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Those skill don't add to reactor but they add power to their corresponding component right? So they contribute to total power
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.
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.
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.
"MASSIVE disappointment" Because you're bad at the game? GG
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.
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.
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.
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
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.