Stealth Ships: A Primer

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Louisiana Hot Sauce
Posts: 9
Joined: Thu Sep 20, 2012 1:35 am

Stealth Ships: A Primer

Post by Louisiana Hot Sauce »

I have noticed frustration lately from other players over the difficulty of surviving with the Stealth Ships. I understand this frustration, because I remember my elation when I unlocked the Stealth Ship, only to find that I couldn't get it afloat. After many run throughs and tweaking, I'm here to help you unlock the hidden potential of one of my favorite ships.

Stealth Ship A -- "The Nesasio"

Pros:

*Starts with 4 points in Engines
*Starts with 2 points in Sensors
*Starts with Titanium System Casing
*Starts with Long Range Scanners
*Dual Lasers provide 2 1-damage shots for 1 power
*Great for avoiding environmental dangers and other beacon hazards
*Great for scouting beacon types for quests/stores
*Good against Automated Ships and non-beam weaponed ships early on
*Looks sleek 8-)

Cons:

*No starting shields
*While Dual Lasers and Mini-beam are effective for the power usage, they are rather weak after sector 1
*Can be expensive to maintain -- no early shields means frequent hull damage.
*Vulnerable to ships with drones
*Fires can be hazardous because of tricky bay door placement
*Hard to face Zoltan ships early on, because of lack of firepower
*If cloaks are damaged, can mean heavy damage for your ship
*Only 3 weapon slots

Stealth Ship B -- "DA-SR 12"

Pros:

*Starts with the Glaive Beam, a high-level beam weapon
*Starts with 2 points in Sensors
*Starts with Long Range Scanners
*Starts with Zoltan Crew member
*Starts with 2 points in Cloaks
*Powerful against ships with 2 shields or less

Cons:

*Sacrifices points in engines to power the Glaive Beam
*Lacks Titanium System Casing
*Med Bay has only 2 spots
*Glaive Beam takes a long time to spool; ship is vulnerable early on
*Glaive Beam is the only starting weapon
*Without extra power in weapons, Glaive Beam is easily disabled early on
*Only 3 weapon slots

Now, that's quite a list of Cons for both ships, but despite that, and with some patience, I guarantee that you can use the Stealth Ship effectively. I beat the game my first time on normal using the Nesasio.

Here are my tips:

1. MOST IMPORTANT OF ALL -- LEARN TO USE YOUR CLOAK. You shouldn't just use your cloak to stop weapon locks. To be fully effective, you need to time when you turn it on. With the exception of ships with drones, you should be able to fight all ships in Sectors 1 and 2 without much difficulty. Do not cloak immediately when you see your enemy, UNLESS you're fighting drones or Zoltan ships. Wait until just after they fire their lasers or missiles, and then turn it on. This will boost your evasion significantly, and the weapons will harmlessly whiz by your ship 7-9 times out of 10.

This is vital if you're flying the Stealth Ship B. Because the Glaive Beam takes time to charge, you don't want to waste that first 10 seconds of ceasefire. Unless you're fighting drones or ships with beam weapons, you should be safe until they fire their first salvo. Cloak right when they fire their first salvo and your cloak (if it's a least level 2) should buy you just enough time to fire your beam.

Also, your cloak stops weapons locks. But if you wait and cloak RIGHT before they fire, they'll just fire upon you immediately after your cloak wears off. If you cloak AFTER they fire, not only do they waste a salvo on you, but their weapons don't even start charging until your cloak wears off.

2. Obviously, level cloaks as soon as possible. There are only 3 levels and it only costs 50 scrap to level it up from level 2 to level 3.

3. It's going to take a little luck to get on your feet. You'll do well in Sector 1 as long as you don't encounter too many Zoltan ships or ships with drones.

4. Time your dual laser to fire right before your mini-beam. The mini-beam is instant, so you need to use your dual laser to drop their shields BEFORE you draw the beam on their ship. But don't wait too long or the shields will pop back up.

5. I always target weapons systems first with my dual laser and then draw a beam over the weapons and shields simultaneously, if possible. Since you have no shields, your priority is disabling their weapons.

6. Try to use your cloak to effectively avoid damage, so that you save scrap. My first major investment is always a shield. Even level 1 shields will take you far; combined with your level 3 cloaking, you will be hard to hit.

