Starfield All S Tier Best Weapons for Class A & C Ship, Where to Buy The Best Ship Weapons Location.

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The List of most op star ship weapons. Where to buy the best weapons for class A Ship, the best turrets for class C ship.

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Hi can we get a link to this spreadsheet of weapon dps that's discussed? A lot of different level players and different scenarios. Thanks!

jeesgames
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You have helped me understand power and dps outputs a lot better. I was primarily basing it off hull and shield damage numbers with fire rate, but didn't understand the mechanics behind it. thank you for this!

pnoyboi
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It's unfortunate that laser and ballistic ship weapons are so underpowered compared to particle ship weapons

viysnjor
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one advantage i found of regular particle beams vs auto beams is that with regular beams you can keep firing infinitely, no real reload time, so it's easier on the pilot imho. i'm sure the super high burst of auto is technically better, but i don't like waiting for a reload, and against large fleets of enemies, being able to continuously fire is very useful.

huntersorce
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Vanguard Obliterator Autoprojectors. Yours is the first video I have seen to tell the tale of this god level weapon. (Usually I mention it in a comment that quickly disappears in the list.)
You have to have joined Vanguard, only downside. Six in a single bank. Melt any ship in seconds. 😉

panpiper
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I've only just worked out what the power stands for in weapons now.
I never linked a _weapons_ individual power to the 12 bars for each of the weapons systems. So if you've got a 3 power weapon, you can have 4 turrets for that class. Providing the power and the quantity add up to a maximum of 12, you're good to go.
So thanks for that. _You learn something new everyday!_ ;-))...

thezanzibarbarian
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I've been putting full power into my Auto weapons like a fool! Thank you.

f.m
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Full power cannons (not auto) are great as the hit fast and don’t need to recharge. Auto cannons have better burst, but run dry and have to recharge. I think auto cannons should be used supplementally with minimal power, while cannons stay full power for sustained damage in long battles.

thisguy
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It really is helpful to convert DPS to a relative number - and that is the addition of "per powerbar". Call it "efficiency of the weapon". Or simply how many weapons you can fit in that slot and which ACTUAL damage per second you could put out. That's why the Vanguard Obliterator Autoprojector is so damn good: you can fit 6 of these. I use 6 VOA plus 6 Vanguard Hellfire Autocannon (highest hull DPSP in Starfield) to melt through enemy ships. ✌️
And the most crazy part about these two weapons: they are available at level 1. 🤟

UncleManuel
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Love your videos. You dig deep into the analysis of game mechanics and share the facts on how things actually work. Really helpful and insightful.

niko
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This video helped me out so much. I play on very hard and have a C class ship and I struggled. But those weapons actually shred. Finally

requiemagent
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So a few things. There are actually three types of weapon mounts... The nova weapon mount has six slots, and is in the same structural tab, down with the rest of the Nova parts. It's a pain to get stuff to actually fit, however you can get four of the Vanguard obliterators on it in the front hard points, and then two smaller weapons, like suppressors on the rear two slots, provided you have the elbow room. Now the downside is it can't sit beside the cockpit and be fully occupied, so it either has to be on a hab a level up, like i have it, or on a ship like yours you have to off-set the cockpit to the far left or right, so you have room with the Nova mount on the other far side. Or do some other work-around to make elbow room, access ways, 1x1 habs as spacers, choose your poison.

Further, the Nova mount, Horizon mount, and plate, are all on the personal ship builder you can place in your outpost. As are vanguard weapons, once you unlock them. Seriously unless you're going after vendor-specific modules, you're best off there, every time, as it seems to have every module any given non-fleet yard vendor might carry.

drackar
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Dude I used to watch all your vids for 76 and when I clicked this I didn’t even realize it was you until I heard your voice! So good to hear the turtle again :)

WR
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i dont get why ballistic weapons have such short range and energy weapons have more it should be the other way around. ballistic will travel at same speed in till it hits something energy weapons however are limited by power output of the ship the energy projectile will fizzle out as it travels venting is energy into space.

TrenchCoatDingo
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A class:
Vanguard Obliterator autoprojector
Max power 2/turret
Max number of turrets: 6 total
MUST PROGRESS UC VANGUARD QUEST

B Class:
PBO-175 Auto Helion Beam (starship design rank 4)
Max power 3/weapon

C Class:
Manual weapon-
PBO-175 Auto Helion Beam (starship design rank 4)
Max power 3/weapon

BEST TURRET:
Obliterator 250MeV Alpha Turret (starship design rank 4)
2nd best turret: PBO-300 Auto alpha turret (starship design rank 1)

mizelf
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I have the 3340a auto alpha turrets. They were shooting at a target during a mandatory dialogue lol. Made the fight easier for sure

doctorstrangepants
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My personal preferred load out is Alpha Beam, the turret version and the 280 missiles.

salihnu
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Particle beams and missiles are very op. Missiles will insta kill but take forever to reload. I like to use auto Par, auto missiles and then leave myself with some manual par beams to have fun. It’s very enjoyable watching the auto turrets kill everything in sight

kylemonteiro
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Like others, I'm also absolutely amazed that you've properly identified the best A and B class weapon, and you even understand how to calculate weapon DPS.

My only comment is on your dismissal of EM weapons. I always keep one on my ship, and not because I want to disable enemy ships. There seems to be a misunderstanding on how EM weapons work, notably with how they interact with shields. That is to say EM weapons DO NOT interact with shields. If you enter tactical mode and target the shield systems directly, 1-2 shots is enough to completely disable the shield system while bypassing the shields. This is a MUCH faster way to eliminate shields of high level ships than firing away with your beam weapons. This also conserves energy in said beam weapons to allow you to jump from enemy ship to enemy ship rapidly with 0 downtime because your weapons are being used so efficiently. I've tested it pretty thoroughly, and at least when facing high level ships, taking out their shields via system damage with EM then hitting them with the beam weapons is faster than anything else.

gleem
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I like the disruptor since they can engage at nearly any range and the more you are shooting at the farthest range the more damage you are doing without getting shot.

exilez