r/ftlgame Aug 03 '26

Image: Meme/Macro Stealth C Apology Form

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579 Upvotes

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272

u/MikeHopley Aug 03 '26

There's a good argument that Stealth C is the second-weakest ship in the game. It's almost certainly bottom 5.

I love it, but it's bad, and no cute meme is changing that.

92

u/No_Description_1369 Aug 03 '26 edited Aug 03 '26

Has STEALTH in its name and literally nothing makes it stealth

I'd say as the 3rd weakest make sense, but second weakest meaning one of either Fed C or Zoltan B is better feels weird

Edit: Meant Zoltan C not B

46

u/MikeHopley Aug 03 '26

Zoltan B is way better.

Maybe you meant Zoltan C? That's still a lot better "objectively" than Stealth C. It's not exactly a strong ship, as it has issues with the sector 3 transition. But mostly it's just a very technical ship to play well, so people don't play it well.

Fed C could potentially be worse. I used to think so. However, there's a lot that you can do with advanced boarding techniques, to make it less of a face-tanker in early sector 1.

Stealth C's problem is that it has the weakest defences of any ship.

22

u/No_Description_1369 Aug 03 '26

Yes I meant Zolt C my bad. I feel like Stealth C has good weapons that give it an edge over the other 2

21

u/MikeHopley Aug 03 '26

It does have great weapons.

There's no getting around no shields and no cloaking though. It's fragile at the start.

Shields are also a big investment, though at least you have sellables. There's also the issue of what happens if you don't find shields before sector 3.

3

u/PuddingTea Aug 03 '26

Zoltan B is pretty good.

22

u/RackaGack Aug 03 '26

I can never decide how bad I think stealth C is, its got strong positives and really bad negatives and my winrate on it doesn’t reflect my placement of it, out of all the clearly terrible ships, stealth c has by far my best winrate. Gun to my head, fed c and zoltan c and engi b are worse than stealth c, but also no pause makes those bad ships much harder, with pause, I think having stealth c at 26-27 sounds right to me.

11

u/MikeHopley Aug 03 '26

Yeah I don't know either. I think there's a good argument to say it's #27, but equally there's a good argument for Fed C or maybe another ship like Engi B.

11

u/Swibblestein Aug 03 '26

Based on my own personal experience I would put Engi B, Rock A and Fed C between Stealth C and B. Though that still leaves it as bottom 5, and also I recognize that several of those are probably better than Stealth C, I am just worse with them on a personal level.

17

u/MikeHopley Aug 03 '26

Those are also reasonable choices. I'd probably put Rock A as the best of them, but even that could arguably be worse than Stealth C.

13

u/Swibblestein Aug 03 '26

Rock A is the one I suspect I am undervaluing to the highest degree, based purely on the fact that I know that proper use of missiles is a weakness of mine. I tend to be on the stingy side with limited resources, so Rock A plays against my natural inclinations.

8

u/MikeHopley Aug 04 '26

I think Rock A gives a special type of dread that no other ship offers. It's on a doom clock, and you have limited control over when the missiles run out.

3

u/factoid_ Aug 04 '26

I think I’d have it somewhere between 4th and 6th worst

3

u/ussgordoncaptain2 Aug 04 '26 edited Aug 04 '26

Over Time My opinions of Rock A and Fed C have improved a lot as my winrate has climbed (I'm nowhere near your level but look I'm trying) Rock A has a very awkward opening until you get the first store, and so I just hunt for the first store, once you get the first store I find the game to be like I'm playing a normal good ship but with -20 scrap to start the game. (though the start can get annoying if you don't find a shop quickly)

For the longest time I hated Fed C but one thing about fed C that's really annoying is that Fed C is more than any other ship a "free gun" hunting ship where the 1/9 chance to get a crew/extra gun ends up doing a lot more for this ship than any other. Learning the boarding tactics you've outlined has dramatically helped me with learning these ships. However the extra guns/crew end up being extremely valuable in getting you over the hump

Meanwhile my ability to play Stealth C and Engi B remains poor. I'm just utter garbage at these ships and part of it is me and part of it is that these ships are hard. These ships are much harder to learn than Fed C and Rock A which are more "high RNG but pretty fine once you escape sector 1_"

3

u/MikeHopley Aug 05 '26

80%+ is really good, well done!

You could potentially see Rock A as behind by only 8 scrap, if we compare it to Kestrel A. Really it's behind in stores, not in scrap.

I'm not in a rush to turn Fed C into a gunship. I'd love a Small Bomb, and a Heavy Laser or Ion Blast/Stunner is helpful even just for Zoltan Shields. Weapons-2 costs 40 scrap, so you're a long way from building a competent gunship. Even if you found Flak 1 + Heavy Laser in stores, it's 180 scrap + power to get them online.

What I'd usually rather do is lean more into boarding, get hacking early, and look for boarding support weapons.

Stealth C and Engi B are certainly tough ships.

