EVERSPACE™

EVERSPACE™

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Scout Ship death machine
By Nitrof1er
Sieze doesn't make power!

This guide is about how to make a powerfull Scout Ship, and how to play this ship against all enemies and dangers. It will cover in order perks and skills, equipents, gameplay, environement ands sector 7. With this guide, it will be easy for you to destroy Corvetts, Drones Carriers and Frigates.
   
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Perks & Skills
First and most important thing, what you need to begin every run, your abilities. Of course, it will be over time, but in this section, I will cover what I think is most important first.

Youre best bet to begin is cash, so upgrade it soon as posible, the more cahs you can get from a single run, the easiest will be the future runs.

Then surviving to all dangers of Univers is important to, so dont forget to put some point in the map information to get an idea of naturals hazards, riskiest zones and traders locations.

All good ships need fire power and enough energy, so allocating some point to get more devices, weapons energy stock and recharge is a must have.

Finaly, in youre journey, youre ship will get damage, and the only way to repair damages are nano bots. Some points to enehence their efficiency and rare loots to drop more of those lovely thingny bots is a key to survive. Also, some point to reduce components break chance is a good idea,

All others perks are good, but I dont think they are essentials to begins.



Now lets see what gear will make you a true death machine.
Equipements
Ok, now you have abilities, let's see what gear will be your friends.

First of all, you need weapons to defend yourself against legions of enemies. Your main weapon will be the Shock Rifle II, becaus when its fully charge, is damage output is so awesome, and the slow motion effect when charging will help you to keep control of the battlefield. I had Modifiers Mk III to reduce the energy consumption, and hull and shield damage to be polyvalent.




In close combat, a weapon with a good fire rate will be youre best bet. I'ts why I use a Coil Gun II with Modifiers Mk III to increase is fire rate, shield damage and reduce is energy consumption.




As secondary weapon, Stasis Missiles are just awesome to stunt youre enemies and both destroy or take cover. I only use the Arc-9000 as backup, usualy against frigates when there is no covers. Just be carefull with this, because it can destroy you befor you can say whoops.




For shield, both a Mk III Shield or Mk III Shield XC are good, it's to you to see what you prefer. For the XC, it add Mk III modifiers one to increase its charge, two to reduce is shutdown duration. For the standard shield, two modifiers to increase is capacity and one to reduce is shutdown duration






To add a boost of energy, an Mk III Energy Core Extension perfectly the job.




When it come to active devices, my main is the Teleporter Mk III, agmented with three Mk III modifiers to decrease is energy consumption.




If interceptor, corvette, frigate or warship inbound, the Cloak Device will give you the time to leave the zone to safety. It's also a good tool to observe an outlaw base before raid it or avoid large group of enemies and take the best attack position. It's usualy the last device I upgrade to Mk III, because three modfiers to increase is duration is enough to flee far way.






And finaly, I use Energy Injectors, Damages Limiters and Damage Boosters as consumables. All tiers are good, the higher it is, the best it will be. If you find Nano Injectors, keep them as backup to repair you in emergency situations.




Note that this is my preferences, its up to you to see what you prefer to use. Also, as all great rogue-like, every run is different, and the gear you drop is a matter of chance. Time come to fight now, you are ready.
Gameplay
Now you get youre skills and have a good idea how to gear youreself, time have come to fight. For this part, I will explain how to beat each different enemies. Images will come later.

In general, youre advantage is distace. Do massive damage to all oponents with the Shok Rifle, and stay in the distance, up to 4 Km with the Shock Rifle I and 3.6 Km with the Shock Rifle II. If enemies come close to you, use the massive fire rate of the Coil Gun to quickly destroy them or use the Teleporter to take distance and keep firing with the Shock Rifle. Also use Stasis missiles to take out some tought enemies such the elites, Mk III enemies or Outlaws Chiefs. Use youre Teleporter to dash forward and escape missiles, take distance or quickly escape a large groupe of enemies.

Against Okkar Swarm Fighters, you can either stay at good distacne and fire with the Shock Rifle, you dont need a full charge because they are not resistant at all, or use the Coil Gun in close range.




