The ONLY Starfield Weapon Mods Guide You Need | Starfield Handbook

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welcome to another episode of the Starfield handbook and thanks to Surf shark for sponsoring today's video upgrading your weapons is a staple feature of any Bethesda game and Starfield is no different with over 50 different named weapons and dozens of weapon mods there are thousands of combinations for dishing out destruction on your enemies across the Galaxy but what are the best mods of the bunch and how effective are they really we've seen this time and again where in-game descriptions aren't necessarily helpful at explaining what something does and there are hundreds of these absurd videos going wow you need to get this amazing weapon when it has complete dog mods on it or people don't actually understand how the mods actually work so I'll be breaking down everything in each of the 10 mod categories here today to clear things up once and for all there are some incredibly powerful ones that completely alter your weapons that you'll definitely want to consider running if you want to make quick work of your foes let's get into it while some mods are available without any skill point investment many of the most powerful upgrades are locked behind the weapon mod skill and require you to conduct the respective research project in order to actually attach the mods to your weapons of choice I wouldn't recommend putting points into the weapon engineering or special project skills until you're actually ready to start modding gear as you'll need the resources to do so as well the skills are fairly easy to rank up and only require you to apply a certain number of mods for each rank which you can easily level up by swapping back and forth between low resource cost mods like adding a site then going back to iron SES repeatedly I suggest heading over to either the gemes and mertile near The Landing Pad in new Atlantis or UC see distribution in the mass district and spending a couple thousand credits scooping up the resources you need to get these research projects completed plus you'll also need these to actually mod as well there's a pretty long list but assuming you bought out all the resources from a shop a few times you shouldn't have much trouble crafting anything just keep in mind the highest level mods do require rare exotic and unique resources which aren't quite as common in shops but they do show up now that we've got everything we need to craft our mods let's dig into our first category magazines and batteries these mods easily have the greatest impact on how your weapons actually function from larger mags to different ammo types you can really elevate your weapon performance in most cases one of the best examples of this is the hornet nest mod which replaces your standard shotgun pellets on a Coachman with medium- range explosive cluster bombs that pack a huge punch for each of the five pellets it normally would have shot it instead creates four cluster bombs to make a total of 20 every shot you still fire your normal shot though at a slightly reduced amount of damage while the cluster bombs have a fixed damage no matter what it's being shot from you can hornet nest a Bridger or negotiator and it'll do around 30% more damage on average though it'll only make the four cluster bombs not 20 sadly once a hornet's nest shot has reached its max range it'll always explodes so it isn't viable in Long Range scenarios but it's a hell of a lot of fun regardless just watch out because you can take explosives damage from these bad boys as well and it's very easy to One-Shot yourself at lower levels when your HP pool is smaller and the higher any of your demolitions shotgun certification and either ballistics or heavy weapon certification skills are the more damage you'll actually take from from Splash damage yourself the cluster bombs only increase damage from demolitions while the direct impact damage can be boosted by the other three skills i' called demolitions a trash skill in a previous video not realizing this was the case but the fact that you can make a hornet nest Coachman even more insane with rank four demolitions increasing the damage by 50% but not making yourself take any more Splash damage because of the damage reduction Buffs is a pretty big benefit if you enjoy a high-risk High reward play style then this is an awesome option that's just a lot of fun to play around with now of course the mods in Starfield are all just funny games but when it comes to safeguarding your real life personal information and data from nefarious individuals or corporations capitalizing off these details without your consent it's worth thinking about how you can mod your web surfing game to keep up with these evolving threats and who better to look to for a solution than one of the world's most popular and reliable VPN services and the sponsor of today's video surf shark at their core surf shark provides you with the peace of mind that when you browse the web that you're able to do so securely and an iously through an encrypted connection but it does so much more than that as well my personal favorite feature is being able to completely bypass GE restrictions and other forms of censorship by connecting to VPN servers in different countries and then gaining access to all their local content