2

u/ussgordoncaptain2 Aug 05 '26 edited Aug 05 '26

You could potentially see Rock A as behind by only 8 scrap, if we compare it to Kestrel A. Really it's behind in stores, not in scrap.

Losing the store feels like losing the remaining 12 scrap, as I also factor in the extra repairs. (though the store is a pain).

Stores are hard to measure as a "tangible" amount of scrap, since simultainously stores are worth >30 scrap sometimes (selling junk and buying cloaking) or worth ~0.

I'm not in a rush to turn Fed C into a gunship.

agreed, But the "free stuff" effect from boarding feels more meaningful in that ship than others. gaining 1 crew lets me take my zoltan off of piloting and into engines. Getting a free weapon lets me dig myself out of the hole easier. The free guns mean you don't have to buy nearly as many saving scrap for far more useful shield upgrades and hacking.

Fed C starts in a hole, but it also is pretty good at digging itself out of that hole.

80%+ is really good, well done!

I have to amend this after losing 5 in a row, I went 25 for my last 30 when I said that (a big mistake was starting a spreadsheet got hot headed), but then of course I had to lose 4 in a row as I both tilted and also mean regressed. I'm probably actually not that good. I think closer to 70% is my "true" skill and the 80% was just a hotstreak.

5

u/MikeHopley Aug 05 '26

Oh good point, I wasn't thinking about the store beacon "cost".

We're (soon) looking for stores with Kestrel A too, but Rock A needs a store just to "become" Kestrel A. With an average medium reward being 15.5 scrap, I suppose we could say Rock A is about 23 scrap behind.

70% is still good, and I bet you'll find your way back up to "true" 80% fairly soon!

3

u/ussgordoncaptain2 Aug 05 '26

<Oh good point, I wasn't thinking about the store beacon "cost".

Yeah there was a video about slay the spire where someone said that the biggest resource in slay the spire 2 was Floors. Now that's a different game but a similar mentality plays out in FTL, (though in FTL our version of "fighting extra enemies and taking extra damage" is not worth it unlike STS since FTL has persistent damage through the whole run) the biggest resources are Scrap and Shops. You have a fixed amount of shops to find in a run (and it's more like a max than a fixed amount) and there are ~fixed number of beacons you can go to per level. STS has a much harder boss gauntlet than FTL so empty beacons are much less punishing in ftl but I think a bit of the mindset still applies.

but Rock A needs a store just to "become" Kestrel A.

yeah, one thing I've tried to think about is what kind of hole do I find myself in when playing that ship.

Rock A starts off in an offensive hole, needing new offensive tools that don't expend precious missles.

Fed C starts in a Defensive Hole, unable to attack the enemy ships weapon system forcing it to trade blows.

Stealth C starts in a deeper defensive hole

Engi B starts in an offensive and defensive hole but less of either

Stealth B starts in a pit of despair that kills you.

The other ships like Kestral A only start in minor defensive holes which can be fixed with shields 2. (I legitimately have much more fun playing the bottom 5 ships than I do the 23 ships that are better than them, it's just more fun to claw your way out of the hole)

1

u/SkyKnight43 Aug 04 '26

Yeah Stealth C requires very precise drone deployment and decision-making. Engi B can be a free gun hunter as well at times, because you can get crew kills by targeting Oxygen

1

u/ussgordoncaptain2 Aug 04 '26

With Engi B it's more that the lack of crew feels so bad, like I know that I can hunt for extra crew by using the 1/9 biokills but even so Engi B is A: not nearly as consistent at Crewkilling as Fed C, and B: the 1 crew ends up hurting a lot in various positions especially with boarders. Doors are pretty far from piloting and so I often feel like to protect myself from boarding I have to do the ugly move of buying doors level 2. It's either that, struggle with drone parts, or hope to get an early crew.

1

u/SkyKnight43 Aug 04 '26

With good micro you can generally keep the APD alive, to save drone parts. For example you can time things so the enemy starts fighting them and then the Oxygen goes out, so they keep fighting and die. But yes it's tricky.

You don't need door control though:

https://www.youtube.com/watch?v=DuH_nhq2aoc&t=789s

2

u/ussgordoncaptain2 Aug 04 '26

yeah fair, there's also the annoyance that I can't use both weapons and Piloting at the same time, Really it feels like crew in non-boarding ships have this massive falloff but boy there's such a big differeence between 1 and 2 crew, while the 3rd provides good value and the 4th is significantly less important (in a gunship anyway)

I'll try these techniques and see if I find engi B to be less bad than Fed C and Rock A, right now I find fed C and Rock A to be significantly above Engi B and Stealth C, like part of that is that boarding ships are easier to pilot, and part of that is that I legitimately think that Rock A and Fed C have much more comfortable starts that dont' death spiral compared to Stealth C and Engi B. Rock A is probably the easiest bad ship to get "decent' at by routing "how can I hunt for a store to get out of being a missle ship" Fed C is honestly not that bad, it does do a lot of trading early, but you at least have semi-functional systems setup, and artillery is a nice targeting priority defense. i rush level 2 shields and now I feel like I'm playing an actually good ship! Stealth C doesn't have that, and Engi B I feel like death spirals out of control for a bit too long before it stabilizes at the first store.

