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Starfield: The Strongest Missile Launchers, How Good Are Those? 

Angry Turtle Gaming
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16 окт 2024

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Комментарии : 31   
@davyrando1203
@davyrando1203 11 месяцев назад
I have missiles on all of my combat-focused ships. In my opinion, relying on missiles as a primary weapon is a bad idea. The biggest weakness is the reload time, and waiting for the lock. However, they are excellent secondary weapons. Open with lasers or particle beams and deal some damage while waiting for the lock, and then let loose the missiles opportunistically after you obtain a lock. This strategy mitigates both of the missile's weaknesses. It's also a great way to finish off targets that turrets have weakened.
@Dreez76
@Dreez76 10 месяцев назад
Bethesda Logic : Gives missiles 4300m range, but only gives ship 2000m lockrange..
@SifiFan
@SifiFan 11 месяцев назад
Built this ship last week. All my ships have a unique feel but this is one of my favorite. Running Obliterators, PBOs and EM weapons. Named it the Bone Snatcher. Used for stealing ships.
@asmosisyup2557
@asmosisyup2557 11 месяцев назад
What really kills missiles is that you generally dont get a lock on your target until you are
@BlueSideUp
@BlueSideUp 11 месяцев назад
Agree with you there. I don't use missiles at all, the three weapons are auto particle beams and particle turrets in kill mode, and EM that I power alternatively to the turrets to take over ships or just loot them. No space for useless missiles.
@mikestanmore2614
@mikestanmore2614 11 месяцев назад
Also handy for asteroid mining, but I'm not going to suggest it's the most cost-effective means!
@Mizzle420420
@Mizzle420420 9 месяцев назад
I ran my own tests and I can say without a doubt the best missle launchers are the "Infiltrater SC-2" and the "Hunter Mag 450". The INF SC-2 has a Damage Per Mag Dump (DPMD) of 3822 (mag size is 14rnds, damage per shot 273 with 4 guns equipped). The second best is the "Hunter Mag 450" with a DPMD of 3770, has a Mag size 10rnds, 377 damage per shot with 4 guns equipped. I legit spent 5 hours testing all the launchers, recording stats and doing math. I was thinking how starfields weapon system work and the fact that the Altal 280C has the most damage but can only shoot two rounds before reloading and the CE-59 has the second most damage but only can shoot 4 rounds before reloading. So I literally tested ever single missles launcher and recorded it's Damage, Fire Rate, Magazine Capacity(how many times you can shoot without reloading, and the max number of that weapon can be equipped. I hope this makes sense, I tried to explain it to the best of my abilities
@penshockey5474
@penshockey5474 7 месяцев назад
What about the tsukisasu 50k??
@ryanmsalisbury5499
@ryanmsalisbury5499 11 месяцев назад
Nice recap, I’ve had a similar experience as well. While not the best, it’s still seems fun to have the third weapon type be a missile to finish the enemy off. I hope they come up with a module type to help improve scanner distance and time.
@tremapar
@tremapar 11 месяцев назад
I have the crimson fleet item that makes locking super fast, especially with targeting 4, on every ship. And different missiles on 3 ships: The same 2 you used in this video, and lastly Hunter 450. Have to fire that twice to get burst damage in between what the other options do. But what's nice about that one is 10 salvos, and with missiles4+Gideon, the reload actually feels nice. In the pause between targets you can actually see multiple rounds replenish.
@asianartist1
@asianartist1 11 месяцев назад
need the vanguard tactics magazines for min/max - they give you a 5% bonus to missile dmg and you can collect 5 of them. :)
@ryanmsalisbury5499
@ryanmsalisbury5499 11 месяцев назад
What’s the item that helps you lock on super fast? I don’t recall that
@tremapar
@tremapar 11 месяцев назад
@@ryanmsalisbury5499 One of the items that only Jazz sells which becomes available during the fleet's questline. The other item improves shield recharge IIRC.
