Use the scanner when exploring cities and settlements to check people’s names. If a unique name, go talk to them. They often have small quests for you.
Just walking by them and listening to stuff they say can give you quests too - I have gotten at least a half dozen mini quests without ever speaking to the named NPCs, but just by overhearing them talk as I walked by while questing.
Also they tend to have 700-1000ish creds each compared to the 76 civilians normally carry and it tends to regenerate. It's not flagged as stolen so if your pickpocket is good enough can make money pretty quick without a lot of effort as you stroll around.
@@bobroberts2581 Not all of them. Piloting for example is not identical to the player piloting skill. Leadership also functions differently from the player version. All the resource related skills are also different. Just would have been nice to have some sort of tool tip.
@@buddyscaglini the contraband warning doesn’t tell you how much. I thought it was one ☝🏻 item and dropped it. Tried to fast travel to the Mast district but it would only let travel to the planet. Where I got scanned realizing I’d missed a second contraband item. 😅
they worded it poorly. you cant fast travel to new atlantis or any of the new atlantis locations until you have been scanned for example, it will be greyed out, but besides the city you can fast travel wherever in jemison (i have an outpost there for example) or the system without being scanned first. basically places that have stores you cant go to without being scanned, dont think having contraband changes that@@buddyscaglini
Don't sleep on the amps. 30% speed and 2x jump height increase are massive and also apply to your jet pack boost. You don't need any skillpoint investment and the ingredients are dirt cheap. You can craft around 20 amps in one atlantis or neon vendor run, or better yet, do an argon outpost and have amps for days. Funny thing is it doesnt even say amps are addictive in game, but I can't play without them.
Heres some things: have a crate of helium 3 in your outpost increases your grav jumps range, the payloads skill actually makes it harder to detect contraband you are carrying, staying still in shadowed areas is massively important to stealth the difference between being in the shadows and being in the light is.... Night and day and you can sell certian books like dracula, moby dick and the theory of evolution to a shopkeeper in akila for 2000 creddits each.
I need more information about this helium-3 thing. Do you need to be actively extracting it in your base? And you say "crate" are you just referring to the gas storage container? Also, does it need to be linked to anything for that to work?
I'm a big Laredo fan in Starfield. As a Scoundrel, it seemed like a no-brainer to max out Pistols, Ballistics, Persuasion, and Piloting. Really sets up that Wild West, or Han Solo feel.
Great vid fudge. My fave thing to enjoy recently is setting my grav to one. Set destination, hold select and enjoy a glorious 360° view of my Star Raven and or close gas giants before zipping off to destination. Stealth is underrated, Katydid is a beautiful setting for a base. Xenomorph skill has been my clutch when exploring. Va'ruun weaponry is disgustingly good
Thank you for the video. Here is somethings I wish I had tried earlier. May as well try Persuasion, even if you have no points in the skill. I resolved a potentially dangerous quest against two very powerful enemies by talking them down. It's all a random chance and you may get lucky. Worse case is, you have to do it the hard way, which would have been required anyway. With Security/Digipicks, line up all of the layers before you start activating them. You will be more likely to spot errors with the pattern and save yourself some Digipicks along the way.
If an expert or master level lock may seem too difficult or confusing you can always back out before slotting a tumbler to reroll the tumblers until you get one that’s simpler
Whoa that crew member skill info is huge. I had no idea the skills were doing that. I gotta say I kinda had a feeling skills didn’t stack but I’m keeping Amelia and Sam on the team. Having 8 crew members is great. Also I had no idea Sara did that. I always assumed vasco was free
Thank you for being so kind! I’ve perused forums where people ask for clarification on these topics and end up dealing with the fedora squad who laugh at honest questions because they’re “not paying attention to the tutorial” and “clearly playing a game that they’re not skilled enough to attempt” Like maybe I’m not the smartest cookie but I’ve put countless hours into Bethesda games and the Starfield tutorial was genuinely awful 😂 Dealing with an onslaught of transparent text boxes with walls of information while you’re in an active firefight? Yeah I’m not retaining much of that
For us Xbox gamers, i found (thru Google and use) that there are some hidden functions - of which one i thought was PC exclusive. Pressing and holding B while flying, will allow you to exit the pilot seat and then walk around like normal. For the first several hours (like 15 or so), i thought you could only do this when docked or landed. And 2nd, in the ship builder interface, quite a few guides made reference to a PC function of being able to select a point on a ship and have a filtered list of only those parts that would be allowed. On Xbox, if you hold both Trigger buttons and then press A, we can do the same.
