing these crates in spots they would normally be in a ship. They look esthetically like they “belong”….not out of place at all.
It's always great to see your creative and analytical approach to shipbuilding in these videos. And this ship, in particular, is a great proof of concept. Just want to express how thankful I am that you have shown the best modules for specific situations and deconstructed some of the weird favorites the community has established. It used to be a struggle to build or redesign a great ship, and you've made that much easier to do.
As you have 5 mass budget left before hitting 510 total mass, I would suggest adding a ComSpike for an extreme combat ship, but as it seems you have not sided with the pirates this is probably not an option for you anymore. Good that you explain that grav jump range is not an integer and the UI just hides the decimal places. Didn't knew that for months until I found out. As far as I know traveling from Bohr to Katydid requires the highest jump range and fuel cost. I always use this route to test my ship builds to find out how much fuel I actually need. I also agree with your weapon selection - a lot of players think the PBO-175 Auto Helion Beam is the best particle beam weapon, but it actually has worse DPS than Vanguard Obliterator Autoprojector and Exterminator 95MeV Auto Helion Beam because of it's attack pattern with a pause every few shots which drops it's "real" firerate much lower. A less known fact is that ballistic and laser weapons can actually hit beyound their range with a damage penality. Might be useful in some situations that you are not bound to the 800 range of the Vanguard Hellfire Autocannon. Regarding alternative ship parts the NG-6 Landing Bay isn't too bad - sure it's 2 mass and does not have side attachment points but it comes with 2 weapon slots and it looks good. Another MVP ship part for me is the Pinpoint 3G Landing Gear - it has them same landing thrust per mass ratio as the Accu-Lander 11 but also has a weapon slot and comes with 3 hull per part. The Deimos Spine C is also nice for min-maxing as it has 3 weapon slots for 2 mass and can be placed on top. Not as effective as the Nova Wings, but allows alternative builds - especially if you are fine with glitching instead of vanilla builds.
Thanks for pointing out the error with the pbo 175s, I wasn’t aware of this myself, but the „pause“ between shots is probably the issue with its „real“ fire rate and the game displays the fire rate between each shot in the burst instead of the overall fire-rate
@@ShipTechnician I thought more about improvements for this and the optimal use for the leftover 5 mass is replacing the 1x1 hab with a 2x1 control station (+3 mass) and adding an equipment plate with comspike (+2) mass. As the build uses particle and ballistic weapons you can improve your combat performance by having more than 4 crew. I uploaded a quick video on my channel how I would change the build and added info in the description what the optimal crew setup would be.
@@ShipTechnician I played around with it a little more and came to the conclusion that I just don't like the short range of the Vanguard Hellfire Autocannons, also having C class and not making use of it felt wrong. So I added a third White Dwarf 3015 Engine, replaced the 28T Defender Shield Generator with Assurance SG-1800 Shield generator and replaced the Vanguard Hellfire Autocannons with Obliterator 250MeV Alpha Turrets. The leftover budget was used to upgrade fuel and grav drive to match the higher mass and for some structural parts to make the ship look nicer. The Obliterator 250MeV Alpha Turrets only need 1 power assigned for full performance, which allowed me to assign more power to the other weapons even though I also needed 3 more power on engines. So as a result I have more long range power, higher shield capacity, faster weapon recharge and the turrets 180 degree firing arc is quite useful (for example when the Starborn Guardians disable your engines). The tradeoff is less shield regen rate and less short range burst damage. It's probably a matter of preferance, but I like the turret variant more.
I just wanted to take a moment to thank you for your shipbuilding guides. For a long time, I have used particle turret builds because I just wasn't very good at ship to ship combat. Using your techniques, I have been able to turn several ships into pure battle wagons or slick and nimble fighters. And they are all ship melters. Thanks again!
I just built this ship thanks to your video and have to say it is a tremendous help and will be my mainstay for every iteration I do with this game. Many thanks.
Another 🔥video man thank you so much. I’m learning so much and it’s really helping me with confidence of making my own ship. I really appreciate all the hard work you put into all this. I’m sure when the DLC update comes out you’re gonna get so much views. I’ve also been sharing your videos with a few of my friends.
I still hold that any ship build should be off of the razorleaf for it's fear effect against spacers. Also no matter how many times you go through the light, Starborn ships will always be made out of balsa wood. Good video. Keep up the excellent work.
Mine definitely lost the effect when I changed out too many components. No spacers ran away scared smh. I actually got smoked and went back to the drawing board for my build.
You make a good point, when I first used the Razorleaf it was a fun effect. But then it got old really quick. Besides Spacers die easily. Starborn don't care.
I just built this, thanks for the guide, it is quite fun to zip around in it, if not alarmingly expensive for such a little thing. Something I did for aesthetics, and I don't think it broke any of the principles at play, is to swap out the 1x1 for a Stroud-Eklund one (which is messy inside but lines up nicely with the cockpit on the outside) and then added port and starboard portholes and then glitched/merged the connected Nova wings in. This both clears up the hab interior, creating more space, and creates two useable alcoves, one I used for a bounty board and the other I used for two weapon racks. Top speed, mobility, etc are not affected.
Thanks for the research! Great stuff. I will be rethinking some of my standard equipment choices for my builds. My next one is going to be very similar to this one. I'm already thinking of a name.
Ive been loving your videos. i decided to revisit the game a year In, in the lead up to the expansion coming up. ive learnt SO much from your videos in terms of ship building, and thanks to that knowledge, i dont hate space combat like i did in the initial go. i always felt like there was something underlying in there i didnt quite grasp, which in watching a variety if your content has confirmed. I just need to get a hang of the "cosmetic" aspect of building now. I really want a long, narrow ship with some wide wings at the back end(somewhat x wing vibes just without that actual x wing split), just cant seems to nail down the wing aspect
The hardest ship battle in the game at higher levels is the buried temple battle with the hunter, emissary and another level 75 gaurdian X. The moment you jump to the system the dailogue options do not allow you escape the torpedoes fired by the guardian ship.The battle is easier when you see them in another system other than Masada
You left out the most important stat, palyer skill! Doesn't matter how good the ship is if you can't fly for crap, lol 😁 Seriously though, excellent work. Always been there with ya on the SAL engines. I use them to move mass and because it looks cool, not to dance around my enemies.
Oh fun fact on the Starborn EM Missile. It can't lock on if you are Within 1000 meters of the Starborn Ship. I usually hose them all the time. The 3 pack is the most challenging. You are correct. I really enjoy my ship. You and I should really compare notes. I'm testing a new build as I type this.
I usually have one ship with 2 sets of turrets and 1 set of fixed guns in my fleet. This ship doesn't mind so much getting hit by the EM missiles since the turrets can usually finish off the Starborn.
I enjoy how thorough you are when assessing engine specs. I do have a request if you go over it again in another video - add in per power pip. I feel like that metric will cause more skewing with the top engines.
@ShipTechnician I usually keep max power on shield and engines, the sacrifices come on the weapons. I've made a couple of your builds (or similar) and they are alot of fun. But I keep trying to find what the best engine is to get into having a decent amount of cargo (say 3-6k or so), still be as fast as possible, and not need to not use all 12 pips for engine.
Before I praise your depth and attention to detail, I have to ask, why did you choose the Exterminators over the PBO-175's? They have the highest PB DPS, followed closely by the Obliterators, and the Exterminators come in third, but by a much more significant margin. Hellfires are of course a great choice and I love them as well. Every time I watch one of your analysis videos like this, I'm always in awe of how detailed you are and how well you visually present your data and findings. There isn't a creator out there that does this as well as you do for Starfield. Very well done, as always, and I look forward to debating weapon choice with you. Edit: I paused the video to write this, and it just so happened to be right before you referenced the mass of the PBO's. But, I still don't see why you wouldn't choose PBO's over Exterminators as the 4 PBO's would only be 8 mass heavier than the Exterminators, and give you significantly more DPS. I EXPECT A SENSIBLE EXPLANATION, SHIPTECH!!!
Lol! I was wondering if anyone would ask this, so apologies for not having a detailed answer in the video! And thank you, again, for the kind words. The primary reason for the choice on this ship did come down to mass. I’d be happy with either the PBOs or the Exterminators (both is even better, if not for the extra mass), and am personally partial to symmetry so the PBOs are often my choice for that non-technical reason. That said, there has been a nuance between the PBOs and the Exterminators that was identified some time ago due a discrepancy between their displayed stats and actual performance in game. I can’t take credit for it, so refer you to this short test video: ua-cam.com/video/I4hBDod65a4/v-deo.html And to be completely honest, I haven’t tested this discrepancy since the latest update, so Bethesda could have changed it.
@@ShipTechnician got it. Well the choice is obviously up to the individual. I know that 8 extra mass would put you over the 510 for the two 3015’s, but I’d guess you’d still be at 99 mobility and the difference would be negligible if not completely unnoticeable. Now I know the ship that you built to illustrate what a completely min/maxed ship looks like, and you did a great job of that. But even with design being a lesser consideration in this case, I really dig this little tank, it actually looks really cool. A literal space fighter. The main thing that I would want to change is to just replace that 1x1 with a control station to increase the crew cap to 8, because I hate being forced to employ Constellation as crew. They are such drones, and hypocrites. I have much more fun when they don’t all immediately hate me for accidentally delivering a glancing blow on a UC or Freestar ship when I’m targeting a Spacer or Pirate or whatever. Like, guys! If I wanted that ship gone it would already be debris in the field! Grade A work dude. None of my preferences as a player detract from the quality of this video and what you were able to achieve.
