Starfield by Bethesda -- PC and Xbox exclusive -- 09/06/23

Just too many damn quest-stopping bugs. I’m going to take a break. Cyberpunk 2.0 comes out tomorrow, anyway, and I’ll start a new game. I’ve only played through once, and it was real easy because, frankly, combat was a joke (just spam the heal/medicine button). So it’ll be nice to play the game as it’s meant to be played.

Hopefully Bethesda will fix these damn bugs.

Spoilers man.

That would be true for the small ships, but who wants to board the small ships anyway ;-) The Big ones should be easy enough to handle. Biggest problem are allied NPC though as they will kill everything.

I will say the game is starting to throw me some better fights (with enemies levelled up closer to my level, or even superior).

I had to move down from “Very Hard” to normal as some of the wildlife became incredible bullet sponges. By and large the humans are much easier to deal with.

I recommend this mod for enhanced combat AI, night & day.

Also, it reduces the HP bonus per level for NPCs and the player.

I noticed the same, then again I have several thousands of ammo…

Is there a way to change companion behaviour? Something along the lines of “stay close/keep distance/defensive/offensive”? I can’t recall Bethesda doing that in their previous games.

My “trick” for this that usually works is to wait until my turrets have ALMOST finished destroying a ship’s shield, and THEN go into targeting mode to start using my EM weapon on the ship as the time slowdown also gives you the chance to dock the ship before your other weapons obliterate it.

My ship is packed with C-class wrecking ball turrets, but I can usually still manage to board ships if I want using this method.

I never get tired of low-G ship boarding, because of the way dead enemies and their weapons just spin around and clang off the walls and stuff, as does all the other clutter on the ship. It’s very “immersive” in the moment, wading through floating coffee cups and bodies.

Not that I can find, but Bethesda totally did this in previous games. I remember being able to direct behavior in New Vegas. Can’t remember about Skyrim or FO4.

Well, New Vegas was published by Bethesda but developed by Obsidian I think. With Bethesda companions, you get bupkis.

I like that you can give your companion a single grenade and they will suddenly have an infinite supply of grenades to throw.

Unfortunately, Sarah is throwing grenades with reckless abandon and no regard for my safety, so I’ll have to take it away from her.

Yeah, Sam goes all mad bomber if you give him a grenade, that experiment did not last very long for me.

I’ve still got my companions tossing grenades. They have hit me once or twice, but they hit the enemy surprisingly often. I try to keep my companions in front of me, especially in tight corridors and such.

You should hear your nickname back at The Lodge!

lol. I do tend to lead from behind. Saves on med packs!

I tend to run ahead when the shit hits the fan. I know my companion will always find a way out, unlike in FO4.

It’s difficult trying to be all stealthy with Sarah around. She’s always popping her head out at the wrong time.

I’ve taken to leaving her near the entrances to abandoned bases so i can clear out enemies first (and level up my stealth skill) and then coming back for her later. Missed opportunity that you can’t issue her a command “via radio” or something so she can find you instead of having to walk to where you left her. Lots of little annoying things like this in the game.

That is probably a good approach. I have been equipping Sarah with a longer range rifle and grenades, but I tend to rush ahead with close quarter weapons - invariably winding up with a grenade to the back of the head. I’ve been hesitant to put Sarah in harm’s way or hit her with friendly fire.

Now that the honeymoon is over (figuratively and literally as we just left Paradiso in wedded bliss), I’ll probably equip her with an axe, knife and a handful of explosives and let her charge ahead attired in her Paradiso swim suit.