EVERSPACE™ 2

EVERSPACE™ 2

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Nannun Feb 13, 2023 @ 1:17am
Who are best ships?
My ship is Nemesis B9,you guys? I dont known exactly what type is but i try to upgrade his modules.
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Showing 31-45 of 53 comments
Elenoe Apr 10, 2023 @ 5:55am 
Originally posted by Rumguk:
What I wanna try next is a rail gun sniper ship. Forgot the class name but there is a ship
scout. I wish it had somewhat bigger brother. I'd say I like scout ship gameplay the most, but it's a bit torn ship in this game environment.

It's fast, and it can kill anything from distance. Doesn't really do much damage, but doesn't need to. But other then that it's very fragile. And you never know when you are forced to go into close quarters where you don't have much room to do anything :/

It's storage is abysmal too.

And the worst part.. even when you kill your targets from afar, you still need to go there to pickup loot, so not so much time saver. And the kiting nature of it means the loot is spread all around.

So while the flying aspect of various ships is reasonably well done. The overall nature of the game really synergies with melee Striker. Cutting distance is no issue (scout needs those quick jumps too to get AWAY of enemy to kill them and then quick jump back for loot/mining/base), herding mobs is easier (scout make them hunt it, so they spread all over the place), and once they are dead you are at loot/target/base already. I just so much hate melee range in general.

Oh.. and most devices are melee range as well. Nothing I've found yet supports long range in any way. No buff, no debuff, nothing. A lot of tools but only for 600m or so.

Trying bomber atm. but I take too much damage to my taste. But at least the ultimate is fun. And infinite missiles as well.
Last edited by Elenoe; Apr 10, 2023 @ 6:01am
Lacene Apr 10, 2023 @ 8:25am 
In general the larger ship classes will be safer early on in the game when you don't have access to a lot of higher tier gear and perk synergies. Simply having more bulk will make combat much less dicy. No matter what the ship having a railgun, ideally with the marksman trait on it, to help thin out aggressors from a safe distance is useful.

The gunship is very simple, it has double the gun and an auto aim turret on the top for when you get surrounded. It's armour has a strong damage reduction on it. You'll generally want fast firing, low energy consumption weapons so you don't drain yourself too quickly and an armour that prioritises % regeneration on kill rather than raw amount to boost your effective HP.

The Bomber is a twist on this being able to use secondary weapons like missiles and mines with energy instead of ammo. Secondary weapons are very effective at applying stasis effects like corrosion and can also often hit multiple enemies when clumped up. It's expertise restoring hull HP on damage dealt is unreliable but can be fun. Bringing corrosion mines can provide a lot of health regen if you hit multiple targets. Rockets for close range and cruise missiles for long range. Getting the passive that makes your ult deal less damage to you is helpful. Look for an energy core that leans into regen to keep you going.

Vindicators are probably the safest and easiest ships in the entire game. Drones not only attack enemies for you but can also draw aggro away from you. There's not really anything you can do to affect drone output beyond pumping the expertise stat so feel free to just use whatever equipment you feel like. For passives the ideal one you want is +1 drones as it's effectively an extra 20% damage. Bringing the teleport support device can help to quickly reach wrecks to get your drones running in the first place.

For medium ships your choice is between the sentinel and the interceptor. While the striker can be very powerful it's playstyle is the riskiest and really it needs the passive that gives it armour on ult use to survive it's own playstyle. It's bonus to boost speed does make it good for the racing challenges however.

The sentinel is the jack of all trades ship in everspace, and the tankiest of the mediums which is why you start the game in one. It's expertise stat reduces shield damage taken and it deals extra damage when at high shields. It's ult is also very powerful when you are surrounded. The EMP generator with the mastery to restore shields per targets hit is also made for this ship. Because of your ult being so strong up close and your damage being tied to shield level picking longer range guns is beneficial. Use the ult when the enemy does get in close.

The Interceptor is similarly straight forward, it's entire kit revolving around either reducing weapon energy use or providing extra energy to make sure you never need to stop firing. Load up anything fast firing or energy intensive and go to town.

Light ships in general will require much more finesse, perks and equipment to make them work well compared to their heavier cousins.

The scout is the simplest of the bunch. Put a railgun on it. Use your ult and teleport to run away when enemies get close. Repeat until bored.

The vanguard is the closest to a pure dogfighter you'll get, with a constant shield overcharge if flying fast and a bonus to damage if you hit enemies in the rear, though this is only really workable against bosses. You can either use all that speed to get in close with a short range weapon and never let go of the boost button. Or stick with a railgun and use your ability to get out quickly and recharge shields to play it like a scout.

