Starfield

Starfield

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sirwaccko Feb 20, 2024 @ 7:08am
Reactors
Is it just me or am i missing something? I know that with Aneutronic Fusion you can gain 5 lvls on a reactor is their any reactor that is able to fully power a ship? Or am i just wanting too much? Am i missing a vendor that sells said reactor if so who and where ? Color me confused if this is a planned game mechanic.
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Showing 1-15 of 19 comments
Krash Megiddo Feb 20, 2024 @ 7:11am 
All of the reactors can fully power a ship. It depends on what else you have on the ship. I can power all of my weapons, shields, engines and still have pips left over to put into grav drive.
Last edited by Krash Megiddo; Feb 20, 2024 @ 7:12am
Jase Feb 20, 2024 @ 7:14am 
My combat ship has power for everything and 90% grav drive power without adjustment. It jumps between systems in less than 5 seconds usually.
Liquid Inc Feb 20, 2024 @ 7:36am 
Originally posted by sirwaccko:
Is it just me or am i missing something? I know that with Aneutronic Fusion you can gain 5 lvls on a reactor is their any reactor that is able to fully power a ship? Or am i just wanting too much? Am i missing a vendor that sells said reactor if so who and where ? Color me confused if this is a planned game mechanic.

Depends on what your requiring?

Remember that weapons do not need to be fully powered. That only affects *recharge speed* of the weapon, so if you've got a number of particle beams/turrets or other "laser" style weapons, having them at quarter or half power will have no noticeable effect. You'll rarely if ever run out of "charge", as even at quarter power they'll recharge just as quickly as you can fire.

This differs if your using missile launchers, since they rely far more on the recharge timer, but in their current form these are almost completely useless compared to the other types of weapon you can use.

With the 3 sets of weapons at roughly half power, 42 power from the reactor is enough to fully power engines, shields and leave 2 pips over for the grav drive.
Krash Megiddo Feb 20, 2024 @ 7:48am 
Originally posted by Liquid Inc:
Remember that weapons do not need to be fully powered. That only affects *recharge speed* of the weapon, so if you've got a number of particle beams/turrets or other "laser" style weapons, having them at quarter or half power will have no noticeable effect. You'll rarely if ever run out of "charge", as even at quarter power they'll recharge just as quickly as you can fire.
Great info, thanks! I wasn't aware of how pips worked with the PAR weapons and assumed they should all be at 100%. Knowing this, I'll dial those back and adjust my engines up to 100%

Thinking more about the OP, I wonder if he wants everything at 100% which might prompt his question if not aware that all equipment doesn't have to be powered 100%
sirwaccko Feb 20, 2024 @ 7:57am 
I was not aware of the fact that wpns only require minimal pips this will help alot as i have seem missels are ♥♥♥♥♥ with pwr req. I did think that the beam style wpns required full pwr to be effective i was running at 100% wpns Full shields 1 or 2 on engine and 1 for grav drive. thanks for clearing this up for me. great info here
I Denizen I Feb 20, 2024 @ 8:03am 
With a well built ship, facing one opponent you can definitely get away with minimal power to weapons.

Facing multiple high level, equivalent ships, you'll get annihilated with low power in weapons, you need that rapid repower to get some ships dead as fast as possible.

I had a fully C spec ship, with shields & engine max, all weapons at 60% of max and zero in jump drive, and I never struggled with any ship combat from that point onwards. I'd just move 1 point to J Drive as required.
I Denizen I Feb 20, 2024 @ 8:07am 
One trick I did learn, a huge ship with low maneuverability will turn much much faster at zero speed, than it will at high speed.

So use the throttle to take advantage and you'll be able to aquire targets much faster.
Liquid Inc Feb 20, 2024 @ 8:08am 
Originally posted by I Denizen I:

I had a fully C spec ship, with shields & engine max, all weapons at 60% of max and zero in jump drive, and I never struggled with any ship combat from that point onwards. I'd just move 1 point to J Drive as required.

That's about the best setup.

https://steamcommunity.com/sharedfiles/filedetails/?id=3164819529

My current ship has a 36 power reactor (The Pinch 8A) so i get 41 power from the fusion skill.

https://steamcommunity.com/sharedfiles/filedetails/?id=3164819582

With my ship set up like that, i never run out of power in the weapons during a fight. The 3rd weapon bar is a set of turrets, which work just fine with only 3 pips. I can ofcourse move the 2 pips in the grav drive, into the turrets, but i find i rarely need to do so.
Brandybuck Feb 20, 2024 @ 8:16am 
Originally posted by sirwaccko:
is their any reactor that is able to fully power a ship?
Max reactor is 40 power. You can get extra pips from follower and skills, but I do not believe there is any non-cheaty/exploity way to get full 72 power for all six banks to be at full power simultaneously. And even with just one weapon bank I don't think you can get to the full 48 power. I think 46 is the maximum max.
Krash Megiddo Feb 20, 2024 @ 8:24am 
Originally posted by Brandybuck:
Originally posted by sirwaccko:
is their any reactor that is able to fully power a ship?
Max reactor is 40 power. You can get extra pips from follower and skills, but I do not believe there is any non-cheaty/exploity way to get full 72 power for all six banks to be at full power simultaneously. And even with just one weapon bank I don't think you can get to the full 48 power. I think 46 is the maximum max.
I believe the power system is designed to be limited. Part of the fun is adjusting pips on the fly to meet the current battle conditions. Its a glimpse of how prioritizing power works in Elite. But in Elite its much more critical, dynamic and intense to get those pips right at that moment, and then change them again a split second later.
StormhawkV Feb 20, 2024 @ 10:03am 
It's only a problem in the beginning. If you invest heavily into the rightmost skilltree and level up Starship Design early you can have a 28 power reactor by level 12.
Drake Ravenwolf Feb 20, 2024 @ 3:21pm 
Max base reactor power is 40, you can add 5 to it with your own perk points, and then crew sometimes stack and sometimes don't - very buggy, but there are three crew with the power perk so the total max power possible is between 46 and 48 I believe

46 if only one crew member counts, 48 if you manage to stack all three - I stacked two accidentally and kinda regret doing so... again its very buggy, cause now I can't get rid of the extra power pip and it feels like cheating. Weirdly the crew power pips seem to be HARD allocated to specific modules - eg I can't remove the last pip when that crew member is onboard from eg shields/engines... dunno what the third guy's system is tho... maybe I should try and stack all three...
Last edited by Drake Ravenwolf; Feb 20, 2024 @ 3:31pm
StormhawkV Feb 20, 2024 @ 3:31pm 
Crew skills only stack once with the highest skill counting. The others won't do anything.
Drake Ravenwolf Feb 20, 2024 @ 3:32pm 
Originally posted by StormhawkV:
Crew skills only stack once with the highest skill counting. The others won't do anything.
Sometimes that is true, sometimes it is not - I hear multiple eg particle beam crew all stack together, whether that is intended or not...

This is probably also the source of the shield bug
Last edited by Drake Ravenwolf; Feb 20, 2024 @ 3:34pm
StormhawkV Feb 20, 2024 @ 3:44pm 
Yeah, the shield bug. I never got it ever again after ignoring Vasco and everyone else who has the companion version of the shield skill.
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Date Posted: Feb 20, 2024 @ 7:08am
Posts: 19