We are doing a series of posts on FTL and we hope you like them. If you want us to do more of this let us know in the comment or by mail at jack at onlinesgamestips.com
The Federation Cruisers are the only ships with the Artillery Beam.
The Artillery Beam’s path follows a specific algorithm. It finds the centers of two rooms and forms a path between them, with no limit on the length between them. It bypasses all shields and does one damage to each room hit.
Layout A
Unlock
- Defeat the Flagship Construction in the Rebel Stronghold sector to unlock this ship.
- Alternatively defeat The Rebel Flagship with the Engi Cruiser
- Default name: The Osprey
- Starting Crew: 1 Human, 1 Mantis, 1Rockman, 1 Engi
- Starting Weapons:
- Starting Resources:
- 16 Fuel
- 5 Missiles
- 2 Drone parts
- Unique Ability: Artillery Beam
- Slots: 4 Weapon, 2 Drone (requires system)
The main advantage that the federation ship has its the Artillery Beam. This system is a weapon of is own that ignores shields and does a lot of damage. One build for this ship is to focus on beefing up the defenses (shields/engines) and let the beam it do the work. This needs patience, but is worth the wait. If possible, destroy the enemy’s missiles promptly (or get defense drones), as they bypass shields and pose a threat to the hull, cloaking can be an option too if you are playing the advance edition. Hacking could be a good system too, hit the weapon system and wait for your artillery beam to take out the ship.
This layout start with a decent weapon, the Burst Laser II, so you don’t necessarily have to go the upgrade only the Artillery Beam route. You can work it with a teleporter since the starting crew (mantis + rockman) is good for boarding. Just be careful not letting the Artillery Beam kill your crew or destroy the ship whiles they are on it.
Bomb can goes well with the Artillery Beam, your Burst Laser II can take care of Zoltan shield, the bomb neutralizes system that might cause problem likes weapon if they have missile, piloting if they are trying to escape right away or hacking it they hack your shield, pilot, engine or artillery beam.
Layout B
Unlock
- Earning two of the three Federation Cruiser achievements will unlock layout B.
- Default name: Nisos
- Starting Crew: 1 Human, 1 Slug, 1Zoltan
- Starting Weapons:
- Starting Resources:
- 16 Fuel
- 9 Missiles
- 0 Drone parts
- Unique Ability: Artillery Beam
- Slots: 4 Weapon, 2 Drone (requires system)
Layout B is very similar to layout A, they have the same module, 50 scrap more upgrade on the layout B and a smaller crew. The Dual lasers are less power full than the Burst Laser II but are very power efficient. The leto missile is useful but 1 damage is pretty low for a missile weapon, you might use them in the first few sector but you should try to either rely on the artillery beam instead like we explained for the layout A
Crew members of the layout B aren’t very useful for boarding so you might want to wither skip the teleport upgrade or hire better boarder along the way.
Layout C
Unlock
- Reaching Sector 8 with The Federation Cruiser B and Advanced Edition content enabled will unlock Layout C.
- Default name: The Fregatidae
- Starting Crew: 1 Human , 2 Zoltan , 1Mantis
- Starting Weapons: None!
- Starting Resources:
- 16 Fuel
- 5 Missiles
- 0 Drone parts
- Unique Ability: Flak Artillery
- Slots: 4 Weapon, 2 Drone (requires system)
- Starting Augmentation:
- Emergency Respirators
Layout C is quite different from the 2 other layout, It has an Artillery Flak Gun instead of an Artillery Beam, which unfortunately don’t go through shield like Artillery Beam and can be dodge, but is very useful to shred a Zoltan super shield then teleport your crew on the enemies ship.
This ship is a boarding ship and the synergy of the Zoltan with the clone bay can have amazing effect. Warp zoltan on the other ship make them explode, your clone bay will bring your Zoltan back to life, send the mantis with a resurrected Zoltan to finish the job. You might want to upgrade the Cloning Bay and the teleporter to Level 3, to maximize the effect of this tactic.
What can be annoying with this ship is other rebel ship that are charging their FTL drive right when the fight start. Since the only thing you got to attack is your boarding team and the artillery flask gun that take forever to charge, there always a good risk that they might run away with your crew on it and increase the rebel fleet progressing by on jump.
Note , that the Artillery Flak Gun lacks the shield-piercing capacities of the Artillery beam, meaning that it’s essentially a slower-cooldown or more power-hungry version of the Flak Gun II. This make this layout not viable to rely purely on Artillery, unlike Layouts A and B.