The stinger is the trickiest to use effectively it's perk allows it to over level devices and using them gives your currently equipped gun an extra hardpoint for a short while. You really need the passive that restores shield on device use and the passive that gives stealth when shields deplete to make yourself survivable however.
Andyface Apr 10, 2023 @ 8:52am 
3
Biggest highlights for me at endgame (level 26 working towards 30, highest rift cleared 750 lunacy);

++ Stinger - Probably the strongest feeling of the lot at Tier IV, but requires high level so you can max your devices, as well as crafting for Utility. More primary weapon damage output than Gunship but less than ULTspam Inty, EMP(Reset/Short) + Annihilation + Nano Transmitter(Carefree) gives you effectively infinite survivability when paired with shield and cloak passives.

+ Scout - Range is probably one of the most understated resources in the game since no enemy has engagement ability outside of 3km, and Scout can lay into them from more than double that distance. Being able to punch at mid-range with the higher output weapons is also nice, though optimal play can get boring since you'll spend most of your time running away.

+ Bomber - 2 main playstyles I've seen to be effective are Cruise Missile spam and Mine spam. Cruise Missiles are self-explanatory, Mines are silly good explody fun when you tether to a rock and spin around erratically while ♥♥♥♥♥♥♥♥ out 3 types of mines until everything's dead.

++ Inty - Turn on ULT, Gauss everything down. That is all.

- Vindi - Overtuned in regular low-mid level play, but drones seem to go down way too quick on higher Lunacy and self-destruct doesn't seem to hit particularly hard. Upkeep turns into a bit of a chore, and you can't forego it or you melt. I just got the legendary Decoy shield so will experiment more.

Everything else seems to fall off terribly hard at higher Lunacy and/or weren't viable to begin with, but am still testing stuff out.
Last edited by Andyface; Apr 10, 2023 @ 8:57am
astranabeat Apr 10, 2023 @ 11:09pm 
Originally posted by Andyface:
Biggest highlights for me at endgame (level 26 working towards 30, highest rift cleared 750 lunacy);

++ Stinger - Probably the strongest feeling of the lot at Tier IV, but requires high level so you can max your devices, as well as crafting for Utility. More primary weapon damage output than Gunship but less than ULTspam Inty, EMP(Reset/Short) + Annihilation + Nano Transmitter(Carefree) gives you effectively infinite survivability when paired with shield and cloak passives.

+ Scout - Range is probably one of the most understated resources in the game since no enemy has engagement ability outside of 3km, and Scout can lay into them from more than double that distance. Being able to punch at mid-range with the higher output weapons is also nice, though optimal play can get boring since you'll spend most of your time running away.

+ Bomber - 2 main playstyles I've seen to be effective are Cruise Missile spam and Mine spam. Cruise Missiles are self-explanatory, Mines are silly good explody fun when you tether to a rock and spin around erratically while ♥♥♥♥♥♥♥♥ out 3 types of mines until everything's dead.

++ Inty - Turn on ULT, Gauss everything down. That is all.

- Vindi - Overtuned in regular low-mid level play, but drones seem to go down way too quick on higher Lunacy and self-destruct doesn't seem to hit particularly hard. Upkeep turns into a bit of a chore, and you can't forego it or you melt. I just got the legendary Decoy shield so will experiment more.

Everything else seems to fall off terribly hard at higher Lunacy and/or weren't viable to begin with, but am still testing stuff out.
I am bored of Scout and then saw this post. never use Stinger before so I tried it. oh boy. this thing is a beast. close combat fragile but surprising almost invincible. shield gone goes stealth. device heal shield. use Play it safe perk for even more tanky. I use same loadout device but add Corrosion injector with Mercy kill.

This is what I want. close range build but not dying if I fight more than 3 enemies.
Primal Feed Apr 10, 2023 @ 11:12pm 
NO best ship! Try them all out and enjoy.
Garborg Apr 11, 2023 @ 12:12am 
Originally posted by Andyface:
Biggest highlights for me at endgame (level 26 working towards 30, highest rift cleared 750 lunacy);

++ Stinger - Probably the strongest feeling of the lot at Tier IV, but requires high level so you can max your devices, as well as crafting for Utility. More primary weapon damage output than Gunship but less than ULTspam Inty, EMP(Reset/Short) + Annihilation + Nano Transmitter(Carefree) gives you effectively infinite survivability when paired with shield and cloak passives.

