- Title: Starfield
- Release Date: September 6, 2023
- Developer: Bethesda Game Studios
- Publisher: Bethesda Softworks
In Bethesda games, Starfield doesn’t provide the comprehensive insights we crave regarding Skills and Perks. While I’ll strive to keep this guide spoiler-free, be aware that I’ll delve into late-game mechanics. As of September 5th, 2023, this guide reflects my experiences after 20 hours of gameplay.
Introduction and Disclaimer
This guide emerges from a mere 20 hours of gameplay, intended to assist players who possess more patience and wisdom than I do. It coincides with the official release of the game on September 6th, 2023. I aim to steer clear of narrative spoilers while furnishing essential information absent from in-game tooltips.
I’ll endeavor to maintain brevity and impartiality. Notably, my previous preferences in Fallout 4 and Skyrim leaned towards the challenging end, typically embracing the roles of a stealthy archer and a mage with boundless mana. (Despite my occasional attempts to explore other playstyles, I must confess!)
Given my limited gameplay hours and personal playstyle bias, errors and inaccuracies are unavoidable. I encourage you to offer corrections in the comments.
P.S. I’ve made an effort to limit my grievances regarding the NPCs. However, it’s worth mentioning that, well, you’ll encounter them firsthand if you haven’t already. I wouldn’t readily entrust them with an ethical quandary, let alone the fate of the galaxy or the keys to my starship.
Introduction to Professions
Professions may seem like the least critical aspect of character generation in Starfield. They bring about only minor alterations in dialogue and grant three initial skills, nothing more. Opting for a profession solely for role-playing purposes won’t significantly impact your gameplay.
However, if you’re averse to having an irrelevant skill point haunting you 20 hours down the line, keep reading. I’ll identify all skills with useless or situationally useless attributes. Since you’ll eventually want all the valuable skills, professions lacking these hindrances are equally viable.
Please take note:
Crafting skills receive low ratings. Most weapon modifications offer marginal benefits when compared to legendary prefixes and weapon skills. The same holds true for armor mods. It’s possible to craft substantial quantities of consumables with outposts, but that’s a separate matter to consider.
Tier A Professions
This profession stands as the undisputed best choice, free from any disclaimers or exceptions.
- Wellness: Unless you’re embarking on an ultra-challenging 1HP run, having more Hit Points (HP) is always a valuable asset.
- Ballistics: Both energy weapons and ballistics offer solid late-game options, but quality ballistic weapons are more readily accessible and conducive to obtaining legendary variants. They also demand fewer skills for effective modifications. Moreover, they boast superior range, a crucial advantage on planetary surfaces where avoiding swarming enemies is paramount.
- Piloting: The importance of Piloting 4 for C-class ships cannot be overstated; acquiring it as soon as possible is imperative. Your ground combat prowess won’t matter if you can’t survive encounters in space.
This concludes the A Tier professions. The only reason you might deviate from these recommendations is if you’re engaging in specialized challenge runs like laser-only or melee-only playthroughs, pursuing a grueling 1HP challenge, or restricting yourself to Ship Class A scenarios.
Tiers B and C Professions
Cyberneticist – C Tier
- Lasers: At character generation, this choice is suboptimal. Energy weapons, including lasers, have decent late-game potential, but their superior mods require more research, and finding good laser weapons can be time-consuming.
- Medicine: Similarly, investing in Medicine from the start is not the most effective choice. It’s often wiser to focus on avoiding damage altogether, typically achieved by dispatching foes more efficiently.
- Security: Your mileage may vary with Security. Lockpicking’s best utility so far appears to be providing peaceful alternatives when dealing with factions you favor and granting additional opportunities to uncover legendary gear in certain dungeons.
Long Hauler – B Tier
- Weight Lifting: An early necessity. Your ability to carry weapons directly influences your income potential. Money is essential for purchasing items like ammo, medical supplies, ore, and ship cargo upgrades. Notably, in the early stages, your inventory capacity will far exceed that of the ship you’re piloting, especially if you’re willing to carry a bit of encumbrance.