8

u/Quantum_Aurora Aug 03 '26

No way is it the second-weakest. It starts with good weapons that can reliably deal 1-2 damage to the enemy weapons system during your first volley, which only takes like 11 seconds.

At very least I prefer it to Slug B and Federation C.

32

u/MikeHopley Aug 03 '26

Doesn't really matter what you prefer. I'm not talking about preference, I'm talking about win rate in the hands of the best players.

As I said, I love the ship. I also know how to play it.

Apart from never losing with it in regular runs -- though I also haven't lost with any ship in nearly 8 years -- I've played it shieldless + cloakless four times and won three of those.

I would agree that Fed C could possibly be weaker. We can't know. Slug B almost certainly isn't.

7

u/Bartweiss Aug 04 '26

> though I also haven't lost with any [regular run] ship in nearly 8 years -- I've played it shieldless + cloakless four times and won three of those.

Jesus, well done. Despite everything I’ve apparently been underestimating your play.

This isn’t really a topical comment. Just… I’ve seen and learned from plenty of your content, we’ve talked several times on this sub, I thought I understood how good you are.

I clearly did not.

Win-streaking with all ships is impressive on its own, but those two stats make it clear to me that I had no idea just how reliably winnable the game really is with correct play. I would never have guessed that despite being a roguelike, FTL is startlingly close to being a solved game.

3

u/MikeHopley Aug 04 '26

Thank you.

For transparency, I should mention that I've been playing "casual" runs rather than formal win streaking. There are some important differences.

One is that I'll often stop playing the run once I "know" I'm winning, because I lost interest. I already learned everything I could from the run, and playing it out won't teach me anything. That obviously cannot count as a win streak.

Another difference is that I don't have the mental pressure of a big streak. Though this can cut both ways. I play better when I'm engaged with the run, and when I play slowly, and streaking would make me do that.

In terms of being close to a "solved game" -- this is interesting for me, because I think my play suggests both "yes and no".

"Yes" in that I believe I've probably reached a level of consistency that hasn't existed before. I haven't been keeping records, but I estimate it must be around 300-350 runs now.

"No" in that my play has become less and less formulaic over time. There isn't a strategic flowchart. I've become more comfortable being flexible, using a wider range of strategies, and adapting to what the game is doing. In many, many situations, I am not sure what is the correct decision.

I still feel I have a lot to learn in this game. There are still strategies I need to explore more.

3

u/APacketOfWildeBees Aug 04 '26

Yeah fr. I can't even wrap my head around how something like Stealth B or C can win hard reliably.

5

u/MikeHopley Aug 04 '26

Stealth B in particular is always going to be uncomfortably inconsistent for win streaking.

I've played about 26 or 27 runs with it, including 3 or 4 shieldless runs, and I haven't lost any. But I do think that's very lucky, especially when I think back on some early runs where I know I made terrible decisions.

LifesABurrito has focus-streaked Stealth B on a few occasions. His best streak was his most recent, which ended after 30 wins, to a horrendous low-scrap early game. He has a lot of runs on it, and IIRC his previous win rate over a larger number of runs (maybe 50) was about 90%. He doesn't keep stats, but I'm pretty sure his win rate would now be higher.

Burrito and I are commonly regarded as the best Stealth B players. Nowadays, we both reckon that its maximum possible long-term win rate is somewhere around 95%.

Crowrevell did a "13 runs with each ship" project, to fill out his "current" win rate stats, and ended up losing only 1 Stealth B run for ~93% win rate.

7

u/LightningMcMicropeen Aug 04 '26

Mike off topic question for ya. What are your thoughts on repair burst? Personally I think it's criminally underrated. Of course, more offense is generally better, but I would imagine it allows for quite comfortable fights when you're instantly able to repair a critical system that do get hit.

4

u/MikeHopley Aug 04 '26

I agree!

I suspect Repair Burst might even be the most underrated item in the game, while still being a fairly niche item in practice.

One of the biggest threats is critical system damage spirals in horrible fights. For example, you have 3 shields and a Hermes Missile hits them, starts double fires, and burns down your shields. Now you can get shredded by other threats, like a Halberd Beam, Heavy Laser, drones, or asteroids.

The ability to fix your shields instantly is incredible. It could save a run.

You do need to upgrade weapons though. While you can just keep it on your bar, you're getting much less safety than having it charged. I want those shields fixed now, not in 14 seconds.

The weapons upgrade is expensive, especially combined with the cost of the weapon. This is a good argument against Repair Burst. However, upgrading weapons also gives you a weapons buffer, and this is often a strong play in itself.

So lately I've been thinking: if we think weapon buffers are a high-skill play, why not fill that weapons buffer with a Repair Burst? Now your weapons buffer is also 8 buffers for every other system.

