1:22 Important detail that wasn't mentioned : The power only has a requirement of 2! This means that you can fit 6 in one weapon slot. When you compare this one to any power 3 weapons, you have to adjust a x6 slot against the normal x4 slot. TLDR:. Its more effective than any other Ballistic when all 6 are used in a slot.
Awesome, Crimson! I know a bunch of us, including myself, requested this, and appreciate you taking the time to do the breakdown. Thanks for putting this one out.
I'm guessing that the railguns were too overpowered so they slapped an unrealistic range limit on them to show mercy on our enemies, but forgot that I'd just use particle beams to erase my enemies from existence.
Makes sense irl because ballistics have very low velocity compared to energy weapons. Even if they travel forever, they are slow enough to be dodged at anything other point blank range.
I know the video is quite old, but some explanantions: The Infiltrator SC-02 has higher requirements as it can shoot 14 times before it required recharging and has the best total damage of all missile launchers, while the Atlatl 270A can only shoot 6 times before it requires recharging. There are a lot more less obvious things - for example the PBO-175 Auto Helion Beam has less DPS than the Exterminator 95MeV Auto Helion Beam and the Vanguard Obliterator Autoprojector because of its attack pattern. There is a small break every few shots, so the actual fire rate is much smaller for it.
Great review. I concur on turrets. Currently I only use them when I’m grinding kills for experience or engaging large enemy populations. Otherwise I tend to stick to vanguard obliterators for general ship to ship combat with suppressors for engine take downs regardless of the class of ship I’m flying.
Thanks again Crimson for a job well done. 11:56 again! Quite simply the absolute BEST video of Starfield’s ship weapons by cla in all of UA-cam! Your knowledge, dedication to your work product, and catering to our thirst for knowledge of the various systems in this great game is astounding!! Keep them vids coming please!
I used turrets for a while and then started running into issues where they wouldnt fire. Now i only use them on my freight hauler due its mobility being literally zero. Even so i still installed 6 obliterator autoprojectors on it so i can still shoot if they decide they don't want to cooperate. My load out of preference on all of my ships is 6 obliterator autoprojrctors, 4 pb 175 auto helion beams, and 4 nullifier EM weapons. Strong firepower but can still be doable for boarding purposes if needed. Edit due to one BILLION typos.
Auto weapons tend to have a higher Starship Design requirement compared to their standard versions. It makes sense for single target combat since their DPS is higher and the battery charge means you can utilize them with only partial power investment. But if you want to maximize sustained DPS you want to have a full 12 pips of power in a standard weapon and just hold down the trigger until everything dies. The B Class Helion Beams are good for that.
I'd not tried that C-class Suppressor, but my ship has the Fulminator 8000 I got at my outpost amongst other places (just checked, it's at Akila) it comes out very early (by lvl 20!) but the kicker is the cost! just 3000! Even the A-Class ones cost 5-10x as much! I know some say you don't need more than one because of how these devices work, but my crew count required more plus at this price why not? Anyway in the effectiveness realm I'd never had suppressors that worked better! Maybe it's cuz I got two, maybe it's cuz I don't bother trying to board high lvl ships so perhaps it's just good on low lvl ships around the lvl40 level systems I frequent. But I knock ship systems out in two to four shots every time!
Also your missile info... *sigh* it's not your fault, bethesda just ONCE AGAIN fails to tell you the whole story. Well, if you tried those C-class Atlatl's out for instance I mean, yes, they hit like TRUCKS (I think I calculated 3 of them to hit for 400+) BUT it only holds 2 in the barrel before you have to wait the multiple minutes to reload. I like the CExxx C-class missiles you buy at your outpost cuz while half as strong as Atlatl, it fires 6x. The best B-class missiles, the best missiles I'd found in fact, are the mag missiles, they shoot 10x (available only at New Atlantis AFAIK). I just preffer buying things at my outpost :) so CE missiles it is for me :). I suggest you look at the B-class disruptor (partical beam) turrets. note they don't fire in 'magazine' groups, they use up the entire energy bar (slugs?) when they fire so you gotta keep them powered (honestly, I give my full 4 gun compliment just 3 out of 12 pips and I'm fine for where I fly). These are MUCH prefered in a real world fight AS if your ship needs turrets it's MOST likely a low mobility hauler so if your out to dry after your turrets going through it's full magazine, your slow LOW mobility hauler probly won't do much evasive maneuvering to keep you alive. Also your turrets didn't work cuz it's a bug :) I guess those Obliterator turrets fire in slugs as well, awesome! What I'm told is if you are caught in that bug taking energy from your turrets and putting it back (resetting them IT style :) always works) sometimes works. edit: saw in your Kepler R video that you like the B-CLASS disruptor turrets! So I guess you realized what I'm saying xD
My "go to" weapon combo (even on C class ships) is 4x PB-175 Helion Beams and 6x Vanguard Hellfire Autocannons. The PB-175s have great sustained DPS and the autocannons blitz through the hull with a 2-second burst. Also, the range information the game tells you about the Vanguard Hellfire is a lie, it reaches out to 1200 meters.