- Piloting: You’ll want to reach Rank 3 by midgame and Rank 4 by late game. Few disappointments compare to reloading a quicksave because you lack the necessary qualifications to utilize top-tier shields, weapons, or reactors. If you construct your ship efficiently, it can handle 90% of the functions of an outpost with a fraction of the time investment.
- Ballistic Weapons Systems: While you may have preferences for missile or laser weapons, ballistics remain a perfectly viable choice, especially for Class B and higher.
Soldier – C Tier
- Fitness: Suboptimal but not entirely without merit. The increased oxygen supply for sprinting or walking while encumbered can prove useful.
- Ballistics: Both energy and ballistic weapons offer viable overall damage potential, but ballistics are easier to modify, find ammo for, locate legendary versions of, and offer a broader selection.
- Boost Pack Training: While not necessarily effective against pirates, this skill is indispensable for dealing with animals, navigating mountains, handling procedural terrain, navigating complex vertical levels, and transporting loot weighing three times your carrying capacity to the general store for the hundredth time.
Tiers D and F Professions
In the interest of conciseness, I’ll focus on the skills that can make or break these professions.
Beast Hunter – F Tier
- Gastronomy: A crafting skill, but unremarkable even within the realm of crafting skills. Some of the best food items offer decent benefits even when consumed without cooking.
- Fitness: Primarily used for sprinting and walking while encumbered. An additional 10% won’t have a significant impact, especially as you progress.
Bouncer – F Tier
- Boxing: Similar to Paralyzing Palm from Fallout, but with a notable absence of fist weapons. This skill ensures you’ll prevail in one-on-one combat, albeit slowly. However, it leaves you vulnerable in non-1v1 battles, which tend to be the most challenging.
- Fitness: Oxygen, once again.
Chef – F Tier
- Gastronomy: Another crafting skill.
- Dueling: Effective with late-game gear, skills, and plenty of medpacks but ill-advised for early-game playthroughs.
- Scavenging: Your limiting factor for accumulating loot isn’t finding it but rather transporting it back to your base.
Cyber Runner – F Tier
- Theft: Anything you can stealthily steal, you could just as safely eliminate.
Diplomat – F Tier
- Persuasion: Useful if you enjoy dialogue interactions, but not essential. Many quests are designed such that failing dialogue has minimal impactful consequences.
- Commerce: If you mainly loot weapons and armor from raiders, you’ll amass more loot than vendors can afford to purchase.
Explorer – F Tier
- Astrodynamics: Grav Jumping is already free, and even Class A ships offer ample range. Its utility may change depending on the balance of a Survival Mode update/DLC/mods.
- Scanning: Mostly relevant for late-game outpost location hunting.
Gangster – F Tier
- Boxing: Reiteration of the boxing skill.
- Theft: Reiteration of the theft skill.
Homesteader – F Tier
- Geology: The best source of rocks is purchasing them. Even if you choose to mine them, a minor boost won’t make a substantial difference. In the late game, outposts will likely produce the majority, if not all, of your rocks.
- Surveying: While you might want a level or two at some point as a luxury, scanning serves more as a completionist pursuit than a practical necessity.
Industrialist – F Tier
- Persuasion: Dialogue focus once again.
- Research Methods: Provides discounts, but specifically for one-time research unlocks related to rocks.
Pilgrim – F Tier
- Scavenging: More loot accumulation!
- Surveying: Scanning skills, yet again!
- Gastronomy: And yet another crafting skill!
Professor – F Tier
- Astrodynamics: Additional points in Grav Jumping!
- Geology: Further rock-related skills!
- Research Methods: Offers discounts exclusively for one-time research unlocks linked to rocks!
Ronin – F Tier
- Scavenging: Adds to your loot haul!
- Dueling: Building around melee combat carries some risk.
