![]() ![]() I think that's a toss up between Striker and Interceptor. There are some passives I feel are pretty much mandatory for certain ships.Īs far as better ships, some would argue the Striker is the best medium ship. Tier I & I+ ships will have 1 passive, Tier II & II+ will have 2. They pull from a pool of possible ones, like 6-8 abilities, that are different for each ship type. but then there are Passives which can be different. I discuss their strengths, weaknesses, and some potential tactics and loadouts.There is the ULT, the Special, the Expertise Bonus, and those all stay the same per ship type. I also go over ship devices and provide some suggestions that worked for me that you may find useful. The game sees us starting off in a Sentinel medium class fighter ship, and for good reason. This is a great middle-of-the-road option pound for pound, it is the most versatile ship in both Everspace and Everspace 2. The Sentinel comes out of the hangar with a good balance between shields, armor, and hull strength. ![]() Additionally, its special bonus - calibration - grants a 30% duration buff to consumables. That extra time on your damage or energy boosts may be the deciding factor on making it out of the fight or seeing the death screen. The Sentinel’s ultimate ability - static overload - is visually stimulating (wreathing the ship in arcing electricity and letting you fire electrical arcs for a duration), but I didn’t find myself using it all that often. The Sentinel is balanced to the point that you could use it in multiple roles. I played through the entire current main storyline in one.įor my loadout, I went with a thermo gun and rail gun for my primary weapons and homing missiles and mines for my secondaries. ![]() The rail gun lets you pick off pesky drones at a distance, while the thermo gun’s guided ammo helps for fast-moving ships that close the distance with you. The homing missiles give you a hefty punch of damage, and the mines are great when enemies cluster together. The InterceptorĪfter progressing through the first few main story missions, you’ll be sent to a station where you can purchase other ships. That's where you'll get your hands on The Interceptor. This Everspace 2 ship also falls into the medium hull category, though it has less in the way of shields than the Sentinel. Thankfully, it more than makes up for that with its loadout. The Interceptor’s special - the power converter - allows you to automatically dip into your boost power as a secondary energy source for weapons. This is great if you’re using something like the gauss cannon or coil gun, both of which eat through your weapon energy supply quickly. ![]() Speaking of loadout, the Interceptor can carry three primary and secondary weapons, giving you a bit more versatility. This allows you to have all three of the current Everspace 2 secondary weapons available, as well as options for short/medium/long-range engagement. My personal loadout is the thermo gun, coil gun, and rail gun. You can soften up targets at range with the rail gun, have homing ammo for speedy ships with the thermo gun, and the coil gun packs a punch against both shields and armor. The Scout is a nimble, strike-from-a-distance type of ship. It has essentially no shields, no armor, and a paper-mache hull. But what it lacks in defense, it makes up in pure sniping power and speed. That means that with the sniper-like rail gun, which has a range of 3,500m, you can expect to do a whopping 60% extra damage per shot! The Scout’s special power - ranger - grants it a 2% damage increase for every 100m between it and the target enemy ship. Stack that with the Scout’s ultimate ability - Shadow strike - which makes it invisible and ramps the damage up to a possible 300%, and you’re basically one-tapping most enemies. The Scout isn’t without its drawbacks though. With one of the smallest cargo holds, it’s not the best choice for scavenging asteroid fields or derelict stations. This can be negated with some upgrades that become available later on in the main quest storyline, however. The name of the game with The Scout is snipe and move. The rail gun is a must for the Scout since it has the longest range in the game presently. The mine launcher would also be a great choice as a secondary to finish off ships that might close the distance before you can finish them off. The Striker is a close-range brawler meant to be in heat of the battle. With slightly lower shields than the Sentinel, it does boast slightly more armor and hull health, as well as three primary weapon slots. Its special ability - close combat - gives it a 5% damage buff for every ship within 500m, capping off at 30% bonus damage. Coupling this with the Striker’s ultimate ability - quantum tether - you’ll be able to link all the nearby enemies together to spread out the damage done, effectively hurting all enemies in the area while being able to focus on one at a time. ![]()
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