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  • Demonic Spiders:
    • Missile turrets. Their projectiles are hard to avoid, and if there is more than one, they can quickly overwhelm a ship's shields and shred their armor, ending a run in very short order. Even worse are missile silos; they're capable of killing a player in one shot (said projectile is implied to be very high explosive or nuclear), and thus have an audible alarm when a missile is tracking and in flight. Priority should always be placed on taking out any missile silos, then missile turrets. Crafting a Missile Defense System is highly recommended, as it allows for focusing on other enemies without getting pummeled by missiles.
    • Ancient Wardens are difficult to take down. They teleport constantly, especially if warheads are fired on them. Their energy attacks do lots of damage. They blind you with flashes of lights. To make it worse, they spawn a black hole when they die.
  • Game-Breaker: Given the load out and rogue-like nature of this game, there's bound to be a few:
    • The Ancient Weapon. It's basically a Lightning Gun with insane range and damage output. While it's hampered by being the only weapon you use throughout the game and damaging your ship when you use it, and also being randomly obtained by a glyph guarded by an ancient warden. However, the weapon gets stronger the lesser hit points you have. Nanobots also appear more frequently with this weapon, so healing opportunities are plentiful.
    • The ARC-9000 is also this, provided you can find or craft one. It's basically the space fighter version of the BFG-9000. It has a long range, though not as long as the Ancient Weapon, and it has insane damage output. Any small ships that get within range dies immediately, with larger ships taking a good chunk of damage. With the Splitter Glyph, you get two ARC-9000 projectiles for the price of one, which means double the damage output and carnage.
    • Damage Boosters Mark 2. It increases all damage done by a huge 80%, can be crafted and used by ALL ships, and unlike the Mark 3 does not cost any rare resources to craft. An 80% boost is enough to turn pretty much any enemy force into dust in short order - a Mark 2 and just a handful of missiles will kill even an Elite Okkar Corvette Mark 2 in seconds.
    • Once you can find it, the Sensory Overload enhancement. Being able to see where ALL enemies, collectable resources, and crates are at all times (INCLUDING sensor impaired maps) breaks the game in half by allowing you to easily collect 100% of resources in every single area without coming close to the Okkar warping in. The only minor downside is not being able to see enemy shield and health bars, but this is very minor considering the game already gives you a visual cue when their shields are down and when they suffer high hull damage. A run using Sensory Overload generally allows a player to have crafted anything they want that doesn't use Dark Matter/Dark Energy and have hundreds still to spare by the end of sector 4.
  • Paranoia Fuel: Any area with space clouds that impair your sensors. While the void of space can be a bit unsettling on its own, it can also be quite beautiful. But in these areas, most of the region has space dust clouds obscuring your vision of your surroundings. While nothing ever actually attacks you from the clouds, and the Okarr don't appear out of nowhere to force you to jump, it can still make one uneasy since you don't know what may be lurking in those clouds...

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