EVERSPACE™ 2

EVERSPACE™ 2

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Waiwai May 27, 2022 @ 3:39am
Give us "fire all weapons" option please
Played Everspace 2 around 10 hours, from Sentinel I, to Interceptor I+. to Interceptor II, to Vindicator II+.

The Hero (Adam) is flying solo in space. He should have more firepower.

I want more firepower, that allows me to take down a carrier/destroyer in 3 seconds. Today, I can use 10 seconds to take down a carrier/destroyer, that is OK, but I want it faster, to have more fun.

My weapon choice has changed to prioritize to have firepower to take large shipes, because I see the necessity becomes higher at higher level.

Rocket Launcher becomes the first choice if there is only one secondary arm slot, and then various missile launchers for the rest. Because people can switch and load new batch from luggage rooms, it doesn't have huge problem.

The 1st primary arm is prioritized to choose weapons with ability to breakdown armor, at the same time with decent range, and no charge time need, mostly flak or autocannon, or non-energy type auto weapons. Projectile speed is not very important on this.

The 2nd primary arm has requirement to able to shoot at decent range with lightning speed projectile or homing projectile, in order to take down fast moving and small objects, mostly coil gun, rail gun, beam laser or thermo gun.

Choose the 3rd primary arm freely, whatever it is.

But all and all, there is always same problem when comes to convoy ship and battleship type enemy.


Is there any option or plan to allow (I know this is early access after all) to fire all primary arms or even all arms at the same time? Seeing how weapons mount on spacecraft in hangar, knowing this is also related to spacecraft module design.

I can shoot one primary arm and one secondary arm at the same time by holding both fire buttons at the same time, but that is not powerful enough to take down large targets before shield or armor recover sometimes.

I see other threads about this, and some balancing-freak concerns about the damage system, but I don't think that is the problem. In reality, people will definitely go to throw everything they can in order to take down large targets.

The design of individual energy pool and shooting from single weapon is good and should retain, because you don't need overwhelming firepower for a drone, for example.
Last edited by Waiwai; May 30, 2022 @ 10:36am
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Showing 1-15 of 43 comments
Waiwai May 27, 2022 @ 3:45am 
Oh. One more thing, ULT is not the solution, because that thing can't stay long and has limit.
Last edited by Waiwai; May 27, 2022 @ 3:45am
Hybarf Tics May 27, 2022 @ 4:25am 
My main ship is the Stingner with the void sawrm I use it on rare occasions. I forgot to mention, I use 2 stacks of rockets so I can do 2 to 3 High Risk Missions.
Firepower isn't lacking, I use stuff like calibrated Gauss cannon, rockets, autocannon, powerful flak.
For drone carriers: You have to use flak on the drones first to weaken it, then I use autocannon and rocket simultaneously to bring it down in seconds.
My firepower is at: 2263
Resistance: 1347
Expertise: 1270
You need to change a few things and get a better set up everything you need is in the game.
My firepower is full.
Optimised energy core: 277 Firepower, 277 Resistance
Optimised Shield ST: 277 Firepower, 277 Resistance
Prototype Meson Plating: Firepower 286, Resistance 294, Expertise 279
Prototype Peruser: Firepower 294, Precision 259
Starforge Cruise Booster: Firepower 313, Expertise 277
Cargo Unit: Firepower 276, Expertise 274

As you can see there is still room for improvement, my goal if at all possible is to reach 2300 Firepower.. To get all the best stuff you need to do all the distress calls, unknown signals, open all wrecks and containers.

To play this game we don't need new and more powerful weapons we simply need a better setup for our ships. With an adequate setup this game will become an insane amount of fun. :steamhappy:
Last edited by Hybarf Tics; May 27, 2022 @ 4:48am
Waiwai May 27, 2022 @ 5:26am 
Well... First thing of all, I am still in the middle of leveling. Therefore asking for better setup is a kind of luxury.

Especially this game will have higher level range in future, you just can't ask people to have better setup all the time during main story gameplay...


