Everspace Wiki
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This page is meant to contain all tips and tricks for Everspace to help out newer players and avoid cluttering the rest of the wiki. This way, players can go to one page and read everything there instead of looking around the entire wiki.

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General

Ship Specific

  • No one ship is the best. Find a playstyle that suits you!
  • However, don't let yourself get bored too quickly. Be sure to try out all the different playstyles and equipment combinations you can.

Colonial Interceptor

  • The Interceptor is the first ship you get and it could be possibly the strongest. This is due to having the unique device Weapon Overdrive.
  • A popular combination for the Interceptor is combining any easy aiming weapons such as the Flak Cannon, Beam Laser, Thermo Gun, and the Coil Gun with said Weapon Overdrive.
  • It also has considerable hull 450 (non-upgraded) and strong shield possibilities with Shield and Shield XC Mk3 (though it is best not to use the XC type unless it's MK2 or MK3).
  • This ship, like the others, benefits greatly from energy injectors and energy perks, so be sure to prioritize those perks.

Colonial Scout

Colonial Gunship

Colonial Sentinel

Builds

Gunship (Grendal27)
[[File:]]
Loadout

A. The Flak Cannon is super easy to use for all-purpose combat, and the Fusion Blaster is great for taking down shields. Heavy Missiles one-shot most fighters, or get them low enough that you can easily take them out with the flak cannon, so I save them for tougher fights usually. Drones are great for distracting enemies as they are focused, so you can take out the enemy while they attack your drone. The bad thing about this loadout is the Gatling Turret, which I replace with the Missile Turret asap.

Enhancements

  • Devastator Subroutine: (40% more damage, 40% less energy regeneration) makes combat a lot easier.
  • Ancient Friends Glyph: (Ancient Splitters spawn and fight for you occasionally) great in a pinch, and can be farmed for Dark Energy.
  • Any of the 5% bonus subroutines. I usually do Energy Regeneration.

Bonus Equipment:

  • If you have the bonus equipment perk, I usually pick one with Nanobots or access keys. Whatever you think will be the most useful.

Things to get in-run:

  • PRIMARY WEAPONS: I try to have one all-purpose (Flak Cannon, 5-5 if you want), one extreme shield dmg (Fusion Blaster M6-A), and one extreme hull damage (Gatling 40mm).
  • SECONDARY WEAPONS: I try to have plenty of Heavy and Light Missiles stocked, along with an emergency ARC-9000.
  • DEVICES: I try to get the Missile Turret, Front Shield Generator, Adaptive Armor, and Energy Core Extension. If you have more slots, put whatever you want. Sensors, more active devices, etc.
  • CONSUMABLES: I often just end up crafting this as needed mid-fight, but I use Energy Injectors, Damage Boosters, and Damage Limiters the most. Nano Injectors are hard to get, but if you're finding extra nanobots, I always try to have one or two spare just in case. A Jump Stabilizer is good to have also.
  • Always try to upgrade your stuff with modifications. Energy Consumption Mods are very useful combined with hull or shield damage mods, depending on how you use whatever weapon you're putting it on. Fire Rate is also good for increasing DPS.

Enemy Specific

Ancient Wardens

These are the big baddies guarding Ancient Structures, and can be quite tough to take down if unprepared. Combat tips:

  • Always strafe to one side or the other. If you are fast enough, you should be able to avoid most of the homing projectiles. They do curve around and try to hit you again however, so be careful.
  • Keep track of where it is so you can be ready for the blinding pulse of light.
  • Secondary weapons like Light Missiles make the Warden teleport away, so they are not effective weapons against this enemy.
  • They only have a shield health bar, so weapons that deal lots of shield damage are effective.
  • Be sure to keep you distance when it dies or is close to it, as they quickly collapse into a short-lived (but still strong) black hole when they do.

Equipment Specific

Ancient Weapon

  • This weapon is ineffective in close fights and is best used at a distance. It also may not be very effective versus Okkar frigates, due to how many times it might have to be fired.
  • Every shot counts, so be sure to aim well. If your crosshair turns red, that means your crosshair is hovering directly over the enemy you're targeting.
  • The Colonial Gunship is recommended for the ship to use with this weapon. It has the most hull hitpoints, and has increased armor which lowers the damage from each shot. Also, turrets and drones make up for the loss of other weapons and make close-range fights a lot easier.
  • It deals at least under five damage to the hull with the gunship, but further testing is needed.
  • Using this weapon can be kind of boring.
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