@@ShipTechnician I just watched that test, but it’s not complete. Sure, if you give the same exact amount of power to each of the guns, they don’t recharge at the same rates, no argument there. BUT, we get to distribute power how we want, so we can thereby nullify the difference and make all three recharge to full in virtually the same amount of time. When you consider this, all that matters is DPS. He also mentions how fire rate is potentially higher on the Exterminators, but when you calculate DPS, rate of fire is factored into that equation. All his test does is illustrate the difference in characteristics of each weapon. DPS is paramount, and the PBO-175’s are the clear winner. The Obliterators are still a close second. I’ve only been using Exterminators on ships that are unable to equip Hellfires due to module limit. After using them I can’t go without them ever again!
The Hellfire's are incredibly fun. I find myself using them more and more. I thought the test was interesting because it showed the DPS with all else being equal (equal power allocation) was better for the Exterminators, which contradicts the DPS we can calculate via the stats in the UI. You’re right that sustained DPS over longer periods of time can be managed by power allocation, and that’s where the Vanguard Obliterators really shine in his tests. Still, I tend to think about the Exterminators and PBO-175s as interchangeable depending on how they best fit/look on a ship, as they are both close in DPS, as you said.
@@ShipTechnician I don't like relying on the game's UI to tell me what my true damage is, I don't think it always displays correctly. I use this to evaluate weapon stats: docs.google.com/spreadsheets/d/1dud8L8FQwQ8IpsJnjFyE4vgoQm1wrlHRVtoyY8L8bR4/edit?gid=1282393#gid=1282393 Depending on which specific stat you use, the different weapons have different strengths. When you sort that spreadsheet by burst DPS, the PBO-175's come out significantly better than the Exterminators, and the Vanguard Obliterators are just shy of the PBO's. But, when you sort by sustained DPS, that's where the Exterminators are best, but only by a slim margin. Obliterators still come in second, and PBO's are a close third for sustained DPS. So for me at least, what it comes down to is that the PBO's burst DPS significantly outshine the Exterminators, and are still close, although not quite as good in terms of sustained DPS. And of course, if you have attachment limitations or you're making an aesthetic choice, those are totally valid reasons for choosing one over the other. I just wanted to point out that it's not quite accurate to call the Exterminators the 'best' Auto Particle Beams.
Love this! Besides the spreadsheet you made have you done a "build as you level" guide starting from a found or purchased ship with best in slot items to get as you play through the game? If you have could you direct me to it, if not, I bet a lot of folks would like it especially as the new DLC comes out. Anyways, awesome stuff!
Shield regen rate is a pretty underrated stat. I understand why, but you have to take the role/class of the ship into account as well as the playstyle of the player. If you are flying a big bulky ship, and your shields go down, the hull can take a beating. Giving you time to eliminate the closest threat, repair and wait for shields to come back up. Now since you are slow, you want the shields to come up faster. If you are flying a nimble ship, shield regen rate is also interesting, as it determines how long you have to lay low before re-engaging the enemy. Its just not as interesting, cause if you boost away and the enemy catches up to you, you just boost away again. As most people go for nimble ships, they won't care too much for regen rate. Another interesting thing you mentioned was the use of different ships (a fighter vs a cargo ship). This made me think of the way I play Star Citizen, where all these choices have a much larger impact on your gameplay since you cant reload, and dying costs you time, money and possibly worse if you just invested a lot of time to make a lot of money and you get killed. In SC, I have a Constellation Andromeda. Its a gunship, with a good amount of cargo. Its not the strongest gunship (but its close), its not the biggest cargo by any means, and yet its so versatile... most missions/activities require you to pack a punch, or if you need to haul a lot of cargo, you need to bring friends in fighters to protect you. The Connie just allows you to do so much yourself, without nearly any need to change ships (and when you do, it's a rare occurrence, as the Connie can do pretty much anything) I've created a version of the Connie in SC, but on a new playthrough, so I'm unlocking parts as I go, constantly changing the makeup of the ship. She's coming along very nicely, thanks to a lot of your tips as well. God bless you, good Sir!
When I do get this game I’m definitely gonna know how to do ships at this rate lol. I wanna make a good pirating ship! I don’t know everything about the game and how much would factor into building it based off that factions quests but I’ll atleast know what might be the best pieces to put on it. I particularly like the Watchdog and Ghost aesthetic. I have heard there is a special version of this type of ship that can be acquired through the pirate factions quest line and would like to see how you would optimize it. Wonderful vids ❤
This is a great video and a great extreme build. I do have one question about the fuel capacity - from my calculations you would need approximately 124 fuel capacity to make the jump from Bohr to Katydid (longest route in the universe as far as I know - 166.5 LY when you have 27.244 jump range) with that grav drive but you fitted a 110 capacity tank. Is that as a compromise? 19:09
It’s a great point, thank you for calling that out. Yes, to answer your question. Technically, with skills and bonuses, you could get away with the smallest fuel tank in the game and still travel across the galaxy with this grav drive, you’d simply have to deal with numerous loading screens as you have to make smaller jumps to “refuel.” That’s the real penalty. That, and the chance for more random encounters, but really it’s the loading screens.
@@ShipTechnicianAh, gotcha. Yeah, you’re right, making a couple of “stops” it’s a good compromise to save on mass. I did make a build following your video but I went with Taiyo’s cockpit and an empty 2x1 control station (for 6 crew and because I don’t like the first person view with the Viking). I had to glitch some parts (weapons mostly) to save on mass and that grav drive can only sustain 508 mass while being capable of a 27.244LY jump. Anyway, great extreme and efficient build. I’m still using it.
Coming from a 100 mobility ship with the Stroud C class engines the difference is night and day. On extreme that slower ship just gets pounded and boosting doesn't help. I built this ship with some minor tweaks due to only being level 40. I do not have the jump fuel talents and Sarah Morgan is not in my crew, for reasons, so the jump drive and fuel cell in the video did not work for me. Due to my level the Pinch 8a is not available so I went with whatever C class reactor was best, and I went with the Helios 400 grav drive, with 2x 400G He3 tanks - due to my level and talents this was necessary to be able to jump longer distances. I did have to add a 3rd engine due to this, but I was able to add 2 small cargo containers as well to help with storage and maintain 100 mobility. Having the 3rd engine makes power a little tight, but given this ships speed and ability to get in quickly to engage then boost and create distance having a little less power for weapons has not been a problem. This is a great build and am having fun with my slight variations.
Personally, I would love to see a pirate crew build. Something with enough space for a full crew (3 or 4 pirates, something like Mathis, Howser/Vasco, Jessamine and Lyle) and shielded cargo for smuggling and looting runs (I often raid spacer bases for all their weapons and armor to make credits) but also capable of a good scrappy dogfight. I've built a few ideas of my own but I would love to see your take on such a ship and what it would look like visually.
@@ronclark9724 Based on the way he does his build videos, I'm assuming the answer to that is gonna have to change depending on which engines he's gonna use. Personally, my current build only has a load cap of around 850 so as not to bring my ships mass too far over the limit for the WD 3015s. But I'm considering going up to the B engines and giving myself more mass to work with. Obviously the more the better in regards to hauling loot. Might be a good change of pace to see a larger ship build that's still got decent engines rather than a small fighter.
I fight in Extreme mode all the time. I use the Tower N420. I rarely get to Zero shields I'm at 3120 Shield after skill and crew bonuses. My 2 Favorite Turrets are the Obliterator 250MeV Alpha Turrets and the KE-42 Cannon Turret. The Turrets will Target and Disable Ship Systems without having the ship Targeting skill. I like your Build but I decided to sacrifice Shield power instead of weapon power. Good move on the Hellfire though.
That is quite high shield health, especially for the Tower N420. There has been a bug regarding shield health for some time, hopefully fixed by one of these latest May or June updates. It can either reduce shield health, or occasionally increases it (both have happened to me, at one point I had shield health over 4,000 on one of my ships).
When placing your shield generator on the ship, you mentioned a preference for symmetry. Have you tried the "flip glitch" to hide the shield generator inside of the side landing gear? I tested it (on XBox) and it works. That way you can have both your shield generator and your symmetry.
@@ShipTechnician I'm like you and prefer to not use glitching, call it being a purist. On occasion though, a glitch can provide a much cleaner look. Out of all my building and tweaking, I've maybe used a glitch five times. It's not part of my standard build methodology.
Watched this video at least 5 times by now, awesome build and guide. Just a little thought regarding power allocation: the distribution between the weapon slots doesn't seem to be optimal. I watched your fight footage closely and noticed that you are depleting the magazines of both of your particle beam weapons several times but your Vanguard hellfires not once. In fact the lowest their magazine got to was 50 out of 100 and was most of the time around 75 after usage. So I think instead of your power split 9/9/8 for your weapons I would went with 10/10/6 or even 11/11/4. Don't think that it would matter much, but as you said yourself - extrem measure!
