Starfield - November 11, 2022. How excited are you?

Thanks, misery loves company I guess.

I went back and redid the content. I could not get another legendary weapon like I did the last time I ran through the same area. But, I found a rare pistol that for some reason does insane damage (it’s an “advanced” pistol); it’s like having a tiny sniper rifle since it does 4 times what my old pistol did per shot and I could even put a scope on it.

According to this Reddit thread, being “calibrated/refined/advanced” is more important than “rare/epic/legendary” for guns. I had no idea.

https://www.reddit.com/r/Starfield/comments/16jcz7x/comprehensive_guide_how_weapons_and_armor_work_in/

The gun itself is an XM-2311.

So, in a way I ended up being better off running through it all again. :slight_smile:

Go to Vladimir’s villa and look for an advanced lock.

Huh, that explains why I’ve never seen a “superior” gun. A fair amount of superior suits/packs/helmets, though.

I’d mostly figured out the rest. The epicness just gives you the perks, which may or may not actually be useful. Only some of them boost damage.

Mods are definitely a huge improvement. I’ve unlocked basically the full mod tree.

I don’t think I agree with the claim that unique (named) weapons mostly don’t have a tier. It’s hard to be sure, but I suspect the hidden tier matches what you’d normally get at your level. I’m at the point where almost every drop is advanced, and the named weapons appear to have similar basic stats. There are some exceptions, though.

Incidentally, my comments should not be taken to mean that I am not going to continue murdering people and taking their ships. It’s just more for fun than profit.

This comment from the thread matches my experience:

I believe that most, if not all, unique named weapons are generated at the start of the game. Since weapon quality is closely tied to level, this means that almost all unique weapons suck in the first NG and will be much stronger in subsequent NG+ runs. Important note: unique weapons will NOT have the words “calibrated”, “refined”, or “advanced” in their name. Instead, you can compare the stats of the weapon to its basic counterpart and see what tier it belongs in.

I NG+ed at a pretty high level. So the unique weapons are mostly at a high tier.

Got a nice ship for completing the Rangers mission sequence. I’ve done that, the terrormorph thing, the Ryujin quest line… so what’s left? Just the artifacts and “powers” I never use?

I named the ship they gave me “Serenity,” back to the fictional ship pattern but appropriate for a ship related to a cowboy sci fi motif. I do not like it - it’s very powerful and capable, but it’s an interior maze, with a lot of ladder climbing, which I hate. Poor pilot visibility, too.

If you had artificial gravity tech, wouldn’t it make way more sense to NOT have it in the ladder area, but just make that specific spot weightless so you can zip up and down as needed?

So now I have

Sarah Morgan (Narwhal-class. Absolute beast of a ship.)
Heart of Gold (I believe this was the Mantis ship)
Perihelion (Shieldbreaker class, my favorite so far - balanced, lots of cargo)
Frontier (I felt it wrong to rename it)
Serenity (Eagle class?)
Nostromo (The huge ship I helped design with Stroud Ecklund or whatever the company is called. Haven’t flown it yet.)
Razor Crest (Some A-class ship)

So how do I get started with outposts?

Start with a planet that has iron or aluminum, since those are the primary outpost materials. You’ll see these when scanning planets, and can open a map once scanned by pressing R (assuming a PC here) in the map screen. It’s good to pick a system that has both resources available. Alpha Centauri has both among the various moons.

Click somewhere with the desired resource to land there. Bring up the scanner with F, and then press R to start placing the outpost beacon. You can slide it around to get decent placement. Once you’re practiced with this, you can try finding spots with multiple resources, but I wouldn’t get too fancy at first. Place the beacon with E.

I’m not sure if the outpost menu will stay up at that point, but you can bring it up again with F, R. Tab switches to the build menu, and should bring up a selection of various buildings. The first tab should already show an aluminum or iron refiner. In the upper-left you’ll see the needed resources. Go out and buy/collect these if needed. If you have enough, you can roam around the local area for a deposit, which should be highlighted. You can press V to get an overhead view for easier placement.

You’ll also need power. Switch a few tabs over in the build menu and you’ll see some solar devices. Build these the same way.

You’ll also want some storage. It comes in solid, liquid, gas, and warehouse types. For iron or aluminum, you want the solid type. Plop it down somewhere.

You then need to connect the extractor to the storage. Head over to the extractor, hold E to bring up the menu, and hit “output link”. Aim the cursor toward your solid storage (it should show a glowing line), and hit E to link up. The resources should then head to the storage automatically.

There’s plenty more to do of course, with additional resources, various other buildings, and so on. But that should get you started.

I got the impression that the grav drive affected the whole ship at once, so it’s an all-or-nothing feature. It serves the dual purpose of creating artificial gravity and allowing a ship to travel at greater than light speed.

So far from what I remember when you are in a space station and turn gravity on and off, it affects the whole thing, not just a part of it.

That’s the main questline, yeah. There are quite a lot of smaller missions that only pop up when you visit the right place. Don’t ignore the sidequests that populate your log when you overhear somebody talking about something. A lot of them are really interesting.

In fact, there’s a ship with malfunctioning gravity you can encounter and board. Yeah, it’s a ship-wide effect.

Thank you!

That does make sense in the Starfield universe given the name “Grav drive.”

It’s just a constant irritation for me in science fiction. I realize artificial gravity is a narrative and production convenience, of course, but there’s always things where I think “but why is this a problem if they can manipulate gravity?” You see someone afraid of falling down the turboshaft and I think “so turn off the artificial gravity there.” Especially in Star Trek, where you see characters commanding the computer to transport things, create force fields, and do all manner of stuff by simply asking.

Yup, I did that mission. I’ve also done the one where you can go back and forth between two realities to get around obstacles. There isn’t enough of that sort of thing in the game. They don’t even have enough unique buildings - I’ve killed more pirates and Ecliptic assholes in the same “Cryo research” building to last me a lifetime.

It’s a good game and I’m still enjoying it, but there is a lack of, well, different enemies. It’s pirates and Ecliptics, pretty much, in the same buildings again and again, always killed in the same fashion. Some beasties but not many - the terrormorph quest line is over.

Tactical combat is fairly good. I do wish I could take more than one companion with me sometimes, and issue them tactical orders.

Do we ever find out about these guys? I mean, even the pirates can be joined at one point, but does anyone outside Ecliptic give a shit about us murdering them by the thousands? Having “mercenaries” who are even more committed to chaos than the pirates seems a bit odd.

You should be able to still find them on various planets, particularly Niira.

Thanks for that. I have the necessary storage bins on Luyten’s Rock – as well as a transfer container – but the miners aren’t yet linked to the bins.

Like Fallout 4, you can also link your outposts – there are different ones for intra-system and inter-system. They have slightly different build requirements; the latter also needs helium-3 to function and is what mission boards want when asking for cargo links.

I wouldn’t be surprised if their origin is the subject of the first DLC.

And there are places like around Akila City and on Charybdis III where hostile fauna are everywhere. They usually aren’t as dangerous as people with guns, but it’s not like they don’t exist outside of the Terrormorph missions.

I forgot that once in a great while I have run into Vaarun zealots, especially when assisting Andreja in her personal quest line, but honestly they all look, act, and die the same.

I’m not really bothered by the generic sameness of stuff. My biggest complaint about the game is that there’s not enough interesting stuff to break up the sameness. There are lots of cool little missions and locations scattered around, but not enough relative to the overall scale of the setting.

Does that stand for Nuka-World IInformational Robot Assistant?