![]() The Engi racial ability to repair anything and put out fires at 2x rate is certainly a plus systems will rarely be offline on this ship. Ideally, one should disable shields, exposing enemy craft to volleys from combat or beam drones. Set to auto-fire, it can completely disable the functions of an enemy ship indefinitely as long as it does not miss. At 3 reactor power, it only takes 4 seconds to charge with an untrained crewmember manning weapons. The Engi cruiser is traditionally the second ship that most players unlock yet it is considered one of the top tier ships in the game due to the Ion Blast MK II. The Kestrel isn’t bad…it is not the worst ship, but it is just overshadowed by the other options. Speaking of asphyxiation, herding enemy boarders around by opening the doors outside of the ship almost always causes them to head to the cockpit again, because the pilot is not supposed to ever move, they will be a vulnerable fighter. This means longer weapon recharge times, lower evasion, and the risk of having stranded boarders or asphyxiated crewmembers. The medibay is simply too far from the teleporter-from everything! If anyone but the pilot, who should never move, gets hurt on the ship, it’s a long trek for healing. Yet even I have to agree with them: this ship is very average even though it is equipped with the best laser in the game. After all, I spent more time with this ship trying to unlock the secrets of FTL to be like the pros and have a successful run no matter how much RNGesus wanted to laugh at me. If a Rock crew member joins, they should be sedentary toward the front of the ship from shields toward the cockpit. I always prioritize Engi because they are my favorite race, but they are almost necessary on this ship due to the spacing of critical systems. Boarding remains stronger than blowing ships to pieces, but the medibay may need to be upgraded sooner than sector 8 to expedite healing for another raid. If ballistic weaponry is desired in the long run (also not recommended), the Artemis should be traded in (sold) for a small bomb, the best “ballistic” weapon in the game. It is not recommended to do so, but I have progressed as far as sector IV with just its starting armament (not recommended). It comes with everything a budding captain needs, including every basic system, three crewmembers, a shield-ignoring weapon in the Artemis missile, and a shield-wrecking weapon in the Burst Laser MK II. ![]() The Kestrel is the default and only ship unlocked at the beginning of the game as all other must be unlocked (pre-Advanced Edition).
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