EVERSPACE™ 2

EVERSPACE™ 2

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Are there fans of the Bomber? That don't use mines?
Just comparing heavy ships to other heavy ships here.

The Gunship has its quad gun mounts for ridiculous alpha strike potential and its expertise effect is that your armor gets stronger. Bad energy economy, and the turret feels like it ought to just always be online because why would you turn your turret off. But it's cool, I can dig it. Powerful ship.

The Vindicator starts out kind of weak because stacking expertise is what makes your drones stronger, and you need some specific gear/perks to really make it work *well*. But it's really survivable and has good damage output as you level it up all these extra guns and decoys on your team. It's cool, I can dig it. Powerful ship.

The Bomber... the Bomber makes me ask "Why?" Being able to fire secondary weapons based on a cooldown instead of spending ammo is pretty cool, UNTIL you realize.... missiles have lock on times, and missile travel times, and the fact that missiles only hit one target per warheadlaunched... and there are enemies with the sole and specific purpose of negating all missiles. There's lots of ships that will cheat with sudden bursts of shield or armor but it just means you have to spend a few more shots on them. Anti-missile drones? Congrats: Your entire purpose for existing is negated until you can figure out which of the 20 enemies around you is shooting down all your missiles.

To further add salt to the wounds, the Bomber's expertise effect is.... health leeching? So basically your *last line of defense*, the thing that you better hope you never have to rely on, is the thing that this ship gets a bonus in And the thing that is supposed to make the Bomber unique is offered to every single ship in the form of a random weapon perk ("On crit, chance to fire a missile for free at the target")

I see a good number of people that say they like flying the Bomber, so maybe there's something here. What do they talk about liking? Mines. Mines can't be shot down by anti-missile drones. They also don't need to be fired with a missile lock: they do huge AOE damage which plays into the reality of late game swarms, and you don't even need to aim them. They're proximity fused and often frequently come with a self-guidance feature anyway.

So really the question ought to be: How many people like the Bomber and don't fill it with Mines. Cuz at least to me this feels like an incredibly niche ship type where its features don't work together well and there's only one real way to play it successfully. The Bomber should be where Missiles shine, and yet, I find that all it does is underline how frustrating Missiles are.
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9 yorumdan 1 ile 9 arası gösteriliyor
No fan here I own a Tempest & a Cyclops, that's plenty of fun for me, The Gunship is fugly. :steambored:
En son Hybarf Tics tarafından düzenlendi; 1 Eki 2022 @ 15:44
Anti-missile drones are why i always have a rail gun, sniping them and armor drones makes life of a bombadier much easier.

Standard missiles are the main weapon for my bomber.
I also use rockets and corrosion mines, rockets are good for heavier enemies and base destruction. Corrosion mines destroy groups and heavily shielded enemies, such as Okkar and Redeemers.

Devices are teleport on Scramble for quick getaways from groups that get too close..
Anti-missile system on Minesweeper, because the ship is too fat to dodge missiles.
Magnetic repulsor on Energy Leak mode for single unsolicited ♥♥♥♥♥.
And Annihilator virus for a parting gift before teleporting away.

Also cruise drive to get further away from enemies after teleport.
ST shield Nano Plating for taking some hits.

I agree that the special is useless, you're not supposed to be taking hull damage on a bomber. On every other ship i stack Special, on Bomber i stack firepower.

Bombers passives are also poor, only useful one is the faster lock-on, that can also be found on weapons :steamsalty: Though with both of them, you have instant lock-on.

Still, my favorite ships. I just can't say no to wiping out enemy base with a single BFG shot :steamhappy:
En son ToJKa tarafından düzenlendi; 2 Eki 2022 @ 5:54
I have some issues with the Bomber, don't know if it still happens. Have to try it again.
But, in the update before this one, the amount of missiles/mines you could use was capped through all secondary weapon slots.
What I mean is, if I placed rockets on all slots, and spent all energy charges on a rockets slot, if I changed to another slot, the energy would still be empty.
It would happen with mines and missiles too, meaning that one could only cycle through missiles/mines/rockets as independent energy weapons.
Is this still happening?
İlk olarak Johnny Hazard tarafından gönderildi:
I have some issues with the Bomber, don't know if it still happens. Have to try it again. But, in the update before this one, the amount of missiles/mines you could use was capped through all secondary weapon slots. What I mean is, if I placed rockets on all slots, and spent all energy charges on a rockets slot, if I changed to another slot, the energy would still be empty. It would happen with mines and missiles too, meaning that one could only cycle through missiles/mines/rockets as independent energy weapons. Is this still happening?
No that is not happening with the most recent release. I put all rockets, missiles and then mines in all 3 slots and completely emptied one and swapped to another and it had full energy. Having said that the energy recharge rate on the secondary weapons slots is pretty slow compared to primary weapons and it was very easy to completely drain all 3 secondary weapon slots and cycle back to one that was still recharging. Are you sure that you just weren't useing all the energy for all 3 secondary weapon slots and then swapping to a slot that hadn't recovered it's energy yet? It's pretty slow, like 20 seconds or so at least on the ship that I was testing on and depending upon what you're firing, it's pretty easy to completely drain a secondary weapon slot of it's energy.

