Game Discussions Bethesda Softworks Starfield Space RPG

On the subject of legendary drops; the items I'm getting from random boxes in the middle of nowhere are still on par with the end-of-dungeon steamer trunk science containers.
Just wandering around opening boxes might be the most efficient method of legendary farming...🤔
Sometimes, when I am facing a level 200000 final pirate/spacer in an outpost, I do a quicksave just before the final hit, so I can reload to check the loot. Once I spent over an hour or so (🤦🏻‍♂️) to see the frequency of the various rarities, and I got something like 65% rare, 30% epic, 5% legendary (over 100 items, but still a small sample to be significant).
What's annoying is that the quality of the legendaries was always lower than the best epics and several rares.
Typically, a powerful boss gives me a legendary knife, or a flimsy helmet.
Normally I settle for a very expensive epic or rare weapon, just for the credits.

The looting system needs a serious revamp.
 
Sometimes, when I am facing a level 200000 final pirate/spacer in an outpost, I do a quicksave just before the final hit, so I can reload to check the loot. Once I spent over an hour or so (🤦🏻‍♂️) to see the frequency of the various rarities, and I got something like 65% rare, 30% epic, 5% legendary (over 100 items, but still a small sample to be significant).
What's annoying is that the quality of the legendaries was always lower than the best epics and several rares.
Typically, a powerful boss gives me a legendary knife, or a flimsy helmet.
Normally I settle for a very expensive epic or rare weapon, just for the credits.

The looting system needs a serious revamp.
I think I've only seen a boss drop anything of real value once. It makes being a member of the Crimson Fleet so much more useful being able to walk through their outposts and help yourself to the science container.
 
I think I've only seen a boss drop anything of real value once. It makes being a member of the Crimson Fleet so much more useful being able to walk through their outposts and help yourself to the science container.
If you have some stealth, when you get to the science container, reduce the finel boss's health to one shot away from the kill and quicksave, so you can reload and see if the boss's drops change (the chest will remain the same).
If you do it while hiding, no one will aggro, and you won't get any bounties.

Riveting, I know!
 
Do you mean that the rivet guns are useful? I have sold them all.

Shouldn't I use this Advanced Breach when I'm hiding? :unsure:
Advanced Breach 2023-11-11.jpg

Well maybe some weapon that has a suppressor will help me stay unnoticed.😁
 
Hi All :)
I've just downloaded Starfield, it came as a freebee with an ASUS mobo I've just bought.
No in game support for a Joystick then it seems. ☹️
Jack :)
It does not come with support, although you can use Joystick with external programs, OR with Steam Big picture.

But I stopped using it, since Starfierd has aiming control separate from ship control.

In this case, if you want to get the most out of space combat, the best option is to use the keyboard for ship control and the mouse for aiming control. In addition, it has other flight and combat systems if you use the technology skills.
 
If you have some stealth, when you get to the science container, reduce the finel boss's health to one shot away from the kill and quicksave, so you can reload and see if the boss's drops change (the chest will remain the same).
If you do it while hiding, no one will aggro, and you won't get any bounties.

Riveting, I know!
I think I'd rather use console commands than go through that if it came to it.
 
I can't be bothered doing either. It's too much out of game hassle.
Same here.
Neither can I. I have seen numerous YouTubers recommend shifting the difficulty level just before entering a building or station to alter the probabilities of decent loot. I tried it once and the value of rares dropped through the floor.
Agreed. I’m keeping my game at normal difficulty regardless of whether it increases rare drop rates. I’d rather combat be fun, as opposed to looting impressive weapons and suits.

For most of my game so far, most of my equipment has been the best standard equipment that matches my play style I’ve looted. The exceptions I’ll probably never replace? The two titanium auxiliary weapons, both of which were legendary… and I primarily carry them because they’re very light weight. Far more important is whether their mods suit my sniper play style, or enhance my mobility while exploring, especially since I can’t swap mods like in Fallout 4.
 
Same here.

Agreed. I’m keeping my game at normal difficulty regardless of whether it increases rare drop rates. I’d rather combat be fun, as opposed to looting impressive weapons and suits.

For most of my game so far, most of my equipment has been the best standard equipment that matches my play style I’ve looted. The exceptions I’ll probably never replace? The two titanium auxiliary weapons, both of which were legendary… and I primarily carry them because they’re very light weight. Far more important is whether their mods suit my sniper play style, or enhance my mobility while exploring, especially since I can’t swap mods like in Fallout 4.
Mods are the most important. Those trait rolls on weapons are very random, often quite useless and I don't think it's worth the bother. Highest difficulty, high planet level does spawn more rarities, I spend more ammo and medkits. It's not too bad, the cash is quite good. But I play vanilla and cash is kinda a hassle too, when you have to unload a lot. You can also just amp up your loot with additional mods and sell for even more.
You may make more selling the ingredients separate, I didn't care to calculate. It's a RPG after all.
 
Suit/pack/helmet wise the only legendary traits that wound up being worth anything are Antiseptic and Liquid Cooled.
Beyond that it's simply a case of getting Superior kit and modding it up.