Honestly, Bethesda made Particle weapons too good. Throw six of those class A Vanguard Obliterator weapons on any ship and you're on Easy mode. One weapon system. No shuffling or balancing power. I like missiles but I only put one power in them. They fire off their rack and, unless it is a long engagement, that's pretty much it. I usually mount two different missile systems, alongside the Particle weapons and use them as finishers. Especially those big C class ones. Good review and basically matches my own experience in the game.
@CrimsonFlyboy Or debuff particle weapons so that they are only about 70-75% as effective as the other two, but still effective against both hull and shields. They will still have a place as a versatile weapon system, but a lasers/ballistics build can outclass them, at the cost of more reactor power. Choosing weapons then becomes a balancing act between power requirements, dps output, and mount availability. Right now, aside from RP purposes, I don't really see a need for Lasers/Ballistics. Mind that RP purposes is good enough for me. It might just not be good for a compulsive min-max'er.
Run a high powered B or C class reactor (39-40 power), drop 4 PBO-175's in group 1 and 6 Vanguard Obliterators in group 2. You can run both groups at or near max power especially when you're conservative with engine or shield power. Fire both groups simultaneously and you'll melt through ANY target in mere seconds.
It would be useful to explain which weapons are available where. I can’t seem to get all of these at my ship builder on my outpost or some of the ship vendors. Also alternatives to the vanguard weapons would be nice (I have talked to the captain in MAST this NG+ play through; although the obliterator and hellfire do wreck)
All of the weapons listen in the video were found at either New atlantis, Akila, or The Stroud Ecklund staryward in Narion. Apologies, I thought I mentioned this in the video, my bad. Usually, the UC vendors will sell one set of weapons, and the free star will sell the other.
Are you from Wexford? I feel like I’ve heard the exact accent you have from another guy who was from Wexford. Either way, great video! I’ll probably have to rewatch this repeatedly every time I upgrade, thanks man!
All the EMP weapons you show off are 6 power so you can only have two of them. That doesn't by itself mean they're bad. The Atlatl 280C is great even though you can only have 3. But I don't think these EMPs come out on top with a full array of EMP guns. Also how do you determine DPS?
I was using inara.cz to see the full stats of weapons, such as dps. For the emp weapons, I feel like having mutlipe is a bit overkill and not worth the power requirement, as just one of them will get the job done.
@CrimsonFlyboy good sir, I would love a little breakdown of that ship. I love your ship walkthroughs, and appreciate custom builds. Don't leave me hanging!
@@CrimsonFlyboy You had something going on as the base ranges for the weapons you showed are lower than what's in your video. For example the EM weapons have a base range of only 800. Not 960. Not sure if that was crew/perk related or if you have a mod going.
1:22 Important detail that wasn't mentioned : The power only has a requirement of 2! This means that you can fit 6 in one weapon slot. When you compare this one to any power 3 weapons, you have to adjust a x6 slot against the normal x4 slot. TLDR:. Its more effective than any other Ballistic when all 6 are used in a slot.
Yeah I skipped over this accidentally
Awesome, Crimson! I know a bunch of us, including myself, requested this, and appreciate you taking the time to do the breakdown.
Thanks for putting this one out.
Glad you enjoyed it!
I really don't get why ballistic weapons have a range limit, this is fired in space, they will just keep going till they hit something.