As for the link-drone carrier. Taking down drones takes longer time (3-4s to take down one drone at long range), plus somehow dangerous if there is consistent waves of enemy, therefore I dropped that methods.

I simply charge to closed range, where turrets can't shot down my rockets and missiles, and stay closed to the carrier so the turret shooting angles and half of drones can't reach me.

Activate EMP and Annihilator Virus in closed range, plus fire directly on the carrier, with autocannon/coil gun and rocket launcher, all at the same time. Took around 15-30s without UTL to take down a carrier with full health.

The drones were left to EMP and Annihilator Virus (and drones) to deal with.


The problem is I cannot do the same to for example: overseer, armored viper, armored destroyer. Those things move quicker than a carrier and no safe corner to hide, yet they have thick armor which takes flak cannons around 5-15s to breakdown armor. That is especially unacceptable when other new enemies are on tail.

You can take down drones at long range to reduce enemy number, but that doesn't work well if a drone is armored. Plus scout and sniper has to be taken down first, before you have room to deal with large ships.

Missile, slow projectile, mine and sniper shot can be evaded by moving around, just need to ensure enemies are not coming than more than one side, and take distance before shield down. But all and all, it doesn't solve the problem of underpowered in urgent.

It feels very underpowered when you have a quest required you to protect a target or stay around a structure, a large armored enemy pops up, and your fire arms are locked because system limit, especially this doesn't make sense at all for a person who tries to fly solo in space and not consider about firepower.
Last edited by Waiwai; May 27, 2022 @ 5:30am
Ubik Valis May 27, 2022 @ 5:29am 
Originally posted by Waiwai:
Is there any option or plan to allow (I know this is early access after all) to fire all primary arms or even all arms at the same time?

A simple toggle function assigned to a key, maybe?

Yeah, I'd like that, it would definitely make large and intense battles less straining on my hands and fingers.

+1 :steamthumbsup::angelpeek:
Waiwai May 27, 2022 @ 6:56am 
Originally posted by Ubik Valis:
Yeah, I'd like that, it would definitely make large and intense battles less straining on my hands and fingers.
Yes... This is also the main reason of this topic...

I have to boost up to run away in order to take distance multiple times, to avoid being fire suppression and shield down, because lacking firepower to take down a thick armored ship stunned by EMP in 700m in short time.

Feel very stressful, especially if there is more than 5 enemies at the same time and you don't have much room to aim precisely, even stressful if motion sickness kicks in because spinning around violently between debris to find a cover.
Last edited by Waiwai; May 27, 2022 @ 7:01am
Johnny Hazard May 27, 2022 @ 8:59am 
Originally posted by Waiwai:
Originally posted by Ubik Valis:
Yeah, I'd like that, it would definitely make large and intense battles less straining on my hands and fingers.
Yes... This is also the main reason of this topic...

I have to boost up to run away in order to take distance multiple times, to avoid being fire suppression and shield down, because lacking firepower to take down a thick armored ship stunned by EMP in 700m in short time.

Feel very stressful, especially if there is more than 5 enemies at the same time and you don't have much room to aim precisely, even stressful if motion sickness kicks in because spinning around violently between debris to find a cover.

