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For the ship in Everspace, see Colonial Scout. |
A Scout is a subclass of light fighter class ship in Everspace 2 that is intended to focus on ranged, sniper-esque combat.
Special[]
Ranger: Deals 4% increased damage per 100m distance to target
Notes:[]
- When shooting a target at maximum range with a standard Rail Gun (3.5km), this buff gives 140% increased damage.
Ultimate Ability (ULT)[]
Shadow Strike: Renders the ship invisible to enemies and grants +20% critical hit chance. Firing weapons or using devices will break the cloak but killing an enemy restores it and extends the duration by 2s for up to 20.0s.
Notes:[]
- Shadow Strike is shown as a buff condition.
- Effects that activate while the ship is cloaked also activate while in Shadow Strike:
- Universal module modifiers:
- 10% increased primary weapon damage while cloaked
- 10% increased secondary weapon damage while cloaked
- 10% increased device damage while cloaked
- Zealous Core - 50% reduced weapon energy consumption while cloaked.
- Universal module modifiers:
Equipment Slots[]
- Primary Weapons: 2
- Secondary Weapons: 2
- Consumables: 3
- Devices: 2-4
- Cargo: 15-25
Stats[]
- Shield Bonus: 20%-35%
- Armor Bonus: 40%-70%
- Base Hull: 160-3467
- Expertise: Weapon Range
Expertise | 0 | 20 | 100 | 200 | 300 | 400 | 500 | 1000 | 2000 | 5000 | Infinity |
---|---|---|---|---|---|---|---|---|---|---|---|
Weapon Range | +0% | +2.0% | +9.1% | +16.7% | +23.1% | +28.6% | +33.3% | +50.0% | +66.7% | +83.3% | +100.0% |
- Ship Speed: 95-100 m/s
- Handling: 730-806
Passives[]
The following passive effects are currently available for Scouts. A ship can only have one of the two exclusive passives.
- 30% increased weapon range.
- 100% increased boost energy regeneration during Shadow Strike.
- Shadow Strike prevents detection by mines.
- Gain 5s of invincibility after Shadow Strike ends.
- 25% reduced enemy detection range.
- 20% increased device activation range.
- 20% increased cloak duration.
- 50% increased velocity to all primary weapon projectiles. [Exclusive]
- 50% reduced spread to all primary weapons. [Exclusive]
Tactical Analysis[]
The stealthy assassin-sniper of the ships. With the combination of range bonuses and extra damage at long range, careful Scout pilots with good aim can slowly but surely deal with significant enemy forces from a safe distance. Take note of the following aspects of the ship:
- The Range bonuses to weapons from various sources (such as the Expertise and the Passive) do not appear to actively display in the HUD when the weapon is selected by modifying the shown range number. To make sure you are firing at a ship in range it is recommended to Lock On to the intended target (default Middle Mouse Button) and make sure you see the small target-lead circle appear.
- This ship type is exceptionally fragile compared to others, and close-range combat must be absolutely avoided. While evading/keeping distance from enemy forces as you are attacking always be aware of mission zone boundaries which will force you to turn around, new enemy spawns warping in very close to you, and simply try to avoid any missions forcing you into close-range combat such as inside narrow caverns.
- If you're having trouble aiming shots at the extended ranges consider use of a Thermo Gun or a Flak cannon with the Marksman trait.
Gallery[]
A Scout I+ being sold by a ship dealer