Space Scoundrel – F Tier
- Pistol Certification: Can be viable but may not align with personal preferences compared to rifles.
- Persuasion: Dialogue-centered skill.
Xenobiologist – F Tier
- Surveying: Yet more scanning skills!
- Fitness: Suboptimal but not entirely without merit.
Introduction to Traits
In contrast to Fallout New Vegas, it appears that the traits in the game are not particularly impressive. While there may be some minor optimizations that can be achieved through careful selection, they do not seem to offer any particularly thrilling or game-altering advantages. As a result, it is generally advisable to disregard traits unless you have a highly specific purpose or strategy in mind.
Please note that the perspective provided here is based on a player who is still in the early stages of their first character and may not have firsthand experience with the majority of these traits.
Tiers C+ Traits
Alien DNA – S Tier
This trait grants additional maximum HP and oxygen capacity while diminishing the effectiveness of food. The exact extent of the HP and oxygen increase remains uncertain. It’s a favorable choice, especially if you don’t heavily rely on consumables in the game.
Terra Firma – S Tier
Terra Firma becomes a top pick due to the challenges presented on planets, such as encounters with pirate snipers, extensive hikes, and opportunities for loot in abandoned mining outposts. The extra HP and oxygen prove invaluable, even when the planet has a breathable atmosphere.
Introvert – A Tier
Introvert is a solid choice, particularly if you have companions or pack mules/decoys. It reduces the need for oxygen when sprinting or walking while encumbered, making it useful for solo errands even if you enjoy having companions.
Hero Worshipped – C Tier
While Hero Worshipped may introduce an amusing character into the game, it doesn’t provide substantial gameplay benefits. It’s more suited for challenge, speedrun, or achievement playthroughs rather than main playthroughs.
Wanted – ? Tier
The exact benefits of this trait, such as the health threshold and damage boost, remain unclear. However, it’s worth considering, especially for stealth archer or berzerker builds that frequently operate at lower health levels.
Taskmaster – ? Tier
Taskmaster’s value depends on the state of your Class C mothership and the rate at which you can repair shields and weapons. In a bronzeman permadeath challenge, this trait could be highly beneficial. Note that it requires having crew on your ship, which may impact your interactions with them over time.
These insights should help you make informed decisions when choosing traits for your character in the game.
Traits Full List
Alien DNA – S Tier
This trait remains highly valuable due to the increased maximum HP and oxygen, even if the extent of the bonuses remains uncertain. Its negative effect on food doesn’t pose a significant drawback for those who don’t rely heavily on consumables.
Wanted – S Tier
Your hindsight regret for not choosing this trait suggests its worth. While the exact thresholds and damage boosts aren’t clear, it’s evidently beneficial, particularly in challenging situations or permadeath playthroughs.
Hero Worshipped – C Tier
Despite being an amusing character, this trait lacks substantial gameplay benefits and might not offer a way to remove the fan if they become bothersome.
Dream Home – F Tier
This trait’s benefits seem unnecessary, given the crafting stations and storage chests available in the main faction base. It’s only suitable for players seeking a challenge.
Kid Stuff – FFF Tier
The significant savings deduction for a home you may not want makes this trait unappealing. It’s neither challenging nor enjoyable due to its excessive cost.
Taskmaster – ? Tier
The value of Taskmaster depends on the state of your Class C mothership and the rate at which you repair shields and weapons. It could be crucial in a bronzeman permadeath challenge, but it requires crew on your ship, which might affect your interactions.
Empath Vs Extrovert
- Empath – D Tier: Useful for companion affinity/quests speedruns, but its rating is lower due to a lack of liked companions.
- Extrovert – A Tier: Even if you have companions, this trait proves valuable when running solo errands thanks to reduced oxygen consumption.
Spaced Vs Terra Firma
- Spaced – F Tier: Typically, space doesn’t require extra HP or oxygen. The abundance of air and cover makes this trait unnecessary.
- Terra Firma – S Tier: Essential on planets, especially in challenging situations with pirate snipers, long hikes, and valuable loot.