@@calvinskutnik3490 I forget which other video exactly, but there was some general discussions on starfield topics, but someone replied to me and it blew my mind. Tried it out just yesterday and it works just like you'd expect.
You should combine these “Things I Wish I Knew” videos into one long movie. I gotta say I’m very disappointed about the crew not giving ships weapon damage, since I didn’t want to put points into ship weapons. I was maybe going to do shields and engineering for a tough ship.
Use particle weapons. Find one that has 3500 range, add 4 of them and delete the other weapons. 1 point into piloting for thruster use. No other points in pilot sort of skills needed. Boost away from the fight twice, then while engaging thrusters turn the ship 180° so it's pointing at the ships you're fighting, keep the thrusters engaged and then put the ship in reverse. Hold the thrusters and the reverse while shooting the ships. This will allow you to maintain a safe distance while also destroying the ships chasing you. My level 23 just took on the folks at The Key doing this while in a small Class A ship. When it comes to a ship build, just get to get 150 top speed and 100 maneuverability. Also the fewer the engines the better, that way it's easier to lower them all. My main scoot around ship is a Class A with 20 power, 200ish shielded cargo from the Red Mile, one 2x1 hab so I have a bed, two engines, 4 particle weapons, and a basic shield. Everything else is just the minimum to allow it to fly. I'm on Xbox so no mods and I'm using the standard control scheme.
The explosion perk is applied when using explosive rounds. Like the number of times that you need to use explosive devices to get to the next level and also the bonus you get for each perk.
@@nocturnechansonu gotta make an XP farm animal husbandry outpost. I went from level 50 to 90 in a couple hours. Changes everything more then I can describe
figured out how to do this yesterday. Just take your ship in shipbuilder, take your ship docker and make it as high as you can, put 1x1 habs under it to connect it back to your ship. Next add 2 big habs (3x1) half way up to form a large T or cross like structure. Save Now you got all these places to attach things. Then go to structures and start adding pieces all over the attachment points. You save and check to see how many are being accepted toward the goal. After a save and check, go delete the ones you added, save and add more, then check again. Rinse and repeat a few times and you will have it all done. Took me a little over an hour to go thru all the levels of adding parts to finish level 4. So you will need 3 skill points to do this if you already have it unlocked. Cheers! @@nocturnechanson
Nice video as always. Talking about Coe making our ship faster, I would like to see a guide from you guys, explaning the influence of companions skills on our own.
Something I learned recently: looking at the planet map, the carat ^ next to the landing zone is a fast travel icon straight back to your ship. (Sure you can surface map, and press Y on controller, or just look for the ship in the scanner... But you can get back to the ship right from the map too)
Great video as always! I was under the impression that Vasco was the free crew member since he is a robot and just seems to hibernate while on the ship. Also, anyone looking for the debt collector chain can just follow the dream home quest if they started with that trait!
I got a pro tip that I keep telling myself every time I play Starfield but still never listen. USE YOUR AID ITEMS. If you’re the type of person that scavenges literally everything before leaving somewhere, then you surely have a bunch of med packs, amps, Hippolyta, etc. You gotta consider your aid inventory more often.
I did too because my first PC had dream home and I followed the activity marker to go talk to the galbank exec and just fell into the bounty hunter game as a way to make money to pay off my mortgage LOL
Every peron on your ship can carry their own weight. One person i have carrying extra guns. Another I carrying space stuff. The 3rd id have carrying resources and whatnot. That helps out tremendously.