First of all a quick question, are the exterminators really better dps wise than the pbo 175s? I remember seeing someone post a chart for ship dps and their 3 top particle beams were the pbos, vanguard autos and the exterminators on third place You’re 100% spot on with your shield info, regen rate is much much less important than shield health, especially for quick ships that can disengage combat in an instant to find another attack vector. The engine skill that automatically disengages enemy lock is obv also super helpful. Also, very cool point about the generator hull which can come in cluth! Overall a very well put together video, great research and presentation. There’s a ton of wrong info out there when it comes to starfields ships because the game doesn’t really explain it much, so it’s always very cool to have videos like this which set things straight.
Interesting that you ask that. I can’t take credit for this finding, but months ago another ship builder found the UI wasn’t quite accurate when comparing those three weapons: ua-cam.com/video/I4hBDod65a4/v-deo.html
@@ShipTechnician perfect thank you! Looks like the spreadsheet I’ve seen was based on the numbers in the UI alone which seem to be incorrect for this kind of weapon
Very cool video... a few points. 1. By later game, if you level up your ship skills and generally continually upgrade your ship, any decent player is going to be beating the enemy AI ships without much issue, at almost any difficulty level. In general, almost all of the BGS designed ships are worse than the best potential player ships. Crew members and player skills also make a significant difference. Space combat in this game isn't that difficult in general. It's very Arcady, in a fun way. 2. Todd Howard spoke about Starfield ship combat specifically in his interview with Lex Fridman. If the ship combat in Starfield seems easy, it's because it's generally meant to be. After years of testing, when the AI was at "full capability", they were almost too good, as they calculated mathematically and not visually like the player has to. Basically, as a player you were dying too quickly. So, they programmed the enemy ships to deliberately use a form of "boom and zoom" tactic to sweep in and out, with some thrusting, and then actually stop shooting in order to present a target so it would actually give the player a chance to shoot them. BGS envisioned the power bars to be something of a mini game players would adjust in combat... which is something most players don't really do. 3. It's a single player game against AI, not a competitive multiplayer ship combat game (like World of Warships). Therefore, I think most players are going to have more fun role playing with different types/looks of ships rather than building a ship that is technically the most capable. Like I mentioned in point 1, most players are going to get to a point skill wise that they will easily be beating the AI no matter what ship they build.
Thank you for the thoughtfulness here. The AI is particularly interesting when you encounter a single enemy ship and you stay close enough to witness what you’re describing. They sweep in and out, firing and then boosting away. On lower difficulty settings, I’m not sure they could even destroy you if you let them try. On Expert, you do finally have to take some action. And agree with you on the fun of role playing with different ship types. To this point, what types of ships do you like to build?
@@ShipTechnician Great question. I build my ships as a fleet of all around exploration ships, with solid weapons and shields. I name them after historical exploration ships. I almost always choose ballistic weapons as the primary controlled, missiles as secondary, and either particle or laser turrets. I also play with both my own and the AI damage output reduced, so the fight lasts longer, and forces more maneuver. I also do not play the power adjust mini game in the fight at all. I only equip enough weapons/shields/engines that my reactor has enough power for (except the grav drive, which I keep on zero, and just move one reactor pip over to for grav jumping). So, all of my weapons/shields/engines are always at max power allocation. I also put more skill points into ships than any other branch, and also focus on building my crew capability quickly. I have found that general weapon upgrading as well as crew skill inclusion can make nearly any design stronger by default.
I just build this ship! Thank you for the guide. I hade to get creative because for some reason the ship builder won't let me build more than two of those Nova wings. Any idea why?
I would suspect that is due to the ship you started with having two of the Nova Wings, and the ship vendor you chose to build at not having any to sell themselves. But without seeing your game that is just a guess. Did you build this at your Outpost Landing Pad, or somewhere else?
@@ShipTechnician I was doing all the modifications at New Atlantis where I had the problem. I then went to Akila and was able to obtain the remaining Nova wings just fine.
I swear I’m not trying to be annoying here 😅. At the end of the video you said you’re open to more ship building requests? I was hoping at some point you could possibly make an “end game” version of the frontier. I love that you don’t use glitches or mods for your customizations. So I guess what im asking is if you could possibly build an “end game” frontier with sorta the same look/shape? I don’t know if you get what im saying. 😅🙏🏾
@@ronclark9724 hey man I’ve watched all of his videos already and I definitely seen that one. I was asking if he could make a Frontier and use his artistic eye to customize one that somehow retains its same physical looks. I’ve tried making one after watching the video you suggested but Ship Technician has a way of cosmetically customizing his ships that are just simply unrivaled (in my opinion) from all the others. Especially when he doesn’t use glitches or mods. I haven’t given up on trying to make one myself but I was just curious how he would do it. It also doesn’t have to be end game or the biggest ship.
Great video thank you. How are you getting such good range on your Particle Beams? My Vanguards only have 3000m range whilst yours are 4290m? I have full Particle Beam skill upgrades and Barrett on the crew. Is it something else that boosts the range?
I'm trying to get the 2x1 empty hab working for more cargo space. I don't see a decoration that acts as cargo. You said "cargo container". What did you mean by that? How can I add cargo space with the empty hab?
The "Military Crate" item should hold 150 mass without counting against your ship's cargo. So slap 10 of them into a hab and you have 1,500 mass worth of storage without impacting your ship's performance.
I've made a similar ship and determined the game becomes too easy, even on extreme ng10. I handicap myself by redoing the build with turrets instead of activated cannons. It's kind of fun sliding around making sure the turrets have line of sight.
Another question I haven’t seen many people talk about, does mass also affect acceleration and max boost speed? Like, does your ship in this video with only two engines and less mass accelerate faster to a higher top speed than a ship with 4 white dwarves and the mobility cap of 1019 mass? Maybe you have tested this already and like to share!
I’ll start with a disclaimer that if you test this yourself, it’s an imperfect science because it takes some time to get your engines to full throttle. Accounting for that margin of error, there does appear to be a cap on acceleration, both in normal flight and in boost speed. For this specific ship, its mass is low enough to still get top performance in mobility and acceleration. Could you possibly get slightly (very, very slightly) better acceleration with even lower mass? I believe so, but it would be so negligible that you wouldn’t notice it in gameplay. There’s a deeper dive in this video, along with some of the math behind these figures: ua-cam.com/video/6ekfDDZb5RI/v-deo.html
Have you fiddled with the idea of a snigle wc3015 ship? With this design you still have weight to spare and things such as grav drive are really not neceassary - after you mapped the galaxy even weakest tanks will get you far. Same with third weapon slot.
If you still wanted top engine performance (mobility & acceleration) you’d only be allowed an extra 160 units of mass above the single 3015’s mass. You’d be limited to some pretty weak ship parts, which is why I went with two engines because they just barely allowed for the best parts AND top engine performance. But I do like the idea.
@ShipTechnician by cutting an engine you cut 3 power points, 33 generator weighs 45 36 does 135. Still the vital part would be shield, while i think there are A Class weapons way more than enough on extreme, shields can't even break 1000hp mark
Darn, with this build i survived that last starborn space fight on very hard difficulty for the first time without dying! (that version where you piss both of them) (i was around 145 lvl)
How did you get that range for Exterminator Auto Hellon 75, mine only has 3250 meters? I have maxed out the same perks you have and i am at level 222 NG+3. Looks like I am missing something?
Is this on NG+10 and does it make a difference? I recently did the grind and went from NG+1 to ng+11 getting all my powers maxed but ever since then I have been feeling like I am not doing any damage and taking a lot when it comes to ship combat to the point I went back to very hard from extreme, not like that's a huge issue but I'm just wondering if NG+ makes ship combat harder too
NG+ does make ship combat more difficult due to enemies having more health, including enemy ships. Just makes it more important to have the most powerful ship you can
*"The range of these weapons is the highest in the game."* That's not true. The Horizon Defense Disruptors have even better range. Not sure why 95Mev Auto Helion Beams are showing 4647.5 I'm looking at them right now and they show 3575. Vanguard Obliterators show 3300. With that in mind, the Horizon Defense Disruptors show a range of 3850.
Thank you, I did misspeak there, I should have said, “near the highest, to go along with their top DPS.” Technically, missile launchers display the highest Range in the UI, though in real gameplay you should acquire a lock on the enemy to make them useful.
so if i want to rebuild the frontier ship what engine and shield and weapons do you suggest i use, so it will be just as powerfull as your ship in this video are🤔🤔🤔🙂🙂🙂?
You could rebuilt the frontier to match this ship, replacing all parts. Or this video covers the various ways to upgrade, and uses the frontier as a base: ua-cam.com/video/T74-xqu0Nz0/v-deo.html
I really need to show you my build. I kill stuff so much more efficiently. I not sure why certain weapons ( Particle Turrets ) do different damage than the weapon stats in the builder. Also did you notice they buffed the Range of the Ship weapons?