Freestar Collective Settler VS Neon Street Rat VS United Colonies Native
- Freestar Collective Settler – D Tier: While you like the faction, the lack of appealing faction NPCs and unnecessary loot from quests impact its rating.
- Neon Street Rat – F Tier: Unappealing faction and a limited setting make this trait undesirable.
- United Colonies Native – F Tier: Similar to Neon Street Rat but with a different faction.
Raised Enlightened VS Raised Universal VS Serpent’s Embrace
- Raised Enlightened – F Tier: This trait offers little more than a one-time loot chest, lacking substantial dialogue or benefits.
- Raised Universal – F Tier: Similar to Raised Enlightened but with a less likable faction.
- Serpent’s Embrace – FFF Tier: An even less likable faction with penalties for not jumping between systems regularly makes this trait unattractive, despite temporary bonuses.
These evaluations should assist you in making informed choices when selecting traits for your character in the game.
The acquisition of skills tends to slow down as time progresses, making it challenging to reach level 100 if most encountered enemies are level 50 or below. It’s possible that New Game Plus (NG+) may offer a solution to this, although I haven’t personally tried it yet.
Conversely, the difficulty of content tends to increase at a similar rate. Defeating a level 10 pirate without combat skills is much easier than facing a level 100 pirate with the same lack of combat skills.
Therefore, it becomes crucial to prioritize your initial ~30 skills wisely to enhance your survival and experience acquisition capabilities. There’s nothing more frustrating than investing a skill point in Gastronomy when you’re just one point away from completing a crucial aspect of your character build.
It’s worth noting that I haven’t had the opportunity to implement my own advice yet, as I’m still progressing with my first character. Keep in mind that these are just my personal opinions and should be taken with a degree of caution.
Given the numerous viable character builds available, and assuming you can review skill tooltips independently, I’ll focus on discussing a few of the most significant skills and provide some guidance on what skills you should avoid.
Skills Ignore List
The primary focus should be on understanding what skills to avoid in your character build. There are numerous viable builds in the game, and even if you opt for a suboptimal one, it can still be enjoyable if you possess strong skills and a solid strategy. However, making poor choices in skill allocation can lead to regrets, especially when respec options are limited.
In the physical skill tree, there are certain skills you should steer clear of:
Physical Tier 1:
- Brawling: This skill is effective in one-on-one fights but becomes cumbersome and risky when facing multiple opponents, which is often the case.
- Fitness: You likely have sufficient oxygen from traits and equipment, making additional investment in this skill a late-game luxury.
Physical Tier 3:
- Cellular Regeneration: Healing items are readily available, and you may naturally heal from injuries over time. This skill is best considered a late-game luxury.
- Decontamination: Similar to Cellular Regeneration but for infections, which are less common than injuries.
Physical Tier 4:
- Neurostrikes: While it offers short-range area-of-effect crowd control, it’s not effective against mid to long-range gun threats.
- Rejuvenation: This skill can be useful for maintaining health during fights with lower-level opponents. However, it may interfere with certain traits or prefixes that rely on keeping your health below a specific threshold.
Moving on to the social skill tree:
Social Tier 1:
- Scavenging: This skill is a reasonable choice, especially since finding vendors can be challenging. It becomes particularly valuable when paired with the next skill.
Social Tier 2:
- Isolation: This is the standout skill in the social tree, providing significant damage and armor bonuses when you don’t have a companion.
- Diplomacy: Avoid this skill as it’s only effective when you choose extreme alignment options (very good or very evil) and against human enemies with a level close to yours. It’s impractical for challenging fights against much higher-level enemies.
Social Tier 3:
- Outpost Management: Avoid investing in anything related to outposts until the later stages of the game.
Social Tier 4:
- Avoid entirely, as these skills don’t offer significant benefits.