I’d love a deeper explanation of the crew systems between the ships and the outposts. I’m still not 100% if people are assigned or not if they do what they are supposed etc.
currently it seems assigning crew to outposts dont do anything and has been reported that none of their skills work or have any benefit when assigned there. crew in a spaceship will use skills that turn white when you assign them, however you dont seem to get everything beneficial from the skill and their ranks. like sam you and piloting you cant pilot class b or c ships and with sarah and astrodynamics or whatever, the fuel reduction you benefit from but not the increase range. so its super confusing. In short... For ships its the whatever skills lights up white and then from there it varies what ranks and bonuses count, may or may not be bugged. For outposts: nothing works regardless of what lights up white. clearly bugged.
@@cjpackwhile your correct that it's as simple as assigning people to whatever what lights up is what you get the perks work just not in the way you think. I don't remember what they all do but for example having a dude on an outpost with outpost engineering won't give u that perk but the character will give you free resources that can help with building your base. Another tip Vasco doesn't take up a seat on the ship and I love how everytime I land he stands near the bay like my lil butler
yea im im not buying what ur saying about crew on outpost, i think thats just something someone said and is getting spread around, ive tried other crew and it doesnt work with outposts. also only rank 4 outpost engineering deals with resource cost and hes rank 3. i think what u said is just a rumor. and yeah idk if thats vasco only. I havent researched the ability ot have more than 2 crew on a ship but i have sarah, sam, andrea, and barret somehow on my ship@@jeambeam3173
I find the trade authority at the den and the named gun shops in the city's have better odds finding the rarer ammo types. That's been my experience so far at least.
As a lowly level 24 right now, I've got a few hundred rounds of rivet ammo (12.5mm or somethin like that?) but still haven't found a weapon that uses it yet. Could someone enlighten me about it a little bit? Only reason I even have any is I've gotten into the habit of just buying out a vendor's entire ammo supply along with picking up every last bit of ammo I find in any crate or safe or sitting on a random desk, for the simple reason(s) being that I have at least one weapon for all of the ammo types I've seen in game and so I just wanna stockpile it on my character because it weighs absolutely nothing no matter how much I have. I've also found that I'm a terrible shot sometimes, so I waste a fair amount of ammo, too, regardless of the weapon. A few thousand rounds stocked up (esp. 7.77 and caseless shotgun ammo) feels a lot more comforting than only 700-800 rounds. Keeps me from having to go shopping after every single run-in with a group of hostiles.
Here's a *VERY* important tip: The power _"Parallel Self"_ requires you complete a quest with Barret. If Barret dies during the quest "High Price to Pay" before unlocking the power then it becomes impossible to unlock that power in that playthrough.
So what I feel I've discovered about exploring is setting down at any random point is going to give you a zone that pulls from a list of locations for that stars level. And you'll urn through the random stuff pretty quickly, although you'll continue to see new stuff, just basic RNG principles. Don't know if there are rarity tables or it's all uniform. Landing spots seen from orbit I think are generally unique. What's around them definitely pulls from the same pool, but it also seems there may be other guaranteed unique locations you wouldn't get when you just pick a point on the globe and land. I think the idea was always pick a faction or two, do the radiants and main quest. Explore the vicinity of the fixed locations, finish the main quest and take a different path through on each new game plus. It's absolutely not balanced for scouring everything, even more so than FO or ES. You're supposed to get the opportunity to explore everything through multiple runs. I wish I had understood that up front. The game may give you the freedom to "play how you want" but it's only really tuned to play well through a fairly specific and infuriatingly unspoken game loop. It's not linear, but it has a back bone you need to follow as scaffolding for the experience to make sense. And it's the lack of sign posts for how the game was designed to be played, lazily couched as "player freedom" that I think is the biggest flaw.