Good question, yes, a few of the parts won’t unlock until Level 60. I believe the reactor and the Exterminator particle beams. You can look at the following two videos for more info (one which has a spreadsheet tool that will help choose ship parts based on character level): ua-cam.com/video/ekTAhn6u8us/v-deo.html ua-cam.com/video/T74-xqu0Nz0/v-deo.html
I shop around for specific pieces at various vendors, then finish the build at my outpost landing pad. For this ship, the Reactor and weapons you can get at Stroud-Eklund Staryard in the Narion system. The other pieces you can get at your outpost landing pad.
crimson fleet questline gives 250k or some crazy high number like that. but for the fastest way to get many levels and credits in a short time, it's probably the outpost location in Bessel-3b that gives all the materials for infinite adaptive frames and isocentered magnets
I've started a new character recently which gives me some perspective on this having only played 1 character since launch so far: At high levels the loot you pick up is worth so much more than on lower levels. For example without increasing vendor cash one advanced Va'ruun inflictor would use up most of the cash of a single vendor. Now you can sell multiple ones at a time if you choose to increase vendor credits. To get XP and loot hit the POIs on planets. Pick up the valuable stuff (guns mostly), use your power to not be bothered by being overloaded. Also hit the big enemy ships that land or board them in space - valuable loot and XP. The big ships can sell for okay amounts of credits but you end up bankrupting the ship dealers. As you level up, you can go to higher levels systems and fight enemies that give more XP. The loot that enemies drop depends on your level as well - you simply don't see the expensive stuff at lower levels, no matter where you go. At high levels you deal more damage because you have perk points allocated to improve your combat and you have much better weapons. You also take less damage because you have more health and can find better defensive gear. This makes it more efficient to quickly run through battles.
the fact that you have to pay 50k credits each for a total of over 300k just to get 6 of those is crazy, only to have the mass goes way over the line and a mediocre top speed, i'll stick to my SA-4330 for the all rounder engine, and since the free star eagle already has 4 of it, i only need to buy 2 more
Dude you gotta stop with the creepy ai lipsync thing it's so gross looking, just show the ship technician and maybe put some items on the ground or something behind him to make the shot interesting and different, I dont know, anything is better, just please stop doing it like this it makes it hard to watch your videos
I honestly don't think the white dwarf or really any C engine is the best. To start the difference between top speed between C and B and B and A is too little. The difference between the White dwarf and other A class ships is bigger then the difference from A and C. That I'll admit. But the problem is that it's far too restrictive. To keep it with 4 engines, you need to bare bones it. As little cargo as you can muster as little cosmetics as you can muster cuts on sheilds and possibly reacttors. And forget putting in enough habs for your crew to have rooms of their own or heck in some cases even a common room from a role play side. Because we are throwing down sleeping bags and calling it a day. Ultimately choosing to use those engines hurts literally every other part of ship building. Creativity, functionality of anything outside of combat like smuggling or cargo hauling. Then outside of ships itself it ruins role-playing aspect. As your ship is where you will live while on missions. And forget the other parts of difficulty like the weight of ammo and reduced inventory so the need for cargo drastically increases in the higher difficulty. And since we've taken the largest hit straight off the bat I don't see a problem with going to C engines if you need it. As going from A -> C is a difference of 150->130 a far cry from 180->150. I generally don't vaule hual over reactor power but given your views with the ship parts. The best combat ship should be the one decked out with the most haul and as much cargo space to carry a hundreds of ship parts. That ship would carry ten and lose half it's cargo in the process. Frankly and no offense but that ship sucks. Here guys sleep in this tiny cargo hold with a ladder through the middle and no privacy. Oh rations? Weapons? Ammo? We don't have space for that only ship parts.
There is 200 cargo or more in the Stroud cockpit... How much cargo do you need to pack rat? I find 200 large enough to store whatever weapons I pick up during a raid... If I become over encumbered I return to the ship, drop the loot onto the ship's deck, and come back to loot more... Of course I only loot weapons and health items... There are better ways to earn income than looting... As for sleeping, I can place a sleeping bag into a 1x1 hab with a ladder... Heck, I can place a sleeping bag in the cockpit too... If you have to have a all on one berth, change this 1x1 hab to a 2x1 hab... This isn't rocket science...
There isn't really a one size fits all solution for ships. I'm at NG+14 and I find myself building 3 ships usually. One is a turret monster with around 12000 cargo, all useful habs and no expense spared - 6830 engines. Two is a ship with B class engines and around 5 to 6 thousand cargo - I usually try and limit the junk I carry to fit within the limits of this ship. Three is a small fighter only ship with 3015 engines just because it's fun to do combat with. I switch ships depending on what I feel like doing.
It’s pleasing to finally find the community that like the game. I get annoyed about the complainers who don’t like it.
With its bugs, this game is 🔥 to me. For some reason, people don’t think you guys exist
This community is great. The game is great. Glad to hear you’re enjoying it!
Great video!
One “trick” I have found to solve the “cargo issue” with the smaller mass high spec ships is to use Military Cargo Crates…a lot of them…placed throughout your ship. They do not count against ship mass….are smaller and can hold up to 150 mass each.
You can easily increase your actual cargo hauling capacity by simply building and placing these crates in spots they would normally be in a ship. They look esthetically like they “belong”….not out of place at all.
It's always great to see your creative and analytical approach to shipbuilding in these videos. And this ship, in particular, is a great proof of concept. Just want to express how thankful I am that you have shown the best modules for specific situations and deconstructed some of the weird favorites the community has established. It used to be a struggle to build or redesign a great ship, and you've made that much easier to do.
As you have 5 mass budget left before hitting 510 total mass, I would suggest adding a ComSpike for an extreme combat ship, but as it seems you have not sided with the pirates this is probably not an option for you anymore.
Good that you explain that grav jump range is not an integer and the UI just hides the decimal places. Didn't knew that for months until I found out. As far as I know traveling from Bohr to Katydid requires the highest jump range and fuel cost. I always use this route to test my ship builds to find out how much fuel I actually need.
I also agree with your weapon selection - a lot of players think the PBO-175 Auto Helion Beam is the best particle beam weapon, but it actually has worse DPS than Vanguard Obliterator Autoprojector and Exterminator 95MeV Auto Helion Beam because of it's attack pattern with a pause every few shots which drops it's "real" firerate much lower. A less known fact is that ballistic and laser weapons can actually hit beyound their range with a damage penality. Might be useful in some situations that you are not bound to the 800 range of the Vanguard Hellfire Autocannon.
Regarding alternative ship parts the NG-6 Landing Bay isn't too bad - sure it's 2 mass and does not have side attachment points but it comes with 2 weapon slots and it looks good. Another MVP ship part for me is the Pinpoint 3G Landing Gear - it has them same landing thrust per mass ratio as the Accu-Lander 11 but also has a weapon slot and comes with 3 hull per part. The Deimos Spine C is also nice for min-maxing as it has 3 weapon slots for 2 mass and can be placed on top. Not as effective as the Nova Wings, but allows alternative builds - especially if you are fine with glitching instead of vanilla builds.
All great points! Thank you!
Thanks for pointing out the error with the pbo 175s, I wasn’t aware of this myself, but the „pause“ between shots is probably the issue with its „real“ fire rate and the game displays the fire rate between each shot in the burst instead of the overall fire-rate
@@ShipTechnician I thought more about improvements for this and the optimal use for the leftover 5 mass is replacing the 1x1 hab with a 2x1 control station (+3 mass) and adding an equipment plate with comspike (+2) mass. As the build uses particle and ballistic weapons you can improve your combat performance by having more than 4 crew. I uploaded a quick video on my channel how I would change the build and added info in the description what the optimal crew setup would be.
Love it!
@@ShipTechnician I played around with it a little more and came to the conclusion that I just don't like the short range of the Vanguard Hellfire Autocannons, also having C class and not making use of it felt wrong. So I added a third White Dwarf 3015 Engine, replaced the 28T Defender Shield Generator with Assurance SG-1800 Shield generator and replaced the Vanguard Hellfire Autocannons with Obliterator 250MeV Alpha Turrets. The leftover budget was used to upgrade fuel and grav drive to match the higher mass and for some structural parts to make the ship look nicer. The Obliterator 250MeV Alpha Turrets only need 1 power assigned for full performance, which allowed me to assign more power to the other weapons even though I also needed 3 more power on engines. So as a result I have more long range power, higher shield capacity, faster weapon recharge and the turrets 180 degree firing arc is quite useful (for example when the Starborn Guardians disable your engines). The tradeoff is less shield regen rate and less short range burst damage. It's probably a matter of preferance, but I like the turret variant more.
A worthy successor to your Razorleaf upgrade. A ship that will cause fear in the hearts and minds across the Starfield.
I just wanted to take a moment to thank you for your shipbuilding guides. For a long time, I have used particle turret builds because I just wasn't very good at ship to ship combat. Using your techniques, I have been able to turn several ships into pure battle wagons or slick and nimble fighters. And they are all ship melters. Thanks again!
So great to hear that! Thank you for sharing! Keep building!
I just built this ship thanks to your video and have to say it is a tremendous help and will be my mainstay for every iteration I do with this game. Many thanks.
Another 🔥video man thank you so much. I’m learning so much and it’s really helping me with confidence of making my own ship. I really appreciate all the hard work you put into all this. I’m sure when the DLC update comes out you’re gonna get so much views. I’ve also been sharing your videos with a few of my friends.
I still hold that any ship build should be off of the razorleaf for it's fear effect against spacers. Also no matter how many times you go through the light, Starborn ships will always be made out of balsa wood. Good video. Keep up the excellent work.
How much of the razorleaf needs to remain to get the effect? Can you change out all the components?
Mine definitely lost the effect when I changed out too many components. No spacers ran away scared smh. I actually got smoked and went back to the drawing board for my build.
You make a good point, when I first used the Razorleaf it was a fun effect. But then it got old really quick. Besides Spacers die easily. Starborn don't care.
@@aK1NG4lyfe I completely rebuilt mine with 0 original parts and it still worked
@@gregsquires6201 None, you can delete the whole thing, which I do. My ships made with it are Razoleaf in name only.
