As a result, I don't value the Beam Drone very highly. Each ship in the tier list is put in either S, A, B, C, or D tier, with S being the best and D being the worst. It's almost a carbon copy of the Heavy Crystal weapon, for that matter.

1. Two shots with the Anti-Bio Beam will kill everything other than Rockmen, and ideally the player can use it to get the bonus scrap reward for eliminating enemy crew without destroying their ship in the process. Strengths: Zoltan Shield, Ion Cascade + Beam Weapon It begins the game with almost no direct damage capabilities, just a single Basic Laser on the hull. Seriously, if you haven't played this ship for yourself, you have no idea how bad it is.

good augmentations, clone bay, systems that can still function well independent of an officer on that system, etc.). The initial crew has 2 Humans and 1 Lanius, which is again decent but hardly spectacular. It also has a relatively long charge time. The other starting weapon is an Artemis missile, which again is one of the better missile weapons in the game. After seeing so many FTL tier lists floating around on the Internet, I decided that I might as well put one together myself and post it here on my website. Rock B is the last ship that just barely cracks the average tier on my list. Cloning bay only needs to be on if someone dies. You should be able to take down their weapon systems without taking any damage and beam in your third crew member to combat the enemy crew. Strengths: Teleporter, Strong Crew, Small Bomb The beam is also completely useless against auto scouts, for the obvious reason that there's nothing alive on board. The Artillery Beam's path follows a specific algorithm. Having a spare missile here and there to shoot out a key system can be quite useful at times. The Crystal Cruiser

As far as comparing to Engi C, that ship's Dual Laser is fairly comparable to the Chain Laser, but it gives up Mind Control in favor of a Drone Control system with a Beam Drone. On paper, the Federation A looks better in almost every way.

It's hard to argue against a Burst II Laser, awesome starting crew, the ability to fall back on the Artillery Beam on a run with poor weapons luck, and no true weaknesses to speak of. You're basically playing the game with one fewer engine level and with a negative Auto Reloader augment! Ion weapons can be a good supplement to the Slug's arsenal. That's one of only two real weaknesses of this ship, the lack of more crew at the outset of the game. The type C starts with dual lasers and an ion stunner, making it worthless against tier 3 and 4 shields unless better weapons are equipped. The two Lanius crewmembers are nice to have on board, as is the Emergency Respirators augment (which I typically sell for the 25 scrap payout). These two are still inferior to the Burst II Laser on some of the higher ships on this tier list, although having Hacking on hand to boost their performance helps a lot. So, FTL's been out for a while and I figure we've all had enough time to let our opinions of the different ships …

It's a tough, short life for the poor saps manning this ship.

This is probably another one of my more controversial ship rankings. While it is true that the Fed ships, when played correctly, will be lighter on weaponry and weapon power than other ships, there are still one or two key weapons neccessary for success.

The quick firing rate and the ability to burn the enemy hull make for an excellent (if early game focused) weapon. In Certain cases, this is not recommended as some rooms are vulnerable to Hacking despite Drone use. Since the Artillery Beam doesn't destroy all systems, having something with the same effect can be pretty helpful.

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ftl ships tier list

Update: With the Advanced Edition update, I've started playing FTL again after a half year hiatus. Federation B is another ship where finding an early weapon to complement the Dual Lasers can make a massive difference. The fact that Rock A lacks any crippling weaknesses in the rest of its setup is the main reason why it doesn't get ranked any lower on this tier list. The initial armaments are decent and cover all angles in the beginning, but the ship gets hard to use quickly. The default starting point is eight levels!!!

As anyone who has played Kestrel B knows, the best defense is a good offense. The rest of the Rock A is fairly standard, without any major strengths or weaknesses. This ship starts with 2 Lanius crew members and one human. If you can get 4 Mantises to fill the Teleporter, and then have more humanoids to remain at home running the ship itself, Mantis B becomes arguably the best ship in the game.

Later on, if you can deal some damage with normal weapons or boarders, you can reduce Rockman, Crystal and Zoltan hits by 1 fairly easily. Strengths: Strong Crew, Fire Bomb + Teleporter Boarding Although some of the other tier lists I've seen online aren't too hot on the Federation A, I do feel that it belongs in this group. If both Dual Laser shots hit, you can successfully engage ships with two shields with the default weapon loadout.

Slug A is one of the few ships to start with three weapons: the familiar Dual Laser, an Anti-Bio Beam, and a Breach Bomb. Strengths: Four-Tile Teleporter, Level 4 Shields, Defensive Drone, 11 Reactor Power Weaknesses: Subpar Starting Weapons. You can go boarding with them and have good results, although be warned that purchasing a Teleporter will only grant this ship the normal two-tile setup, not the godly four-tile version of the Crystal B. making it less likely that stores will even carry the Teleporter for sale. T-Hawk has written about this in detail, explaining how the Halberd Beam sits in the sweet spot on damage.

Cloaking as soon as the enemy fires their first salvo should allow you to make it far enough to get shields, as the opponents shots will likely be evaded, and additionally, in the time you are cloaked, you can prepare to fire the weapons in a devastating salvo, ensuring a victory.

For all these reasons, the Zoltan C grades out as the worst ship in the game. I have it as the best ship in Tier 3, however that's still very much where it belongs.