that would normally be blocked the best example being poor Canadians like myself that get the short end of the stick when it comes to Major streaming platforms removing or simply not even having some of the best shows available locally thankfully all I have to do is connect to one of surf shark's UK or us servers and now I have access to all the same content that my neighbors do even better you can use surf shark on as many devices as you want including your mobile phone and while you're traveling so you're covered wherever you go if you want to take advantage of surf shark's incredible Black Friday deal then make sure to click the link in the description below and head over to Surf shark. deal Mumble and use my promo code Mumble and receive up to six additional months absolutely free thanks again to them for supporting the channel next we have ignition beams which is a mod you can apply to energy weapons that has a chance to apply burn bur damage over time that does 10 damage over 4 seconds which is horrifically bad no matter what stage of the game you're in you can't stack the burn effect but it can reset the burn counter but this is still something you should absolutely never run on energy weapon you should always prioritize a larger mag in this case it's just complete Annihilator rounds on the other hand are a very interesting mod that is incredibly strong in select situations they're only possible to use on particle beam weapons and if you've used any of these weapons like a Veron inflictor or Star Shard you'll notice that without them applied you can still actually proc the annihilator rounds in some cases but do you actually know what's making them go off so interestingly there's a low percentile chance probably close to around 20 or 25% upon killing an enemy for the annihilator rounds to go off if you don't have the mod but if you do have it it's guaranteed to proc on any and all kills the area of effect that it generates is quite large and it lasts for 9 seconds and it applies a burn that continues to persist for 9 more seconds after the target leaves the AOE and it can be reapplied restarting that 9-second timer this does 5% Max HP damage per second in energy damage which is incredibly powerful against aliens that typically have no energy resistance but it's far less useful against higher level humanoids which do have significant energy resistance if enemies are clumped up or are meleeing you or are generally dumb enough to chase you through the death Cloud then you'll be doing a ton of extra DPS but in my experience it's extremely Hit or Miss I'd say they're a solid option but you might be better off running a tactical mag for faster reloads instead since you still have a decent chance to proc the annihilator round Cloud without the mod and even if you do you may not have enemies running through it anyways another thing worth noting is that the killing blow on an enemy must be with a shot from the weapon if they die from some other burn effect like lasers 4 which does work on particle beam weapons or from a neighboring Annihilator Cloud then you will not generate a new one electromagnetic beams are pretty clearcut you simply replace your standard weapon damage with em damage damage to make it possible to stun enemies this is honestly horrible and I would personally never recommend this as you're always far better off just using a Nova blast disruptor and charge firing it since it can one or two shot just about any enemy in the game regardless of difficulty you can apply em beams on most energy weapons and some shotguns and it's probably only useful on some weird restricted playthroughs or stealth or pacifist runs using any of the weapons that use this mod takes an eternity to stun something unless you have a full auto Equinox and have maxed the em skill as well and even then it's just not practical at all also keep in mind that the second you do damage to a stunned enemy it breaks their stun so either plan to leave them on the ground and keep moving forward or take them out with a high damage weap before they start fighting back again I'd personally just be shooting them from the get-go and not wasting my time trying to send them unless I was using a charge Nova blast as you're bound to get other enemies attention with how long it takes using the other em weapons Tesla pylons are pretty cool but again selectively useful they behave similarly to Annihilator rounds in that they generate a percent damage AOE only it generates one for every single shot fired not after you kill an enemy you can use this on the auto rivet and the Bridger though maybe a tool only build is viable since it does percent HP damage and the auto rivet normally is just completely useless enemies must be standing almost directly on top of the Tesla pylon to take damage and if they are standing on it for the duration they'll take 16% Max HP and typeless damage meaning resistances are not factored in here at all I tested this against the level 94 pirate which has very high energy resistance and physical resistance just to validate this to be sure you can't stack this effect but you can continue firing at enemies to keep the pylons up and on the enemy if they're moving in combat I wouldn't rely on this to do the bulk of your damage it's simply a pure damage bonus as it doesn't change the base damage of the Bridger