8:40. You might want to look at Vasco. He has 1 point in aneutronic. That gives 1 extra point for power. It showed earlier in the video you had him assigned to crew.
vasco does give an extra power bar, but his is white like the rest of them and can be assigned to any system. sams energy bar is green and is permanently assigned to the engines.
I hate that they took the legendary system from fallout 76 and put the tier system on top of that. With no option to upgrade the damn things in the tier list.
Even though i have encountered quite a few bugs i still enjoy the game. I just wished that i could bring one or two self built ships with me on the next playthrough. They could give you an option to choose the Starborn or your own ship, or maybe that one or two selected self built ships would be available at a vendor.. oh, and the locks started to REALLY annoy me.. it takes up so much time when you add them up. i downloaded the lockpick mod and now it's basically two slots and done. There are waaaay to many locks to pick that have NOTHING of vallue inside the lockbox/safe. Just a waste of time.
I totally agree. I never leveled my lockpicking skill and I glad I didn't. You'll defiently get more loot per hour if you just avoid locked crates and just take on more combat quest. Also, I love my personal built ship. I'm bummed that I need to find the money to rebuild it again and again.
Nerudyne Botany Lab is actually part of a misc quest I randomly came across! I actually dont remember how I got there but there was slate in the end of dungeon instead of treasure chest you usually find, and i believe the quest made you go 3 different places and this location was 2nd from last.
I have found a strange Zen i this game of going to the SysDef ship (I can't remember the name. Vengeance? something like that?) And picking up a mission at the board to go and hunt a thing, that is what I use as my next stronghold to assault mission. I don't really care about the pirate I have to hunt, just that it will bring me to a location where I can begin a shootin'. I am a Sniper so I snipe as many as I can, before I whip out my close range rifle and finish everything off. Pick up the spoils, collect my bounty, and go again. only downside is Docking at the ship and having to undock is a bit annoying every time x.x
I got that abandoned oil rig looking thing with the alien monsters as a random location at a "kill X pirate on X planet" mission from the mission board. So, they're definitely possible to get that way.
Loot is influenced by the difficulty of the game. So only having a high lockpicking perk is not enough. Set the difficulty higher and you get better loot more often. There are "guides" which tell you to save your game before entering certain areas with many items and if you arent satisfied with the loot you can load the save file, set the difficulty higher and enter again to get better loot.
Those creepy alien creatures on the rig, kind of like spiders with webbing between their legs, are the creatures you come across when doing the companion quest for Barret. Also, the big ship shown at 13:20, is that one you built?
6:53 Without spoiling anything I’ll say that you do get rewarded for investing in master lock picking late game in quite a few quests especially quests like “entangled” and “revelation” where having a master lock pick skill gives you access to master locked rooms that will open new opportunities for you to discover hidden third options in quests that seemingly have a binary decisions or help you gain access to computer consoles that will let you control robots and turrets that make hard quests significantly easier
If you want the max possible reactor power for you ship, you need sam coe, omari hassan and a charcter with aneutronic fusion, such as vasco. Only mentioning this because he implied that vasco alone was a reasonable substitute for omari, but having both gives you two power, so you might as well. Vasco also guards your ship which can actually be useful. So i still think it is optimal to have both as crew members assigned to your ship, even though you only get the 20% shield buff from one of them
@@agirlnamedmichael1670 precisely. Omari gives shield power and shield strength. Sam gives engine speed, engine power and cargo capacity. Vasco gives 1 engine power to any system. Vasco also gives shield strength, but it doesnt stack with omaris buff. Those 3 give you 3 bonus reactor power total
There are some ship weapons that function a bit differently, so maybe Barret would be more useful with a particle beam that has a firing speed based on power, rather than recovery.
I learned in ship building that you can hide engine parts. If you don't have the space at the back or sides to fit all the engine parts but want that max mobility, simply place it inside the hull and the game won't care
You won’t be able to use them until you put them back into the ship storage though, but putting stuff on the floor indeed is a nice trick when reaching max capacity!