Against Okkar Corvette, take cover behind rocks, or stay at maximum range and alway use the Shock Rifle. Take out those Charging Drones in priority then fire on the Corvette. If the fight last longer or it's an elite, use Dammages Boosters, Damage Limiters and Energy Injector.




Against Okkar Frigates, the basics is the same. Take cover and stay at safe distance. If there's no cover, you can use the Cloak and teleporter to avoid attack, but only if necessary. The goal here is to shoot some blues nodes to damage the Frigate. In last resort, use an Arc-9000 to make a maximum damages by firing the charge from the rear engine aiming the head, just uppuer the hul. Like the Corvette, do not hesitate to use consumable to make the fight easier.




Against Outlaws Chiefs, you must destroy first his support Drones and/or Outlaws Scouts. Be carefule because they shot two missiles at same times. Stay at maximum range and fire it with youre Shock Rifle. In case, use consumables.




Against Outlaws Drones Carriers, the goal is to shoot down is Link Drones to shut down is unbreakable shield. Use the Coil Gun against the Drones, then use the Shock Rifle to damage the Carrier. Be carefull, Drones attack you and if you're not fast enough, a new batch of Drones will keep up the Carrier's shield.




Warning! In Sector 4 and above, there is a black cloudly thigny creature that damage your hull even if you have shield. DO NOT ATTACK IT! If you kill it it will heavily damage youre hull and this attack can't be dodge. I repeat, DO NOT ATTACK IT!




And finaly, if you see a Warship, FLEE, YOU FOOLS! SAVE YOURE LIFE! They are invicible and do MASSIVE DAMAGES.




Environnement & Strategies
Know your environement, it can save youre life. Somme structure and generation contain important ressources. Let's see what they are.

Ore fields
They contain minable Ore and sometime shipwreck structures.




Gas fields
They contain minable Gas and other goodies.




Scrap fields
They contain minable Scrap and many other crafting items, and structures too.




Fuel fields
They contain minable Fuel and many other items and structures.




Asteroids
They hold some minable Crystals, some times Containers and maybe some Outlaws infrastrutures, like turrets, shields barriers and Containers.



Freighter Wrecks
Some Crates float around them. Just watch out for mines.




Mine fields
Everywhere! They are anoying and are some time hard to see, especialy in red background. Destroy them before gathering ressources.




G&B Facilities.
You will cross them often. Don't attack them. Sometime they will be to abandon, but turrets still there. Be carefull to not make G&B anger, they are precious allies and deadly enemies.




Structures

You will often see structures, in space or crashed in an asteroids. They contain Containers, but look out for mines surrounding them.




Environement is not all, there some natural hazards. I will describe them.

Singularity (AKA Black Hole)
Be sure you can escape it before entering their gravitation field. Some Dark Matter and Dark Energery float arround. They are also a good trap if you lure enemies into.




Electromagnetic Disturbances
They can be locatated in a zone or all over in a zone. They both ''attack'' youre shield and recharge youre energy. Two way to use them. First lure a Corvette into, this will drop his shield, second place youreself in the disturbance and keep firing, They sometime hide crafting items.




Clouds
Clouds disturbe your sensor, make it at 10% of is range. Hopefully, a scout can augment it sensor, range.




Overheating
Overheating only come in sector 6 and are very dangerous. It desactivate youre sytems components one by one, until you leave the zone. I recomande to quickly leave the zone. However, broken component are fixed in the next zone.




Solar Storm
A Solar Storm occure when a star emmit a wave of energy made of atomics particles. It will first damage youre shield, then your hull. A Mk III shield with three Shield Capacity mods can contain a maximum strengh storm.




Dark Clouds
Within Dark Clouds zone, you almost see anything. Lightning strick may blind you, so be carefull. This is the only dangers from this natural hazard.



Sector 7
Congratulation, you have successfully pass trough the six sectors. You're now close to the end, but there is one last step: activate the Portal. Let's see how to do this.

You will first inboud near the AR Core Sockets structure. You will need four of them, wich are dispached across the map. Be warned, there is a Solar Storm in the zone.




All Cores are in a Container wich need to be hack in order to release the Core.




Also know that each Core are keep by a special Outlaw named DAFOE. It launche two missiles regulary and shoot you with Fusion Blaster at same time. He is more resistant than a Chief Outlaw and come with many Outlaws Scouts and Drones of all kind. When is life is low or you hack the AR Core Container, they will outbound the zone.