or the auto rivet by applying this I'd say it's best suited against higher level enemies but chances are you aren't going to be maning a Bridger so maybe you can open a fight by shooting one of these if you know the target's going to be stationary but otherwise I'd say the use cases here are limited unless you want to do an auto rivet only playthrough clite rounds are a shotgun and cama specific ammo type that triples the number of projectiles fired at the expense of a tiny bit of accuracy while also applying a very powerful bleed effect that lasts 16 seconds and Deals 2% Max Health damage per second which can be continuously reapplied this can also be applied in addition to the lacerate weapon perk so you can double bleed enemies keep in mind this behaves just like lacerate and that you can't proc the bleed on bloodless enemies like robot while the bleed is strong over time given that it's only used on shorter range weapons it's unlikely you're planning on having individual enemies live long once you've engaged with them so you're probably not getting the full value of the bleed in most cases you could consider firing from further away and tagging multiple enemies to get the bleeding going before you get close enough to Barrel stuff them and finish them off quickly after they've already lost a good chunk of their HP finally flesh at rounds are also just stronger in general than base shotgun rounds as you get an enormous damage Boost from the them too while the attack numbers read out as only a 20% bonus you actually seem to get a 50% damage bonus which is enormous not only that but because you triple the number of projectiles per shot you can take much better advantage of the rank four armor pen perk that triggers when you deal any critical damage which is pretty much guaranteed with any shot from a flesh at shotgun I'd say this is easily one of the best weapon mods in the game and it's definitely better than all the other shotgun mods in my opinion other than Hornet's Nest which is only on The Coachman the other decent content in the shotgun Camp is Slug shots which replaces your spread shotguns with a powerful single slug projectile that deals increased damage doubles your range and greatly increases your accuracy you're pretty much converting your shotgun into a high powerered rifle by doing this only you'll have a far smaller mag size than most rifles the damage increase is just shy of 50% but you're going to lose out on the benefit of multiple projectile hits for proing weapon effects more easily so keep this in mind the extended range and accuracy is really nice though and you can Dome people from a solid distance very reliably using slug shots overall it's certainly a net bonus to damage and Mak shotgun head shot much easier but I'd say flesh out rounds are still better explosive rounds is about as underwhelming as the explosive legendary weapon effect is though it's the tiniest bit better I guess I was actually quite surprised by how many comments I saw in my weapon effects video of people saying it was good and I realized this is probably because it was coming from people who had the demolition skill level since damage is multiplicative and this also converts your damage to factor in demolitions it can translate to a net damage increase of around 17% which is a weird number and I'm not actually sure why it's only 17% instead of what I thought should be 50% but hey damage is damage you still need to hit your target to get the full damage of each shot but if you do Miss and hit within close proximity to your target you get some pity damage from the explosion radius other than the tiny bit of damage bonus that this provides though I'd say it's very weak overall white hot rounds are another damage overtime type ammo mod that starts to burn enemies for 2% of their Max HP for 7 seconds and it can be constantly reapplied but not stacked not much more to say here we've seen effects like this already there aren't many weapons that can use it but the Razer backs default ammo type is white hot rounds and a couple other SMG type weapons can use it I'd say it's a solid pick for when you start fighting beefier enemies or you're playing on a higher difficulty where the health pools are also larger by default penetrator rounds are found on certain snipers the tombstone for some reason and the heavy hitter pistols like the urban eagle and the Razer back they benefit from a solid boost to damage of around 20% and give you the ability to hit multiple enemies with the same bullet assuming they're lined up for a collateral shot of course this is a pretty rare occurrence so that's more of a nice to have than anything so gutbuster rounds are basically another form of penetrator rounds and they're really nothing special you can only find them on the melstrom and the Kraken and it's funny because this is one of those weapon mods that I've seen ridiculous videos on how op they are and that's such bait all you get is a 15% damage bonus and then they work exactly like penetrator rounds do that's it now it's worth discussing the two other round types here armor-piercing rounds and depleted uranium rounds as these three round types are often something you'll be weighing against each other for certain weapons now depleted uranium rounds can only be used on the mag weapons like the mag Shear mag shot Etc as