Flight Specialist is one of the achievements in Into the Breach. The player must start a timeline with a Custom Squad composed of three flying mechs and finish it (in any length) to earn this achievement.
The Mechs chosen for the Custom Squad must be able to fly by default. Powering Prospero's pilot ability on a grounded Mech will not count.
It is possible to get both Flight Specialist and one of Class Specialist or Mech Specialist at the same time, but not all three. In other words, at least two separate timelines must be done with a Custom Squad to get all three of its achievements.
List of Flying Mechs[ | ]
The following is a list of all Mechs that have flight built in that can be used to build a squad for earning this achievement.
Smoke and deal damage to a tile while dashing away. (Damage increases the further the Mech dashes away. Starts with 2-tile range.) (1 self, 1-2 damage)
Upgrade I
+1 Range () Increases the max distance and damage by 1.
Upgrade II
+1 Range ( ) Increases the max distance and damage by 1.
A recommended squad before the Advanced Edition released, this Squad allows for two ways to cancel attacks out; using Smoke from the Jet Mech and Freeze from the Ice Mech. The Defense Mech has good synergy with the latter, as it can also grant a shield to the Ice Mech to mitigate the self-freeze drawback of Cryo Launcher. The Defense Mech can additionally waste enemy actions by shielding buildings, and provides displacement by moving Vek away or bumping them into itself for damage.
The weaknesses of this squad is that it is low in displacement, the Defense Mech being the only one which can reposition enemies, and also lacks damage output. A good recommended starting pilot is Mafan on the Ice Mech to prevent it from freezing itself each turn with his Zoltan Shield. The included Reactor Core can go directly into +1 Mech Move, so that the Ice Mech has more positioning options.
Three Control Mechs will greatly lack direct offensive power, but they can easily turn enemy attacks against each other. Three Swap Mechs may be used instead; although they lack starting range compared to the Control Mech, the Swap Mech is capable of dropping grounded enemies into pits by swapping with them; something Control Shot can't do as its movement of Vek depends on their movement type.
Regardless of which Mech is chosen, a good starting pilot is Kazaaakpleth, to grant one of the Mechs an offensive option.
Science is the only Mech class that has more than 2 flying Mechs, so this Squad will allow for the Class Specialist achievement to be gotten at the same time. The Nano Mech and Drill Mech have good synergy together, as the A.C.I.D. status benefits the Drill's Seismic Capacitor weapon for destroying enemies and creating cracked tiles. The Control Mech greatly assists with controlling enemy placements and solving multiple targets. Kai Miller or Morgan Lejeune (the latter with Opener preferably) are recommended as a starting pilot on the Drill Mech, to get the most kills with it.
This squad is lacking in pushing power, with the Nano Mech being the only one providing it. For this squad, it is also recommended to sell Viscera Nanobots eventually for Reputation, particularly when it makes the difference for getting an additional Reactor Core, as none of the Mechs here need the boost in survival. The only exception to keep the passive would be if the player gets a weapon such as Self-Destruct.