Let me give you some guidelines, mate.
1- assign a button to shut dampeners off. Learn to use them, because you can save your boost energy while drifting, and keep fighting mid-range at full boost speed for hours.
2- Don't dogfight, unless you have really awesome precision and firepower. Keep your distance, drift, boost sideways or up/down to keep the ship drifting at high speed, and gather your enemies in a pack. Then you can fire at them without turning the camera too much, because they will try to follow you in a pack, unable to circle around you.
3- Bad aim? Thermo gun for shields, flak for Hull, mines against armor.
4- learn your priorities. Armor drones first. Then snipers. then Prospectors (thermo gun baddies). Then mine drones. After that, you can choose whatever.
5- virus device is your good friend against mobs. Use it whenever you can.
6- energized boost+drifting = ultra speed. Use it, because while the energized boost is active, you don't kill yourself on collisions. But after the effect ends, brake, or you'll be pancaked.
7- dismantle everything you can. Really. You need the resources for 8.
8- Bosses and you aren't big on firepower? Craft destabilizer missiles and rockets (because they will inherit your level. Always.) Shoot 1 destabilizer, and unload the rockets. Works on any boss. Later on, when you get used to the game, feel free to pick other tactics.
9- use the ships to your advantage. Each ship is good at something different. Try them all, and pick your favorites.
Waiwai May 27, 2022 @ 10:09am 
Originally posted by Johnny Hazard:
Let me give you some guidelines, mate.
1- assign a button to shut dampeners off. Learn to use them, because you can save your boost energy while drifting, and keep fighting mid-range at full boost speed for hours.
2- Don't dogfight, unless you have really awesome precision and firepower. Keep your distance, drift, boost sideways or up/down to keep the ship drifting at high speed, and gather your enemies in a pack. Then you can fire at them without turning the camera too much, because they will try to follow you in a pack, unable to circle around you.
3- Bad aim? Thermo gun for shields, flak for Hull, mines against armor.
4- learn your priorities. Armor drones first. Then snipers. then Prospectors (thermo gun baddies). Then mine drones. After that, you can choose whatever.
5- virus device is your good friend against mobs. Use it whenever you can.
6- energized boost+drifting = ultra speed. Use it, because while the energized boost is active, you don't kill yourself on collisions. But after the effect ends, brake, or you'll be pancaked.
7- dismantle everything you can. Really. You need the resources for 8.
8- Bosses and you aren't big on firepower? Craft destabilizer missiles and rockets (because they will inherit your level. Always.) Shoot 1 destabilizer, and unload the rockets. Works on any boss. Later on, when you get used to the game, feel free to pick other tactics.
9- use the ships to your advantage. Each ship is good at something different. Try them all, and pick your favorites.
Thank for your suggestions, but there is some questions...

  1. 1 on 1 or 1 on 2 is fine with this method. What do you do if you have to get into dogfight or escort missions? Or requires to attack a base, in that case drifting in min-range is asking for barrage incoming...
  2. Dogfight is not a problem, I think, when you have a medium ship. Thank to the flexible control allowed by Everspace 2. It is fairly easy to tail and aim in closed range and high speed, and still able to dodge missiles and thermo gun at the same time. (Just need to have Energized Boost or Teleporter ready for escape, if have to dogfight.)
  3. I don't know how to say thermo gun. Homing and targeting control are good, especially there is only a few targets in mid-range. But it is a huge problem in dogfight where requires quick firepower, that thing is powerful but too slow, and it needs extra targeting control.
  4. I agree. Actually I always have rail gun and other long ranged weapons to take down drones and sniper before I engage the rest.
  5. Yeah, and with EMP or Corrosion Injector. Especially crucial in 1 on 5 situation and escape method under cooldown, and more enemy wave coming.
  6. No comment on this one
  7. How does the economy works in this game? Quest mainly and looting, or looting and selling items mainly? I still don't get it, seems like quest and money looting mainly for me, because some shipes don't have huge space.
  8. Some shipes have only one secondary arm slot. Destabilizer missiles is not always available...
  9. Have switched between multiple tier II+ shipes. Light ship for long ranged run-n-gun, medium ship for dogfight, heavy ship for fire suppression. At least, I don't see exception in there, or do I miss something?
Baklavah May 27, 2022 @ 7:17pm 
Originally posted by Waiwai:
Well... First thing of all, I am still in the middle of leveling. Therefore asking for better setup is a kind of luxury.

Especially this game will have higher level range in future, you just can't ask people to have better setup all the time during main story gameplay...


As for the link-drone carrier. Taking down drones takes longer time (3-4s to take down one drone at long range), plus somehow dangerous if there is consistent waves of enemy, therefore I dropped that methods.