Best ship builder on YT imo. Shame I can't high-5 the ship technician on New Atlantis 😂
I just built this, thanks for the guide, it is quite fun to zip around in it, if not alarmingly expensive for such a little thing. Something I did for aesthetics, and I don't think it broke any of the principles at play, is to swap out the 1x1 for a Stroud-Eklund one (which is messy inside but lines up nicely with the cockpit on the outside) and then added port and starboard portholes and then glitched/merged the connected Nova wings in. This both clears up the hab interior, creating more space, and creates two useable alcoves, one I used for a bounty board and the other I used for two weapon racks. Top speed, mobility, etc are not affected.
Thanks for the research! Great stuff. I will be rethinking some of my standard equipment choices for my builds. My next one is going to be very similar to this one. I'm already thinking of a name.
This is honestly the most powerful ship I’ve ever built, thank you 😊
I love the fx of all those particle beams streaking towards the target!
Ive been loving your videos. i decided to revisit the game a year In, in the lead up to the expansion coming up. ive learnt SO much from your videos in terms of ship building, and thanks to that knowledge, i dont hate space combat like i did in the initial go. i always felt like there was something underlying in there i didnt quite grasp, which in watching a variety if your content has confirmed. I just need to get a hang of the "cosmetic" aspect of building now. I really want a long, narrow ship with some wide wings at the back end(somewhat x wing vibes just without that actual x wing split), just cant seems to nail down the wing aspect
The hardest ship battle in the game at higher levels is the buried temple battle with the hunter, emissary and another level 75 gaurdian X. The moment you jump to the system the dailogue options do not allow you escape the torpedoes fired by the guardian ship.The battle is easier when you see them in another system other than Masada
You left out the most important stat, palyer skill! Doesn't matter how good the ship is if you can't fly for crap, lol 😁
Seriously though, excellent work. Always been there with ya on the SAL engines. I use them to move mass and because it looks cool, not to dance around my enemies.
Great job. Like how you explain things. Very nice. Thank you.
Thanks so much. I learned from your videos how to build ships. So much appreciate it.
Oh fun fact on the Starborn EM Missile. It can't lock on if you are Within 1000 meters of the Starborn Ship. I usually hose them all the time. The 3 pack is the most challenging. You are correct. I really enjoy my ship. You and I should really compare notes. I'm testing a new build as I type this.
I usually have one ship with 2 sets of turrets and 1 set of fixed guns in my fleet. This ship doesn't mind so much getting hit by the EM missiles since the turrets can usually finish off the Starborn.
I enjoy how thorough you are when assessing engine specs. I do have a request if you go over it again in another video - add in per power pip. I feel like that metric will cause more skewing with the top engines.
Thank you! Do you often under-power your engines, and if so, why? I’m genuinely curious.
@ShipTechnician I usually keep max power on shield and engines, the sacrifices come on the weapons. I've made a couple of your builds (or similar) and they are alot of fun. But I keep trying to find what the best engine is to get into having a decent amount of cargo (say 3-6k or so), still be as fast as possible, and not need to not use all 12 pips for engine.
Before I praise your depth and attention to detail, I have to ask, why did you choose the Exterminators over the PBO-175's? They have the highest PB DPS, followed closely by the Obliterators, and the Exterminators come in third, but by a much more significant margin. Hellfires are of course a great choice and I love them as well.
Every time I watch one of your analysis videos like this, I'm always in awe of how detailed you are and how well you visually present your data and findings. There isn't a creator out there that does this as well as you do for Starfield. Very well done, as always, and I look forward to debating weapon choice with you.
Edit: I paused the video to write this, and it just so happened to be right before you referenced the mass of the PBO's. But, I still don't see why you wouldn't choose PBO's over Exterminators as the 4 PBO's would only be 8 mass heavier than the Exterminators, and give you significantly more DPS.
I EXPECT A SENSIBLE EXPLANATION, SHIPTECH!!!
Lol! I was wondering if anyone would ask this, so apologies for not having a detailed answer in the video! And thank you, again, for the kind words.
The primary reason for the choice on this ship did come down to mass. I’d be happy with either the PBOs or the Exterminators (both is even better, if not for the extra mass), and am personally partial to symmetry so the PBOs are often my choice for that non-technical reason. That said, there has been a nuance between the PBOs and the Exterminators that was identified some time ago due a discrepancy between their displayed stats and actual performance in game. I can’t take credit for it, so refer you to this short test video: ua-cam.com/video/I4hBDod65a4/v-deo.html
And to be completely honest, I haven’t tested this discrepancy since the latest update, so Bethesda could have changed it.
@@ShipTechnician got it. Well the choice is obviously up to the individual. I know that 8 extra mass would put you over the 510 for the two 3015’s, but I’d guess you’d still be at 99 mobility and the difference would be negligible if not completely unnoticeable.
Now I know the ship that you built to illustrate what a completely min/maxed ship looks like, and you did a great job of that. But even with design being a lesser consideration in this case, I really dig this little tank, it actually looks really cool. A literal space fighter. The main thing that I would want to change is to just replace that 1x1 with a control station to increase the crew cap to 8, because I hate being forced to employ Constellation as crew. They are such drones, and hypocrites. I have much more fun when they don’t all immediately hate me for accidentally delivering a glancing blow on a UC or Freestar ship when I’m targeting a Spacer or Pirate or whatever. Like, guys! If I wanted that ship gone it would already be debris in the field!
Grade A work dude. None of my preferences as a player detract from the quality of this video and what you were able to achieve.
@@ShipTechnician I just watched that test, but it’s not complete. Sure, if you give the same exact amount of power to each of the guns, they don’t recharge at the same rates, no argument there. BUT, we get to distribute power how we want, so we can thereby nullify the difference and make all three recharge to full in virtually the same amount of time. When you consider this, all that matters is DPS.
He also mentions how fire rate is potentially higher on the Exterminators, but when you calculate DPS, rate of fire is factored into that equation. All his test does is illustrate the difference in characteristics of each weapon. DPS is paramount, and the PBO-175’s are the clear winner. The Obliterators are still a close second. I’ve only been using Exterminators on ships that are unable to equip Hellfires due to module limit. After using them I can’t go without them ever again!
The Hellfire's are incredibly fun. I find myself using them more and more.
I thought the test was interesting because it showed the DPS with all else being equal (equal power allocation) was better for the Exterminators, which contradicts the DPS we can calculate via the stats in the UI. You’re right that sustained DPS over longer periods of time can be managed by power allocation, and that’s where the Vanguard Obliterators really shine in his tests. Still, I tend to think about the Exterminators and PBO-175s as interchangeable depending on how they best fit/look on a ship, as they are both close in DPS, as you said.
@@ShipTechnician I don't like relying on the game's UI to tell me what my true damage is, I don't think it always displays correctly. I use this to evaluate weapon stats:
docs.google.com/spreadsheets/d/1dud8L8FQwQ8IpsJnjFyE4vgoQm1wrlHRVtoyY8L8bR4/edit?gid=1282393#gid=1282393
Depending on which specific stat you use, the different weapons have different strengths. When you sort that spreadsheet by burst DPS, the PBO-175's come out significantly better than the Exterminators, and the Vanguard Obliterators are just shy of the PBO's.
But, when you sort by sustained DPS, that's where the Exterminators are best, but only by a slim margin. Obliterators still come in second, and PBO's are a close third for sustained DPS.
So for me at least, what it comes down to is that the PBO's burst DPS significantly outshine the Exterminators, and are still close, although not quite as good in terms of sustained DPS.
And of course, if you have attachment limitations or you're making an aesthetic choice, those are totally valid reasons for choosing one over the other. I just wanted to point out that it's not quite accurate to call the Exterminators the 'best' Auto Particle Beams.
Love this!
Besides the spreadsheet you made have you done a "build as you level" guide starting from a found or purchased ship with best in slot items to get as you play through the game?
If you have could you direct me to it, if not, I bet a lot of folks would like it especially as the new DLC comes out.
Anyways, awesome stuff!
Does this look like what you’re looking for:
ua-cam.com/video/T74-xqu0Nz0/v-deo.html
@@ShipTechnician if the intro is accurate, then yes, either way I'll watch and find out
I am so glad I found your page it has helped me overpower enemies
Shield regen rate is a pretty underrated stat. I understand why, but you have to take the role/class of the ship into account as well as the playstyle of the player.
If you are flying a big bulky ship, and your shields go down, the hull can take a beating. Giving you time to eliminate the closest threat, repair and wait for shields to come back up. Now since you are slow, you want the shields to come up faster.
If you are flying a nimble ship, shield regen rate is also interesting, as it determines how long you have to lay low before re-engaging the enemy. Its just not as interesting, cause if you boost away and the enemy catches up to you, you just boost away again. As most people go for nimble ships, they won't care too much for regen rate.
Another interesting thing you mentioned was the use of different ships (a fighter vs a cargo ship). This made me think of the way I play Star Citizen, where all these choices have a much larger impact on your gameplay since you cant reload, and dying costs you time, money and possibly worse if you just invested a lot of time to make a lot of money and you get killed.
In SC, I have a Constellation Andromeda. Its a gunship, with a good amount of cargo. Its not the strongest gunship (but its close), its not the biggest cargo by any means, and yet its so versatile... most missions/activities require you to pack a punch, or if you need to haul a lot of cargo, you need to bring friends in fighters to protect you.