well as the Razer back and lawgiver but armor-piercing rounds are an option on more than half of the weapons in the game AP rounds provide 25% armor penetration and depleted uranium rounds provide 40% armor penetration with both of them also giving you 10% bonus damage and these numbers interact multiplicatively with all armor penetration skills and other sources like shattering so you're going to get diminishing returns once you stack too many sources as you would expect armor penetration is far less useful against weaker low armor enemies but becomes more valuable against stronger enemies I ran the numbers and there's a specific transition point at around 250 physical resistance where AP rounds become better than penetrator rounds and at 190 resistance depleted uranium rounds become better than penetrator rounds this is assuming you have no other investment in armor penetration skills or Buffs this makes pen rounds worse than both options very early into a playthrough before you have a chance to spec into the armor penetration skill however if you have rank four armor penetration you'll be shredding 75% of an enemy's armor which then makes it actually impossible for armor penetration rounds to ever do more damage than penetrator rounds and only enemies with 740 or greater physical resistance will be more effective to kill with depleted uranium rounds which is next to no enemies aside from highle terramorph which you'll be better off killing with percent HP damage anyways so the armor shredding rounds are great early on before you have other sources of armor pen but quickly become less useful once you do have rank four cooking so I'd say if you're looking for the most damage possible start using penetrator rounds once you have rank four armor pen let's move on to the magazine modifiers of this category where I think you'll actually get some more generally useful benefits on most rifles versus a Special ammo type of course most weapons will be starting off with a standard or medium magazine which most ammo mods will use as their base mag size with the other mag sizes they say that they impact the reload and ads speeds negatively the larger that the mag gets and positively the smaller the mag gets Honestly though just never use a small mag it's dumb as hell going from a 60 mag drum beat to a 15 shot one and the reload time does not change significantly enough to justify it here's a comparison of the four key mag types just to show you the differences the Tactical mag is the same mag size as the standard but it reloads faster and has faster ads large mags typically increase the mag size by around 50% and a drum mag typically doubles the mag size and it's the largest of all of the options the difference in reload time isn't that staggering and ads speed is not really important in this game so I would always opt for a larger Meg personally as more frequent reloading typically equals lower DPS than a slightly longer reload time and it's just annoying in combat to have to reload so often anyways plus with the reloading skills that you can unlock in the combat tree you'll probably have no problem with the slightly slower large mag reloads there is one weird case with the old Earth assault rifle where the drum mag increases the standard AK Meg from 30 all the way up to 100 which is a giant increase and then funny enough the small Meg drops it down to a pitiful 10 which is absurd the energy equivalents for this are the small standard large and TCT iCal battery and they behave identically to the ones that carry bullets in some cases I would say rifles and pistols will better Serve You by using a larger magazine rather than some of the ammo altering mods as it's better to just pump more lead into an enemy than have some special effect take place but there are some strong cases for many of them depending on your play style especially if it's the ones that provide percent HP damage for taking out higher level high HP pool enemies my favorites in this category are flesh at rounds hornet nest and the the drum mag or large mag the worst two by a mile are easily ignition beams and the EM modifier they're just straight up all right let's talk about musles next and no not the ones for dogs there are a few options to work with here but some are clearly more useful than others the most notable of course being suppressors for those of you running stealth builds not only do suppressors make it so that your enemies are less likely to detect you while shooting but you also do triple damage on crit shots compared to the normal two times that most weapons do suppressors will decrease your weapons range by about 15% while increase ining your accuracy by 5% the urban Eagle is the only exception to this where you can opt to attach a short suppressor which only provides half of that trade-off a suppressor is easily the best thing you can tach in your muzzle mod slot as there are multiple tangible pros and almost no cons aside from that tiny range reduction if you have a high crit chance on your build this will definitely make it shine even brighter there is an energy weapon equivalent that's just called stealth lasers but it's effectively the same thing for the sake of time-saving you're going to have to trust me on this when I say I've heavily tested all of these mods du doing dozens of different tests so I'm not going