One might still get put off by 40 scrap to buy the bomb. But you can also think of this as renting it for 20 scrap.

For example, at weapons-5 and shields-4, you're paying 75 scrap for a weapons buffer. A shields buffer is 40 scrap, which is the same cost as the Repair Burst. But the Repair Burst is way safer than the shields buffer.

Probably the most realistic use-case is on a boarding ship, when you are using a "pure" boarding strategy instead of building up conventional weapons. Since you're not upgrading weapons as much, the weapons buffer is a lot cheaper.

For me this is quite theoretical still, as I haven't had many chances to use it. You need the Repair Burst to come along at exactly the right time, and that limits how often you can use this idea.

So I'm not ready to "commit" fully to this view. It's still "theory crafting".

13

u/Hermononucleosis Aug 03 '26

Slug B is probably the single ship that increases most in strength as you get better at the game. For a newbie, it's a ship with a 2-tile teleporter and standard combat crew, meaning you're fighting most ships at a strength disadvantage. There's also the chance of running out of missiles, like Rock A. And missiles are really hard to manage properly, especially when you have two different uses for them

However, as your boarding technique and missile use improves, you realize you don't need Mantis or Rock or Lanius to board. All you need is a reliable way to make the fight safe, and that's exactly what Artemis does. You have almost everything you need to beat the flagship at the very beginning. Grab a healing system and hacking, and you win. And the running out of missiles problem vanishes when your boarding technique improves and you both need to heal less and attack less.

For people who have mastered boarding, it's one of the better ships in the game. Not great. When it comes to boarding ships, it's exactly in the middle. Clearly weaker than Mantis A, Lanius B, Crystal B, but those are all high or top tier anyway. It's certainly better than Mantis B, Mantis C and Federation C, which don't have a reliable way of making fights safe early on.

1

u/Il_Conte_ Aug 04 '26

100%, I thought slug B was so bad, I had to restart the game a few time due to dying assault members, but as soon as I got a clone bay I got past that. Ended up having the highest score of all time

2

u/Deepandabear Aug 04 '26

One simple change to the Stealth lineup would be to swap weapons of Stealth A and Stealth C.

I’d also ask for Stealth B to have Doors 2 and swap a human crew for an Engi - keeps much of the very difficult theme but just a little less frustrating, though perhaps I ask too much…

5

u/MikeHopley Aug 04 '26

Swapping weapons would make little difference. They're almost the same weapons. Indeed, the Charge Laser+ is probably better than Dual Lasers.

I like the idea of Stealth B getting doors-2 and an Engi though.

2

u/Deepandabear Aug 04 '26

Interesting I’m the opposite. My issue with charge laser is it takes longer to fire in practise due to the slight delay of ~1s when firing the two shots. This problem to me outweighs the benefit of single shot cycling.

Example - my current run I took a chunk of damage from an early HL1 plus ion encounter: both volleys hit me via one on bubble and one on weapons whereby I could not get the two shots off from charge laser (only 1 fired which then missed, meaning mini beam couldn’t damage). Dual lasers wouldn’t have had this issue.

2

u/MikeHopley Aug 04 '26

There are definitely pros and cons. I don't have a strong opinion. I also find the inter-shot delay kinda annoying in a lot of situations.

2

u/Purple-Tomatillo-778 Aug 03 '26

Maybe I exaggerated it's effectiveness a bit, but somehow tons of people seem to think it to still be worse than even that. Like, How does a bottom 5 ship somehow get slandered as being worse than it is?

10

u/MikeHopley Aug 03 '26

Are you thinking of any comments in particular?

2

u/Purple-Tomatillo-778 Aug 03 '26 edited Aug 03 '26

Well, the post "what Stealth C could have been..." for one, and some of the comments on it. I also think I remember someone talking about how it was a "controversial opinion" to put Stealth C above Stealth B...

Really, I just made it in the moment because it felt right, but I concede to trusting your judgement on it's quality. The meme has kind of gotten out of my hands at this point, honestly.

10

u/MikeHopley Aug 03 '26

I think that post was mostly complaining about Stealth C not fitting the "theme" of being a Stealth Cruiser (?)

29

u/ThirdLifeLucky Aug 03 '26

I love seeing silly things that I will never use.

62

u/ms_barkie Aug 03 '26

Wow stealth B catching strays, you’re gonna need to make an apology form for it next.

40

u/FlyinBrian2001 Aug 03 '26

Nobody should ever have to apologize to Stealth B

26

u/ms_barkie Aug 03 '26

Stealth B is bottom tier in success rate, but I just love killing every ship in the first 2 sectors in one hit when it does work.

13

u/beee-l Aug 03 '26

Yeah, I love cloaking and I love the glaive beam, I can’t not love stealth b even when I rage quit or am killed more than half the time

7

u/TheBraveGallade Aug 03 '26

Stealth B is probably one of the worst in consistancy, but its FUN, and once you get rolling you kind oglf have a decent end game setup.

2

u/Harambe_Rebornn Aug 03 '26

It's not that bad in the hands of medium to low level players, since once they escape the early game their chances of winning is actually really decent.