The Connie just allows you to do so much yourself, without nearly any need to change ships (and when you do, it's a rare occurrence, as the Connie can do pretty much anything)
I've created a version of the Connie in SC, but on a new playthrough, so I'm unlocking parts as I go, constantly changing the makeup of the ship. She's coming along very nicely, thanks to a lot of your tips as well. God bless you, good Sir!
By the way this build of yours is ungodly hahaha. What a little beast
ShipTechnician always brings receipts. The doubters should put up their own video and analysis. 😂
When I do get this game I’m definitely gonna know how to do ships at this rate lol.
I wanna make a good pirating ship! I don’t know everything about the game and how much would factor into building it based off that factions quests but I’ll atleast know what might be the best pieces to put on it.
I particularly like the Watchdog and Ghost aesthetic. I have heard there is a special version of this type of ship that can be acquired through the pirate factions quest line and would like to see how you would optimize it.
Wonderful vids ❤
The second chart here is pretty solid for answering probably the key question: at which point in mass one engine begins to beat out another engine
This is a great video and a great extreme build. I do have one question about the fuel capacity - from my calculations you would need approximately 124 fuel capacity to make the jump from Bohr to Katydid (longest route in the universe as far as I know - 166.5 LY when you have 27.244 jump range) with that grav drive but you fitted a 110 capacity tank. Is that as a compromise? 19:09
It’s a great point, thank you for calling that out. Yes, to answer your question. Technically, with skills and bonuses, you could get away with the smallest fuel tank in the game and still travel across the galaxy with this grav drive, you’d simply have to deal with numerous loading screens as you have to make smaller jumps to “refuel.” That’s the real penalty. That, and the chance for more random encounters, but really it’s the loading screens.
@@ShipTechnicianAh, gotcha. Yeah, you’re right, making a couple of “stops” it’s a good compromise to save on mass.
I did make a build following your video but I went with Taiyo’s cockpit and an empty 2x1 control station (for 6 crew and because I don’t like the first person view with the Viking). I had to glitch some parts (weapons mostly) to save on mass and that grav drive can only sustain 508 mass while being capable of a 27.244LY jump.
Anyway, great extreme and efficient build. I’m still using it.
Great stuff! Thanks!
Coming from a 100 mobility ship with the Stroud C class engines the difference is night and day. On extreme that slower ship just gets pounded and boosting doesn't help. I built this ship with some minor tweaks due to only being level 40. I do not have the jump fuel talents and Sarah Morgan is not in my crew, for reasons, so the jump drive and fuel cell in the video did not work for me. Due to my level the Pinch 8a is not available so I went with whatever C class reactor was best, and I went with the Helios 400 grav drive, with 2x 400G He3 tanks - due to my level and talents this was necessary to be able to jump longer distances. I did have to add a 3rd engine due to this, but I was able to add 2 small cargo containers as well to help with storage and maintain 100 mobility. Having the 3rd engine makes power a little tight, but given this ships speed and ability to get in quickly to engage then boost and create distance having a little less power for weapons has not been a problem. This is a great build and am having fun with my slight variations.
i like it...i updated to have the hopetech armory instead of 1x1 and the 3030 engines...it has a 1 person cell. perfect for the bounty Hunter RP
Personally, I would love to see a pirate crew build. Something with enough space for a full crew (3 or 4 pirates, something like Mathis, Howser/Vasco, Jessamine and Lyle) and shielded cargo for smuggling and looting runs (I often raid spacer bases for all their weapons and armor to make credits) but also capable of a good scrappy dogfight. I've built a few ideas of my own but I would love to see your take on such a ship and what it would look like visually.
How much cargo do you wish to haul? Much depends upon how much...
@@ronclark9724 Based on the way he does his build videos, I'm assuming the answer to that is gonna have to change depending on which engines he's gonna use. Personally, my current build only has a load cap of around 850 so as not to bring my ships mass too far over the limit for the WD 3015s. But I'm considering going up to the B engines and giving myself more mass to work with. Obviously the more the better in regards to hauling loot. Might be a good change of pace to see a larger ship build that's still got decent engines rather than a small fighter.
Loved your video sir, thank you. Is there a written part list for this ship somewhere that an old geezer like myself can reference?
Beautiful graphs
Thank you!
Thank very well video that will help me.
I fight in Extreme mode all the time. I use the Tower N420. I rarely get to Zero shields I'm at 3120 Shield after skill and crew bonuses. My 2 Favorite Turrets are the Obliterator 250MeV Alpha Turrets and the KE-42 Cannon Turret. The Turrets will Target and Disable Ship Systems without having the ship Targeting skill. I like your Build but I decided to sacrifice Shield power instead of weapon power. Good move on the Hellfire though.
That is quite high shield health, especially for the Tower N420. There has been a bug regarding shield health for some time, hopefully fixed by one of these latest May or June updates. It can either reduce shield health, or occasionally increases it (both have happened to me, at one point I had shield health over 4,000 on one of my ships).
I can’t wait to be able to board these legendary ships…even if I can’t pilot them, it’d be cool to board and pillage :)
Hit em with the facts ST. Thanks for the math!
The Accu-Lander 11 Landing Gear in my game does not have a mount for the Nova wing on the outside.
Figured it out after some searching: Flip
Try flipping it. It has 3 different “flipped” versions.
When placing your shield generator on the ship, you mentioned a preference for symmetry. Have you tried the "flip glitch" to hide the shield generator inside of the side landing gear? I tested it (on XBox) and it works. That way you can have both your shield generator and your symmetry.
Good point. I try to build without glitches, but am not opposed to them, and you can accomplish some really cool things by building with them.
@@ShipTechnician
I'm like you and prefer to not use glitching, call it being a purist. On occasion though, a glitch can provide a much cleaner look. Out of all my building and tweaking, I've maybe used a glitch five times. It's not part of my standard build methodology.
There are some beautiful builds out there that use it. It certainly has a place
Watched this video at least 5 times by now, awesome build and guide.
Just a little thought regarding power allocation: the distribution between the weapon slots doesn't seem to be optimal. I watched your fight footage closely and noticed that you are depleting the magazines of both of your particle beam weapons several times but your Vanguard hellfires not once. In fact the lowest their magazine got to was 50 out of 100 and was most of the time around 75 after usage.
So I think instead of your power split 9/9/8 for your weapons I would went with 10/10/6 or even 11/11/4. Don't think that it would matter much, but as you said yourself - extrem measure!
Love it! This was before my (really, really) deep dive into weapon stats:
ua-cam.com/video/ekTAhn6u8us/v-deo.html
First of all a quick question, are the exterminators really better dps wise than the pbo 175s? I remember seeing someone post a chart for ship dps and their 3 top particle beams were the pbos, vanguard autos and the exterminators on third place
You’re 100% spot on with your shield info, regen rate is much much less important than shield health, especially for quick ships that can disengage combat in an instant to find another attack vector. The engine skill that automatically disengages enemy lock is obv also super helpful. Also, very cool point about the generator hull which can come in cluth!
Overall a very well put together video, great research and presentation. There’s a ton of wrong info out there when it comes to starfields ships because the game doesn’t really explain it much, so it’s always very cool to have videos like this which set things straight.
Interesting that you ask that. I can’t take credit for this finding, but months ago another ship builder found the UI wasn’t quite accurate when comparing those three weapons: ua-cam.com/video/I4hBDod65a4/v-deo.html
@@ShipTechnician perfect thank you! Looks like the spreadsheet I’ve seen was based on the numbers in the UI alone which seem to be incorrect for this kind of weapon
Hey,
I love your Videos.
But how are your settings for the camera in the ship fights?
4:54 omg it actually considers thrust to weight ratio?
Very cool video... a few points.
1. By later game, if you level up your ship skills and generally continually upgrade your ship, any decent player is going to be beating the enemy AI ships without much issue, at almost any difficulty level. In general, almost all of the BGS designed ships are worse than the best potential player ships. Crew members and player skills also make a significant difference. Space combat in this game isn't that difficult in general. It's very Arcady, in a fun way.
2. Todd Howard spoke about Starfield ship combat specifically in his interview with Lex Fridman. If the ship combat in Starfield seems easy, it's because it's generally meant to be. After years of testing, when the AI was at "full capability", they were almost too good, as they calculated mathematically and not visually like the player has to. Basically, as a player you were dying too quickly. So, they programmed the enemy ships to deliberately use a form of "boom and zoom" tactic to sweep in and out, with some thrusting, and then actually stop shooting in order to present a target so it would actually give the player a chance to shoot them. BGS envisioned the power bars to be something of a mini game players would adjust in combat... which is something most players don't really do.
3. It's a single player game against AI, not a competitive multiplayer ship combat game (like World of Warships). Therefore, I think most players are going to have more fun role playing with different types/looks of ships rather than building a ship that is technically the most capable. Like I mentioned in point 1, most players are going to get to a point skill wise that they will easily be beating the AI no matter what ship they build.
Thank you for the thoughtfulness here. The AI is particularly interesting when you encounter a single enemy ship and you stay close enough to witness what you’re describing. They sweep in and out, firing and then boosting away. On lower difficulty settings, I’m not sure they could even destroy you if you let them try. On Expert, you do finally have to take some action.
And agree with you on the fun of role playing with different ship types. To this point, what types of ships do you like to build?