to dive too deep into most of the other muzzles and some of the other mods later on here because frankly they're extremely underwhelming or they have nearly unnoticeable differences in performance the suppressor on the other hand has a very visible benefits and you can add one to most weapons so it's pretty much a no-brainer here to use and I would suggest just running it by default on any weapon where it is available we'll still cover our bases here but only briefly the compensator has a very small accuracy bonus and it seems to have more controlled upkick especially on weapons that fire continuously the muzzle break and large muzzle break supposedly provide more accuracy and stability but you honestly can barely notice it it's just not good enough to justify using the focal lens is used on particle beam weapons specifically and it's also supposed to provide vastly increased accuracy but if we're just going off of pure numbers it looks like that's actually less than 5% which is trash the other particle beam options however are pretty good we've got the focus nozzle which triples critical damage instead of doubling it just like the suppressor does and it increases damage in general by about 20% while also increasing range by 20% as well this is an extremely powerful option and is basically the only thing I'd recommend on PB weapons to use the final option would be the spread nozzle which decreases range by 15% and accuracy slightly while converting your shot into a three shot spread triangle I'd say this is pretty mid and you'd only really benefit from using this in combination with the rank four Marksman skill by Pro it special crit effect which would be more likely to happen since you're tripling your projectile count here I still think you're much better off with the consistent damage of the focus nozzle here though specifically for the big bang you could also opt to use the double barrel muzzle but that just increases range by 20% and accuracy by 12% so again you're better off using the focus nozzle here for some shotguns you can opt to use a choke which helps tighten the spread of your pellets on your shotgun which is actually pretty useful you get a 10% range bonus and 20% accuracy bonus bonus and you will notice that your shot spread is tighter meaning you'll more consistently land all pets from a distance if your shot is On Target what's really important to bring up here though that I noticed from my test is that there's an immense difference in shotgun accuracy and pellet spread depending on whether you're moving or aiming down sights despite how that makes no sense if you're aiming down sights with your shotgun your pellet spread is often two to three times tighter so I highly recommend always quickly going into ads before firing with your shotguns over HIIT firing in most cases to maximize your hit rates you can land a surprising number of pellets even from a pretty significant distance with a Shotgun If You're scoped in the final muzzle adjustment is specifically for the mag weapons and that's the shock charge ban this does 4% Max HP damage over 2 seconds and it can't be stacked but it is easy to reapply with every shot it's nothing remarkable but it's a decent option for mag weapons where there aren't too many choices that's about it for muzzles the long and short is just throw a suppressor onto everything unless you want to mess around with some of the funkier options lasers are next and this will be extremely quick you have three options here and that is your Baseline with no laser sight the standard laser which increases accuracy by around 2 to 4% and then the Recon laser site which usually provides around a 50% greater increase to accuracy than the standard one does plus it also provides you with the target highlight ability that some other skills and weapons provide this only activates if you hover directly over an enemy for a second but it it's kind of janky and doesn't always work well whether any of these accuracy boosts actually make a notable difference is Up For Debate but the one thing that is mildly useful is that the laser itself helps generally with understanding whether you're lined up with your target or not while hipfiring and running around but realistically just looking at the center of your screen will do that too it's just a nice little visual bonus but be wary that it's not always reliable when you're in the air or jumping around I've also noticed that shotguns typically gain the largest bonus for adding a laser sight I'd say there's never a reason to not put the Recon laser sight on because it gives you that extra accuracy unless the target highlighting really annoys you all right so grips and stocks have a few different options but I honestly think that these are all a complete shim and that we were sold a total lie about weapon mods the Tactical grip is supposed to increase ads speed reload speed and stability but look at this test they're completely identical in performance could it really be possible that this is the case I purposely picked the micro Gun 2 since it would have the longest reload speed to compare against but the results speak for themselves call me a conspiracy theorist but I'm almost convinced that Bethesda purposely doesn't put stuff like reload speeds in the weapon sets simply because it would be embarrassing to show how little