In the combat skill tree, there are specific skills to avoid at different tiers:
Combat Tier 1:
- Dueling: Effective in late-game scenarios but not useful against truly dangerous enemies or in situations where you’re outnumbered.
- Shotgun: While shotguns are powerful, it’s best not to rely solely on them early in the game.
Combat Tier 2:
- Incapacitation: You can’t loot unconscious enemies, making this skill less appealing.
- Demolitions: It’s tempting due to its bonuses, but the limited weapon selection and the cost of explosive ammo make it more suitable for later stages.
Combat Tier 3:
- Marksmanship: Knocking down enemies at close range may not be as beneficial as it seems, and it can hinder headshots at long range.
- Rapid Reloading: Not necessary early on; if your weapon runs out of ammo too quickly, it’s better to address the weapon’s shortcomings.
- Targeting: While it enhances disarming enemies, it can make it difficult to see enemies behind cover due to highlighting.
Combat Tier 4:
- These skills require an understanding of criticals, downing thresholds, and armor to assess their effectiveness.
In the science skill tree, most skills are late-game luxuries:
- Medicine: Medpacks are already effective, and healing stacks, so additional healing is unnecessary.
- Research Methods: Crafting discounts aren’t very useful when there’s little worth crafting.
- Surveying: This skill marginally reduces search times, offering minor convenience.
- Weapon Engineering: Avoid early game, consider it later.
- Spacesuit Design: Similar to Weapon Engineering, best considered later in the game.
- It’s advisable to avoid most skills in this tier and choose the least detrimental option from Tech 1-2.
- Anuetronic Fission: Not necessary early on but becomes valuable later when acquiring more ship power.
- Special Projects: Mainly used for modding energy weapons, making it more relevant in the late game.
Tech skills generally have no terrible choices, but it’s essential to avoid investing in multiple weapon types initially:
Tech 1 and Tech 2:
- No bad picks, though ship performance matters more in the mid-late game.
- Robotics 4: Similar to Persuasion, this skill is only valuable when farming enemies much higher level than you. The first three ranks are useful, but the fourth can be skipped.
- Starship Engineering: Typically not needed for ship parts; focus on ship damage control instead.
- Automated Weapons: Avoid early; they have targeting and friendly fire issues.
- EM Weapon Systems: Regular weapons can effectively disable ships; high power EM weapons aren’t necessary.
In summary, understanding which skills to avoid at different stages of the game is crucial for optimizing your character build and gameplay experience.
Vital Early Game (Levels 1-20) Skills
In order to support a more open-ended RPG playstyle, it’s crucial to focus on three early game essentials: Loot, Damage, and Mobility. The specific skills you select and the order in which you acquire them are somewhat flexible, but it’s essential to have some investment in each category. Below, I offer my recommendations for the best skills to prioritize in each of these qualities.
Weight Lifting – Physical Tier 1:
Loot is the lifeblood of your character’s financial stability and survival. The ability to carry more loot is directly tied to your prosperity. Additionally, the capacity to move swiftly while laden with valuable items can save your life. Keep in mind that encumbrance penalties are based on percentages, not fixed values. So, having a +100 unburdened carry weight translates to +200 when slightly burdened and +400 when heavily burdened. For reference, your starting character’s inventory is approximately 135, and your starter spaceship can carry about 300 units of weight. Prioritize reaching rank 4 in this skill as soon as possible, and you’ll appreciate the benefits later on.
Boost Pack Training – Tech Tier 1:
Investing a single skill point unlocks the use of boost packs. These packs are the sole means of maintaining a full sprint, even when encumbered. They prove invaluable for navigating various challenges such as dealing with wildlife, solving puzzles, traversing steep terrains, and more. Given that you’ll spend a substantial amount of time walking in the game, why not make it an enjoyable experience?
So far, you’ve allocated 5 skill points. I strongly recommend dedicating at least 4 points (and potentially more on higher difficulties) to enhance the damage output of your preferred weapons. Here are some options:
Social Tier 2: Isolation:
- In the absence of a companion, this skill provides a significant +40% damage boost to ALL weapon types and +120 to ALL armor types.