The first Core is in a Outlaw Structure behind the AR Core Sockets. There is the DAFOE squadron an some Outlaw Missiles Turrets to guard it. Near the Container, there is a Singlarity, wich make the task harder. You should first destroy all enemies, then hack the Container. Keeping control and youre blood cold is a key for surviving.





The second Core is in an Asteroid Outlaws Base. To break in, I highly recomand you to bleuw up everything with an Arc-9000, because there is mines inside hard to see and destroy, close enough to instant kill you before you understand what happen. Shot the Arc-9000 in the blue Shield Barrier and watch the show. Take youre distance, because this weapon will probably one shot you.




The third Core is in a same kind base, but its easier to break in. juste take down the DAFOE squad then destroy each Outlaws Turrets in your way and take the core.




The final Core is in a Freighter Wreck surrounded by a Mines Fields and two Chiefs Outlaws. Destroy them, take care of DAFOE squadron, destroy all Mines in youre way and the final AR Core will be youre.




Now you have all AR Core, return to the Sockets Structure and instal them. A portal will open.




Congratulation, you've end youre journey... For now.
Conclusion
The Colonial Scout Ship is a really powerfull and rapid ship, wich is not to under estimate. This guide is made with my strategies, preferences and experiences, and as I say many times, it's to you to make youre own idiea of what is the best for you.

I hope this really help you, and enjoy youre little death machine.

Nitrof1er
10 Comments
pinkGrendel 30 Dec, 2020 @ 1:12am 
Great guide thanks. +1 @TheyCalledMeMad's comment
TheyCalledMeMad 21 Dec, 2019 @ 6:22pm 
I appreciate the work that went into creating this guide, but please: spellcheck.
b3 3 Dec, 2019 @ 6:19pm 
Wow!! :steamhappy::steamhappy:
BaranPolski 4 Dec, 2018 @ 8:35am 
thx :highlvl:
Venator 19 Jun, 2017 @ 1:42pm 
well all the perks have their advantages. at the same time they may carry disadvantages. for instance i noticed when i upgraded my speed and boost i was crashing more and was tripping mines due to my power and a loss of precision happened but i guess i adapted and got better at flying as a result. havnt restarted the gunship run as want to increase skill at flying with fighter and scout before retrying the shieldless hulk. so wheres the space creatures hiding in asteroids ta boot? anyone know?
Nitrof1er  [author] 30 May, 2017 @ 8:21pm 
RunForRest Because I've plaied a lot, I would say few days.
RunForRest 30 May, 2017 @ 10:24am 
So how many weeks has one to grind to max those important perks?
Venator 23 May, 2017 @ 7:31pm 
i know this is slightly off topic, this is the first of anything i've seen that mentions the black variant of the ancient 'helix' NPC's. I encountered them only recently after hanging around an ancient outpost for too long. i think they are like the war ships of the ancient outpost, ie designed to move you on. unlike a warship tho it can be killed. several dozen shock rifle pro shots along with a fair few swipes with the beam lazer m3 and he was toast, after using three nano injector mk3's and 16 nano bots to put me near full HP. only when i destroyed this black helix all of the spheres that made the helix all shot at me in a cloud of giant buckshot reducing me to f all health. i couldn't believe it, not even a loot drop. if feeling brave you could kill one if equiped enough you may survive. if see two run, just run. tiz death. love this game, can't wait for full release, really wanna see these bio creatures lurkin in the fields of space. GG RockFish
Alex_Zhang 30 Apr, 2017 @ 2:30am 
thank u:steamhappy:
Dr.Doctor 7 Jan, 2017 @ 1:00am 
Daredevil subroutine makes Devastator subroutine tolerable (since you won't have to worry about weapon energy which mitigates the devastator's slow recharge time. Now you have a 1.25 and 1.5 damage modifier, which is shot through the roof with damage boosters. Then to really spike things up, do nothing but fire rate mk3 upgrades for your weapons and you have a totally nutso damage outpt.

So what if there are energy consumption costs with all the upgrades? Firing weapons is free!

The best defense is a good offense.