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== Approved Suggestions ==
 
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|header = Gunship Loadouts - [[Special:Contributions/Veritas_the_Snazzy_Dragon|Veritas]] 11 December 2018
 
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Gunship A: The first loadout of the gunship has the most raw firepower of the three. Its Fusion Blaster will melt right through shields, making Okkar units a breeze, and the Flak Cannon counts as an explosive weapon for mining, so it will instantly extract all resources like a Light Missile would, so it makes up for its slow speed when exploring somewhat. It comes with 4 Combat Drones; you can upgrade drones in the gunship perk tree to give them armor and shields, as well as have more active at once. This can make the Gunship A really really tough in the mid game of Hardcore mode if you decide to hold on to them, and makes the A loadout very strong in the normal mode. It carries 10 Heavy Missiles, which can one shot many of the fighters and drones in the game, including a lot of Elite enemies. It also has a stack of Mine Clusters which can be difficult to use but are pretty potent against larger targets, particularly Corvettes. You'll want to use the Damage Limiters when fighting 3 or more foes, as the Gunship struggles to evade incoming shots, especially when its speed is not upgraded. The Gattling Turret has pretty limited range, so you'll want to close in to make the most of it.
 
Gunship A: The first loadout of the gunship has the most raw firepower of the three. Its Fusion Blaster will melt right through shields, making Okkar units a breeze, and the Flak Cannon counts as an explosive weapon for mining, so it will instantly extract all resources like a Light Missile would, so it makes up for its slow speed when exploring somewhat. It comes with 4 Combat Drones; you can upgrade drones in the gunship perk tree to give them armor and shields, as well as have more active at once. This can make the Gunship A really really tough in the mid game of Hardcore mode if you decide to hold on to them, and makes the A loadout very strong in the normal mode. It carries 10 Heavy Missiles, which can one shot many of the fighters and drones in the game, including a lot of Elite enemies. It also has a stack of Mine Clusters which can be difficult to use but are pretty potent against larger targets, particularly Corvettes. You'll want to use the Damage Limiters when fighting 3 or more foes, as the Gunship struggles to evade incoming shots, especially when its speed is not upgraded. The Gattling Turret has pretty limited range, so you'll want to close in to make the most of it.
   
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Gunship C: A bit of an oddball, the C variant starts with a M3 Laser Beam and Gattling, both of which need to charge up before firing. This leaves you without a dedicated anti-shield weapon at first, and very slow at mining and opening containers in Hardocre mode. It also doesn't start with a turret. However, this laodout starts with a Front Shield Generator and 4 Anti Missile Drones, giving the slow ship some much needed defense in the early sectors, making it a good choice for pilots that find they struggle to get started in the gunship without an early Front Shield Generator. 8 Corrosion Missiles and 5 Mine Clusters make it really potent against larger targets in the early sectors as well, and the Anti Missile drones and Front Shield make it very easy to fight the G&B with the M3 Laser Beam. Finally it starts with 2 Nano Injectors, so lost hull is easy to repalce, allowing you to save up your nanobots for later.
 
Gunship C: A bit of an oddball, the C variant starts with a M3 Laser Beam and Gattling, both of which need to charge up before firing. This leaves you without a dedicated anti-shield weapon at first, and very slow at mining and opening containers in Hardocre mode. It also doesn't start with a turret. However, this laodout starts with a Front Shield Generator and 4 Anti Missile Drones, giving the slow ship some much needed defense in the early sectors, making it a good choice for pilots that find they struggle to get started in the gunship without an early Front Shield Generator. 8 Corrosion Missiles and 5 Mine Clusters make it really potent against larger targets in the early sectors as well, and the Anti Missile drones and Front Shield make it very easy to fight the G&B with the M3 Laser Beam. Finally it starts with 2 Nano Injectors, so lost hull is easy to repalce, allowing you to save up your nanobots for later.
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== Approved Suggestions ==
 
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|header = Interceptor Loadouts - [[Special:Contributions/99.203.23.113|Veritas]] 00:35, 7 December 2018 (UTC)
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|header = Interceptor Loadouts - [[Special:Contributions/99.203.23.113|99.203.23.113]] 00:35, 7 December 2018 (UTC)
 
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Interceptor A: 20 Light Missiles and Weapon Overdrive make the A loadout a great choice for hard and hardcore, as you will be able to quickly mine with them and quickly kill Okkar fighters. The Pulse Laser + Gattling combo is not exceptional but it is dependable for the first few sectors, and because of their fire rate you'll score crits more often. Invest in a better shield and primary weapons sooner rather than later, though, as the basic Pulse Laser and Gattling don't benefit much from upgrades compared to other primaries simply because of their lower stats.
 
Interceptor A: 20 Light Missiles and Weapon Overdrive make the A loadout a great choice for hard and hardcore, as you will be able to quickly mine with them and quickly kill Okkar fighters. The Pulse Laser + Gattling combo is not exceptional but it is dependable for the first few sectors, and because of their fire rate you'll score crits more often. Invest in a better shield and primary weapons sooner rather than later, though, as the basic Pulse Laser and Gattling don't benefit much from upgrades compared to other primaries simply because of their lower stats.
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|header = Scout Loadouts - [[Special:Contributions/107.77.200.200|Veritas]] 00:01, 9 December 2018 (UTC)
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|header = Scout Loadouts - [[Special:Contributions/107.77.200.200|107.77.200.200]] 00:01, 9 December 2018 (UTC)
 
|codex = Scout A: The first loadout for the Scout exemplifies what makes it stand out. An XC Shield coupled with its naturally strong evasion makes it nearly untouchable for the first two sectors if you don't pick fights with the G&B. Its Shock Rifle allows you to easily thin out larger groups of foes at a distance, and the Beam Laser provides ample DPS for smaller engagements with normal foes. A full stack of Energy Injectors really helps it early on, as the Scout has a smaller energy core capacity than the other ships. Its Drone Overrides keep it from being overwhelmed by large groups of Outlaws and their drones if you enter a sector right into the thick of them. The Cloak lets you disengage, which is a great time to stop the ship and recharge energy at 2x speed, and Stasis Missiles will both immobilize any hostile fighter or drone and prevent them from firing. Is is a pretty safe and strong loadout overall, and it can get pretty far without upgrades or swapping its gear out.
 
|codex = Scout A: The first loadout for the Scout exemplifies what makes it stand out. An XC Shield coupled with its naturally strong evasion makes it nearly untouchable for the first two sectors if you don't pick fights with the G&B. Its Shock Rifle allows you to easily thin out larger groups of foes at a distance, and the Beam Laser provides ample DPS for smaller engagements with normal foes. A full stack of Energy Injectors really helps it early on, as the Scout has a smaller energy core capacity than the other ships. Its Drone Overrides keep it from being overwhelmed by large groups of Outlaws and their drones if you enter a sector right into the thick of them. The Cloak lets you disengage, which is a great time to stop the ship and recharge energy at 2x speed, and Stasis Missiles will both immobilize any hostile fighter or drone and prevent them from firing. Is is a pretty safe and strong loadout overall, and it can get pretty far without upgrades or swapping its gear out.
   
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