I have noticed two things, Loot isn't based on lock level true its all RNG, but based on difficulty level. I have gotten alot more EPIC/Legendary items playing on very hard. I also noticed, if I leave the hardest NPC alive last, they always carry an "enchanted" item. So i just quick save and quick load, and they change what they carry. Just keep doing it until you get what you want. Every single procederal base, has a "boss" character in the end of it.
I believe I did see a tip on a loading screen that stated something to the effect that npcs skills don’t stack with each others, only you the player’s.
Two things I wished sooner. 1) The locks turn blue if they fit and white if not. 2) If your scanner says biome complete, you need to move to a new landing area to finish surveying. If it says biome complete for flower for example, you’re wasting your time running around in the same area.
More onto secret areas, lost ships have been the most “dark” discoveries I make. Like the guy who got lost using his hyper drive and made notes back to his wife, or the worst being the couple who lost their daughter and went to spread her ashes in space, only for the wife to unexpectedly let her life go. I couldn’t find what the husband did, but you’ll find both parents frozen on their ship together and belongings to the daughter all over the ship
It's about an hour's investment if you do them all back to back I think and as for pay I'm not sure on exactly how much but first one gets you 3500 and last one gets you 9500 so I'd say over 20k credits over all
Also every planet you land on spawns a new era, example would be if you land on a moon and made a landing area but exit out the planet and land right next to that landing area mark you made. it’ll be a whole new location with stuff to explore. I learned this when I was trying to walk to new Atlantis with contraband but everywhere I landed by New Atlantis was a whole new location to explore lol.
I’ve found not empty boxes and garbage rooms picking the hardest locks and found my best loot in some of the easiest cases, especially during quests and main missions. I think it’s so we all get an even chance at the good stuff, you just might find some aid or credits in the harder locks or find a way to bypass a dangerous area.
I'm an 8 bit Galaga kinda guy...From the videos, this game looks like a masterpiece...but it looks like it may be too complicated for a one button player like me. 🥺
Stealth is a pretty hard route to go down playing this game, but kudos to those who try, and it can be very rewarding, don't forget or underestimate the power of Reconstim and Heart+
I wish I had known that this is totally softcore compared to NMS. You can even reset your traits, so no need to do Alien DNA as I did. It is probably a good late game trait. Also the vital mining and base building for getting you fuel does not exist here. The one and only skill that not only makes you travel out of dangerous situations, but more importantly the creature comfort that follows and makes the game more fun: Weight Lifting. It is SO annoying to walk mile after mile because I forgot to drop off some important stuff. Also, if you are "trapped" you can simply fast travel to another location. Boost Pack: You can fall off the tallest building at cushion the fall by a burst. Also it will let you get to strategic places and even relocate you in tight battles. Targeting: Even though I had it, I did not know how to use it PROPERLY. Spent 140K in weapon changes which could have been avoided by simply knowing how to go for the engines with any weapon. Important skill tree: Tech. Even in the fiercest battles against terormorphs and others, you can simply run behind cover and decide what to do next. Even find a bed for free healing or simply bug out. You CAN'T do that in space surrounded by enemy ships. Of course with all bars lit on the grav drive, you can bail in a second. I see that most of the game is fought in the space suit, so most will probably spend points there and physical. If you fully ignore tech tree, I'd recommend doing the Rangers stuff to get the Star Eagle. I had C pilot and could not put any better on that A ship. I think it will last past lvl 40 without contest from pilot C stuff. Aside from turrets, which is why I went for C.
@2:50 there's a Reddit post where someone when thru using commands and determined level-by-level when each part would be available and thr primary location. Great resource (except for the visual part) on how to plan a ship build.
Love the survey planet and drop off quests with crimson. Drop off passengers,kill pirate all in 2-3mins than more xp and sights from surveying. Still dont get the cargo link missions though and skip mine or complex bounties
The more late game ship weapons take alot longer to recharge. So the crew skills help. And I like having my crew of 9 members. There is a really good guy with rank 3 shields and 1 repair in Akila city bar.