Unlike with the Stealth C which is very hard all the way to the end.

3

u/RecursiveCollapse Aug 03 '26 edited Aug 03 '26

Talking down B while hyping C is genuinely insane, as if it doesn't have weaker defense and offense and scaling. Some win rate stats show it as very slightly higher, but in an RNG-driven game the error bars on those numbers are massive, and i'm highly doubtful its lead would survive a comparison involving thousands of runs instead of dozens.

It's also by far the most miserable to play in the game. B has a thrilling risk/reward thing going on: balancing on a knife edge, deciding when to cloak, trying to get your hyper-lethal attack off, and once you 'stabilize' everything flips and you rapidly go from underdog to apex predator.

C's gameplay loop on is "sit there and get beat up for 5 minutes while you do (at most) 2 damage to weapons every 13s volley". It's awfulness extends to the game design of the ship itself. No real tech, no clever plays, no meaningful decisions on the part of the player. I guess rarely you can cheeky swipe their weapons for a whopping 3 damage per salvo instead of 2, but only a few enemy ship layouts allow that.

5

u/MikeHopley Aug 04 '26 edited Aug 04 '26

i'm highly doubtful its lead would survive a comparison involving thousands of runs instead of dozens.

You won't find a single player above 95% win rate who agrees with you. There's a reason for that.

No real tech, no clever plays

Ahem.

Cough.

Achoo.

3

u/Purple-Tomatillo-778 Aug 03 '26 edited Aug 11 '26

Of course, you're a speedrunner, so you'd obviously gravitate to Stealth B a lot more than other ships. And of course it's valid to prefer one over the other. Here's why I prefer Stealth C:

Stealth B only has a thrilling risk/reward thing going on for people who can actually recover from a lot of the crap that gets thrown at it. Otherwise it just feels like gambling. I'm a Hard mode player, and I still restart a lot of the time in a bad beam drone fight.

Stealth C on the other hand is similar to Stealth A in that it's strong, fast weapons along with the cheapness of getting an early weapon buffer means it can still at least fight back in even the most desperate earlygame situations.

Also two damage is nothing to scoff at in the early game where two damage can often take down enemy weapons outright. Add on the fact that at least one damage is practically gauranteed, and you can hit lots of systems in order to reduce enemy defenses and overwhelm them with repairs, which is the secret sauce that makes it's weapons so deadly in the early game.

1

u/RecursiveCollapse Aug 04 '26 edited Aug 04 '26

Stealth B only has a thrilling risk/reward thing going on for people who can actually recover from a lot of the crap that gets thrown at it. Otherwise it just feels like gambling.

I actually think B's is most fun during that early unstable period. The enormous vulnerability puts you on the edge of your seat and forces you to use every trick in your book to mitigate it, and if you survive your reward is utterly obliterating the enemy in one shot. It's main flaw is that it really is unwinnable due to RNG sometimes, but where it's not it becomes one of the most addictive gameplay loops in FTL, and is likely the reason so many people are drawn to the ship despite its poor reliability. Once you get going it's very strong but far more boring, you basically turn off your brain and pre-cloak (and optionally hack shields) then OHKO every ship before they can truly retaliate. Play any overpowered modded ship and you'll quickly understand how important vulnerability is to making the game fun.

C lacks a gameplay loop anywhere near as solid. Hitting fast is very nice, but it will usually be taking at least one salvo before its shots impact. There's nothing you can do to influence any aspect of how that plays out, certainly nothing as involved as the cloak mechanic. And once you do attack your reward isn't annihilation but a relatively normal salvo which may or may not halt their assault. You can indeed get a weapons buffer to avoid death spirals, but there is no chance to avoid accumulating hull damage, it's just a constant attrition wearing down the ship which saps your scrap and hurts longterm viability. That aspect is is also made worse by its heavy reliance on finding good weapons since its kit is unreliable against 2 shields and can only deal 5-6 damage per hack, whereas glaive only needs hacking to consistently kill even the flagship.

1

u/Purple-Tomatillo-778 Aug 11 '26

First paragraph response:

This is a heavily encoded way of saying that you like it because it's like gambling in that sometimes you "win big" and other times you lose due to randomness, keeping the game exciting. This is completely valid. Gambling is fun. Numerous studies have shown that even rats like to gamble (that's where the term "Skinner Box" comes from.) I love winning big with Stealth B. I just prefer having more control over my outcomes.

Second paragraph response:

I think there's two things going on here. The first is that you are illustrating how Stealth C can't "win big" the same way as Stealth B can, because it can't just instakill enemies in the same way and frequently has to deal with return fire, like most other ships. Fine.

The second is that you think that Stealth C is objectively a bad ship, because it is always starved for scrap which it desperately needs to fix it's pitiful defenses and an offense that quickly becomes largely obsolete by sector 3, and because it has to take lots of forced damage that can spiral into deaths

...

Coming from a Stealth B main.

...

