Everspace Ships
A Simple guide on all of the ships, And my opinion on what they are good for. I do not expect you to take this seriously; as this is just my opinions. You could help me make this guide better by telling me errors or mistakes in the comments.I am working on putting enemy ships into this guide but i need to photo each one. This guide is still work in progress.Now Adding Enemy ships as i find them.
For player ships from Everspace 2, see Ships (ES2). This category includes the four types of ships that the player can use, selectable in the hangar pre-run. They can be upgraded with Perks before/after each run, and can be upgraded with various Equipment during and before a run.
WORK IN PROGRESS. NOT ALL WILL BE HERE.I can't stress it enough. This guide isn't finished, things will be added as i find then out. Ship: Light Fighter (Colonial Scout)The Light Class Fighter is a fast and sleek little thing, it comes equipped with a Shock Rifle, Beam Laser, Stasis Missile (10), Shield Device, Cloak, Energy Injector (4), and Drone Override (2). Overall this thing is very good at talking out lone Pilots like an Outlaw scout. If there are more then 3 enemies, I'd recommend using the environment to your advantage, use cloak and flee behind a rock, and wait for your shield to recharge if you took damage. I would strongly advise going up against anything like a Okkar Corvette; Unless you have help from the G&B.
If you do go up against a Okkar Corvette, try to avoid the Laser Blasters they fire, use the environment. If you have help from the G&B go full in.Loadout:Shock Rifle: A Charge up weapon that fires a large bolt, like a sniper rifle.Beam Laser:A Laser that burns the enemy ship, dealing massive damage over time.Stasis Missile:A Missile that deals no damage, but freezes enemies, making them easy targets.Shield XC:A Basic Shield device.Cloak:A Device that allows you to Cloak. While cloaked, you will not be able to be detected by enemies, in a dire situation, you can cloak and flee to lightspeed.Energy Injector:Instantly Fills your energy back to full.Drone Override:Hacks all drones in the area (including enemy) to fight on your side.Combat:In Combat, the Light Fighter cannot go up against a horde of enemies. It needs to be used for hit and run attacks; unless you have help from the G&B.
If you are a daring pilot, you can try to go up against hordes. If you do, cloak when they start dealing too much damage, flee and await shield recharge. The Beam laser doesn't do much hull damage but rips apart hull. Do not get cocky with this fighter; you will die.
Overall the light fighter is built for Stealth, in my opinion. Ship: Medium Fighter (Colonial Interceptor)The Medium Fighter is an all-purpose fighter, it can take some damage, it can travel at fast speeds, and it has the most basic weapons in the game. It comes equiped with a Pulse Laser, Gatling, Light Missile (20), Shield device, Weapon Overdrive, and Shield Boosters (2). This Fighter is the fighter you start out with, and it is trustworthy and Maneuverable. In Combat, this fighter can deal out lots of damage but can't take much in return.
Inflatality is a fierce, derpy physics fighter featuring adorable inflatable wavers beating the crap out of each other. The wavers have arisen. The battle begins. Inflatality game free.
Overall the fighter is sleek, but it has its downfalls.Loadout:Pulse Laser:A Simple gun that fires little blue orbs that damage on impact.Gatling: A Minigun that needs to be reved up before it can fire.Light Missile: A basic Missile that damages on impact, dealing high hull damage.Shield: a basic shield device.Weapon Overdrive: Increases Primary and secondary weapon damage by a great deal.Shield Booster: Boosts healthpoints of your shield.Combat:In Combat, this fighter is best used against single ships at a time. The Missiles can be used in dire situations to take out emeny craft. 4-5 Light missiles and basic Scouts are dead. Sway from side to side to avoid enemy fire. Weapon overdrive can also be used in a dire situation to deal out more damage in time to stay alive. This fighter won't last long against a Corvette unless you have help. Heavy Fighter Class (Colonial Gunship)This Ship is a Clunky beast and can take massive amounts of firepower and deal out massive amounts in return.
It can hold its own against a Corvette, with help the Corvette is sure dead. It comes equipped with a Fusion Blaster, Flak Cannon, Heavy Missile (10), Mine Cluster (5), a Gatling Turret, Damage Limiter (2), and Combat drones (4). The Turret is honestly so helpful in every fight you get in to. Heavy Missiles can basically one shot any small ship, and deal massive damage to Bigger ships, and Minefields can devastate Large ships and Hordes.
