Starfield

Starfield

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Rich Sep 11, 2023 @ 2:05pm
How can I add more reactors to ship?
My ship cost 400k but is still useless in combat (gets 1 shotted by enemies..)

I'm trying to upgrade it now, required power is 51 but I only got 23. When I add another reactor it doesnt work, says I can only have 1 reactor. How am I then ever supposed to be able to have a decent ship? From what I can see, not even the later ones have any decent power output? Are you stuck with useless ships throughout the game? Do I need to mod the game to make ships useful?
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Showing 46-60 of 81 comments
Armitage Shanks Oct 13, 2023 @ 2:28am 
Originally posted by bLaCkShAd0w:
Originally posted by CapBlackJack:


The highest I've seen is 40

There is a class C thats 40, the SF40 which unlocks at level 57.
+5 for maxed out aneutronic fusion perk
+3 if you have Sam, Vasco and Omari (+1 engine power, +1 free power, +1 shield power)

For a grand total of 48 max.
It's a max of 46, only Vasco's skill counts, as that's the only skill in the game that increases reactor output. Engine and shield power increase doesn't apply to reactors at all, not entirely sure where you got the idea that they do. The only way to get above 46 is to find a companion with more than 1 point in aneutronic fusion. I've yet to see any rando crew members with more than 1 point in their skill.
jk2l Oct 13, 2023 @ 2:32am 
Originally posted by Armitage Shanks:
Originally posted by bLaCkShAd0w:

There is a class C thats 40, the SF40 which unlocks at level 57.
+5 for maxed out aneutronic fusion perk
+3 if you have Sam, Vasco and Omari (+1 engine power, +1 free power, +1 shield power)

For a grand total of 48 max.
It's a max of 46, only Vasco's skill counts, as that's the only skill in the game that increases reactor output. Engine and shield power increase doesn't apply to reactors at all, not entirely sure where you got the idea that they do. The only way to get above 46 is to find a companion with more than 1 point in aneutronic fusion. I've yet to see any rando crew members with more than 1 point in their skill.

Those skill don't add to reactor but they add power to their corresponding component right? So they contribute to total power
Bored Peon Oct 13, 2023 @ 3:29am 
Originally posted by Rich:
If 40 is the max power output....
So if 40 is max power...
40 is the max for a reactor.
You can add 5 power from your skills.
Vasco also adds 1 power.
I do not know the max because I have not had any max level reactor techs or tried multiples.
FREEZED Oct 13, 2023 @ 3:40am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3050048548

this is my to go ship in every NG+ round, i do Mantis mission, i modify Razorleaf reward ship with biggest B class reactors and gravdrive, add some vanguard weapons and shield, and A class engines.
upgrades cost about 300000 so not too bad for grind.
it has decent dps and good speed so you can disengage by taking some range, regain shields and go back to battle
extra thing with reward ship is that it is special having some funny events happening.
bLaCkShAd0w Oct 13, 2023 @ 10:47am 
Originally posted by Armitage Shanks:
Originally posted by bLaCkShAd0w:

There is a class C thats 40, the SF40 which unlocks at level 57.
+5 for maxed out aneutronic fusion perk
+3 if you have Sam, Vasco and Omari (+1 engine power, +1 free power, +1 shield power)

For a grand total of 48 max.
It's a max of 46, only Vasco's skill counts, as that's the only skill in the game that increases reactor output. Engine and shield power increase doesn't apply to reactors at all, not entirely sure where you got the idea that they do. The only way to get above 46 is to find a companion with more than 1 point in aneutronic fusion. I've yet to see any rando crew members with more than 1 point in their skill.

I suggest you get yourself a ship, drop 46 points into the power allocation, then recruit Omari and assign Sam. You will find they add two more points that aren't assignable and they show up in green instead of the normal white.

Omari gives a green bar to shields thats not assignable and doesn't count toward the power total.

Sam does the same for engines.

You can completely empty the power allocation and you will still have the green point into engines and shields.

With a full 46/46 that you can allocate.