Weapon effects, from Fallout I'd say a decent legendary effect would be equal to 1 level but not 2.
As such I'd discard anything that didn't also have the Refined prefix.
There's also an obscure factor in that some weapons seem to have an extra mod slot compared to the normal version, usually appearing as 'Refined' but more powerful than Advanced.
 
Suit/pack/helmet wise the only legendary traits that wound up being worth anything are Antiseptic and Liquid Cooled.
Beyond that it's simply a case of getting Superior kit and modding it up.

Weapon effects, from Fallout I'd say a decent legendary effect would be equal to 1 level but not 2.
As such I'd discard anything that didn't also have the Refined prefix.
There's also an obscure factor in that some weapons seem to have an extra mod slot compared to the normal version, usually appearing as 'Refined' but more powerful than Advanced.
The "Superior" trait maybe?
 
I've been spending time shipbuilding again:
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I like it. Got that big bridge basically integraterd naturally in the shape that is basically a statement in itself: "My bulky front shall be powered by these three powerful engines while maintaining maximum agility".
And then you come back at the audience with that dreadful choice of colour to annoy us.
Yes, it certainly speaks to me.
 
The "Superior" trait maybe?
Maybe, but it isn't a straightforward upgrade like previously.
I have 2 Professional Refined Magsnipers;
They both have long barrel, recon laser sight, long scope, muzzle brake, penetrator rounds and high powered. The second also has Magnetic Rails which isn't in the line up of usual mods and I can't see it in the work bench.
Damage output is 711 for the first and 818 for the second, fire rate is 17 for the first 19 for the second, accuracy is 94.4 for the first 93.8 for the second, mass is 11.55 for the first, and 14.55 for the second. All other figures are identical apart from value.
I also have a refined lawgiver with a base damage output of 192 whilst the advanced version gives 140.
 
Maybe, but it isn't a straightforward upgrade like previously.
I have 2 Professional Refined Magsnipers;
They both have long barrel, recon laser sight, long scope, muzzle brake, penetrator rounds and high powered. The second also has Magnetic Rails which isn't in the line up of usual mods and I can't see it in the work bench.
Damage output is 711 for the first and 818 for the second, fire rate is 17 for the first 19 for the second, accuracy is 94.4 for the first 93.8 for the second, mass is 11.55 for the first, and 14.55 for the second. All other figures are identical apart from value.
I also have a refined lawgiver with a base damage output of 192 whilst the advanced version gives 140.
Mag Rails are a mod upgrade for the mag weapons, pretty high end. Professional is a description that comes with mods equipped. Basic weapons come with no decriptors. At higher level - or rng roll - you may find "refined" quality - straight upgrade. Then there is another category - not sure its name - superior? And lastly (not seen any better) is "advanced" as best quality. The damage boos from a mod can exceed the damage gain from a better quality weapon, but the same mod on an advanced version would make it the best.
There is actually a manufacturer store for the mag-line of weapons at the trade tower in Neon. Go visit for ammo supplies. Note that some mag weapons only achieve the rated damage with spool up. Hold trigger to charge and then release for the boosted shot.
I like these guns - the green dots look vicious and they are the biggest punchers is the ballistic category.
 
Mag Rails are a mod upgrade for the mag weapons, pretty high end. Professional is a description that comes with mods equipped. Basic weapons come with no decriptors. At higher level - or rng roll - you may find "refined" quality - straight upgrade. Then there is another category - not sure its name - superior? And lastly (not seen any better) is "advanced" as best quality. The damage boos from a mod can exceed the damage gain from a better quality weapon, but the same mod on an advanced version would make it the best.
There is actually a manufacturer store for the mag-line of weapons at the trade tower in Neon. Go visit for ammo supplies. Note that some mag weapons only achieve the rated damage with spool up. Hold trigger to charge and then release for the boosted shot.
I like these guns - the green dots look vicious and they are the biggest punchers is the ballistic category.
They aren't available normally for the Magsniper and apparently occupy a slot that doesn't exist in the work bench. On the other weapons you can see the option even if it's greyed out.
Superior only applies to suits packs and helmets this far and doesn't give extra hidden mod slots.
I bought the weapon from Kore Kinetics I'm well aware of where he is.
This far all other magsnipers only list 6 available mod slots whilst this one has 7.
 
Gidday All, i have been over at this Starfield game for a while, came up with two variations of a larger cargo capacity ship.
The Mule has about 1400 and the larger white one has over 3000 capacity, both are bricks in a space battle...
 

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They aren't available normally for the Magsniper and apparently occupy a slot that doesn't exist in the work bench. On the other weapons you can see the option even if it's greyed out.
Superior only applies to suits packs and helmets this far and doesn't give extra hidden mod slots.
I bought the weapon from Kore Kinetics I'm well aware of where he is.
This far all other magsnipers only list 6 available mod slots whilst this one has 7.
The helmet, pack and suit have a different set of descriptors. The extra mod slot is an interesting find. Also that you got a mod that wouldn't be allowed crafting. Bug or feature? :D
 
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