I agree, it's annoying that railguns have the shortest range out of any weapon when they would have a near infinite range
@@CrimsonFlyboyExactly..railguns and ballistics should be some of the most powerful projectiles in space
I'm guessing that the railguns were too overpowered so they slapped an unrealistic range limit on them to show mercy on our enemies, but forgot that I'd just use particle beams to erase my enemies from existence.
Makes sense irl because ballistics have very low velocity compared to energy weapons. Even if they travel forever, they are slow enough to be dodged at anything other point blank range.
I know the video is quite old, but some explanantions:
The Infiltrator SC-02 has higher requirements as it can shoot 14 times before it required recharging and has the best total damage of all missile launchers, while the Atlatl 270A can only shoot 6 times before it requires recharging.
There are a lot more less obvious things - for example the PBO-175 Auto Helion Beam has less DPS than the Exterminator 95MeV Auto Helion Beam and the Vanguard Obliterator Autoprojector because of its attack pattern. There is a small break every few shots, so the actual fire rate is much smaller for it.
Great review. I concur on turrets. Currently I only use them when I’m grinding kills for experience or engaging large enemy populations. Otherwise I tend to stick to vanguard obliterators for general ship to ship combat with suppressors for engine take downs regardless of the class of ship I’m flying.
Thanks again Crimson for a job well done. 11:56 again! Quite simply the absolute BEST video of Starfield’s ship weapons by cla in all of UA-cam! Your knowledge, dedication to your work product, and catering to our thirst for knowledge of the various systems in this great game is astounding!! Keep them vids coming please!
Best ship weapons video I've seen so far. Nice job.
I used turrets for a while and then started running into issues where they wouldnt fire. Now i only use them on my freight hauler due its mobility being literally zero. Even so i still installed 6 obliterator autoprojectors on it so i can still shoot if they decide they don't want to cooperate. My load out of preference on all of my ships is 6 obliterator autoprojrctors, 4 pb 175 auto helion beams, and 4 nullifier EM weapons. Strong firepower but can still be doable for boarding purposes if needed.
Edit due to one BILLION typos.
Auto weapons tend to have a higher Starship Design requirement compared to their standard versions. It makes sense for single target combat since their DPS is higher and the battery charge means you can utilize them with only partial power investment. But if you want to maximize sustained DPS you want to have a full 12 pips of power in a standard weapon and just hold down the trigger until everything dies. The B Class Helion Beams are good for that.
it is highly recommended that turrets be mounted on the higher edges of your ship and elevated for maximum functionality.
I'd not tried that C-class Suppressor, but my ship has the Fulminator 8000 I got at my outpost amongst other places (just checked, it's at Akila) it comes out very early (by lvl 20!) but the kicker is the cost! just 3000! Even the A-Class ones cost 5-10x as much! I know some say you don't need more than one because of how these devices work, but my crew count required more plus at this price why not? Anyway in the effectiveness realm I'd never had suppressors that worked better! Maybe it's cuz I got two, maybe it's cuz I don't bother trying to board high lvl ships so perhaps it's just good on low lvl ships around the lvl40 level systems I frequent. But I knock ship systems out in two to four shots every time!
Also your missile info... *sigh* it's not your fault, bethesda just ONCE AGAIN fails to tell you the whole story. Well, if you tried those C-class Atlatl's out for instance I mean, yes, they hit like TRUCKS (I think I calculated 3 of them to hit for 400+) BUT it only holds 2 in the barrel before you have to wait the multiple minutes to reload. I like the CExxx C-class missiles you buy at your outpost cuz while half as strong as Atlatl, it fires 6x.
The best B-class missiles, the best missiles I'd found in fact, are the mag missiles, they shoot 10x (available only at New Atlantis AFAIK). I just preffer buying things at my outpost :) so CE missiles it is for me :).
I suggest you look at the B-class disruptor (partical beam) turrets. note they don't fire in 'magazine' groups, they use up the entire energy bar (slugs?) when they fire so you gotta keep them powered (honestly, I give my full 4 gun compliment just 3 out of 12 pips and I'm fine for where I fly). These are MUCH prefered in a real world fight AS if your ship needs turrets it's MOST likely a low mobility hauler so if your out to dry after your turrets going through it's full magazine, your slow LOW mobility hauler probly won't do much evasive maneuvering to keep you alive.