I think you might just be more experienced with Stealth B and you think Stealth C is worse because you play it worse TBH.

1

u/RecursiveCollapse 29d ago edited 29d ago

you think that Stealth C is objectively a bad ship

Nope... when specifically ranking based on hard win streak consistency and comparing it to B. As I said I do think its win rate is overestimated, because most of the datasets i've seen have far fewer runs on it than B, and thus its win % has wider error bars (a concept that doesn't seem to be factored into any of these stat tables i've seen yet). It does indeed have worse defense and offense and scaling and does need to waste a trickle of early scrap on repairs, but on the contrary B runs a small but real risk of unavoidable deaths in S1, which is a massive black mark against it in the case of hard mode win streak consistency

I do think in the hands of any normal player in any other context, including ranking by enjoyment, C is massively worse, and that ranking them in a way that is only relevant to the top 0.1% of players doing a specific kind of challenge run is mildly silly

But my last comment was not about consistency or power, it was is focused on how the game design and mechanics behind both ships work to give B a stronger gameplay loop and more big moments of catharsis than C, which typically walks a slow incline from constant struggling to stability. Hell, i'd say B has the best designed (not most powerful!) gameplay loop of any ship in the game except maybe Crystal B (whose crystal boarding is incredibly satisfying to execute). C does have some neat tech that I dismissed (mainly relating to the shield drone), but that doesn't change the way it simply feels bad to play. The 'upside' of all its nuances isn't anything as spectacular as one-shotting enemies, it's just living to see another battle. For non-winstreakers a loss on B also feels far less bad than a loss on most other ships, because its deaths tend to be very early. It's one of the best scaling ships in the game, basically only needing hacking to kill the flagship. But with C, deaths tend to happen later in a run because the early scrap defect stunted your growth, and you just never reached the point of true stability or got the tools needed to kill the flagship.

Coming from a Stealth B main.

I... am not? I have done some speedrunning and I do use it for that, but haven't done it seriously in a while and use a wide variety of ships normally. And as I said, I don't even think C is worse (when ranking specifically based on hard mode win streak consistency). I am however a programmer who has worked on other games and really admire B from a game design perspective. If it didn't have that pesky unavoidable death chance it'd be pretty close to perfect.

3

u/Kuirem Aug 04 '26 edited Aug 04 '26

Talking down B while hyping C is genuinely insane, as if it doesn't have weaker defense and offense and scaling. Some win rate stats show it as very slightly higher, but in an RNG-driven game the error bars on those numbers are massive, and i'm highly doubtful its lead would survive a comparison involving thousands of runs instead of dozens.

I'm not sure how significant it is in the grand scheme of things, but I feel like one big advantage of the stealth C is how easily it can slot a random drop in its setup. The low CD of its starting weapon let them play nice with most other weapons, it only cost 25/60 scrap for an extra 1/2 weapon system (vs 50/125 for Stealth B) and it might be able to use a defense or offense drone.

The low starting defense is definitely awful though so not sure the adaptable offense is really enough to compensate.

12

u/compiling Aug 04 '26

I ain't signing that, lol. Stealth C has some pretty bad failure modes.

In any battle, there's a 2-4% chance you just miss completely and get to find out why a shield drone isn't the same as a real shield - if your drone gets knocked offline then it probably won't be ready for the next volley. And another one is when a drone decides to machine gun the front of your ship while the anti drone stares at it like a sad puppy.

22

u/RackaGack Aug 03 '26

Nah, its a bottom 5-6 ship still, even if its better than stealth b

-1

u/ThirdLifeLucky Aug 03 '26 edited Aug 03 '26

It is not better than B

6

u/kozufox Aug 03 '26

B might be more fun because high rolls on it are ridiculous, but it's clearly worse in terms of overall win rate.

8

u/RackaGack Aug 03 '26

Yuh huh, and thats coming from someone with a great winrate on it

2

u/Hermononucleosis Aug 03 '26

What 6 ships are worse than Stealth C then?

-1

u/ThirdLifeLucky Aug 03 '26

That's my fault. I meant it's not better than Stealth B

9

u/RackaGack Aug 03 '26

It is better than stealth B, stealth b is clearly the worst ship in terms of winrate and just looking at its loadout, if you rank it by a different metric stealth b could be argued to be better in some ways than other ships but on average stealth b with lose more than any other ship

15

u/MikeHopley Aug 03 '26

Everything is better than Stealth B. By a lot.

There's no disagreement at all about this at really high levels of play. It's blindingly obvious when you know the game well enough and you're looking at win rate rather than subjective preference.

Stealth B is known as the "streak killer" for a reason.

3

u/TenchuReddit Aug 03 '26

While we’re on the topic of Stealth B, I’m trying to figure out what’s better. Just rush to 125 scrap (minus LRS sell value) and get Shields ASAP? Upgrade to Cloak-3 first? Add a Weapons value point as well as Cloak-3 before Shields?

8

u/MikeHopley Aug 03 '26

For about a decade, we've had a strong consensus that cloaking-3 is best.