I simply charge to closed range, where turrets can't shot down my rockets and missiles, and stay closed to the carrier so the turret shooting angles and half of drones can't reach me.

Activate EMP and Annihilator Virus in closed range, plus fire directly on the carrier, with autocannon/coil gun and rocket launcher, all at the same time. Took around 15-30s without UTL to take down a carrier with full health.

The drones were left to EMP and Annihilator Virus (and drones) to deal with.


The problem is I cannot do the same to for example: overseer, armored viper, armored destroyer. Those things move quicker than a carrier and no safe corner to hide, yet they have thick armor which takes flak cannons around 5-15s to breakdown armor. That is especially unacceptable when other new enemies are on tail.

You can take down drones at long range to reduce enemy number, but that doesn't work well if a drone is armored. Plus scout and sniper has to be taken down first, before you have room to deal with large ships.

Missile, slow projectile, mine and sniper shot can be evaded by moving around, just need to ensure enemies are not coming than more than one side, and take distance before shield down. But all and all, it doesn't solve the problem of underpowered in urgent.

It feels very underpowered when you have a quest required you to protect a target or stay around a structure, a large armored enemy pops up, and your fire arms are locked because system limit, especially this doesn't make sense at all for a person who tries to fly solo in space and not consider about firepower.

I can tell you that I'm barely 14 hours in and I've managed to get myself into a Gunship (A4 I+), with a Pulse Laser, Autocannon and Marksman Flak. The Autocannon rolled "Gain 10% dmg for every second the trigger is held, up to 100%". I am WRECKING bigger ships with rockets, firing the autocannon and using Corrosion Injector in tandem with the short-range teleport support device with "Face-off" setting. Sure they deal some damage, but I get armor back for killing drones they spawn and ships they summon. If I had a Bomber with the right chassis-type (and shield/armor/hull bonuses) similar to my Gunship, I'd be wrecking even harder because Bombers don't consume ammo. They use weapon energy for rockets/missiles/etc.

I just hit Rank 15 today and I'm still in Ceto. You can do a LOT while leveling. It's just that things require some fine-tuning on our part. Always upgrade armor plating. Always upgrade shields. Always upgrade weapons. Always disassemble. Not finding gear you like? Make it. Upgrade rarity on things you find that you do like. Do jobs for G&B for extra cash/drops.

You can always find a fix for your situation. It just takes some effort.
Johnny Hazard May 28, 2022 @ 2:30am 
Originally posted by Waiwai:
Thank for your suggestions, but there is some questions...

  1. 1 on 1 or 1 on 2 is fine with this method. What do you do if you have to get into dogfight or escort missions? Or requires to attack a base, in that case drifting in min-range is asking for barrage incoming...
  2. Dogfight is not a problem, I think, when you have a medium ship. Thank to the flexible control allowed by Everspace 2. It is fairly easy to tail and aim in closed range and high speed, and still able to dodge missiles and thermo gun at the same time. (Just need to have Energized Boost or Teleporter ready for escape, if have to dogfight.)
  3. I don't know how to say thermo gun. Homing and targeting control are good, especially there is only a few targets in mid-range. But it is a huge problem in dogfight where requires quick firepower, that thing is powerful but too slow, and it needs extra targeting control.
  4. I agree. Actually I always have rail gun and other long ranged weapons to take down drones and sniper before I engage the rest.
  5. Yeah, and with EMP or Corrosion Injector. Especially crucial in 1 on 5 situation and escape method under cooldown, and more enemy wave coming.
  6. No comment on this one
  7. How does the economy works in this game? Quest mainly and looting, or looting and selling items mainly? I still don't get it, seems like quest and money looting mainly for me, because some shipes don't have huge space.
  8. Some shipes have only one secondary arm slot. Destabilizer missiles is not always available...
  9. Have switched between multiple tier II+ shipes. Light ship for long ranged run-n-gun, medium ship for dogfight, heavy ship for fire suppression. At least, I don't see exception in there, or do I miss something?

