EVERSPACE™

EVERSPACE™

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craig234 Oct 4, 2019 @ 4:46am
Basic question
Something the game didn't seem to make clear:

I'm flying and see and get things like 'tech boost container' and 'damage reduction', but when I'm back in the hangar, I don't see them.

How do you use them?
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Showing 61-75 of 238 comments
craig234 Oct 9, 2019 @ 1:28pm 
Are the new loadouts you get at sectors 4 and 7 better or just different?
Suzaku Oct 9, 2019 @ 5:30pm 
Originally posted by craig234:
I'm exploring some ancient thing, way inside. The map says sensors impaired, okkar can't locate you.

Does that mean I can ignore the alarm and keep exploring inside this thing, instead of having to worry about getting out and gating?
Ancient structures contain glyphs, which are useful passives you can equip on your ship in the hangar. If you defeat the Ancient that guards it, you can head inside to claim it. Ancients are tough, but they're pure shields, so use your best anti-shield weapons, and don't be afraid to use some consumables to give you an extra edge in beating it.

There are some locations where your sensors are impaired, meaning the Okkar can't send reinforcements, but it's also really hard for your sensors to pick up anything. I've even had moments where I bumped directly into a container because it never showed up on my sensors. Enemies in the area can still find you pretty easily, though.
Originally posted by craig234:
I've never had a special tech container yet, and would like one to see what's in them. I saw one but the Okkar kept me from it in another run.
There are two in this ship, but they're behind force fields and I couldn't quickly find the generator.
I've been on the map quite a while, expecting okkar any second. Twice I've already started to head to the jump area, and gone back to the ship.
I want those containers, but I think if the siren goes off, that's it if I'm at the ship.
Those special containers are always behind a locked door, so you'll need an access key to reach them. They usually have upgraded equipment, and powerful secondaries.
Originally posted by craig234:
Are the new loadouts you get at sectors 4 and 7 better or just different?
They're just different. It really depends on how comfortable you are with the items it offers if the choice is better or not.
craig234 Oct 9, 2019 @ 6:08pm 
I got lucky on the ancient - I normally don't have anti-shield missiles because they seem like the worst weapon in the game, but I had lots of materials to make some for that battle, and it worked, though all the damage it sent in those wild attacks got my ship as I think I destroyed the ancient, so I didn't get to loot the glyph (though it's when I 'touched' the glyph inside the ancient arrived).

What I was asking on the impaired sensors was, could I just stay at the ancient ship and not worry about the okkar coming? It seems they spawn close to you, so probably not.

The thing is on this current situation, I have keys, I'd like to take the time and find the shield generator and get the containers, but it seems very likely that the okkar will come and end the run. So it looks like I need to miss out on two more 'special tech' containers in order to get to the jump gate.

I wanted it enough I've taken a few hours to decide, but it's seeming clear.

I like the basic loadout on the interceptor - your info was a help in switching shield weapon and hull weapon, where the shield weapon has the long range to start with.

But on the gunship loadout, the shield weapon has a range under 1000 and the hull weapon has the long range, which seems backwards.

I'm still checking out which weapons work well. The balanced ones seem ok too, I'm not sure what others will do.
Last edited by craig234; Oct 9, 2019 @ 6:08pm
Suzaku Oct 9, 2019 @ 6:21pm 
Usually the stronger a weapon, the shorter its range is. I actually tend to like using the Fusion Blaster M6-A and Gatling 40MM. Both have very short range, but deal incredible damage, allowing me to kill quickly once I get close enough to my target. For my third weapon, I like to use the Flak Cannon or Shock Rifle, as I can use them to quickly get rid of drones and other long-range threats.
craig234 Oct 9, 2019 @ 6:35pm 
I just left to the gate, not please about leaving the crates, but as I got to the gate, the siren went off. Whew.
craig234 Oct 9, 2019 @ 6:58pm 
Tried the gunship. Unmodified, best run yet. Couldn't get the ancient. Four more blueprints.
craig234 Oct 9, 2019 @ 7:23pm 
I tried hard difficulty again, and the fast okkar are a killer on maps you have to find the jump disabler. No way I could find it before the alarm.
craig234 Oct 9, 2019 @ 8:25pm 
So, the ancient battle is hard coded to happen in sector 4? That's gonna be hard. Might have to plan for it with anti-shield.
Suzaku Oct 9, 2019 @ 8:51pm 
I'm not sure if the first (successful) one is or not. It's normally random, though, and the first glyph you get is guaranteed to be the one that shows you on the map where other ancient structures are.
craig234 Oct 10, 2019 @ 4:44am 
Is there a trick to the gunship's front shield, do you have to activate it?

I just ran into three scouts who were always in front and they killed most of my HP.
Suzaku Oct 10, 2019 @ 4:59am 
Yes, the Front Shield Generator is a device you activate to create a shield in front of your ship for a short period of time. Note that while it will reduce the damage of explosions, you'll still take some damage, so you should still try to avoid explosive attacks while it is active. All other attacks will be fully blocked while the shield lasts.
craig234 Oct 10, 2019 @ 7:32am 
OK, I need to find out how to activate it.

Not bad getting to sector 4 ancient the first run with the ship without using it I suspect...

The third level diplomacy is to have G&B fighters sometimes help on outlaws.

Don't they already do that?
Suzaku Oct 10, 2019 @ 7:35am 
You swap your current active device with the 3 key, and press R to activate it.
Originally posted by craig234:
The third level diplomacy is to have G&B fighters sometimes help on outlaws.
Don't they already do that?
That perk gives them a chance to warp in and help you for a moment.
craig234 Oct 10, 2019 @ 11:20am 
Pressing 3 doesn't do anything; is the front shield in the base loadout?

R is assigned to the Gatling Turret.
craig234 Oct 10, 2019 @ 12:00pm 
I don't like the life support malfunction. Sometimes there's nothing you can do.
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Date Posted: Oct 4, 2019 @ 4:46am
Posts: 238