Now what does happen is that when you swap out any weapon slot the weapon that is swapped in has to refill it's energy from empty, it does not start fully charged. This happens with secondary weapons on the bomber as well since they use energy, but there's a cooldown on secondary weapon slots so you can't use it right away anyway.
İlk olarak the.momaw tarafından gönderildi:
Anti-missile drones? Congrats: Your entire purpose for existing is negated until you can figure out which of the 20 enemies around you is shooting down all your missiles.
Just so you are aware there is a known bug with anit-missile drones giving them much further range then they are supposed to have. They should not be able to shoot down your missiles from further than 2K away however they are. I think someone tested and said they could shoot down missiles up to 4.5K away. I thought that bug was only in High Risk Areas, but it may be happening in more situations and yes that's extremely annoying for the bomber because not only does it make your missiles useless, but they are shot down as soon as they leave your ship and can do splash damage to your ship. It's pretty easy to kill yourself with a bomber and this bug.
I main a bomber. I use missiles with reduced lockon time (-80%) and increased range. I use acid missiles with the same mods, and homing acid mines. It took a while to get the exact base mods I wanted, but once I did everything so far is a cake walk on the hardest "difficulty".
İlk olarak Pappy tarafından gönderildi:
No that is not happening with the most recent release. I put all rockets, missiles and then mines in all 3 slots and completely emptied one and swapped to another and it had full energy. Having said that the energy recharge rate on the secondary weapons slots is pretty slow compared to primary weapons and it was very easy to completely drain all 3 secondary weapon slots and cycle back to one that was still recharging. Are you sure that you just weren't useing all the energy for all 3 secondary weapon slots and then swapping to a slot that hadn't recovered it's energy yet? It's pretty slow, like 20 seconds or so at least on the ship that I was testing on and depending upon what you're firing, it's pretty easy to completely drain a secondary weapon slot of it's energy.

Now what does happen is that when you swap out any weapon slot the weapon that is swapped in has to refill it's energy from empty, it does not start fully charged. This happens with secondary weapons on the bomber as well since they use energy, but there's a cooldown on secondary weapon slots so you can't use it right away anyway.

Thanks for the info, Pappy. The problem is solved then.
But this is also a hint on what type of perks the bomber ship parts should have and need:
- increased energy recharge rate (maybe relative to energy core weapon recharge ratings)
- increased energy pool for secondaries (so one can shoot more before the energy is emptied)

Also, since secondary weapon modifiers seem to be aimed at stocked numbers, and the bomber plays it on a completely different way, maybe we could have other ship parts/ weapon modifiers aimed at bomber gameplay?
- chance to increase secondary weapon amount/energy pool on kill.
- hull damage taken is harvested into extra secondary weapon amount/energy pool
- fires x secondaries at the same time, instead of only 1.
- double energy pool for secondaries, but it only recharges on kill/loot
İlk olarak Pappy tarafından gönderildi:
İlk olarak the.momaw tarafından gönderildi:
Anti-missile drones? Congrats: Your entire purpose for existing is negated until you can figure out which of the 20 enemies around you is shooting down all your missiles.
Just so you are aware there is a known bug with anit-missile drones giving them much further range then they are supposed to have. They should not be able to shoot down your missiles from further than 2K away however they are. I think someone tested and said they could shoot down missiles up to 4.5K away. I thought that bug was only in High Risk Areas, but it may be happening in more situations and yes that's extremely annoying for the bomber because not only does it make your missiles useless, but they are shot down as soon as they leave your ship and can do splash damage to your ship. It's pretty easy to kill yourself with a bomber and this bug.

Right, that too is in the current version. Back when i tested this, they can destroy missiles at 4000 meters. I think the normal range is 800 meters?

Anyway, the bug only happens in High-Risk Areas.
I found the bomber with Scorpion Missiles and Flak Cannon was my favorite combo. I would start a battle by killing armor and anti-missile drones with the Flak Cannon. I barely had to aim to hit, and a single hit was usually all it took to destroy a drone. Then I would lock onto each enemy fighter in quick succession and fire one scorpion at each. The scorpion would teleport to the enemy and instantly hit, then do DOT. The DOT was enough to kill most fighters within a couple seconds. I could clear swarms of fighters this way.
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Gönderilme Tarihi: 1 Eki 2022 @ 15:34
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