  1. If you have to get into dogfights or escort, the best way is to use area obstacles. In all the mission I found, there's always a good spot to hide. So I can jump in, boost+drift+turn around, drift away while shooting and dropping mines and devices, energized boost back into hiding, recharge, rinse and repeat. I don't dogfight too much. It's bad for my motion sickness too.
  2. You can dogfight with light ships too. They are small and fast. As long as you keep max speed, you are hard to hit.
  3. thermo guns are for mid range. They won't hit in close-range. For that, mid/close range best weapons are the synchro pulse for shields and hull, and the bloodstar repeated (no charge mid range scatter gun)
  4. Economy in ES2 is basically loot-sell, and job missions.
  5. If your ship only has 1 secondary slot, it will take more time, but simply use rockets. You'll need a full load instead of half.
  6. Ship differences are not only light/medium/heavy.
    Two examples:
    -The vanguard is small and light, but it has a double shield strength perk that recharges while you are above normal speed. If you use drift+boost properly, you can fight with 2x shields ALWAYS. Vanguard is a tiny shield tank. Add that to the perk "shield recharge on kill* and a Shield ST, and you have a beast.
    -The stinger has a 3rd harpoint that activates when a device is in use. If you couple it with a corrosion device with the mode "instant recharge on kill", you get constant corrosion/extra firepower, as long as you kill 1 enemy under 5 seconds. Great for mobs.
Last edited by Johnny Hazard; May 28, 2022 @ 3:08am
Waiwai May 28, 2022 @ 2:48am 
Originally posted by Baklavah:
..

You can always find a fix for your situation. It just takes some effort.
I think you are missing a point here.

Carriers and destroyers can always be taken down by currently available weapon choices, the underpowered attack option, fire max 2 weapons at the same. NO FIX REQUIRED there.

The problem is there is no option to fire all weapons at the same, very illogical for a pilot who flies solo in space, and as a spacecraft game.

There is NO FIX to fix this functional flaw missing feature currently. (Early access after all) Why does spacecraft could not fire all weapons at the same time? Any plan for it in the future?
Waiwai May 28, 2022 @ 3:01am 
Originally posted by Johnny Hazard:
  1. If you have to get into dogfights or escort, the best way is to use area obstacles. In all the mission I found, there's always a good spot to hide. So I can jump in, boost+drift+turn around, drift away while shooting and dropping mines and devices, energized boost back into hiding, recharge, rinse and repeat. I don't dogfight too much. It's bad for my motion sickness too.
  2. You can dogfight with light ships too. They are small and fast. As long as you keep max speed, you are hard to hit.
  3. thermo guns are for mid range. They won't hit in close-range. For that, mid/close range best weapons are the synchro pulse for shields and hull, and the bloodstar repeated (no charge mid range scatter gun)
  4. Economy in ES2 is basically loot-sell, and job missions.
  1. Motion sickness is the biggest problem is this game to use medium class for me.
  2. Yes, but I prefer to take down enemies from 4.5 km if I am using light class. It is light class after all. The biggest disadvantage is storage room...
  3. In the same way, it also means thermo gun has huge blind spots which restricted its usage in some situations, and becomes a burden in cave combat...
  4. OK.
Last edited by Waiwai; May 28, 2022 @ 3:01am
Baklavah May 28, 2022 @ 12:30pm 
Originally posted by Waiwai:
Originally posted by Baklavah:
..

You can always find a fix for your situation. It just takes some effort.
I think you are missing a point here.

Carriers and destroyers can always be taken down by currently available weapon choices, the underpowered attack option, fire max 2 weapons at the same. NO FIX REQUIRED there.

The problem is there is no option to fire all weapons at the same, very illogical for a pilot who flies solo in space, and as a spacecraft game.

There is NO FIX to fix this functional flaw missing feature currently. (Early access after all) Why does spacecraft could not fire all weapons at the same time? Any plan for it in the future?