Combat Tier 1-2: Damage Type:
- Choose the damage type that aligns with your playstyle. Ballistic damage offers the most versatility and is commonly encountered.
Combat Tier 1-2: Weapon Type:
- Select your preferred weapon type. Rifles are a versatile and frequently encountered choice.
Combat Tier 3-4: Additional Modifiers:
- Consider modifiers that enhance your weapon’s performance, such as bypassing armor, increasing critical hit chances, and more.
Physical Tier 1-4: Stealth:
- While it’s advisable to focus on stealth skills later in the game, it can be effective if you decide to invest in it early.
Physical Tier 1-4 + Combat Tier 1-4: Melee:
- Although I discourage it, melee combat can be viable with the right skills and strategy.
You have the flexibility to allocate your remaining skill points as you see fit, but I suggest not investing more than 8 points in luxury skills, such as Rejuvenation from Physical Tier 4. Instead, prioritize mid-game necessities for a well-rounded character build.
Vital Early-Mid Game (Levels 20-30)
At this juncture, you will encounter a pressing issue. Your comfort level when it comes to engaging in on-foot battles with pirates is rapidly increasing. However, your capability to enhance your ship has reached a formidable obstacle. In order to endure high-level aerial skirmishes, and consequently, safely access advanced pirate bases, it is imperative to make substantial investments in your spacecraft.
You are presented with two viable options:
A) Devote your resources entirely to a nimble Class A vessel. Optimize both the reactor and engine to their fullest potential. Discard all weaponry except for those with the longest effective range, and consider forgoing weapons altogether. Acquire the most robust shield compatible with your reactor, although its efficacy may be somewhat inconsequential.
The underlying strategy revolves around entering a star system, evading any aerial confrontations through sheer speed, and jumping to safety until the threat subsides. In the direst of situations, you may even have the capability to outrange your pursuers and gradually diminish their defenses with well-placed missiles. This approach is relatively cost-effective but carries inherent risks, primarily for the short term.
B) Alternatively, commit your resources entirely to a colossal Class C spacecraft. Revel in the benefits of superior engines, shields, reactors, jump drives, weaponry, and cargo capacity. It is worth noting that this choice will render you incompatible with small landing platforms, albeit this limitation primarily applies to privately owned outposts. Moreover, if necessary, you can expand and construct larger landing platforms to accommodate your sizable vessel.
Counterintuitively, it is not imperative to prioritize piloting skills in this scenario. Allocate two skill points promptly to enhance maneuvering capabilities, but refrain from pursuing a Class B license until you can feasibly afford the corresponding ship components. Upgrading to Class A components already presents a substantial financial commitment, and transitioning to Class B and eventually Class C is considerably more costly.
C) An intriguing alternative is to align yourself with the Crimson Fleet and potentially acquire a Class C ship through less conventional means. However, it remains uncertain whether a Piloting skill level of 4 would still be a prerequisite for this endeavor. Further investigation into this particular quest is advisable if you are inclined toward option B).
Should you opt for option B), here are the recommended priorities:
In the realm of Tech Tiers 1-2:
- Allocate a total of 8 skill points across the following areas:
- Boost Pack (at least 1 point)
- Piloting (at least 2 points)
- Security (no more than 3 points)
Within Tech Tier 3:
- Focus on acquiring the Starship Design skill (4 points)
Once you progress to Tech Tier 4:
- Concentrate on raising your Piloting skill to level 4, after which you have the flexibility to allocate skill points as per your preference.
It’s worth noting that Starship Design 1 unlocks a multitude of components that fall into the technically Class A category, yet surpass the performance of conventional Class A parts and, in some instances, rival or outperform Class B or even Class C components. While Class C may boast superior reactors and shields, the most superior engines available (as far as current knowledge goes) are Class A components that necessitate a minimum Design 1 skill level.
