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Sensors are a type of module in Everspace 2 that identifies and tags enemies, NPCs, loot, and other points of interest on the heads-up display (HUD).

Tagging Mechanics

  • Non-player ships can be locked at any range --- using the Lock target, Lock closest target, Lock next on-screen enemy, or Lock previous on-screen enemy inputs --- once they have been tagged, usually by coming within the equipped sensor's Ships range. Locking a target adds an aim leader for the equipped primary weapon, initiates lock-on of the equipped secondary weapon (if it has tracking capability), and enables the use of targeted devices.
    • Hostile/neutral ships and creatures will show up on the HUD and be available for locking only while they remain within Ships range.
    • If no sensor is equipped, the player ship must be within 500m of an untagged entity in order to lock that entity, and the lock will be lost if the entity strays outside that range.
  • Loose items can be pulled with the ship's tractor beam once they have been tagged, usually by coming within the equipped sensor's Loot range.
    • If no sensor is equipped, the player ship must be within 100m of an untagged loose item in order to grab it.
  • Resource deposits are tagged by coming within the equipped sensor's current Resources range.
    • If no sensor is equipped, the player ship can still harvest untagged deposits normally.
  • Other objects of interest are tagged based on type-specific criteria, most of which do not require a sensor to be equipped.
    • Most puzzle elements which are related to an unsolved puzzle are tagged by coming within a fixed range of the player ship, provided that they are active and not currently hidden behind other puzzle elements.
    • Damage booster-type structures in hostile bases are tagged with a red circle once they come online.
    • Hostile homing missiles are tagged with red triangular brackets while they are in flight.

Sensor Passive Effects

All passive effects of sensors scale exponentially with item level (including bonus levels from rarities and prefixes). See below for the exponential bases used to scale specific effects.

  • Ships Range (km): Base distance at which the ship can tag ships and detect hostile/neutral turrets and creatures. Scales with item level by an exponential base of 1.012 (adds 1.2% of the current value when item level goes up by 1). Also known as Sensor Range Ships.
  • Loot Range (km): Base distance at which the ship can detect and tag non-puzzle loot (Containers, Shipwrecks, loose items, etc.). Scales with item level by an exponential base of 1.012. Also known as Sensor Range Loot.
  • Resources Range (km): Base distance at which the ship can detect and tag resource deposits. Scales with item level by an exponential base of 1.015. Also known as Sensor Range Resources.

Sensor Variants

Standard Variants

Legendary Variants

Sensor Specific Prefixes

  • Sensors have no unique prefixes. For more information, see Prefixes.

Sensor Specific Modifiers

The following modifiers can be found on looted and crafted Sensors with a rarity of Uncommon or higher. For more information, see Modifiers and Modules for universal modifiers.

  • +[100 @ Level 1 Common]m Tractor Beam Range. [Also found on Energy Cores and Cargo Units]
    • Modifier effect scales with item level by an exponential base of 1.07.
  • Tag mines at 1500m range.
  • When stopped, resource scanning range is increased by 10% every second, to a maximum of 50%.
  • <Weapon Type> deals 20% increased damage

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