It has no shields, so any damage you take goes directly to the hull-with all the consequences of potential module damage. Ship: Medium Fighter (Colonial Sentinel)This Craft is rather unusual. The stunning looks and the powerful devices that it comes with can be used to your every advantage. This Fighter comes equipped with a Lightning Gun, Corrosion Missiles (8), Shield ST, EMP Generator, Device Charger (4), and Turret Override (2), and unique patterns.This Fighter with EMP can disable all enemies in an area around them, leaving them to float in space defenseless. This fighter is good but not the best.Loadout:Lightning Gun: a Powerful gun that shoots Lightning bolts.Corrosion Missiles: Powerful Missiles that bypass sields and have the power to take down a corvette. They damage hull overtime.Shield Device: a standard shield.EMP Genrator: Disables all ships around you, leavinmg them to float in space.Device Charger: Instantly Recharges all your devices.Turret override: Enemy turrets fight beside you for a short time.Combat:This ship can take on a fight that they bring, but don't get cocky. The EMP Device can disable all ships, leaving you to take them out one by one.
It doesn't last forever, though, so you'll have to swiftly take them out otherwise they will reactivate again. Corrosion Missiles can be used to bypass Corvettes sturdy shields and damage hull directly; 5 or 6 of them and the Corvette is a walking scrap pile.
If your device charges the EMP you can keep ships in your area disabled if there are too many. Grady & Brunt ProspectsGrady and Brunt (G&B) are a Colonial agency that holds several regional monopolies throughout the galaxy. They want no fight and won't attack if you don't attack. They are commonly found guarding their service stations or transports with fighter escort. It can be annoying sometimes cause they host huge battles with the Okkar or Outlaws and you could end up taking damage getting involved.
With perks, they can be your friends in the game.G&B FighterThe Standard G&B Fighter, and the most common to meet on the battlefield. They are equipped with a 360 Turret and front guns. These fighters are not to be messed with in groups; they will tear you apart from the inside in numbers.G&B Light FighterA more uncommon G&B unit to meet on the field. Often found escorting transports, these little guys are a bit weaker then the standard G&B fighter. If Provolked by attacking a transport there is a chance these guys ill jump from hyperspace with a few G&B regular fighters.G&B TraderI have only seen these things once in the field.
They are exactly like regular traders just they are G&B.G&B Fuel TransportMainly found around G&B service stations or Asteroid fields. When destroyed releases a ton of fuel.G&B Credits TransportMainly found in open areas of any sector being escorted by fighters. When destroyed drops lots of credits and a possible weapon.G&B Supplies TransportEscorted by fighters most of the time.
Drops random loot when destroyed. The Mighty Okkar FleetThe Okkar are a reptilian race in a war against the Colonial Fleet and the G&B. They have very interesting design choices for their fighter supply. They are also the second main act against the player in the game. In addition to fleet disposal of their many kinds of fighter classes, they are the only faction in the game to have Battleships.
These Battleships are the Okkar Corvette and the Okkar Frigate. The Okkar are the most lethal antagonists in the game because of their massive amounts of different ships and they are really the only faction to contain large and huge ships.Okkar FighterStandard Okkar Units that like to pick a fight. They will often times come out of hyperspace just to pick fights with you. Mark 2 has front shields. Will come escorted by a drone most of the time.Okkar MarauderAn Uncommon Okkar unit that is often times found in firefights with the G&B. I have only seen these guys once.Okkar InterceptorAnnoying little things that will teleport behind you and attack, making them a nightmare to hit. Often times found with Okkar Corvettes or Frigates.
Will come with a standard Okkar assault.Okkar Swarm FighterThese tiny little fighters come in massive swarms. Perhaps one of the most agile ships in the game.Okkar CorevetteCommonly found in Sector 2+, These big bad boys will pack quite a punch at close range, so a ship like the Colonial scout is recommended for Cloak. The Gunships heavy missiles and mine clusters will deal devastating damage to this thing. Corrosion missiles are recommended.Okkar Corvette Mark 2Between the Okkar Corvette Mark 1 and 2, There is a slight visual difference,that being l;ittle blue orbs on the side of the ship, and it having a more sharp look to it, and there is a much noticable weapon difference. Mark 1 fires barrages or lasers while Mk. 2 fires blue orbs, similar to the Okkar Frigate.Okkar FrigateOkkar frigate Destroyed(Note: Please ignore my ship in the pictures.