40 from the reactor.
5 from your aneutronic perk
1 from Vasco.

But the max power you can get most definitely is 48. Although technically speaking yes, only 46 of that comes from the reactor.
Last edited by bLaCkShAd0w; Oct 13, 2023 @ 10:53am
Rich Oct 13, 2023 @ 12:49pm 
It's been another month and this isnt resolved yet. Not /really/ any mods to fix it either. God the ship building in this game is a MASSIVE disappointment, just like everything else in midfield.
Armitage Shanks Oct 13, 2023 @ 5:15pm 
Originally posted by bLaCkShAd0w:
Originally posted by Armitage Shanks:
It's a max of 46, only Vasco's skill counts, as that's the only skill in the game that increases reactor output. Engine and shield power increase doesn't apply to reactors at all, not entirely sure where you got the idea that they do. The only way to get above 46 is to find a companion with more than 1 point in aneutronic fusion. I've yet to see any rando crew members with more than 1 point in their skill.

I suggest you get yourself a ship, drop 46 points into the power allocation, then recruit Omari and assign Sam. You will find they add two more points that aren't assignable and they show up in green instead of the normal white.

Omari gives a green bar to shields thats not assignable and doesn't count toward the power total.

Sam does the same for engines.

You can completely empty the power allocation and you will still have the green point into engines and shields.

With a full 46/46 that you can allocate.

40 from the reactor.
5 from your aneutronic perk
1 from Vasco.

But the max power you can get most definitely is 48. Although technically speaking yes, only 46 of that comes from the reactor.
Ah, I didn't think of it that way. So technically, yes, 48. My bad.
Armitage Shanks Oct 13, 2023 @ 5:16pm 
Originally posted by Rich:
It's been another month and this isnt resolved yet. Not /really/ any mods to fix it either. God the ship building in this game is a MASSIVE disappointment, just like everything else in midfield.
What are you talking about? There's nothing to resolve, you just need to get good.

"MASSIVE disappointment" Because you're bad at the game? GG
Last edited by Armitage Shanks; Oct 13, 2023 @ 5:18pm
Berserk Breton Oct 13, 2023 @ 5:20pm 
Originally posted by Rich:
It's been another month and this isnt resolved yet. Not /really/ any mods to fix it either. God the ship building in this game is a MASSIVE disappointment, just like everything else in midfield.

I agree with a previous poster, the thing you described in the OP is not a problem that needs solving in the game, it's something you fix by spending skill points and choosing ship parts and crews wisely. You can also sometimes capture ships with specific parts you can't buy and/or ready balanced systems.

If you have more specific problems maybe describe them so you can be helped.
Scyris Oct 13, 2023 @ 5:21pm 
Originally posted by CrookedTimber:
The highest I've seen is a Class C reactor with 28 output. Having the appropriate skill - or having crew on your ship with the appropriate skill can raise that a bit. But then it's all about allocating power when there is no way to power everything.

I've had a lot of luck with just particle weapons and missiles, and I suspect even just particle weapons on their own can be kind of OP.

You can get a 28 power class A reactor around level 12 or so. Sadly class A reactiors seem to cap out at 33 power at lv 43. https://inara.cz/starfield/ship-modules-list/190/ good site for ship modules this is the reactor section u can filter it by class A then click the colume to sort by power, price, level etc, and if you click on the reactor itself it'll tell you where to find it.
Armitage Shanks Oct 13, 2023 @ 5:28pm 
Originally posted by Scyris:
Originally posted by CrookedTimber:
The highest I've seen is a Class C reactor with 28 output. Having the appropriate skill - or having crew on your ship with the appropriate skill can raise that a bit. But then it's all about allocating power when there is no way to power everything.

I've had a lot of luck with just particle weapons and missiles, and I suspect even just particle weapons on their own can be kind of OP.