For comprehensive guidance on crafting an optimal spacecraft, consider consulting a dedicated shipbuilding guide. Crafting an effective vessel in this particular game is an intricate challenge, owing to its idiosyncratic but enriching game design.
What remains paramount is your newfound ability to craft any ship component, provided you have the financial means to do so. It might be judicious to contemplate ownership of multiple spacecraft—a stripped-down, minimalist vessel for scavenging, juxtaposed with a mothership that you progressively enhance as your financial resources expand.
Starship Building, Or, This Should Be Its Own Guide But I’m Lazy
I am analyzing your provided information regarding starship parts and their usage in the game Starfield. To clarify, you are discussing the availability of starship parts at the landing pad in the city of New Atlantis on the planet Jemison in the Alpha Centauri system. These parts vary based on different locations and NPCs within the game, and you have shared a list of preferred starship parts for players who haven’t invested skill points in Piloting or Starship Design yet.
Here’s a condensed summary of your favored starship parts for such players:
- Nova Galactic 2×1 Workshop: Ideal for crafting (excluding medical, research, and cooking).
- Nova Galactic 2×1 Frontier: Suitable for cooking and research.
- Nova Galactic 2×1 Infirmary: Equipped for medical and research purposes.
- Magellan C2X Cockpit: Offers storage space with a great view, with a lighter C1 variant available.
- da gama 1000 Cargo Hold: Provides the best cargo-to-mass ratio, suitable for side mounting.
- 360T Stellerator Reactor: Required for power, one per ship.
- Deflector SG-30 Shield Generator: Provides protection, side mount only, one per ship.
- R-3000 Alpha Grav Drive: Essential for propulsion, one per ship.
- Hope 5 Landing Gear: Bottom-mounted with excellent thrust-to-mass ratio.
- Nova Galactic Cargo Bay (IIRC): Useful for cargo storage, one per ship.
- Nova Galactic Docker (IIRC): Handy for specific ship functions, one per ship.
- Titan 550 He3 Tank: Suitable for early game needs, especially at low mass.
- White Dwarf 2010 Engine: Side mount only, offers a better thrust-to-mass ratio.
- Amun-3 Engine: Rear, top, or bottom mount, with lower performance.
Regarding weapons, your recommendations are as follows:
- PB-30A Auto Electron Beam: Offers the best overall DPS and anti-hull DPS, mid-range, and balanced.
- Atlatl 270A Missile Launcher: Provides the best damage per shot, long-range, burst damage, but slow reload.
- Flare-P 15MW IR Pulse Laser: Ideal for shield damage, high fire rate, and short range.
- Spark 750 Suppressor: Suitable for EMP and boarding vessels, ineffective against shields.
It’s essential to use at least three different weapons for each weapon group. One point of power keeps a weapon loaded, and adding more power improves the reload rate. For optimal performance, ensure engines and shields are fully powered.
To be combat-ready, players should prioritize high mobility to escape ambushes and engage attackers one by one. A combination of pulse lasers and missiles can cripple most ships in a single pass, but a third weapon is needed to secure the kill. Keep in mind that being battle-ready may require sacrificing luxuries such as crafting and cargo space.
Mid Game, or, What About Mods? (Levels 30-50) Skills
If you’re hoping for the kind of modifications found in Fallout 4 or the enchantments seen in Skyrim, you might be disappointed. The primary source of a weapon’s potency lies in its randomly assigned prefixes, such as explosive, poison, bleeding, and its rarity, be it legendary or rare. These prefixes can result in damage multipliers exceeding +300%. My insights are based purely on personal experience, as the in-game tooltips are notably lacking in detailed information regarding these prefixes.
The bulk of your combat effectiveness comes from character skills. Gaining a +40% damage boost here, another +30% there, and an additional +30% with the potential for a status effect can significantly enhance your overall damage output, even if we assume that all these bonuses are cumulative. Given Bethesda’s tendencies, it wouldn’t be surprising if some of these multipliers turned out to be multiplicative.