I tried to cut it out as much as i could but to no avail.)Now I am going to write a lot on this enemy ship Because it is my favorite. Massive Cruisers, much larger, tougher, and has a hell lotta more firepower than a Corvette. When Destroyed they leave huge bits of rubble on the map, making it an epic takedown.
Plasma missiles and an ARC-9000 are strongly recommended for this big bag boy. They also come with massive amounts of backup but have no shields. They have multiple energy cores on the ship scattered around, destroy these and it will go down very fast. They have individual turrets attached to the Frigate itself, so try to take them out first. They are uncommon to spawn but they can spawn in sector 5 with an okkar assault.
In Sector 6 with Normal mode + while playing on hard mode they are very common to encounter. They can also fire huge blue ion blasts that will knock your shields out of play. Outlaw GangsOutlaws are nothing more then Barbarious marauders only looking for a good fight. The meanest scum in the galaxy also is the meanest threat to the Player, g&b, and Okkar. The Outlaw fleet consists of many various designs for their fighters.
Outlaws will attack anything on sight. They will mainly just be found beating up on innocent G&B units.
Spoilers: Seth Nobu is also part of their fleet and will host a huge final battle at the lab.Outlaw Scout Mk1 and 2Outlaw scouts, along with Okkar fighters, are the most common of enemies to come across. They have a unique design and are pretty easy alone to take down, but in swarms are devastating.Outlaw Scout Mk3These guys use Scatter guns and heavy missiles, watch out because they have new and improbed weaponary.Outlaw MarauderWith a sleek design and strong weaponary, these guys use Coil guns and missiles. They often appear with invasions on G&B or Okkar units.Outlaw BomberThis thing will spam missiles and drop mines. They're tanky and will take some hits. They are quite rare but are mainly seen guarding Outlaw stations.Outlaw Cargo ThiefTheir name says it all.
They will fly up to you and steal your recources and even weapons right off your ship. They maily appear around rubble or an astroid field.Outlaw Drone CarrierThis larger ship has no defense itself, but will keep releasing defensive drones into the area for defesne. They have a shied that is powered by the drones, take them out first.These transports are pretty common in sector 5 and up. TraderA Simple Trading freighter that will offer you deals (Selling, trading, or buying) that are most of the time not very good, however with upgraded perks can be really good. As far as I know, they are killable but need to be taken out swiftly; or they will flee the area.Colonial WarshipThis Massive thing is not killable, however, you can destroy its turrets have had it flee. They show up at huge battles and will kill you if you don't take action.
Fleeing is needed or else you will die.AlliesElekElek is my personal favorite Encounters character and a male Horag. He is a pilot in the Coalition Outlaw gang and will pay you for various jobs. He shows up in various sectors and will direct you to your jobs. Once completing all his tasks he will sometimes jump in with his clan to help you fight.Tareen(Sorry about the weird angling, a new picture is coming soon.)Tareen is a lone Okkar trader that will send you on missions in extange for money. He Travels in a normal trader ship exept has a custom color scheme. He is very rude but nice at the same time.MauriceMaurice is a nicknamed android who's goals are to elimimate threats to G&B operations.
He will pay you handsomely for assistance. He will senf you on Bounty missions, search and destroy certain targets. He went against his programming as to download a flash game to pass the time while we waits for you to return with good news.Karlee SharpeKarlee is a G&B and Okkar female double agent. She is located primarily around G&B stations, and if the G&B arn't hostile, will ask you for help. Most of her missions are mining missions. She double crosses you and tries to kill you, but when she fails she apologises and flees the sector.Mester ThrongThrong is a male K'nos from Codo 5. He has a unique looking ship and offers enhancements and upgrade to your weapons, and blueprints.
He send you on very fun unique missions looking for creatures to scan their data in trade for money.HIVE(Needs picture) HIVE is a computer AI that is installed on every colonial ship. They sometimes can have a unique personality, and will learn traits like Sarcasam, or Smartassyness.
But I don't like to follow the rules all the time. Sometimes, I like to push it to the limit, riding along the razor's edge if you will. So, this is my guide to how I took my scout ship and turned it into a corvette crushing, drone carrier demolishing mini-hulk and successfully cleared all sectors of the game 2x in a row. So, if you're looking for fast, deadly, and effective, then you came to the right place. Note: I'm going to assume that you've done at least the tutorial run of the game. If not, go do that and then come back to this article.Pick the Right PerksHow and where you spend your cash matters.