Here's a good one. You don't necessarily need an engine of the same rank to have 100 maneuverability and top speed. Engines that have high thrust and maneuverablity, but low max power allow you to have more engines before reaching your limit. I have a class C ship using SA-4330 engines that has 100 maneuverability and can break 1000 on boost.
Maneuverability is your thrust/weight ratio. It doesn’t matter which engine you have. The more engine thrust and the less total ship mass you have the higher your maneuverability is. The one that does depend on the engine is the base max speed. Class A has 150, B has 140 and C has 130. You can have a fully kitted out C class ship as long as you equip A class engines for it it will have 150 base top speed. Of course acceleration and maneuverability will be low because of the mass but you can build small ships with a C class reactor and C class weaponry and a smaller ship around it with A class engines.
@@spritsfal5088 the problem with big ships is that in game habs and structual pieces have very low hull modifiers so you are basically a huge target without the benefit of a massive hull bonus. Other than having a huge ship for cargo hauling it’s pretty bad in combat where you can run circles around your enemy and get hit less with a small nimble combat oriented ship.
When you were talking about crew slots. Ive had 8 people including myself on the mantis; 2 crew limit ship. I was seeing how many people i could have on there and finally got tired of having to punch people out of my way. yorkie
My favorite pistol so far is easily gotten all you gotta do is join the freestar faction (HQed in Akila), they'll ask you to complete one bounty hunter type mission before you join, but when you do they give you the pistol (OK I had it in my head when I started typing but can't think of the name now lol...). I also like the Magshot I found in a locked chest atop Neon... but I think that's random... and those mag weapons are super hard to aim for some reason in my opinion.
Don’t know if it’s just me but I just found out in your spaceship you can hold the change camera button (on controller, don’t know about keyboard) you’ll free look in first person. Third person don’t know why you’d use it. Maybe a cinematic view but still I’ve been looking for the free look button
So regarding taking off space suit, actually, if you have 2 pieces of chamelion, it STACKS, and makes you literally undetectable while not moving, therefore space suit is the way to go for stealth as long as you got chamilian, imo
What FudgeMuppet, did you think a gunner came with bigger bullets? Nor does over-jucing the guns. Makes no difference on damage, just the recharge. You can have 1 power in Missiles, they still do the exact same damage until you run out.
Very interesting with Piloting skill boosting speed but not letting you use class B or C ships. I also noticed through testing that Sarahs astrowhatever skill won't increase your grav jump range (which is rank 1 bonus) but will decrease your fuel cost, (rank 2)
I would love a video all about crew skills. Another thing, I don't recommend trying to get super good guns early in the game if someone is new because I somehow got my hands on an advanced Urban Eagle somewhere around level 22 and I feel like I was robbed of the excitement of finding loot for a long time because even legendary guns were just not as good.
I would like to see a character pilot the ship and leveling characters skills with slotted positions since the best crew are good guys and suck to take when pirating. Also robot model S companion(dog with guns)?!?!
I've sunk over 80+ hours so far and I've only ever gone onto planets that were quest located so far. I guess I need to start landing on those spots more
I don’t care what people say, the stealth in this game is hands down the best BGS has done. Skyrim was just crouch and that’s as much as you got out of it. I love the way this game makes you chose between being sneaky and not being sneaky. Much funner than full heavy armor, two handed weapon, and still be able to sneak through an entire dungeon
It's definitely fun trying to find really skilled crew, especially ones with special abilities beyond just the basic ones. They are super rare however so it's almost better to invest in more crew slots after you find the crew worth adding.
Level 3 Security is good early on because it allows you to open the mannequin case tucked in the back corner of the Lodge basement, which contains a Mark I Constellation suit which is superior to any other armor you’re likely to find before Level 20 or so.
Are there stories tied to the col places you show at 3:40 like notes that you can find to understand what happened like terminals of FO ? or are those places just cool to see but you'll never have anything to learn about them ?