7. You only have 3 weapons slots, but you can still do damage. When I won, I had a Burst Laster III, a Breach Bomb II, and an Ion Bomb II. I would Ion Bomb the Shields, Burst Laster the Weapons, and use my Breach Bomb to prevent further threats if I needed to.

8. The Stealth Ship B is actually very powerful. If you cloak effectively, you can get through the first two sectors with ease. I made it to Sector 3 with minimal hull damage and expenses. But upgrade your weapons as soon as you can. Even a level 1 missile will buttress your Glaive Beam significantly.

9. A Teleporter is a great addition to Stealth Ship A, but isn't as good on Stealth Ship B because of the small Med-Bay.

10. Invest in drones later in the game. Even the Defense Drone I goes a long way to keep missiles off your tail. I had a Defense Drone II when I beat the game.

11. This is a great ship to use if you're trying to unlock ships. Because of the Long Range Scanner, you can streamline your journey so that you hit those Distress Beacons if you're trying to unlock the secret ship. It's also great for the Slug Ship quest, because you can see which beacons have ships in them and maximize your chances to complete that quest.

12. Titanium Casing is -not- a shit Augmentation. When you're fighting and a missile hits your cloaking and you see that, although it still did hull damage, it did not do systems damage, you'll be grateful that you had the little boost.

13. Try to hit as many rooms as possible with your beam rooms. You can easily cover 3 with the mini-beam, and 4 with the Glaive Beam. You only have to have a pixel-esque part of the line in the room to register.

14. Be mindful of your cloak charging time. Always pause after a battle to let it charge -- or it will still be charging when you fight your next battle. Also, if you finish a fight while cloaked and leave, you will start the next fight cloaked.

I'll have more tips on the way later, but this should get you well on your way to playing effectively with the Stealth Ships. I will answer specific questions with later posts.
Last edited by Louisiana Hot Sauce on Thu Sep 20, 2012 3:04 am, edited 1 time in total.
Louisiana Hot Sauce
Posts: 9
Joined: Thu Sep 20, 2012 1:35 am

Re: Stealth Ships: A Primer

Post by Louisiana Hot Sauce »

This is a video I posted demonstrating when to cloak. Note that I only have level 2 cloaks, but they still buy me time to spool my Glaive Beam. Notice that I target the weapons systems first. The Glaive Beam has a power of 3, so it will still damage ships with shields of 2 or below.

http://www.youtube.com/watch?v=AAot1C6W ... e=youtu.be
Shiny
Posts: 4
Joined: Tue Sep 18, 2012 2:08 am

Re: Stealth Ships: A Primer

Post by Shiny »

Yep, that's usually how I play it. I just get kinda pissed when I get screwed over by some ship with a beam drone, shields, and a missile launcher + some laser weapon in the first sector. I want to cloak immediately, but then I get destroyed by missiles and lasers. If I cloak when the ship fires, I take at least 5- damage from the drone. Makes me rage every time.
RandomGuy928
Posts: 7
Joined: Tue Sep 18, 2012 4:36 am

Re: Stealth Ships: A Primer

Post by RandomGuy928 »

No amount of strategy can overcome getting screwed over with drones/lasers/unlucky hits through cloak nine times out of ten when you have to stall for 25 seconds.

Stealth A is one of my favorite ships, and I can use it very effectively. Stealth B is basically worthless unless you plan on getting stupidly lucky. Even in your video, you have to admit that you got somewhat lucky that the auto-scout didn't hit your weapons with his beam. So much as a scratch on them and you're basically out of the fight. It wouldn't be so bad except you're essentially rolling the same dice every time someone attacks you with your cloak down, which is bound to happen at least once per fight thanks to the Glaive's charge time. I've never been able to get out of the first sector without some random ship completely locking down my weapons and blowing me up or forcing me to jump out.

The only strategy behind using the Stealth B is getting really lucky. Stealth A is fine and I love it.
Louisiana Hot Sauce
Posts: 9
Joined: Thu Sep 20, 2012 1:35 am

Re: Stealth Ships: A Primer

Post by Louisiana Hot Sauce »

I still beg to differ. I play the Stealth B a lot now and I don't have a whole lot of trouble getting out of Sector 1. It does take a little luck to get out of the first Sector without a lot of damage, but it's not as bad as you say it is. Usually I have plenty of time to keep my weapons systems up -- I station an Engi alongside my Weapons guy, or I buy shields if I get enough scrap, or I time my cloak just right. Like I said, with beam weapons, I tend to cloak a little earlier. Instead of doing a ten count, I'll try to time my cloak right before the beam weapon goes off. I didn't pay attention in the video, because I was just trying to demonstrate timed cloaking. You'll notice I have a mantis in my pilot room; I didn't even see that I had acquired him until after I made the video, haha.