Your perks break down into two categories - Pilot perks and Ship perks.Your Pilot perks cover things like nanobot effectiveness, map awareness, critical hit chance, and the most important skills - how much money and loot you find per run. I'd say that a good way to start would be to get your money stat to max as soon as possible. This is going to give you maximum cash per run and make it easier for you to upgrade other perks because all those extra monies burning a hole in your space wallet.After that, focus on trying to get your nanobot repair rate up so that you're using fewer bots to heal when you take hull damage. The scout can only carry 15 nanobots, so make them count!That takes us into our Ship perks. You're going to want to max hull and sensors while getting your energy core to at least 6. You'll also want to grab the secondary weapon extension in order to use the build I'm going to show you, which makes getting to the last sector a breeze.
Equipping Glorious GearThis is the general loadout that I go for, which has all the tools I need to make it to the final sector. The Shock Rifle is a must-have primary weapon. This one, in particular, has a boost to shield damage, as well as a range boost letting me reach out and touch enemies 4.4km away. Keeping elite enemies at a great distance is the name of the game. Even my enhanced beam laser has a 1.9km reach and two mods to rip through hulls - perfect for those that close the gap from the shock rifle.A solid choice for your alt-primary weapon is the Coil Gun. It's fast, has great damage, and isn't a massive energy hog. I just haven't been fortunate enough to find the blueprint for it, yet.Stasis Missles are another must for this build. Senran kagura shinovi versus mod.
These have been the deciding factor in a number of close calls for me. Being able to stop that Mk 3 Outlaw Fighter dead in its tracks while my cloak ability comes off cooldown is just so satisfying. Once you find the blueprint to craft these bad boys, you're set. But until then, save them for emergency use only.Heavy missiles can be swapped out for either an arc-9000 or for corrosive missiles. I prefer corrosive because it will continue to damage those annoying drone carriers - making them a much shorter fight.Cloak is obviously a must have for your Scout loadout.
I generally try to use the cooldown duration mods and the energy consumption mod so I can use the cloaking ability much more often. I love to strike my enemies from the comfort of invisibility for maximum effect, surprising them with a blast to the aft and fore.The only other hard loadout items are Shield over the Shield XC and Energy Injectors. Shield XC is a rather terrible piece of equipment - you take a few hits and now your hull is taking the pounding. I shoot for the normal shield with a shutdown delay mod, energy consumption mod, and a recharge rate mod. This gives you 125 shield over the 60 the XC offers for only 5 more energy drain. It's a no brainer, really.Energy Injectors are good for long firefights or dealing with bigger ships for a prolonged period of time.
These give you that extra boost to help your cloak reset and gather yourself in the middle of a fight. TacticsYou're basically going to want to play the role of the sniper with this build. Keep enemies at a distance and if they do start to close in on you, make use of your cloak and speed to escape the situation.
Below are some general tactics that I use against particular enemies. These may not work 100% of the time, but they're useful and they've been proven to work. Corvettes - Try to stay at the max range of your Shock Rifle as often as you can. Make sure to focus on shield charge drones if there are any and soften up the hull with corrosive or heavy missiles for a quick fight.
Frigates - Take your time; frigates do a lot of damage. Make use of your speed and cloak to get into range to hit the energy nodes on the top and back of the frigate. If you happen to have an arc-9000 and you're kinda crazy, you can launch a charge at the top of the ship. Just make sure you get out of dodge!.
Drone Carriers - If you have corrosive missiles, 3-4 should do the trick. An upgraded beam laser or coil gun will make short work of the drones, allowing you to destroy the carrier. Remember to move while shooting and you'll be fine. Swarms - Swarms are short work for a good beam/coil gun. They generally drop fuel as well, so it's good to engage when you're running low. Cloak approach and give 'em hell, kid.Putting It All TogetherThe Scout Ship is a low-key death machine just waiting for the right person to take the helm.
It's powerful, upgrades well, and should not be overlooked, even by the most die hard fan of the game. In fact, it's the only ship I've cleared the game with consistently.
When it comes down to it, it's really about how you play the game, but I'm hoping that with my tips and my loadout, you'll come to appreciate just how much fun can be had with the scout ship.If you haven't yet already checked out my review of the, you should totally click on the link and learn more about how the game stacked up to my initial expectations. And, if you have any questions on my build for the Scout in ES, please feel free to ask me in the comments below.Stay tuned to GameSkinny for more Everspace tips and tricks.