Starfield

Starfield

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Quality Bounty Hunter Build
由 PK_Ultra 制作
A guide to a high quality Bounty Hunter build that focuses on foot and ship combat, supplemented by crafting.
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Bounty Hunter Basics (Lvl 60 unofficial level cap)
Hi I'm PK_Ultra and this is my quality Bounty Hunter Build.

Background: Bounty Hunter (1 Piloting, 1 Targeting Control systems, 1 Booster Pack Training)

Min/Max Traits: Taskmaster, Wanted, Empath OR Introvert
OR
Mixed Traits: Taskmaster, Wanted, Hero Worshipped
OR
Pure RP Traits: Kid Stuff, Enlightened OR Universal OR Serpent, Freestar OR Neon OR UC.

Powers: Sense Star Stuff, Void Form, Grav Wave

The background helps you start with some important Bounty Hunter skills that will give us points in a skills we need for free. We will be using the unofficial level cap of 60 as that's the level when you receive the last Ship module upgrade in stores. This build will be completely ignoring the Social tree and the Outpost mechanic so beware.

Next is traits. You can use the Min/Max trait everyone uses or use the Mixed Traits for the authentic feel of being a Bounty Hunter. Alternatively you can go pure RP and see all the story content hidden behind those traits. Kid Stuff for example is a huge blast even though it adds nothing to being a bounty hunter.

Lastly, Sense Star Stuff will let you see enemies through walls and Void form turns you invisible. A great combo for picking enemies off. Grav Wave is great for when you're being rushed down, it pushes enemies close to you like a fus-roh-dah!

This build being a quality build will be using [BALLISTIC], [SEMI-AUTOMATIC] [RIFLE] weapons and [STEALTH]. Stealth builds have always been powerful in Bethesda games, from Skyrim to Fallout. Its been balanced in Starfield, but with Void Form and our choice of skills, it will be easy enough to mimic the "Stealth Archer" builds of olde.

As this build has nothing in the way of social skills, I suggest wearing NeuroAmps that increase your choice of diplomacy, instigation or intimidation, and wear clothing that gives you the highest boost in persuasion. Keep items like Hippolytas and Paramours in your inventory as they help you with speech checks.
Why Suppressed, Ballistic, Semi-auto rifles?
The game has a lot of different options for weapons and you may be wondering why I picked this particular setup. Obviously stealth beings strong plays into it, not every weapon can be suppressed. But is it worth it when Particle Beams deal both Laser AND ballistic damage? Or when Laser weapons burn enemies AND can be "suppressed" like ballistics? The answer to that is no, not on its own.

But the strongest weapon in the game is a ballistic sniper rifle. That, along with a suppressor, stealth and Concealment's insane damage multiplier lets you one-shot most enemies. It also helps that the most reliable weapon in the game is a basic Beowulf rifle.

Look for a Beowulf Rifle, mod it to be semi-auto, put a suppressor on it, make it high velocity, add a scope and whatever other mods you want. This rifle uses the most plentiful ammo in the game and competes with other rifles stronger than it like the Drum Beat or AA-99. This rifle will carry you through most of the game and serves as a great backup for when you start using snipers. Its just that good.

Those two weapons together, and the power of stealth makes this setup the optimal choice to run with.

Look for weapons with these modifiers in this order:
1. Instigating
2. Lacerating
3. Shattering
Physical Skills
  • Weight Lifting 4
  • Stealth 4
  • Fitness 4
  • Concealment 4

Weight Lifting 4 gives you maximum extra carry capacity. Your stealth is nerfed if you carry too much gear so this will help you mitgate that.

Stealth 4 makes it harder for enemies to notice you and also gives a damage boost to suppressed weapons.

Fitness 4 lets you hold your breathe longer while aiming through scopes and lets you run longer without tiring. Useful in and out of combat.

Concealment 4 increases the damage of your weapons when you sneak attack. It also makes enemies lose track of you at max level.
Combat Skills
  • Ballistics 4
  • Rifle Certification 4
  • Marksmanship 4
  • Armor Penetration 4

Ballistic 4 increases the range of all ballistic weapons. Your damage drops off when you target enemies beyond your weapon's range. Ballistics is the only weapon type skill that increases its range out of the 3 damage type skills.

Rifle Certification 4 is just a solid all-rounder skill and boost rifle damage.

Markmanship 4 helps you increase damage with non-auto ranged weapons.

Armor Penetration 4 lets your weapon punch through armor, letting you deal even more damage. We spent the least amount of skill points to rush Armor Penetration, arguably the strongest combat skill in the game.
Science Skills
  • Research Methods 4
  • Spacesuit Design 3
  • Weapon Engineering 4
  • Zoology 1
  • Special Projects 1

Research Methods 4 decreases the material cost for everything across the board, this pays off huge in the long run.