That could have been turned into a Burst II Laser, or a Drone Control + Defensive Drone pairing, or a Hacking system, or level 4 shields + level 4 engines, all with extra scrap still left over. The Artemis + Hull Missile + Rock Plating combination will sell for a total of 101 scrap, so there's money there to get another weapon layout. Strengths: Four-Tile Teleporter

It can do this very effectively, of course, which is why I have it ranked above average in the tier list. Slug A should probably be placed at least 1 higher, above Slug B, maybe bottom of B tier- it doesn't even need the anti-bio beam to win early battles, it's more of an extra for getting different/better loot, and when you use it well battles end quickly. But all of them are roughly comparable, and we'll get to Engi C in a minute further down the list. On the Zoltan C, spending that scrap simply allows the ship to avoid being completely helpless once the Backup Battery wears out. The rock plating allows you to worry less about shields up until around sector 3 or 4, when the enemies start leveling up their shields. Getting some more offensive drones is also recommended, as they synergize very well with the hacking. This is the appeal of the Fed B which comes with a missile launcher, however I feel that the puny Leto missiles just don't cut it at end game, and the Fed A comes with Burst Laser 2 which is better than Dual Lasers.

To unlock, enter the Zoltan Homeworlds (Green). Ships were evaluated under the assumption of Hard difficulty with the goal of defeating the rebel flagship and winning the game as efficienty as possible. This is why it is also important to obtain weapons for your ship as early as possible because this ship starts with no weapons. The Basic Laser does 1 damage with 10 second cooldown -- this is good. If you do plan to get a teleporter, make sure you either get a Clone Bay or you upgrade your teleportation systems in accordance with the Artillery.

However, you have a lanius, crew teleporter AND a stun bomb. This gets around the biggest problem of missile weapons in FTL, the fact that they require a limited resource quantity to be used.

Ummm, thanks? (It does have a fast cooldown as its one advantage.) Rock B is certainly one of the stranger ships in FTL. Set your Ion Blast Mark II to autofire into the enemy ship, position your crew members in the room you'd like them to gain skill in, and walk away. If the Heavy Ion misses then the enemy shield layer remains up and the Heavy Laser cannot deal damage. Zoltan C rarely seems to be rated as the worst ship in the game; I tend to see a lot of Engi B and Stealth C popping up online in that position. Cloaking stops enemy weapons from charging, and level 3 is enough to disrupt this long enough for you get a beam fired before most enemies can charge their weapons. The math on the power management is BRUTAL. Overall Ranking: 13/28 S is the top-tier, a grade above A, the "super" option.

As a result, I don't value the Beam Drone very highly. Each ship in the tier list is put in either S, A, B, C, or D tier, with S being the best and D being the worst. It's almost a carbon copy of the Heavy Crystal weapon, for that matter.

1. Two shots with the Anti-Bio Beam will kill everything other than Rockmen, and ideally the player can use it to get the bonus scrap reward for eliminating enemy crew without destroying their ship in the process. Strengths: Zoltan Shield, Ion Cascade + Beam Weapon It begins the game with almost no direct damage capabilities, just a single Basic Laser on the hull. Seriously, if you haven't played this ship for yourself, you have no idea how bad it is.

good augmentations, clone bay, systems that can still function well independent of an officer on that system, etc.). The initial crew has 2 Humans and 1 Lanius, which is again decent but hardly spectacular. It also has a relatively long charge time. The other starting weapon is an Artemis missile, which again is one of the better missile weapons in the game. After seeing so many FTL tier lists floating around on the Internet, I decided that I might as well put one together myself and post it here on my website. Rock B is the last ship that just barely cracks the average tier on my list. Cloning bay only needs to be on if someone dies. You should be able to take down their weapon systems without taking any damage and beam in your third crew member to combat the enemy crew. Strengths: Teleporter, Strong Crew, Small Bomb The beam is also completely useless against auto scouts, for the obvious reason that there's nothing alive on board. The Artillery Beam's path follows a specific algorithm. Having a spare missile here and there to shoot out a key system can be quite useful at times. The Crystal Cruiser

As far as comparing to Engi C, that ship's Dual Laser is fairly comparable to the Chain Laser, but it gives up Mind Control in favor of a Drone Control system with a Beam Drone. On paper, the Federation A looks better in almost every way.

It's hard to argue against a Burst II Laser, awesome starting crew, the ability to fall back on the Artillery Beam on a run with poor weapons luck, and no true weaknesses to speak of. You're basically playing the game with one fewer engine level and with a negative Auto Reloader augment! Ion weapons can be a good supplement to the Slug's arsenal. That's one of only two real weaknesses of this ship, the lack of more crew at the outset of the game. The type C starts with dual lasers and an ion stunner, making it worthless against tier 3 and 4 shields unless better weapons are equipped. The two Lanius crewmembers are nice to have on board, as is the Emergency Respirators augment (which I typically sell for the 25 scrap payout). These two are still inferior to the Burst II Laser on some of the higher ships on this tier list, although having Hacking on hand to boost their performance helps a lot. So, FTL's been out for a while and I figure we've all had enough time to let our opinions of the different ships …

It's a tough, short life for the poor saps manning this ship.

This is probably another one of my more controversial ship rankings. While it is true that the Fed ships, when played correctly, will be lighter on weaponry and weapon power than other ships, there are still one or two key weapons neccessary for success.

The quick firing rate and the ability to burn the enemy hull make for an excellent (if early game focused) weapon. In Certain cases, this is not recommended as some rooms are vulnerable to Hacking despite Drone use. Since the Artillery Beam doesn't destroy all systems, having something with the same effect can be pretty helpful.

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