You can get a 28 power class A reactor around level 12 or so. Sadly class A reactiors seem to cap out at 33 power at lv 43. https://inara.cz/starfield/ship-modules-list/190/ good site for ship modules this is the reactor section u can filter it by class A then click the colume to sort by power, price, level etc, and if you click on the reactor itself it'll tell you where to find it.
There's literally no point in trying to explain what reactors are available to the OP. They don't want to know. They're bad at the game, don't understand ship building in any way shape or form. They just want to slap on a bunch of reactors because they can't figure out power balance. Many people have already explained what reactors are available, suggested the OP use the mod that removes the single reactor limit, explained that the ship building system works perfectly fine as long as you have 1/5th of a brain. They don't listen to logic.
Scyris Oct 13, 2023 @ 5:33pm 
Also your weapons matter, I prefer Particle beams as they have 3000-3500 range, basically if the enemy is within that range it'll autohit as long as they are in the targeting circle. They do good damage to shields and hull (thou a bit less than the specific weapons for those) but I use them for the missle-like range, I can often kill a ship before its in range to shoot at me, even when fighting against some C class ships in my A class. These are the ones I use at level 4. https://inara.cz/starfield/ship-module/1905/ and at level 20 I upgrade to these. https://inara.cz/starfield/ship-module/886/ why these ones specifically? as they don't have a "energy bank" if you fully power the system they can fire at max fire rate forever you never need to stop shooting to allow it to recharge and with 3500 range, you can easly kill ships before they get in range to use their lasers on you, which laser is what most enemy ships use alot of.
Scyris Oct 13, 2023 @ 5:40pm 
Originally posted by Armitage Shanks:
Originally posted by Scyris:

You can get a 28 power class A reactor around level 12 or so. Sadly class A reactiors seem to cap out at 33 power at lv 43. https://inara.cz/starfield/ship-modules-list/190/ good site for ship modules this is the reactor section u can filter it by class A then click the colume to sort by power, price, level etc, and if you click on the reactor itself it'll tell you where to find it.
There's literally no point in trying to explain what reactors are available to the OP. They don't want to know. They're bad at the game, don't understand ship building in any way shape or form. They just want to slap on a bunch of reactors because they can't figure out power balance. Many people have already explained what reactors are available, suggested the OP use the mod that removes the single reactor limit, explained that the ship building system works perfectly fine as long as you have 1/5th of a brain. They don't listen to logic.

True, my secondary weapon system I use is 4 missle launchers with only 1 power diverted to it. the Particles are fully powered, shields are fully powered, engines are powered enough that I hit 40-50 speed when in the white section of the throttle meter, grav drive has 0 power when I am in combat. ships rarely get in range for my missles to lock on before they are dead in most cases its why I only keep it at 1 power, though if I had more to spare I would put a few more into it. This is just my early game shipbuild. Later game you want a class C. I usually just retrofit the base frontier ship at lv 4 which is the lv I am at after new atlantis and all I do there is rob the UC Surplus store in the well and then go to the lodge. Remove the base gab and add a sci and work hab, upgrade the grav drive, remove the laser and ballsitc and have 4 particle beams, and add 3 more atla missle launchers, add a extra fuel tank or 2 and cargo, 2 of the smaller white dwarf engines, ends up with 1350 cargo, 87 mobility. costs about 34k.
Xhaiden Oct 13, 2023 @ 5:51pm 
Originally posted by Rich:
It's been another month and this isnt resolved yet. Not /really/ any mods to fix it either. God the ship building in this game is a MASSIVE disappointment, just like everything else in midfield.

There's a mod on Nexus that removes the limit on building reactors so you can just stack as many as you want.

https://www.nexusmods.com/starfield/mods/1169
David Davidson Oct 13, 2023 @ 6:08pm 
You don't have to fully power every component.
I can understand one reactor for standard gameplay.
But capacitor banks would have been a good addition. Get short bursts of extra reactor power stored up in big, relatively heavy cap banks, allowing you to overcharge your shield and weapons, but recharging takes time and if a cap bank takes a hit your ship loses power to whatever it was linked to.

Instead you get ED with SC and less fun.
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Date Posted: Sep 11, 2023 @ 2:05pm
Posts: 81