Ftl flagship4/6/2023 ![]() ![]() If there is no danger of the scout jumping away, which is entirely possible, do not fire on the ship. This scout has a basic laser and a mini beam. Your next jump lands you at a beacon with a small automated scout. You're near the end of sector one, with level two shields, and enough power to power the vital systems, the shields, and at least the first slot of the engines. The best place to train evasion is against a ship that has a low amount of laser fire and/or that has run out of missiles.Ĭonsider this scenario: You're in the Kestrel, with a crew member on piloting, shields, and engines. An easy way to increase your evasion is to level up your pilot and engineer a fully trained crew member in either of these systems provides a +10% bonus, double that of untrained crew. I recommend 45% for the Flagship (40% bare minimum if you're running low on scrap). At this point, a defense II is as effective as a level I-if not more-for a heavy laser deals two damage, while a missile does one.Įvasion is easy to overlook in favor of shields or cloaking, but is statistically one of the better defenses for your ship. Defense drones, while always advised, are more of a necessity here if you can manage them. I suggest defense drones for dealing with the Flagship's missiles regardless of your shield level, but more so for level 3 shields.Īnything level two and below I would qualify as an advanced strategy, which requires an abnormally high evade and full cloak capacity. Level three shields requires a higher evasion percentage to be as effective as level four. Level four shields is of course the best strategy, increasing the chance of protection from the beam if one of the lasers misses. The Flagship possesses a beam weapon that does two damage per room hit, and will pierce one layer of shields. ![]() More shields equals more defense against lasers and beams.
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