![]() ![]() 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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