@ArkadianMr
@ArkadianMr 11 месяцев назад
I found a unique ship for sale while checking the ship technician at Gagarin, it was called the muramesa and i tried to make a missile ship out of it,i returned to using the Vanguard autoprojector and the pbo 175 auto helion beam,missiles are slow and when i encounter starborn they evade by using boost.
@brunoethier896
@brunoethier896 10 месяцев назад
I'm not sur that you absolutely HAVE to be in Targeting Mode to fire missiles, AFAIK it is enough to have the "Lock" active.
@mbishop2050
@mbishop2050 11 месяцев назад
They can shoot down missiles? I am having a great deal of luck with the particle beams. I do not have Barrett on the ship and I do not have any skill in particle beam system or any crew that does, but my weapons can take down a level 85 ship in four shots and they have a range of 3,000 meters and none of them are turrets or auto beams this time around. My main problem with ship combat right now is the bethesda bug that takes away points in each category whenever I move around. If I grav jump or leave somewhere it will take points out of shield and weapons, even if I have extra points left over for the grav drive to use. Also my current level is 48 and this is not a NG+ play through just the very first one this time around.
@jdothughes
@jdothughes 11 месяцев назад
The enemy lock drop with my max boosting does not work for me
@angryturtlegaming
@angryturtlegaming 11 месяцев назад
it doesn't work on turrets so turret ships will always fire at you
@jmannUSMC
@jmannUSMC 11 месяцев назад
Yes, a new Turtle's Lab vid!
@hevenzgaming
@hevenzgaming 11 месяцев назад
are these launchers for NG+ or just the original game? or does it not matter? people are telling me NOT to go for NG+?
@davyrando1203
@davyrando1203 11 месяцев назад
Improved ship parts are level-locked to higher levels, which you can reach without NG+
@SifiFan
@SifiFan 11 месяцев назад
I have not seen anything in NG worth it just for the sake of that thing.... Especially the new starborn ship. It is way too weak and can't be modified. I only did NG because of all the bugged missions. I'm level 201. I would hang in there until the patch is released and flushed out, then do NG with a fresh start. I'm undecided if I will do NG again any time soon. I have over 3 million credits, ammo out the cazoo, and 3 angry turtle ships and 1 other as a home base shielded cargo ship to make "sell" runs to Neon.
@victorkreig6089
@victorkreig6089 11 месяцев назад
​@@SifiFanNG is fun though, money is easy to get
@hevenzgaming
@hevenzgaming 11 месяцев назад
@@davyrando1203 can or can"t?
@jamesabaileyjr
@jamesabaileyjr 11 месяцев назад
Have to use them in targeting mode
@N7-alpha
@N7-alpha 11 месяцев назад
Missile range is dumb because lockon is 2000m .
@angryturtlegaming
@angryturtlegaming 11 месяцев назад
in my opinion there should be to separate locks one for missile with full range and separate for vats
@cassieudy5718
@cassieudy5718 11 месяцев назад
The problem is more that particle beams are VERY overpowered. They get the same shield damage as the best lasers, full hull damage, AND like 10x more range. I don't really understand this design. The existence of particle beams completely trivializes ship combat, and also makes it so the existence of the other more tactical weapons is pointless. Why reload slow missiles and wait for lock-on when a particle beam destroys the target from across the galaxy? Why use a 400 range laser when the particle beam does the same damage with 4000 range?
@testos2701
@testos2701 11 месяцев назад
Got everything maxed out, no missiles use here. To me they are worthless.
@fredgilbert2032
@fredgilbert2032 11 месяцев назад
Yep, agree anything else in the 3 slot is way better. I run the strongest 4 of each of the following: 3 power auto particle turrets, 3 power auto lasers, and 3 power auto ballistics. It will shred anything in seconds, and I can turn off the turrets when I am going for a disable while still maintaining great firepower.
@BlueSpectre
@BlueSpectre 11 месяцев назад
dam those are absolutely hideous lol.
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