Spacesuit Design 3 is the last suit upgrade, and the 4th upgrade just reduces material costs. Not worth it imho.

Weapon Engineering 4 is necessary to access the best weapon mods.

Zoology 1 is there because you need 1 more point to access Special Projects, and since you will be killing a lot of alien animals, it stands to benefit you to find more loot from animal corpses.

Special Projects 1 is necesarry to access the best weapon mods, but only 1 level.
Tech Skills
  • Boost Pack Training 1
  • Piloting 4
  • Security 3
  • Targeting Control Systems 1
  • Engine Systems 4
  • Starship Design 4

Boost Pack Training 1 is a necessary skill in the game and you get it for free thanks to your background.

Piloting 4 is necessary to ride ships with Class C reactors. If you want to be the baddest bounty hunter around, you will use a Class C Reactor to power your Class C spaceship guns. You also get a free point in this thanks to your background.

Security 3 lets you hack Master-level locks. The last level just makes picking locks easier and isnt worth it imho. Just buy lots of digipicks and git gud.

Targeting Control systems 1 lets you target subsystems if you want to steal your prey's ship. Its also handy for certain missions. You get it for free thanks to the bounty hunter background.

Engine Systems 4 lets you get away from enemies and is the only reliable way to not get shot at in space combat.

Starship Design 4 lets you build important ship parts you wouldn't have access to normally.
Optimal Ship Crew
Without skill bonuses, you can only have 3 crew by default, but this setup lets you have 4.

  • Sarah Morgan +30% Grav Jump range and +1 crew
  • Sam Coe +1 Engine pip
  • Vasco +1 pip
  • Omari Hassan +1 Shield pip

Sarah Morgan gives you a 30% boost to your grav drive. Remember to recruit her first as she also give you back her crew slot thanks to her ability. You can have 4 instead of the standard 3 crew members before upgrades!

Sam Coe is your co-pilot and he's an engine specialist. So long as he's an active crew member, your engine will have 1 bonus pip from him. He also brings his 12yr old daughter with him so you can feel extra bad when you die in space with everyone on board.

Omari Hassan is your engineer and shield specialist. His bonus is similar to Sam Coe where he gives you 1 bonus pip for your shields so long as hes an active crew member. You can find him in the Open Bar on Akila City.

Vasco has an ability where he gives you 1 free energy pip for you to put into anything. With Sam, Omari and Vasco, you basically have 3 extra energy pips, though 2 of those can't be removed from their system.

Alternatively you can hire Andromeda Kepler if you want a human companion who has the same ability Vasco does. She DOESNT give more energy pips than Vasco, as some guides incorrectly tell you. They both give the same energy bonus. You can find her in the bar on Mars.

You can instead choose to go with different specialist who focus on boosting different systems instead of giving you extra pips, but having extra energy imho is far more important to keep your guns firing than it is to have your guns deal 1/10th extra damage for example. It also gives you more flexibility to power other systems.
Thanks for reading
I'm PK_Ultra and this is my favourite quality bounty hunter build on the citadel.

I hope this takes out some of the choice confusion in the game and helped you. Please Favourite and Share so other people looking for a good bounty hunter build can find this guide easier.
8 条留言
Nodnarb 2024 年 7 月 30 日 下午 3:48 
Good stuff bud, I'll be sure to try this out when the expansion hits! :)
JuanDastardly 2024 年 5 月 23 日 下午 4:21 
"They'll never know what hit them."
PK_Ultra  [作者] 2024 年 1 月 19 日 上午 12:44 
Rhogar, play the main storyline with Constellation, eventually you'll meet someone who can give you co-ordinates to a planet where you can get the power.
Rhogar08 2024 年 1 月 18 日 下午 9:50 
How do I get the powers?
☢︎Mr.Bigtime 1981 2024 年 1 月 13 日 上午 8:06 
Good guide thank you.
PK_Ultra  [作者] 2023 年 12 月 30 日 上午 10:52 
Hi Kuro, no I don't. Level up whichever you unlock first and try not to let any one skill lag behind. because of how starfield's skill levelling system is, its sort of impossible to create a rigid skill progression order.

At the very least though I'd try to unlock 1 level in each skill.Your first level 4 skills should be Research Methods and Weight Lifting because they pay off more the earlier you max them out.
KuroAisu 2023 年 12 月 30 日 上午 8:43 
Hi! Do you have an order of skills progression?
lildickwoman333 2023 年 12 月 27 日 下午 1:11 
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