Oh. So you want an "alpha strike fire at will all guns to bear" trigger. That kinda defeats the purpose of using different weapons for different situations. Though I think I get your meaning. If I'm misunderstanding, please correct me by all means.
Waiwai May 28, 2022 @ 2:17pm 
Originally posted by Baklavah:
Oh. So you want an "alpha strike fire at will all guns to bear" trigger. That kinda defeats the purpose of using different weapons for different situations. Though I think I get your meaning. If I'm misunderstanding, please correct me by all means.
No, the purpose of using different weapons for different situations was defeated long ago when you choose your ship, IMO.

If you choose bad weapons, firing all weapons won't save you from anything, because you merely put all your weapons into cooldown for nothing.

Firing all weapon is just a normal option that should exist for spacecraft. It doesn't save you from bad weapon choice. Has nothing to do with the purpose of using different weapons for different situations, or convert that in one out-of-date word: "balance".

From the standpoint of firepower balance to deal with various situations: (Ignore people with 100+ hours playtime and god power user)

  • Autocannon: physical weapon for siege
  • Pulse Laser: energy weapon for siege
  • Scatter Gun: physical weapon for dogfight
  • Blaster: energy weapon for dogfight
  • Flak: physical weapon for mid/close-range
  • Thermo Gun: energy weapon for mid/close-range
  • Beam Laser: Jack of all trades option with short range, requires lesser aim
  • Gauss Cannon: Jack of all trades option with better range, requires decent aim
  • Coil Gun: Jack of all trades option with good range, requires good aim
  • Rail Gun: sniper weapon

Each weapon has a list of weaknesses, and each ship has a list of weaknesses.

All light class is definitely going to have rail gun, otherwise I don't know why you choose light class.

Interceptor class is not going to choose weapons for dogfight, because the range is too short.

Sentinel class is a master of none option, unless you are bad on both mid-range focus and closed-range focus, this is not the preferred ship option.

Striker class is not going to choose weapons for mid-range to do dogfight, because friendly fire can potentially kill themselves.

Siege weapon is not a usual choice for general purposes, because they are too slow for fast targets, but it is the first option if you know you are going to siege bases and multiple carrier/destroyer classes.

Flak and thermo gun will be preferred choice when a medium/heavy ship has three primary weapon slots or doesn't have rail gun installed.

For heavy class except of Gunship and light class, only two primary weapons can be armed. Rail gun has very high chance to take up one slot, because light class needs range, heavy class needs fire suppression from long range before engaging a large group of enemies.

Jake of all trades options will mostly become the second primary weapon choice if rail gun is chosen for shipes with only two slots. Because it needs a weapon which can cover both of physical and energy area.

Purpose-specific weapons are only useful when you know you are going to use them, or you have a luxury space/necessity to let one of them takes up one space. No need to speak about more purposes in that moment.

I don't understand why you care about the purpose of using different weapons for different situations. It is just a hot air. That purpose is already defeated well-done upon you choose your ship with various weaknesses.
Hybarf Tics May 28, 2022 @ 2:26pm 
For drone carriers: You have to use flak on the drones first to weaken it, then I use autocannon and rocket simultaneously to bring it down in seconds.

As stated before above is the way I deal with the Drone Carriers, you can use these weapons simultaneously. Asking the Devs to allow us to use all weapons at the same time would make the game overpowered. If the weakling pilot that I am can do it anyone can.

For the Destroyer I use the same weapons, it simply takes a little longer. Granted having my firepower at 2263, resistance 1347, expertise 1270 help.

Maybe we should all work on our statts instead of asking the Devs to make the game overpowered. Trust me the game has all the firepower needed to wreck any enemy you encounter. :steamhappy:
Baklavah May 28, 2022 @ 3:52pm 
Originally posted by Waiwai:
Originally posted by Baklavah:
Oh. So you want an "alpha strike fire at will all guns to bear" trigger. That kinda defeats the purpose of using different weapons for different situations. Though I think I get your meaning. If I'm misunderstanding, please correct me by all means.
No, the purpose of using different weapons for different situations was defeated long ago when you choose your ship, IMO.

