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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. Its special ability - close combat - gives it a 5% damage buff for every ship within 500m, capping off at 30% bonus damage. 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. 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 rail gun is a must for the Scout since it has the longest range in the game presently. The name of the game with The Scout is snipe and move. This can be negated with some upgrades that become available later on in the main quest storyline, however. With one of the smallest cargo holds, it’s not the best choice for scavenging asteroid fields or derelict stations. The Scout isn’t without its drawbacks though. 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.
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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. But what it lacks in defense, it makes up in pure sniping power and speed.
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It has essentially no shields, no armor, and a paper-mache hull. The Scout is a nimble, strike-from-a-distance type of ship. 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. My personal loadout is the thermo gun, coil gun, and rail gun. 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. Speaking of loadout, the Interceptor can carry three primary and secondary weapons, giving you a bit more versatility. 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. The Interceptor’s special - the power converter - allows you to automatically dip into your boost power as a secondary energy source for weapons. Thankfully, it more than makes up for that with its loadout. This Everspace 2 ship also falls into the medium hull category, though it has less in the way of shields than the Sentinel. That's where you'll get your hands on The Interceptor. The InterceptorĪfter progressing through the first few main story missions, you’ll be sent to a station where you can purchase other ships. The homing missiles give you a hefty punch of damage, and the mines are great when enemies cluster together. 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. 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 Sentinel is balanced to the point that you could use it in multiple roles. 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. 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. Additionally, its special bonus - calibration - grants a 30% duration buff to consumables. The Sentinel comes out of the hangar with a good balance between shields, armor, and hull strength. 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 game sees us starting off in a Sentinel medium class fighter ship, and for good reason. I also go over ship devices and provide some suggestions that worked for me that you may find useful. I discuss their strengths, weaknesses, and some potential tactics and loadouts.
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