Also your turrets didn't work cuz it's a bug :) I guess those Obliterator turrets fire in slugs as well, awesome! What I'm told is if you are caught in that bug taking energy from your turrets and putting it back (resetting them IT style :) always works) sometimes works.
edit: saw in your Kepler R video that you like the B-CLASS disruptor turrets! So I guess you realized what I'm saying xD
My "go to" weapon combo (even on C class ships) is 4x PB-175 Helion Beams and 6x Vanguard Hellfire Autocannons. The PB-175s have great sustained DPS and the autocannons blitz through the hull with a 2-second burst. Also, the range information the game tells you about the Vanguard Hellfire is a lie, it reaches out to 1200 meters.
Honestly, Bethesda made Particle weapons too good. Throw six of those class A Vanguard Obliterator weapons on any ship and you're on Easy mode. One weapon system. No shuffling or balancing power.
I like missiles but I only put one power in them. They fire off their rack and, unless it is a long engagement, that's pretty much it. I usually mount two different missile systems, alongside the Particle weapons and use them as finishers. Especially those big C class ones.
Good review and basically matches my own experience in the game.
Yeah, they really need to buff the other weapons in the game.
@CrimsonFlyboy Or debuff particle weapons so that they are only about 70-75% as effective as the other two, but still effective against both hull and shields. They will still have a place as a versatile weapon system, but a lasers/ballistics build can outclass them, at the cost of more reactor power. Choosing weapons then becomes a balancing act between power requirements, dps output, and mount availability.
Right now, aside from RP purposes, I don't really see a need for Lasers/Ballistics. Mind that RP purposes is good enough for me. It might just not be good for a compulsive min-max'er.
Run a high powered B or C class reactor (39-40 power), drop 4 PBO-175's in group 1 and 6 Vanguard Obliterators in group 2. You can run both groups at or near max power especially when you're conservative with engine or shield power. Fire both groups simultaneously and you'll melt through ANY target in mere seconds.
I’m less accurate than turrets so I use them exclusively and just worry less on mobility to stack cargo holds instead.
It would be useful to explain which weapons are available where. I can’t seem to get all of these at my ship builder on my outpost or some of the ship vendors. Also alternatives to the vanguard weapons would be nice (I have talked to the captain in MAST this NG+ play through; although the obliterator and hellfire do wreck)
All of the weapons listen in the video were found at either New atlantis, Akila, or The Stroud Ecklund staryward in Narion. Apologies, I thought I mentioned this in the video, my bad.
Usually, the UC vendors will sell one set of weapons, and the free star will sell the other.
Are you from Wexford? I feel like I’ve heard the exact accent you have from another guy who was from Wexford. Either way, great video! I’ll probably have to rewatch this repeatedly every time I upgrade, thanks man!
I am not from Wexford
Great video!
All the EMP weapons you show off are 6 power so you can only have two of them. That doesn't by itself mean they're bad. The Atlatl 280C is great even though you can only have 3. But I don't think these EMPs come out on top with a full array of EMP guns.
Also how do you determine DPS?
I was using inara.cz to see the full stats of weapons, such as dps. For the emp weapons, I feel like having mutlipe is a bit overkill and not worth the power requirement, as just one of them will get the job done.
What ship are you testing these on, it looks so familiar, but i cant quite place it?
It's a custom one I made out of a va'ruun Hymn
@CrimsonFlyboy good sir, I would love a little breakdown of that ship. I love your ship walkthroughs, and appreciate custom builds. Don't leave me hanging!
Ill get a build of it done in the next few days
Perks effect the weapon and ship systems
They do, but I had no perks affecting weapons performance when I recorded this video, so the stats are accurate
@@CrimsonFlyboy I noticed I mean I was suggesting that maybe the B and C are effected making them better with perks
@@CrimsonFlyboy You had something going on as the base ranges for the weapons you showed are lower than what's in your video. For example the EM weapons have a base range of only 800. Not 960. Not sure if that was crew/perk related or if you have a mod going.
@@CrimsonFlyboy
Did you have any magazines collected that effect ship weapons. There's one in the bathroom near the US combat simulator.
That may have been why the ranges were a little off. The video is still accurate though, as I was using inara.cz for the true dps.
These cant be the best turrets rate of fire is to slow the c class auto partical turrets shred ships quickly