If you choose bad weapons, firing all weapons won't save you from anything, because you merely put all your weapons into cooldown for nothing.

Firing all weapon is just a normal option that should exist for spacecraft. It doesn't save you from bad weapon choice. Has nothing to do with the purpose of using different weapons for different situations, or convert that in one out-of-date word: "balance".

From the standpoint of firepower balance to deal with various situations: (Ignore people with 100+ hours playtime and god power user)

  • Autocannon: physical weapon for siege
  • Pulse Laser: energy weapon for siege
  • Scatter Gun: physical weapon for dogfight
  • Blaster: energy weapon for dogfight
  • Flak: physical weapon for mid/close-range
  • Thermo Gun: energy weapon for mid/close-range
  • Beam Laser: Jack of all trades option with short range, requires lesser aim
  • Gauss Cannon: Jack of all trades option with better range, requires decent aim
  • Coil Gun: Jack of all trades option with good range, requires good aim
  • Rail Gun: sniper weapon

Each weapon has a list of weaknesses, and each ship has a list of weaknesses.

All light class is definitely going to have rail gun, otherwise I don't know why you choose light class.

Interceptor class is not going to choose weapons for dogfight, because the range is too short.

Sentinel class is a master of none option, unless you are bad on both mid-range focus and closed-range focus, this is not the preferred ship option.

Striker class is not going to choose weapons for mid-range to do dogfight, because friendly fire can potentially kill themselves.

Siege weapon is not a usual choice for general purposes, because they are too slow for fast targets, but it is the first option if you know you are going to siege bases and multiple carrier/destroyer classes.

Flak and thermo gun will be preferred choice when a medium/heavy ship has three primary weapon slots or doesn't have rail gun installed.

For heavy class except of Gunship and light class, only two primary weapons can be armed. Rail gun has very high chance to take up one slot, because light class needs range, heavy class needs fire suppression from long range before engaging a large group of enemies.

Jake of all trades options will mostly become the second primary weapon choice if rail gun is chosen for shipes with only two slots. Because it needs a weapon which can cover both of physical and energy area.

Purpose-specific weapons are only useful when you know you are going to use them, or you have a luxury space/necessity to let one of them takes up one space. No need to speak about more purposes in that moment.

I don't understand why you care about the purpose of using different weapons for different situations. It is just a hot air. That purpose is already defeated well-done upon you choose your ship with various weaknesses.

O-okay then? You do realize that people choose their ships based on playstyle... right? Bomber players want all the missiles ever. Gunship players like to have options and heavy armor (I have 30% damage reduction on armor alone and over 5k Hull... I am rarely in trouble. Turret deals with most things circling around me while I deal with ACTUAL threats... like enemy heavies). Strikers like to hit and run. Often I find that strikers utilize teleport and emp to get in, take out a bunch of things, and then get out (using Scurrier for a chance to get back charges).

I use Teleport with Face-Off to get out of trouble and have things back in my field of vision so I can blast them. Not to mention I get free defenses for 4 hits and have an assortment of weapons. I use coilguns to deal with far off threats before they get to me. Usually drones to get them out of the fight. They're a nuisance alone, but they're murderous in the middle of a clustertruck of a battle. Sniper Drones, Armor Drones, Webber Drones and Detonator Drones are my main concern. Turret will deal with regular drones. Meanwhile I have an Autocannon for Armor/Hull and a Pulse Laser for shields. I have very little trouble with things AT level, and I'm level 16 now. High Risk zones are sometimes challenging but I rarely have to use nanobots thanks to having leveled my companion perks with the doc.

You say "it was defeated", but it's the way the game is played. If you don't enjoy it, don't play it? I don't know what else to tell you. This is how the game works.
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Date Posted: May 27, 2022 @ 3:39am
Posts: 43