@@ShipTechnician Great question. I build my ships as a fleet of all around exploration ships, with solid weapons and shields. I name them after historical exploration ships. I almost always choose ballistic weapons as the primary controlled, missiles as secondary, and either particle or laser turrets. I also play with both my own and the AI damage output reduced, so the fight lasts longer, and forces more maneuver. I also do not play the power adjust mini game in the fight at all. I only equip enough weapons/shields/engines that my reactor has enough power for (except the grav drive, which I keep on zero, and just move one reactor pip over to for grav jumping). So, all of my weapons/shields/engines are always at max power allocation. I also put more skill points into ships than any other branch, and also focus on building my crew capability quickly. I have found that general weapon upgrading as well as crew skill inclusion can make nearly any design stronger by default.
Another great video, do you have these charts hosted anywhere like Google docs?
Excellent suggestion!
I just build this ship! Thank you for the guide. I hade to get creative because for some reason the ship builder won't let me build more than two of those Nova wings. Any idea why?
I would suspect that is due to the ship you started with having two of the Nova Wings, and the ship vendor you chose to build at not having any to sell themselves. But without seeing your game that is just a guess. Did you build this at your Outpost Landing Pad, or somewhere else?
@@ShipTechnician I was doing all the modifications at New Atlantis where I had the problem. I then went to Akila and was able to obtain the remaining Nova wings just fine.
Could you make a build with the frontier?
I swear I’m not trying to be annoying here 😅. At the end of the video you said you’re open to more ship building requests? I was hoping at some point you could possibly make an “end game” version of the frontier. I love that you don’t use glitches or mods for your customizations. So I guess what im asking is if you could possibly build an “end game” frontier with sorta the same look/shape? I don’t know if you get what im saying. 😅🙏🏾
He has a long 50 minute video upgrading the Frontier at different levels from 1 to 60+, although pre the last extreme update... Please watch it...
@@ronclark9724 hey man I’ve watched all of his videos already and I definitely seen that one. I was asking if he could make a Frontier and use his artistic eye to customize one that somehow retains its same physical looks. I’ve tried making one after watching the video you suggested but Ship Technician has a way of cosmetically customizing his ships that are just simply unrivaled (in my opinion) from all the others. Especially when he doesn’t use glitches or mods. I haven’t given up on trying to make one myself but I was just curious how he would do it. It also doesn’t have to be end game or the biggest ship.
Great video thank you. How are you getting such good range on your Particle Beams? My Vanguards only have 3000m range whilst yours are 4290m?
I have full Particle Beam skill upgrades and Barrett on the crew. Is it something else that boosts the range?
I'm trying to get the 2x1 empty hab working for more cargo space. I don't see a decoration that acts as cargo. You said "cargo container". What did you mean by that? How can I add cargo space with the empty hab?
The "Military Crate" item should hold 150 mass without counting against your ship's cargo. So slap 10 of them into a hab and you have 1,500 mass worth of storage without impacting your ship's performance.
I've made a similar ship and determined the game becomes too easy, even on extreme ng10. I handicap myself by redoing the build with turrets instead of activated cannons. It's kind of fun sliding around making sure the turrets have line of sight.
"you're nothing" *gets obliterated*
Brings a smile to my face :)
Another question I haven’t seen many people talk about, does mass also affect acceleration and max boost speed? Like, does your ship in this video with only two engines and less mass accelerate faster to a higher top speed than a ship with 4 white dwarves and the mobility cap of 1019 mass? Maybe you have tested this already and like to share!
I’ll start with a disclaimer that if you test this yourself, it’s an imperfect science because it takes some time to get your engines to full throttle. Accounting for that margin of error, there does appear to be a cap on acceleration, both in normal flight and in boost speed. For this specific ship, its mass is low enough to still get top performance in mobility and acceleration. Could you possibly get slightly (very, very slightly) better acceleration with even lower mass? I believe so, but it would be so negligible that you wouldn’t notice it in gameplay. There’s a deeper dive in this video, along with some of the math behind these figures: ua-cam.com/video/6ekfDDZb5RI/v-deo.html
@@ShipTechnician thanks for the in depth answer, very interesting. Gonna check out the video!
Have you fiddled with the idea of a snigle wc3015 ship? With this design you still have weight to spare and things such as grav drive are really not neceassary - after you mapped the galaxy even weakest tanks will get you far. Same with third weapon slot.
If you still wanted top engine performance (mobility & acceleration) you’d only be allowed an extra 160 units of mass above the single 3015’s mass. You’d be limited to some pretty weak ship parts, which is why I went with two engines because they just barely allowed for the best parts AND top engine performance. But I do like the idea.
@ShipTechnician by cutting an engine you cut 3 power points, 33 generator weighs 45 36 does 135. Still the vital part would be shield, while i think there are A Class weapons way more than enough on extreme, shields can't even break 1000hp mark
Darn, with this build i survived that last starborn space fight on very hard difficulty for the first time without dying! (that version where you piss both of them) (i was around 145 lvl)
That’s what I’m talking about!
Valentine is singing: Hi-ho, hi-ho, off to work we go....
I added a control station to give me 8 crew members by removing the companion way. Quoting Commander Riker, "That's one tough little ship."
How did you get that range for Exterminator Auto Hellon 75, mine only has 3250 meters? I have maxed out the same perks you have and i am at level 222 NG+3. Looks like I am missing something?
Is this on NG+10 and does it make a difference? I recently did the grind and went from NG+1 to ng+11 getting all my powers maxed but ever since then I have been feeling like I am not doing any damage and taking a lot when it comes to ship combat to the point I went back to very hard from extreme, not like that's a huge issue but I'm just wondering if NG+ makes ship combat harder too
NG+ does make ship combat more difficult due to enemies having more health, including enemy ships. Just makes it more important to have the most powerful ship you can
Would putting a 2x1 command module help to allow you to bring a max crew of 8, even though it might tip the scales for total mass?
It would. I even mention this at one point, and you won’t tip the scales for mass vs engine performance
And how do you get such low prices? I have max Commerce and I still don't get the discounts you do.
Extreme claim requires extreme proof. I like that!
Was that explosion at the intro from a mod?
No, just a legendary ship. Bigger ship=bigger boom
0:15 What outfit are you using
Finish the game
Starborn outfit.
*"The range of these weapons is the highest in the game."*
That's not true.
The Horizon Defense Disruptors have even better range.
Not sure why 95Mev Auto Helion Beams are showing 4647.5
I'm looking at them right now and they show 3575.
Vanguard Obliterators show 3300.
With that in mind, the Horizon Defense Disruptors show a range of 3850.
Thank you, I did misspeak there, I should have said, “near the highest, to go along with their top DPS.” Technically, missile launchers display the highest Range in the UI, though in real gameplay you should acquire a lock on the enemy to make them useful.
@@ShipTechnician Why do your particle beams have such greater range? Is it because of who you have in your crew?
Dude… I just finished building the razor leaf and now I find this 😂 off to the star yard again
It's too bad that BGS didn't let us have favorite power distributions mapped to the d-pad when piloting.
so if i want to rebuild the frontier ship what engine and shield and weapons do you suggest i use, so it will be just as powerfull as your ship in this video are🤔🤔🤔🙂🙂🙂?
You could rebuilt the frontier to match this ship, replacing all parts. Or this video covers the various ways to upgrade, and uses the frontier as a base: ua-cam.com/video/T74-xqu0Nz0/v-deo.html
When I jump into Kryx there are literally 15 ships. What's going on?
I really need to show you my build. I kill stuff so much more efficiently. I not sure why certain weapons ( Particle Turrets ) do different damage than the weapon stats in the builder. Also did you notice they buffed the Range of the Ship weapons?
Would love to see it! You should be able to find an address in my ‘more about this channel’.
This became my mantis!
I used to build ships for speed. Then I got experienced and now I use the SAL 6830's x 6.
Hi why have you 42 energy on universe and 37 on build?
Great question: my character has a maxed Aneutronic Fusion skill, which provides additional reactor power.
How much cred do you need to build it?
Do you need tho be at certain skill level and level to be able to get all the parts?
Good question, yes, a few of the parts won’t unlock until Level 60. I believe the reactor and the Exterminator particle beams. You can look at the following two videos for more info (one which has a spreadsheet tool that will help choose ship parts based on character level):
ua-cam.com/video/ekTAhn6u8us/v-deo.html
ua-cam.com/video/T74-xqu0Nz0/v-deo.html
@@ShipTechnician Thank you
How are you able to get all of those parts in the same place?
Reactor and weapons I usually get from Stroud-Eklund in Narion system. The rest I believe you can get at your outpost landing pad.
@@ShipTechnician It's just that your video makes it seem as though they are all coming from the same vendor...
Where did you build this??
I shop around for specific pieces at various vendors, then finish the build at my outpost landing pad. For this ship, the Reactor and weapons you can get at Stroud-Eklund Staryard in the Narion system. The other pieces you can get at your outpost landing pad.
How do you level up so much and get enough money to build your ships?
crimson fleet questline gives 250k or some crazy high number like that. but for the fastest way to get many levels and credits in a short time, it's probably the outpost location in Bessel-3b that gives all the materials for infinite adaptive frames and isocentered magnets
I've started a new character recently which gives me some perspective on this having only played 1 character since launch so far: At high levels the loot you pick up is worth so much more than on lower levels. For example without increasing vendor cash one advanced Va'ruun inflictor would use up most of the cash of a single vendor. Now you can sell multiple ones at a time if you choose to increase vendor credits.