All weapons are predictable -- just use your knowledge of their charge times to time your cloak. If you're still having problems, you're not timing your cloak right.

Also, you have to take full advantage of the 3 damage per room of the Glaive Beam. You can stretch the beam over 4, and even in some cases, 5, rooms. You should be one-shotting most ships early on.
RandomGuy928
Posts: 7
Joined: Tue Sep 18, 2012 4:36 am

Re: Stealth Ships: A Primer

Post by RandomGuy928 »

Damage output isn't the problem. You can easily one-shot pretty much everything in the first sector or two with the Glaive. The problem is firing the Glaive.

Enemy weapons rarely sync up with their firing times, meaning you only get to dodge one of the two weapons. The other one hits your weapon room 90% of the time and you're out of commission.

I've probably spent about two hours now throwing the Stealth B at sector 1 Easy mode, and no amount of cloak-dodging will prevent that one shot from hitting your weapons room and taking you out of commission. (I've tried upgrading the weapons so they can take more damage, but the AI just responds by hitting with with 2+ damage attacks.) I have literally never gotten through the first sector without getting utterly boned by drones, unsynced enemy weapons, or beams.

No amount of strategy can compensate for such a huge weakness, unless your strategy is simple luck.

Obviously the ship is fine once you start spending scrap. Every ship is fine once you start spending scrap; they basically just provide different starting points that ultimately converge into one of a few main builds.
Louisiana Hot Sauce
Posts: 9
Joined: Thu Sep 20, 2012 1:35 am

Re: Stealth Ships: A Primer

Post by Louisiana Hot Sauce »

That's what I'm saying, if YOU'RE taking so much damage every time you fight, you're not doing something right. If I'm incredibly unlucky, I'll fight a zoltan ship or two or drones that always have beam weapons. But that's rare. Most of the time, I get out of fights with little to moderate damage. And then, most of the time, I do have a chance to one shot my enemy. It's uncommon that my enemy can disable my weapons system, and even rarer when I can't repair it in time to regroup.

You're trying to tell me there's a weakness in the ship -- I can't argue that it's a hard ship to use. But that doesn't necessarily mean that the ship is broken or hopeless-- you're working awfully hard to convince me that the ship is flawed, when I consistently play it with few problems.
robolove
Posts: 7
Joined: Mon Sep 10, 2012 12:59 am

Re: Stealth Ships: A Primer

Post by robolove »

Excellent guide, I agree on all points. That is how you wield a stealth ship effectively.

In regards to this tit tat over the Stealth B, I'm going to assert based on your luck Hot Sauce that mine is worse. For myself however, it's never about that one ship that I can't do anything about. It's that slow, awful, operating at a deficit and not gaining scrap quickly enough to compensate on all fronts. That speaks to the core game design to an extent... this game demands you take risks to keep apace and the risks with the Stealth B are much higher than the Stealth A.

Saying the Glaive beam is a 1 shot kill is true, but disingenuous when you consider that shot takes 25 seconds. That's 2.5-2 shots with other starter weapons. Damage Per Second probably lands them about even, with the Beam having the disadvantage of not having the initiative. It really depends on the ship as well. Unmanned Drone Ships with 1 shield bubble max out at 4 damage per shot over 2 systems. Other ships will give you twice that.
Zushii
Posts: 15
Joined: Tue Sep 18, 2012 7:34 pm

Re: Stealth Ships: A Primer

Post by Zushii »

Great guide.

I only loose when the enemy has drones and I can't get through the shield to disable the drone control.

But having something like Bombs or Missiles takes care of that, only thing is you need to find them before a enemy with drones arrives and tears you apart.
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Zushii
Posts: 15
Joined: Tue Sep 18, 2012 7:34 pm

Re: Stealth Ships: A Primer

Post by Zushii »

Great guide.

I only loose when the enemy has drones and I can't get through the shield to disable the drone control.

But having something like Bombs or Missiles takes care of that, only thing is you need to find them before a enemy with drones arrives and tears you apart.
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