It could be said that lasers are the most versatile weapons in the game, but they are often outclassed in a specific role. The Lanius will immediately drain all of the Oxygen from whatever room they happen to be standing inside, making it nearly impossible for the enemy crew to fight them. It functions like a normal bomb, which means that it costs missile ammunition to use and it's not guaranteed to hit the target.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.
The ship does have two other advantages going for it. The Crystal B Cruiser is the single strongest ship in FTL. The fact that these ships are below average doesn't mean that it's impossible to win with them. In the end, I went with the Mantis C by a hair because of the four-tile Teleporter; feel free to disagree. The first and most obvious is the Cloaking unit. Crystal Weapons can only be found or bought in the Hidden Crystal Worlds. (And don't tell me it can all be overcome with good micromanagement, I'm the one who's always running around with oxygen off and half the ship unpowered!) Granted, in a roguelike such as FTL, you can’t control what random weapons you will find. Please read it and up vote if you agree! will combo beautifully with that Halberd Beam. This is a ship with a high skillcap to use; the player will not be able to brute force his or her way through battles. Damage -1 per shield layer.
You're asking for serious trouble when taking any of these ships out for a spin. (example: You have the Glaive Beam and the enemy has 2 shield points. Strengths: Drone Control, Ion Cascade, Low Skillcap If you have a beam weapon, remember it loses power if one shield is up. That strong lategame will arrive... eventually. Unlike Crystal B, this ship has Mantises instead of Crystals for the starting crew, and there are only two of them to begin. Weaknesses: No Systems or Augments, Lowest Total Scrap Value of Design. I want to know what it's about before I click it! Engi A is another ship based around using an ion cascade setup, in the same fashion as Zoltan B. The Beam Drones are even worse than the Combat Drones, as they do absolutely nothing unless the enemy shields have been broken, and that's 90% of the challenge in the first place. Like any projectile weapon, they can also miss. I'm very pleased at how well that turned out, since I was not consciously trying to manipulate the numbers for the sake of neatness. This is a foolish statement. This can be a strong invasion ship with a Teleporter, Hacking, and the two Lanius crew. Overall Ranking: 10/28 It's the missile equivalent of the Hull Laser, in other words. Rock B The pairing reminds me a lot of the Burst Laser collection on the Kestrel B, another weapon setup that doesn't look as strong as it actually is. Now the drawbacks for this ship: Mantis A is complete garbage at pretty much everything other than using the Teleporter. The Rockmen's racial bonus is an immunity to fire, so the clear intention of the Rock B is to teleport two of them over to the enemy ship and then Fire Bomb whatever room they happen to be fighting inside. In other words, low skillcap ships like the Engi A don't receive more weight for being easy to use. Now the good news is that the Federation A really doesn't have any weaknesses to its setup either. All of this is designed to cover for a devastating weakness: Zoltan C starts the game with only two levels of reactor power. Only one ship starts without doors (Rock B), and only one starts without a medical system (Slug B). 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.
The Advanced Flak is a version that has a shorter cooldown time (8 seconds instead of 10) and costs only 1 weapons power instead of 2. For this reason, you really want them to hit the hull and not the shield. This ship has a high skillcap, and needs to rely on smart usage of Hacking to get around the lack of direct offensive power. This is the group of ships that came to mind when I thought about the phrase "above average". The Kestrel B is my single favorite ship to play in FTL. I honestly think that few people have actually tried to play this ship, since its biggest flaws do not show up on the pre-game hangar screen if you're glancing briefly at each of the designs. Instead, it uses a pair of Ion Blasts to set up an ion cascade, with the goal of repeatedly hitting the enemy ship with ion damage and keeping its shields permanently offline. In fact, with no Medbay you normally have to intentionally kill off your boarders at the end of every battle for the health refill in the Cloning Bay. However, the Mark II is more efficient, with 1.5 shots per power unit, compared to the Mark III's 1.25 shots per power unit and the Mark I with just 1 shot per power unit. This ship does not have upgraded Door controls and you cannot afford to spend the 35 scrap to upgrade them in the early game. My main objective is this - there's a whole bunch of augments that I almost never use, and I'm curious if anyone has had really good experiences with them.
It could be said that lasers are the most versatile weapons in the game, but they are often outclassed in a specific role. The Lanius will immediately drain all of the Oxygen from whatever room they happen to be standing inside, making it nearly impossible for the enemy crew to fight them. It functions like a normal bomb, which means that it costs missile ammunition to use and it's not guaranteed to hit the target.
Weaknesses: No Medbay, No Sensors, Poor Weapons. It's simply not as ludicrously overpowered as Crystal B or Lanius B. I would expect to win with this ship close to 100% of the time. Two reactor power! These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst. That pays for itself pretty quickly, especially if you have a hull repair drone. I cannot overstate how nasty this is. Weaknesses: Somewhat Slow Early Game. Requires a missile; Can target your own ship. It's also more important to upgrade the Cloning Bay to the maximum level 3 than upgrade the Teleporter - why would you need a faster cooldown? The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged. Yes, this ship that seems custom made to be used in boarding operations doesn't begin with the system needed to carry them out. However, bombs can also miss their target and will often materialize harmlessly in space. Why fire beams last? Overall Ranking: 22/28 (Your gunner levels up extremely quickly with this ship, since he or she is gaining 4 XP with every volley on that short cooldown.) If that sounds familiar, it should - there's a reason why all of the bottom tier ships get ranked here. Strengths: Flak Artillery Beam, Teleporter If you're looking for the polar opposite of the Engi A, look no further than the Stealth A design. It doesn't feel like there's room for creativity in how you approach the game if you intend to beat the boss.
Below is a handy list … Most battles consist of the ship getting pounded by lasers and missiles while the boarders slowly try to kill the enemy crew while hoping they don't heal. Stealth C also gets the unique Charge Laser+, essentially identical to the normal two-shot Charge Laser but with a cooldown of 5.5 seconds per shot instead of 6 seconds. Most ship designs will find themselves in trouble if a few key systems take damage: weapons, shields, piloting, and engines being the big four. Weaknesses: No Systems or Augments. At least the Stealth B does have Long Range Scanners to pilot around them. * Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing. Each laser shot temporarily removes a shield layer. Cannot be found in game. Overall Ranking: 4/28 In other words, all of these ships can be good with the right upgrades. Strengths: Anti-Bio Beam In other words, you're essentially paying 160 scrap for a lousier version of the Flak II that costs more reactor power and can't be aimed. The lack of any kind of shielding is again the biggest weakness of the Stealth B. Most of them also deal damage to the crew. Bear with me... things are about to get grizzly! (Well, not for the first few beacons, but after about ten fights you're completely out of shots and then you're pretty boned.). ... 7 Great Tips to Improve at FTL Faster Than Light - Tips & Tricks Strategy Guide - Duration: 3:37. All of the ships ranked below the Stealth C struggle mightily to deal damage. Furthermore, with the Flak Artillery and Teleporter eating up two system slots, Federation C can only fit one more system in total before running out of room. There's no option to sell the Flak Artillery even if you want to get rid of it. They are the only weapons that never miss. The Kestrel B is therefore one of the strongest DEFENSIVE ships in the early going, as the ship is very good at taking out enemy weapons before they even get to fire.