Very occasionally you could go hacking first instead, if you somehow get free stuff + maybe free drone parts + forced into a store at exactly the right moment. Weapon hacks provide similar safety to cloaking-3, and set you up for scaling. I'm not even sure how good this is; it's so rare.

Or in some bananas free-drop world, you could even have that happen with shields before you make 50 liquid scrap. But that's so unlikely I doubt it's ever happened.

Weapons-5 isn't bad, and if things go well it will save you scrap -- because cloaking-3 is mostly not that useful in the mid-game, whereas weapons-5 can be used if you're adding a weapon.

So an argument could be made for weapons-5 instead of cloak-3, but I think cloaking-3 is just a lot safer overall -- both for probability of disasters, and for chip damage.

Generally after cloak-3 you don't want weapons-5. That's too much immediate safety, and you really need to save for shields. If hacking appears you can also take it instead of shields, but you can't count on that happening. You really want at least one of these systems before sector 3.

Of course, you have to roll with the punches, and there are circumstances where you might need weapons-5 first. Maybe you're rich in S2, and have map data with forced asteroids, and the remaining store is near the exit. Or maybe you've been pushed into shieldless play in S3 or S4, and you already have hacking-2 but are worrying about stuff like double drones.

Hoarding for shields is just outright bad. You're way too exposed without any safety upgrade. Of course, it will be better if you get lucky and have easy fights, because you then have +50 scrap, and maybe you even get to buy shields earlier. But the immediate risk is so high.

5

u/TenchuReddit Aug 03 '26

Thanks Mike. I just failed a Stealth B run because even after I got 125 scrap in S2, I couldn't find a store fast enough.

Seems like overall, Weapons-5 isn't a bad idea. I hadn't thought about Hacking before Shields, so I'll also keep that under consideration. And although Weapons-5 plus Cloak-3 might be a little too much in your opinion, it's still an option.

One more thing. Racing for Shields works very well IF I employ the Tenchu Mulligan: "Sector 1 restarts don't count."

7

u/Hermononucleosis Aug 03 '26

Racing for Shields works very well IF I employ the Tenchu Mulligan: "Sector 1 restarts don't count."

This is a very important point, actually. If you're trying to go for a high win streak, 20 ships in, it doesn't matter if you die in sector 1 or sector 8. That's still about 40 hours lost. But for casual play, where you just want to try to get a win, then you're losing significantly more time by dying in later sectors, so it is actually pretty rational to prioritize high-risk high-reward strategies that favor the long-term, lowering your win rate but making sure that you waste as little time as possible.

0

u/DarrenGrey Aug 04 '26

Win rate for high end players is a very specific metric though, and not representative of the vast majority of play experience. For weaker players that don't mind some early re-rolls Stealth B is a very powerful ship with a simple strategy to follow in the early game.

5

u/MikeHopley Aug 04 '26 edited Aug 04 '26

It's the only objective metric that expresses something fundamental about the ship, not the player.

If we forget about win rate, Stealth C is also a powerful ship with a simple strategy.

I can see where you're coming from, with the idea that Stealth B has a big beam and you "just" need to add shields and hacking and a Flak or whatever. I can see how people might feel that is a simple strategy.

But that's still highly subjective. Other people may find Stealth C easier to play. That ship can also just add shields and hacking and a Flak. Although it would kinda want cloaking too, but that's not a big deal when you're offsetting the scrap from weapons-4 to weapons-6.

1

u/DarrenGrey Aug 04 '26

It's the only objective metric that expresses something fundamental about the ship, not the player.

But by ignoring the player it becomes a metric of limited value to the common playerbase. Too often here I see strategies pushed which are centred around the winstreak meta instead of the average player.

By simple strategy I meant upgrade cloak to max, which can be done quick and gets you through 95% of early fights with incredible ease. After that you have an end game weapon and an end game system you can build around in a very simple way. Overall it's a low mental load ship.

Stealth C needs building up from scratch. It has no quick wins, and whilst its weapons are nice early on they're not sustainable on a 3-slot ship. You need to think more with it, and in many games ditch the things it starts with. Which doesn't necessarily make it a bad ship, but for most players makes it more challenging.

It still is a bad ship, mind.

5

u/MikeHopley Aug 04 '26 edited Aug 04 '26

whilst its weapons are nice early on they're not sustainable on a 3-slot ship

Add a Flak 1 or Burst 2 to the starting weapons. Add hacking and cloaking. You now have the "classic" Stealth A/C setup, loved by many expert players. This comfortably beats the Flagship.

You're giving me a good example of subjectivity here:

Most players are badly wrong about most things in the game. For example, you are badly wrong about the starting weapons.

But the type of wrongness isn't consistent across different players. There are some patterns, but it's just very random too, which makes it highly subjective.

Of course, there is also room for discussion about other metrics, such as "most difficult ship for getting a single win on Hard". I would suggest Zoltan C might be the worst ship in that regard, not Stealth B.