if anything they do when impacted by mods anyways there are other grips and stocks that provide very minuscule impacts to accuracy in ads speed but we've talked about how that's usually not enough to move the needle so I wouldn't stress yourself out about choosing the perfect grip or stock since it seems like the ones that would have actually been good don't do jack anyways some weapons have specifically named grips and stocks like the the shielded tool grip for the tool weapons and some other ones like adding or removing stocks entirely on some shotguns it's a huge bummer that none of these seem to do anything significant though let's move on to Optics and look at something a little more useful not only is customizing your scope and sight helpful in making it so that you don't have to squint down an iron sight smaller than an asa's but it actually impacts the accuracy stat on your weapon by a fairly significant margin the long scope is exclusive to the mag sniper and Hard Target and is a six time zoom scope that boosts accur ACC by around 99% which is a lot honestly next is the medium with a four time scope that has slightly less accuracy and is used on most standard ARs and surprisingly the drum be and Maelstrom as well there's also the Recon scope which is also a four time scope that has the same effect as the Recon laser which allows you to highlight targets if you hover over them I personally think this scope is the best middle ground as you can usually get away with hit firing on closer enemies while the medium scope makes it possible to accurately fight at just about any distance further than 10 m if you find it awkward to scope in when enemies are close though then I'd go one step down to the two-time scope the reason I always opt for a scope is to take advantage of the sniper certification bonuses which give you massive damage increases while scoped in alternatively you could move down to the reflex site which has great visual Clarity or the glow sights and iron sights if you want a more plain option though I find them horrendous to use in most scenarios personally ultimately this one is a heavy preference-based category but I'd still recommend the two or four time scope for the best overall coverage of combat en counter ranges if you're using a rifle and then for shotguns I'd probably say The Reflex sights are the best all right we're going to start zooming through things here as things are pretty clear-cut and we have a better understanding of how most of these mods work generally in terms of stat changes barrels are all about boosting your range and accuracy for the tiny trade-off of ads speed which doesn't matter this is definitely a case of bigger and longer is better in most cases the long barrel typically boosts range by 20% and and the extended barrel boost by around 30% but that can only be found on the Big Bang and the regulator stabilizing Barrel is found on a few weapons and it's supposed to increase accuracy and recoil while standing still and honestly I think this is one of the few that actually works I compared all the hard target barrels and it seems to sway the least though the kick on all of them still felt equally bad unfortunately the stabilizing Barrel does not boost range which is a con the fluted and Bull Barrels on paper have the same stats just the bull barrel is heavier but it did kind of feel like it had less way but honestly if it did it was so minimal I could barely notice it those two also boost range by 20% similar to the long barrel magnetic rails are exclusive to the mag Shear mag shot and mag sniper and they are easily the best option for these guys as they boost damage and rate of fire both by 15% the solstice has a unique Barrel set where you can also attach lasers for increased accuracy which is cool while the grindle has an insane upgrade trade called the tech Barrel that boosts accuracy by 7.4% and increases range by over 40% of its base value which is nuts it's pretty interesting that this is the only weapon that has an upgrade like this short barrels are not good at all and only marginally increase accuracy at the cost of range which is not worth it in my opinion when in doubt just go for the longest Barrel or damage boost here that's it all right cover components will take 10 seconds to talk about you can only apply it on the Equinox there's your standard cover removed cover which decreases accuracy and removes a minuscule amount of mass while supposedly increasing ads speed again we know that's next to useless and then amplifier which is actually incredibly strong boosts damage by 32% so no-brainer here always add amplifier to an equinox if you're going to run it we're nearing the end here with our third last category internals there are a few different options to choose from here most of which do have tangible effects of the three energy weapons at your disposal you can opt for precision tuning which provides a small boost to ACC accuracy and a 15% bonus to range which is fine only it gets completely eclipsed by overclocked which provides a 15% increase to rate of fire and even more so by amplifier which is a straight up 32% damage bonus those two mods are also available on all particle beam weapons and all the heavy weapons minus the micro gun the equivalence to this for our more conventional ballistic weapons is hair trigger for a 