To get XP and loot hit the POIs on planets. Pick up the valuable stuff (guns mostly), use your power to not be bothered by being overloaded. Also hit the big enemy ships that land or board them in space - valuable loot and XP. The big ships can sell for okay amounts of credits but you end up bankrupting the ship dealers.
As you level up, you can go to higher levels systems and fight enemies that give more XP. The loot that enemies drop depends on your level as well - you simply don't see the expensive stuff at lower levels, no matter where you go.
At high levels you deal more damage because you have perk points allocated to improve your combat and you have much better weapons. You also take less damage because you have more health and can find better defensive gear. This makes it more efficient to quickly run through battles.
The SAL-6830's have been quiet since this dropped...
the fact that you have to pay 50k credits each for a total of over 300k just to get 6 of those is crazy, only to have the mass goes way over the line and a mediocre top speed, i'll stick to my SA-4330 for the all rounder engine, and since the free star eagle already has 4 of it, i only need to buy 2 more
"Tough little ship."
You should be getting over 1600 experience for killing level 72 Starborn. 15 % Emotional Security Bonus, 3% Nutrition, and 75% Extreme mode.
I only had Extreme difficulty turned on, nothing else. But you’re right, there are much better ways to maximize XP gain.
Same.
Girly half asked starborn 😂 on a serious note...you probably know this, ut with a few glitches, you can significantly improve this!
Extreme Analytics... you didn't promise to much...😅
StarBORN more like starBORTION
🔥FIRST🔥🫦😉😏
Dude you gotta stop with the creepy ai lipsync thing it's so gross looking, just show the ship technician and maybe put some items on the ground or something behind him to make the shot interesting and different, I dont know, anything is better, just please stop doing it like this it makes it hard to watch your videos
That one was pretty creepy. Appreciate the feedback :)
I thought it was creepy AND cool! How did you do it?
I honestly don't think the white dwarf or really any C engine is the best. To start the difference between top speed between C and B and B and A is too little. The difference between the White dwarf and other A class ships is bigger then the difference from A and C. That I'll admit. But the problem is that it's far too restrictive.
To keep it with 4 engines, you need to bare bones it. As little cargo as you can muster as little cosmetics as you can muster cuts on sheilds and possibly reacttors. And forget putting in enough habs for your crew to have rooms of their own or heck in some cases even a common room from a role play side. Because we are throwing down sleeping bags and calling it a day.
Ultimately choosing to use those engines hurts literally every other part of ship building. Creativity, functionality of anything outside of combat like smuggling or cargo hauling. Then outside of ships itself it ruins role-playing aspect. As your ship is where you will live while on missions. And forget the other parts of difficulty like the weight of ammo and reduced inventory so the need for cargo drastically increases in the higher difficulty.
And since we've taken the largest hit straight off the bat I don't see a problem with going to C engines if you need it. As going from A -> C is a difference of 150->130 a far cry from 180->150.
I generally don't vaule hual over reactor power but given your views with the ship parts. The best combat ship should be the one decked out with the most haul and as much cargo space to carry a hundreds of ship parts. That ship would carry ten and lose half it's cargo in the process.
Frankly and no offense but that ship sucks. Here guys sleep in this tiny cargo hold with a ladder through the middle and no privacy.
Oh rations? Weapons? Ammo? We don't have space for that only ship parts.
Keep that Grav Drive powered up friend ;)
There is 200 cargo or more in the Stroud cockpit... How much cargo do you need to pack rat? I find 200 large enough to store whatever weapons I pick up during a raid... If I become over encumbered I return to the ship, drop the loot onto the ship's deck, and come back to loot more... Of course I only loot weapons and health items... There are better ways to earn income than looting... As for sleeping, I can place a sleeping bag into a 1x1 hab with a ladder... Heck, I can place a sleeping bag in the cockpit too... If you have to have a all on one berth, change this 1x1 hab to a 2x1 hab... This isn't rocket science...
@@ShipTechnician the most devastating insult, 10/10
There isn't really a one size fits all solution for ships. I'm at NG+14 and I find myself building 3 ships usually. One is a turret monster with around 12000 cargo, all useful habs and no expense spared - 6830 engines. Two is a ship with B class engines and around 5 to 6 thousand cargo - I usually try and limit the junk I carry to fit within the limits of this ship. Three is a small fighter only ship with 3015 engines just because it's fun to do combat with.
I switch ships depending on what I feel like doing.
Edit: built the ship and THINK it cost (70k less) around 290k cr, probably accounting for the level 4 commerce skill.
This ship is amazing, thanks.
Extreme ship Build Starfield
Total cost = 367,364 cr
Viking cp-100 cockpit - 650 cr
* Vendor ︎ Kavnyk ︎ Dumar HasadiDLC
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Shipbuilder (Outpost)
Stroud companionway 1x1 - 1,050 cr
* Vendor ︎ Kavnyk ︎ Dumar HasadiDLC
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Shipbuilder (Outpost)
Hope 4 landing bay - 670 cr
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Shipbuilder (Outpost)
Pinch 8A Reactor - 75,200 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Volii ︎ Veronica Young
Accu-Lander 11 Landing Gear Port x2 - 1300 cr
* Vendor ︎ Kavnyk ︎ Dumar HasadiDLC
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Shipbuilder (Outpost)
White Dwarf 3015 engine x2 - 25,244 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Sol ︎ Lt. Jillian Toft
* Vendor ︎ Sol ︎ Nikau Henderson
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Sol ︎ Ship Services Technician (Cydonia)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (Gagarin)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (New Atlantis)
* Vendor ︎ Sol ︎ Ship Services Technician (New Homestead)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Sol ︎ Ship Services Technician (Red Devils HQ)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Wolf ︎ Ship Services Technician (The Den)
* Vendor ︎ Shipbuilder (Outpost)
* Vendor ︎ Volii ︎ Veronica Young
28T defender shield generator - 40,600 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Sol ︎ Lt. Jillian Toft
* Vendor ︎ Sol ︎ Nikau Henderson
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Sol ︎ Ship Services Technician (Cydonia)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (Gagarin)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (New Atlantis)
* Vendor ︎ Sol ︎ Ship Services Technician (New Homestead)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Sol ︎ Ship Services Technician (Red Devils HQ)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Wolf ︎ Ship Services Technician (The Den)
* Vendor ︎ Shipbuilder (Outpost)
* Vendor ︎ Volii ︎ Veronica Young
Helios 200 grav drive - 7300 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Sol ︎ Lt. Jillian Toft
* Vendor ︎ Sol ︎ Nikau Henderson
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Sol ︎ Ship Services Technician (Cydonia)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (Gagarin)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (New Atlantis)
* Vendor ︎ Sol ︎ Ship Services Technician (New Homestead)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Sol ︎ Ship Services Technician (Red Devils HQ)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Wolf ︎ Ship Services Technician (The Den)
* Vendor ︎ Shipbuilder (Outpost)
* Vendor ︎ Volii ︎ Veronica Young
100dp slim docker top - 1,750 cr
* Vendor ︎ Sol ︎ Lt. Jillian Toft
* Vendor ︎ Sol ︎ Nikau Henderson
* Vendor ︎ Sol ︎ Ship Services Technician (Cydonia)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (Gagarin)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (New Atlantis)
* Vendor ︎ Sol ︎ Ship Services Technician (Red Devils HQ)
* Vendor ︎ Wolf ︎ Ship Services Technician (The Den)
* Vendor ︎ Shipbuilder (Outpost)
Titan 450 he3 tank - 2,500 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Kryx ︎ Jasmine Durand
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Sol ︎ Lt. Jillian Toft
* Vendor ︎ Sol ︎ Nikau Henderson
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Sol ︎ Ship Services Technician (Cydonia)
* Vendor ︎ Ixyll ︎ Ship Services Technician (Eleos Retreat)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (Gagarin)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Alpha Centauri ︎ Ship Services Technician (New Atlantis)
* Vendor ︎ Sol ︎ Ship Services Technician (New Homestead)
* Vendor ︎ Porrima ︎ Ship Services Technician (Paradiso)
* Vendor ︎ Sol ︎ Ship Services Technician (Red Devils HQ)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Wolf ︎ Ship Services Technician (The Den)
* Vendor ︎ Shipbuilder (Outpost)
* Vendor ︎ Volii ︎ Veronica Young
Equipment plate - 500 cr
All vendors
Nova wing port x6 - 3000 cr
All vendors
Vanguard Hellfire Autocannons x6 - 16,500 cr
All vendors
Exterminator 95MeV Auto Helion Beam x3 106,500 cr
* Vendor ︎ Narion ︎ Havershaw
* Vendor ︎ Valo ︎ Inaya Rehman
* Vendor ︎ Porrima ︎ Lon Anderssen
* Vendor ︎ Cheyenne ︎ Ship Services Technician (Akila City)
* Vendor ︎ Valo ︎ Ship Services Technician (HopeTown)
* Vendor ︎ Volii ︎ Ship Services Technician (Neon)
* Vendor ︎ Narion ︎ Ship Services Technician (The Clinic)
* Vendor ︎ Volii ︎ Veronica Young
Vanguard Obliterator Autoprojector x6 - 84,600
(Requires UC Vanguard 1st quest completion to unlock - all vendors)
Extreme ship Build Starfield
Total cost = 366,314 cr