How to Build The Perfect Starter Ship In Starfield



How to Build The Perfect Starter Ship In Starfield
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Today we’re designing the cheapest, most effective startership in Starfield that’ll cost you no more than 15,000 credits and a few spare ship parts.
I’ll be working on a Ship building guide soon so make sure to subscribe and let me know if you’d like to see more ship building design guides in the comments below.

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About: Starfield
Starfield is the first new universe in 25 years from Bethesda Game Studios, the award-winning creators of The Elder Scrolls V: Skyrim and Fallout 4

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43 thoughts on “How to Build The Perfect Starter Ship In Starfield”

  1. This is a very handy video. I'm already so intimidated by this game. I'm not a good gamer with years of experience with next gen gaming. So thank you so much for this. I really don't want to end up not playing this game because I find it too confusing and hard. What an MVP for this video. Stoked to have found your channel. Please making these kind of videos for us ❤

    Reply
  2. I’d like to see an “endgame build” to work towards…. Not sure if you’re there yet in the game but that would be nice. I know it came out just yesterday for everyone else… but yea.

    Reply
  3. Question on combat. If you take out a ships engines, will it repair them and get back into the fight? In multi ship fights, I'm hoping to be able to quickly take out engines with mass EM, then go back and board each ship to loot them.

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  4. Personally I think different weapon types is better, if you go against a ship with a decently skewed shield to hull ratio you are pretty much losing damage. Splitting weapons into at least 2 systems can make life easier there, something to melt the shields and something to shred the hull.

    Plenty of weapon systems don't need full power, the standard lasers and missiles only need power to charge, standard cannon fire rate depends on power meaning they don't need to be powered much until shields go down. If enemy shields go down fast, just power up your cannons early and start firing, you don't need to rapidly recharge your lasers if shields are down before you run out, especially not if your cannons do enough damage to their shields. If shields are tough to get through, maxing out lasers to recharge faster will give them more uptime, standard missiles can also be used effectively here. The point here is that you can handle anything the game throws at you as weapon systems with damage bias are much more potent when used correctly.

    If managing power is tough early on, just test weapons in a safe area, find a comfortable recharge speed and fire rate combo, you will always run into situations where you can't fire for 0.5-2 seconds so don't plan for 100% uptime.

    Then again, the game is far too easy, it probably wont matter too much as long as you don't rush into tough battles.

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  5. Don’t stress about not being able to power all your weapons! You can have your primary weapon type at a decently high power, and keep the ones that you don’t fire as much at a lower power. For example, you can have some mid-long range particle beams or lasers at high power, and some long range missiles and some short range ballistics at low power. This is what I have on my ship. My particle beams are consistently available, while the others refill slowly, which is fine because I use missiles for extra punch in big, less frequent chunks, and the ballistics are for chewing through hulls when I’m up close. Both of my specialty weapons have time to recharge between short, intensive fires while my primary particle beam weapons are more slow and steady. (I’m using 3x vanguard Obliterator PBs, 2 vanguard autocannons, and 2x vanguard c-something missile launchers).

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  6. How did you get your ship building UI to show everything in a list like that? As opposed to like 3 items? And how do you get past the weapon in 1 slot thing? When I tried, it made me put multiple weapons in to fill all 3 slots (W0, W1, W2)

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  7. I am early into the game. When I go to ship services technicians, I barely have any options. I am in the same place as you are in this video. What am I doing wrong? Is it that I am a low level? You have like over 10 weapon options, where I have like 3.

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  8. Your ship looks like it was made from old, discarded parts of a Japanese Shinkansen high speed train! 8-))…
    I've yet to get the game, but you're the first person I seen building a ship where you're just using one type of weapon. Which I like.
    I play a lot of the "X" series and if I'm in a smaller fighter, I'm always checking out what's the best, single type of overall weapon to fit it that'll take down shields and hulls.

    Reply
  9. Hi a couple of things:
    1/ If you want to place more than 1 of the same item mouse over it and press CTRL+G to duplicate it, saves you opening the list every time.
    2/ Double click on any section of the ship to select it all then you can paint the whole ship instead of 1 piece at a time.

    Reply
  10. That weapon isn't there yet. Is this suppost to be an early starter ship build? If so, then you should mention how to get the parts to show up when talking to the ship services guy. Also, for those who don't have the parts from the ship he has in the video, and you just have the Frontier, you're going to up end way more than 15k.

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  11. NPC ships always shoot center mass. 90% of damage can be avoided if your Ship is sideways L shaped. With 2 small parts of the L instead of 1.

    Why? NPC ships always shoot center. Both for guns and missiles. If they fire at you from ~120-degree arc forward or behind they always miss.

    It won't be pretty and will look kind of weird. But your A-class ship can now go toe to toe with anything.

    Check youtube for build guides on this ship shape.

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    Starfield ship design is not about modules, or weapons, or size, or mass, or speed. It is about shapes. You want a shape that exploits the hell out of NPC targets who always attempt to shoot dead center. Even if dead center is Empty space. A 5x5x5 cube (125 modules) will have the same center as a 5x5x5 module ship using 13 modules.

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