+ Scout - Range is probably one of the most understated resources in the game since no enemy has engagement ability outside of 3km, and Scout can lay into them from more than double that distance. Being able to punch at mid-range with the higher output weapons is also nice, though optimal play can get boring since you'll spend most of your time running away.

+ Bomber - 2 main playstyles I've seen to be effective are Cruise Missile spam and Mine spam. Cruise Missiles are self-explanatory, Mines are silly good explody fun when you tether to a rock and spin around erratically while ♥♥♥♥♥♥♥♥ out 3 types of mines until everything's dead.

++ Inty - Turn on ULT, Gauss everything down. That is all.

- Vindi - Overtuned in regular low-mid level play, but drones seem to go down way too quick on higher Lunacy and self-destruct doesn't seem to hit particularly hard. Upkeep turns into a bit of a chore, and you can't forego it or you melt. I just got the legendary Decoy shield so will experiment more.

Everything else seems to fall off terribly hard at higher Lunacy and/or weren't viable to begin with, but am still testing stuff out.
Please drop this post into a guide, I hate having to search for it again. I would but it'd be stealing your work.
VaeliusNoctu Apr 11, 2023 @ 3:32am 
Originally posted by Andyface:
Biggest highlights for me at endgame (level 26 working towards 30, highest rift cleared 750 lunacy);

++ Stinger - Probably the strongest feeling of the lot at Tier IV, but requires high level so you can max your devices, as well as crafting for Utility. More primary weapon damage output than Gunship but less than ULTspam Inty, EMP(Reset/Short) + Annihilation + Nano Transmitter(Carefree) gives you effectively infinite survivability when paired with shield and cloak passives.

+ Scout - Range is probably one of the most understated resources in the game since no enemy has engagement ability outside of 3km, and Scout can lay into them from more than double that distance. Being able to punch at mid-range with the higher output weapons is also nice, though optimal play can get boring since you'll spend most of your time running away.

+ Bomber - 2 main playstyles I've seen to be effective are Cruise Missile spam and Mine spam. Cruise Missiles are self-explanatory, Mines are silly good explody fun when you tether to a rock and spin around erratically while ♥♥♥♥♥♥♥♥ out 3 types of mines until everything's dead.

++ Inty - Turn on ULT, Gauss everything down. That is all.

- Vindi - Overtuned in regular low-mid level play, but drones seem to go down way too quick on higher Lunacy and self-destruct doesn't seem to hit particularly hard. Upkeep turns into a bit of a chore, and you can't forego it or you melt. I just got the legendary Decoy shield so will experiment more.

Everything else seems to fall off terribly hard at higher Lunacy and/or weren't viable to begin with, but am still testing stuff out.

The Stinger is one of my favorite ships: If you use like me a lot Teleport with its very short cooldown you nearby permament in the 3 Guns Mode.

Atm i use the Interceptor.

The Gunship is only good in endgame after you can set it so that you have enough energy. 3 aggressive routines to get +60% Weapon Energy from your pilot skill as example.

I was never a fan from the vindikator or the Bomber.

The ULT is very good (Bomber) but that you use energy for Rockets have a downside, With other Ships i can fire with all my Guns and use Rockets at the same time to finish critical enemys faster. With the Bomber the Rockets eats my Energy with every rocket i use. But a nice Idea from you to use him as a pure Rocket boat. Maybe that could be a Idea. But i like Guns more.

I dont know if the Vindikator gets a Update but i dislike that i need wrecks to create new drones instead of energy from my ship system.

I Agree that the Sentinel get booring very fast. But its true with my Int i use in HRs most the Railgun, Kill all from 3k+ and finish the Boss.

I understand why you say Sentinels, Vanguard are Striker are bad i agree and must say i dont like this ships too. But i thought i maybe cant play them very well.^^
Last edited by VaeliusNoctu; Apr 11, 2023 @ 3:48am
Johnny Hazard Apr 11, 2023 @ 4:14am 
For people who think poorly of vanguard and striker:

-Vanguard-
vanguard is small, very nimble and fast. It can double the shield power, if you fly above top speed. You can use dampeners off to constantly recharge the shield, and it will charge even faster if you activate cruise mode.
You can use tricks like dampeners off+ energized boost to quickly recharge shields to double power. It's ULT is slow motion - the best option when you want to solve the damn puzzles or need a serious advantage in a tight brawl. Your enemies will move slowly, the vanguard not.
It was my favorite device in Everspace 1