Weapon modifications also play a role. These can include adding +10 damage to a weapon that initially deals 40 damage, improving accuracy, increasing magazine capacity, or introducing a slight chance of applying a status effect. I’m not suggesting that you should disregard weapon mods entirely, but it’s worth noting that they may be lower on your priority list when optimizing your character.
The same principles apply to armor. While Spacesuit 3 offers some unique customization options for its boostpack, most other armor pieces follow a similar pattern. A mere +10 damage resistance, for instance, might not make a significant difference when you have a helmet with the Bolstering prefix (granting +100 damage resistance when your health is low), a base armor rating of over 100, and an additional 100+ armor from the Isolationist social skill.
Lategame, Or, What About Outposts? (Levels 50+) Skill
To make outposts function effectively, it’s essential to understand your goals and needs for these settlements. Let’s break down what you might want from an outpost:
- Credits: It appears that accumulating credits through outposts may not be the most efficient route, as looting pirates often yields substantial loot, making trading with vendors less necessary.
- Resources: Managing and keeping track of your resource needs and purchasing them from vendors when selling pirate loot can ensure a steady supply for research and weapon mods.
- Experience (EXP): Crafting items within outposts may not be the best source of EXP, considering it only offers 1 EXP per craft. Other activities, like dealing with pirates, seem to provide more substantial EXP gains.
- Medpacks, Weapons, and Armor: Unfortunately, you cannot craft these items in outposts, including medpacks, despite the Medicine 1 Research tooltip suggesting otherwise. It might require waiting for potential DLC or mods to address this.
- NPCs: It seems that you cannot recruit random NPCs for your outposts; you’re limited to companions. However, you can assign companions to outposts or build a castle for them.
- Challenge and Prestige: If you seek challenges and want to build elaborate museums or enhance your prestige, outposts can play a role in achieving these goals.
Regarding skills necessary for managing outposts effectively:
Outpost Management (Social Tier 3):
- Tier 1: Additional cargo links for complex recipes across multiple planets.
- Tier 2: Ability to construct more types of robots, including logistics and farming robots.
- Tier 3: Assigning additional crew to outposts.
- Tier 4: Faster extractor operation at outposts.
Surveying (Tech Tier 1):
- Tier 4: Scanning lifeforms on the planet with a 50-meter scan distance, useful for harvesting resources in outposts.
Botany (Tech Tier 2):
- Tier 1: Unlocks farming for resource harvesting from plants, offering various resources depending on the planet.
Zoology (Tech Tier 2):
- Tier 1: Unlocks ranching for resource harvesting from animals, providing various resources depending on the planet.
Scanning (Tech Tier 2):
- Tier 4: Detect unique inorganic resources and planetary surfaces more efficiently than manual scanning.
Astrophysics (Tech Tier 3):
- Tier 2: Scan any planetary body in the current system, reducing jump drive cutscenes.
- Tier 4: Scan planetary bodies within a 30-light-year range, further streamlining exploration.
Outpost Engineering (Tech Tier 3):
- Rank 3: Research and build max rank outpost modules.
- Rank 4: Reduced cost for building outpost modules.
Planetary Habitation (Tech Tier 4):
- Rank 1 to 4: Allows building outposts on planets with extreme conditions, such as temperature, pressure, corrosion, and gravity, expanding your potential outpost locations.
Special Projects (Tech Tier 4):
- Tier 2 and 3: Crafting rare and exotic components.
- Tier 4: Improved resource collection from extractors.
In summary, the skills required for effective outpost management depend on your specific goals and the resources you need. Key skills involve social, tech, and tiered abilities that allow you to customize your outposts, gather resources efficiently, and expand your reach to different planetary systems. Outposts can serve various purposes, from resource production to challenging prestige projects, depending on your preferences and skill choices.
That's everything we are sharing today for this Starfield guide. This guide was originally created and written by RedPine. In case we fail to update this guide, you can find the latest update by following this link.