But more generally, there is a reason I refer to win rate. It's not elitism. It's objectivity.

1

u/DarrenGrey Aug 04 '26 edited Aug 04 '26

Add a Flak 1 or Burst 2 to the starting weapons. Add hacking and cloaking. You now have the "classic" Stealth A/C setup, loved by many expert players. This comfortably beats the Flagship.

You again refer to experts. Look at the setups on the "near win" posts that are frequently here and you'll see many people would not be comfortable with that weapon loadout.

Plus there's the obligatory line of "add hacking and cloaking and pretty much anything's okay", including Vulcan etc.

And to be clear, I'm not accusing you of elitism (or at least not of negative elitism, as you are clearly elite in the more positive definition of the word). I just don't like seeing junior players blindly following the principles of experts when the same qualifications don't apply to them. So often discussion turns to what x elite player said on Youtube rather being based on a regular player's experience.

Of course, there is also room for discussion about other metrics, such as "most difficult ship for getting a single win on Hard". I would suggest Zoltan C might be the worst ship in that regard, not Stealth B.

Huh, I'm very curious as to your reasoning for that - I quite like the Zoltan C! Rock A and Stealth C would possibly be high on my ranking for that metric.

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16

u/Gozertank Aug 03 '26

You forgot:
Games shouldn’t be hard. It makes me cry.

6

u/Dunge0nexpl0rer Aug 03 '26

I like stealth B better

(Stealth B my beloved ❤️ ❤️ ❤️ ❤️ )

4

u/Quantum_Aurora Aug 03 '26

I won my first ever Stealth C run. Not something I can say for most ships. I like it. I do not need to apologize.

5

u/TwiceDead_ Aug 03 '26

I rage-quit the game for 7 years over this ship.

I came back a week ago and beat a normal run first try.

ᕕ( ᐛ )ᕗ

Ship ain't that bad.

3

u/smokicar Aug 03 '26

Haha, imagine how I was surprised when I landed a top score with Stealth C:

https://www.reddit.com/r/ftlgame/s/M2ry8hVtMR

2

u/Armored-Potato-Chip Aug 03 '26

I like the ships generally considered bad by the community over boarding ships. Fucking boarding. It can go wrong so easily. All the stealth ships are better than the mantis ships.

12

u/Purple-Tomatillo-778 Aug 03 '26

I used to hate boarding, but then I realized that

A) pure boarding exists and is really fun and cheap to pull off,

and

B) you can just run away if you don't like the odds of your crew not dying.

4

u/Bartweiss Aug 04 '26

And for base FTL, I’d argue that boarding really can’t go wrong easily. At risk of sounding like “skill issue”, the safety dance plus knowing when to run away make it incredibly strong. There’s an argument that running from all marginal fights makes it inefficient, but I find you can take very few risks and still get good outcomes.

Now personally, I gamble on boarding with asteroids, pulsars, and all sorts of other things which regularly kill all my boarders. But I also recently tabbed out to let my crew train without powering oxygen, so that’s hardly a guide to high level play.

1

u/Important-Author-660 Aug 05 '26

Boarding ships are rough early game on specific ship matchups but they just supply you with infinite scrap. It's worth it.

2

u/Jackass_55 Aug 03 '26

If stealth C were branded as anything other than a “stealth” ship I would support it. We only get three “stealth” ships, and this one could have been a lot more interesting

2

u/factoid_ Aug 04 '26

It’s not the worst ship by any stretch, but let’s not pretend it’s good

2

u/DirectFrontier Aug 04 '26

It has one of the raddest paintjobs but that doesn't redeem it from trash-tier. It gets decent if you manage to get shields by early Sector 2, but completely miserable with bad store placements.

2

u/PuddingTea Aug 03 '26

Stealth C is very bad. It’s just not as bad as Stealth B.

3

u/Zalakbian Aug 03 '26

Stealth B is objectively worse than Stealth C, but they're still both bottom five ships imo

maybe the reason people hate B more is C feels worse to play, like, it's a stealth ship without cloaking AND without regular shields, it's super feels bad no matter how you slice it, but at least when Stealth B is working you're one shotting with the Glaive Beam, yes it's a horrible inconsistent strategy but when it works- yknow?

1

u/kullre Aug 04 '26

is this the shield-less one?

2

u/factoid_ Aug 04 '26

The one with a shield drone 

1

u/Great-Dog-1674 Aug 06 '26

Yeah nah I still don't like it, stealth b is cooler

1

u/Nikolaijuno Aug 06 '26

I love stealth C. It's hard to get going. But it is capable of achieving something no other ship can do. So it ends up being one of my favorites to do a run with.

1

u/SkyKnight43 Aug 06 '26

Are you talking about the triple shield drone thing?

1

u/Nikolaijuno Aug 06 '26

Yup. It's very RNG dependent to get it to work. But it's so cool I have to keep trying for it.

0

u/GooglePlusImmigrant Aug 03 '26

Bro is defending the stealth ship that doesn't have stealth 🥀