20% boost to rate of fire on average high powered for a 15% damage boost and high velocity for both a small accuracy boost and a 20% range boost so they're a little different but mostly the same as the previous mods again I would say the damage from high powerered and rate of fire from hair trigger are equally good with hair trigger becoming a little bit better if you have reloading skills ranked up on the micro gun instead of hair trigger you get the unique option of bullet hose which increases rate of fire by 12.5% and accuracy and range by 10% of each of their bases this is easily the go-to option for the micro gun not much more to say here they're just pure stat sticks that are solid all around our second last category and a great one for the right weapons is receivers this is the category for properly altering the way in which your weapons fire and it can turn mid weapons into some nasty damage dealers there are four receiver types to choose from though not all weapons can use all types those are semi-auto fully automatic burst fire which fires in twos threes and fours depending on the weapon and finally binary trigger typically full auto is just the absolute worst because your damage per bullet gets gutted and you empty your mag faster so it's a double whammy of Despair unless you have maxed out reloading skills this will usually be awful to play with the only Pro is that more bullets per second means more chances to proc crit based effects and other weapon effects then we have burst fire which is pretty interesting actually in most cases you'll either lower your DPS or will remain the same but you'll drain your mag faster however you do have the benefit of hitting more often for more effect procs or if you're lucky you'll actually boost your DPS with weapons like the Veron star shard where you go from one to two shots at a time with only a small reduction in shot damage this is a situation where you're going to want to fiddle around with different weapons to see which ones actually have a net increase in damage then we have semi-automatic weapons which is my personal favorite as you get the most bang for your buck on each bullet it's often even useful to convert High rate of fire weapons like drum beats and maelstroms into semi-auto weapons to conserve ammo early into a playthrough finally we have the coveted binary trigger this increases the rate of fire on weapons that can use it by a ridiculous amount we're talking up to six times faster in some cases every time you pull the trigger you fire a shot and then you shoot again on release on top of being able to shoot faster in general unfortunately you can only apply this to the Eon Rattler regulator and Razer back putting this on a Razer back is pretty insane for burst damage but you are going to be reloading constantly overall I'd say go semi-auto in most cases binary trigger if it's an option and check to see if burst is favorable on the weapon you're planning to upgrade as it's sometimes a better play and our final category which is kind of an extra in mods is skins and that's currently an obviously underserved aspect of the game where the only things you can customize right now would be I believe an equinox and the cutter and maybe a couple of other things based on your pre-orders if you did that but I think it only seems reasonable that we can expect weapon skins to become a bigger part of the game in the shattered space DLC and other future content releases probably with some microtransactions built in it's a shame that there weren't some great options available on release and it would have been really cool to unlock some skins by completing faction quest lines or finding some special Collectibles along the way throughout the Galaxy but alas I guess we'll have to wait for the mods to bring something cool into the mix or some future update by Bethesda and that wraps up this Beast of a topic for today I hope you found this informative and that it helps you deck out your weapons to be as strong as possible in Starfield I'm thinking of starting up streams again in the near future so drop a follow over on twitch.tv/ Uncle Mumble if you're interested in hanging out live let me know what other topics you'd like to see me cover in the comments and check out this video on all the armor effects in the game next if you want to continue your Starfield knowledge binge thanks again to Surf shark for sponsoring the video today and make sure to click the link in the description for an amazing Black Friday deal I'll see you in the next one peace
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Channel: UncleMumble
Views: 19,384
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Keywords: Starfield, Starfield news, Starfield rumors, Starfield weapons, Starfield Outposts, Starfield Crafting, Starfield Story, Starfield Lore, Starfield Quests, Starfield Spaceships, Starfield Traits, Starfield Skills, Starfield Backgrounds, Starfield Economy, Starfield Research, Starfield Planets, Starfield Factions, Starfield Crew, starfield direct, bethesda, todd howard, skyrim, fallout, goty, star, field, premium, settled systems, handbook, constellation, bgs, starfield handbook
Id: hGqyayh6cw0
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Length: 31min 14sec (1874 seconds)
Published: Tue Nov 21 2023
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