-Striker-
The lord of speed. It's expertise is increased boost speed. Up that stat as high as you can, and see how it dances. boost with dampeners off with this guy is ludicrous. But you have always to watch out for collisions.
The striker can dive into a mob, activate the ULT - quantum tether - and spread damage all around. Then, it can speed up and run away whenever it wants.
It's not a boss killer - that's the interceptor role - but against mobs, its THE best.
It's my favorite ship.
Last edited by Johnny Hazard; Apr 11, 2023 @ 4:16am
TheClosetSkeleton Apr 11, 2023 @ 5:25am 
Depends, for fast and furious, my choice would be iether stinger or striker, bouth are very fast and nimble, where the stinger as excellent crowd control and it's nearly unkillable if you have the right devices, while the striker is a specialist of picking enemies apart by forcing an entry eleminatin an enemy in one or two shots and getting out to try again.

If you like heavy duty, either the gunship to shower enemies in bullets while eating an entire fleet's worth of bullet, or the bomber to turn the cruise missile into a nuclear warhead.
Incocknito Apr 12, 2023 @ 3:27am 
gunship goes brrrrrrrrrrrrrrr
Johnny Hazard Apr 12, 2023 @ 3:42am 
Originally posted by Incocknito:
gunship goes brrrrrrrrrrrrrrr
Not it doesn't. The coil turret variant goes:
Pow Pow Pow Pow BOOOM!
TheClosetSkeleton Apr 12, 2023 @ 4:03am 
Originally posted by Johnny Hazard:
Originally posted by Incocknito:
gunship goes brrrrrrrrrrrrrrr
Not it doesn't. The coil turret variant goes:
Pow Pow Pow Pow BOOOM!

Gauss canon, at full fire rate. Deletes any heavy unit in a matter of seconds.
Dephase Apr 12, 2023 @ 4:10am 
I really like the striker and seems one of the best ship class from what I've read. I can do everything with it: superior high risk areas, platinum time in races, right now I'm only at Zarkov system but I'm gonna test it out in the endgame, eventually. Very useful if you get the 20% slow on locked on targets, <300m distance disables enemy shield regen and +30% booster when locked on by missiles (the 3rd one imo is a must for hard activities since you'll always have missiles chasing you so it's basically a pemanent buff which applies to manuevering thrusters as well). Grabbing drones, IDK...is there a use for it?
Very useful ULT if you face many resistant ships.

Other viable alternatives imo which I tried:
Gunship:
for a lot of primary fire. I used this before switching to striker bc it's not exactly the best ships for racing (handles like a fat whale). Use a rail gun with range extender catalyst and you can oneshot a lot of ships from relative safety. Flak is really good too.
ULT is a 20s duration turret (try to get it as either pulse laser or coil gun, it's a passive).

Vindicator:
summon drones and let them fight for you (there's a weapon attribute which can increase dmg dealt to enemy hull by 100% for a few sec, that's perfect since it works for drones too).
The extra drone and 20%+ weapon dmg for a few secs if one gets destroyed passives are a must IMO (damaging drone explosion which slows down enemies seems good too).
Works well in high risk areas and is the fastest heavy ship.
Nice ULT for when you need to focus a single target like bosses.

Bomber:
if you want to spam secondary weapons without ammo limit (they now have energy reserves like primary weapons), and as they said above, turn cruise missiles into nukes (kinda reminds me of GOF2 AMR Liberator missiles) and have the most shield, armor and hull of all classes (but is also the slowest class). Never tested in high risk areas so idk. I'd probably turn it into a walking minelayer for that. Missiles would miss way too often, probably.
Its ULT is basically the BFG 9000, so try to get the perk which increases its dmg by 2% for each sec the orb is flying (if you cancel it, it will detonate early, careful where you shoot, believe me xD).

Haven't tried the other classes yet. Need more $ and garage room.
Last edited by Dephase; Apr 12, 2023 @ 4:10am
Gandhi Apr 12, 2023 @ 5:23am 
I like my Vanguard. It ist fast, agile, hard to hit and with it's Overcharge-shield buff and the right devices it can take a punch. Very cool dogfighter! 😎
Alt0153 Apr 12, 2023 @ 5:33am 
i have a t3+ interceptor, the 30% prim energy returned lets me fire more often without bothering with consumables, i dont have enough cash to try any of the other types yet
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Date Posted: Feb 13, 2023 @ 1:17am
Posts: 53