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You're supposed to use the two Zoltan as bombers but if you can get an Engi or something, you can throw the Mantis and the Human into the teleporter and assign the Zoltan to Shields while the Engi flies the ship. the Flak Artillery is pointless but the only thing stopping this ship from becoming great is another non-Zoltan crew. But then again on my first iPad run with the Rock A, I managed to get the Stasis Pod, unlock it and go to the Crystal Homeworlds and grab the Crystal Cruiser, so I think it's a decent ship, so long as you get some real guns for it (which usually is the first few stores and if you sell those missile launchers as soon as possible).įederation C on the other hand. I can't complain too much about the Rock A but I hate missile ships.
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Sure, 3 Drone slots is awesome but it starts without a cloaking device and no shields except for a drone that blocks an enemy laser strike but not the missile that follows afterwards (or before).īut like all ships, the Stealth C could become something awesome if you can get past the early-game hell where you just don't have the Scrap for buying a shield, getting it up to 2 layers and getting the Cloak (325 Scrap in total! Good luck getting a real gun once two layer ships roll around!) Or alternatively, you can save a lot of Scrap by getting Hacking.
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Worst ship ever? I'd say the Engi B for those aforementioned reasons but I'm going with the Unstealth C. The Engi B can get fairly powerful in the late game, and does start with some good equipment and advantages (small ship size for defense drones, 3 drone slots, a heavy laser), but it has a pretty rough early game, and that's the most dangerous part of the game since it's so difficult to run from nasty encounters that have gone sour.īut hey, at least it was buffed slightly in AE - doors can be manned now, and the Shields room is only 1x2 now so four boarders (or fires) can't spawn in there. Furthermore (although this is really minor) intruders can sometimes get rerouted through the drone bay, meaning they'll destroy any leftover system repair bots and waste your drone parts. If intruders spawn in piloting or weapons it is a huge problem, even with the anti-personnel drone. The venting layout is atrocious venting through oxygen or doors is mandatory on this ship and you only get four airlocks (two pairs). It's handy that it's near the piloting and shields room, but it's pretty far away from weapons and oxygen (the people working in there you usually want to keep healthy). The 2-square medbay is vital to surviving the early game, because only a maximum of 2 enemy boarders can fit in there (so 3 mantis can't gang up on your poor Engi and his anti-personnel drone), but it becomes a liability later since you can't fit as many crewmen in there to get healed, or repair it quickly (especially if it's on fire). There's one aspect of any ship you can't change, though, and that's the ship layout itself. All of these problems can eventually be resolved through stubborn searching and upgrading as per usual, and at the end of the game you can have a fairly powerful ship. You also don't start with sensors, which is usually just a minor annoyance, but does make mind control a less practical option. Anyone who's played the Engi B knows its weaknesses - its starting weapon loadout can't pierce tier 2 shields, and is rather slow it starts with just 1 crew and the crew-drones can't man systems it has 1 engine power and no engineer so it will almost always get hit by missiles and bombs. It's important to draw distinctions between ships that are hard to win the game with, and ships that are legitimately powerful and just not as fun to play.Īnyway, I think the lead candidate is Engi B (although other contenders are Stealth C, Federation C and Rock A). There's been a lot of argument over the years about this (and of course the arguments were revived when AE was released).