Postby Hissatsu » Fri Sep 28, 2012 12:10 pm
I rate them as follows:
Scrap Recovery Arm. It is worth 25 $ (you buy it for 50 and sell for 25 so you really pay 25 for it), which means that after you gather 250 $ you start making profit! This is worth getting whenever you find it, while of course you should aim to gear yourself with 3 combat ones, so dump this when you can exchange it for something that helps you fight
Weapon Pre-Igniter. It is as good as long it takes for your weapons to charge. If you have weapons like Burst III, Glaive, etc that take 17 to 20 seconds to fire, you'll get a lot out of it, best augment to have. If you just have any mix of weapons that have good fire rate (Burst II, Dual Lasers,...) you will get your benefit out of it too. If you have Ion II canons, it is pointless, because then you rely on gradually disabling shields with constant array of shots, and then firing your big gun - here, pre igniter will give you almost nothing.
Automatic Reloader. It makes you fire faster and i feel like it stacks additivey, so its % from your dude, % from this and all its copies... gives you insane rate of fire. The more your get of this, the better.
Drone Recovery Arm. This makes a huge difference if you got good drones - basically this + defense drone makes your life SO MUCH easier its insane. And if you also have a anti-ship drone you'll appreciate it very much. However, by the end of the game, consider dumping it since you already have enough drones to make it through the final boss.
Anything else: Garbage. Well, I wouldnt mind free Zoltan Shield / Engi heal dispersal / Titanium plating and long range scanners preset on several ships. But i'd sell them, if that means getting something better, and i'd definetly sell one of those to keep a free augment slot in case i find an augment.
Sensors - dont really help that much, usually i can handle myself in any situation, and knowledge where the ships are doesnt give you THAT much of an income to warrant a paycheck and augment slot
Shields recahrge rate - you really very rarely have situations when this augment would do something for you, since generally you have shots come in bulk, and they either penetrate your shields or not, and by the time next shot arrives you already regen to full. It will help if you get anti-ship II thrown at you, but then again, its rare. Not worth a slot.
Repair Arm - waste of scrap, huge waste of scrap! I hate when i "find" this and no shop is nearby.
Slower FTL for them - you never really have problems disabling enemy engines or helm
Faster FTL for you - you never really have a use for it except in rare occasions in solar flare star systems, which doesnt varrant a paycheck and augment slot waste
15% resist chance - i dont take my chances, and even when i'm forced to, extra 15% chance doesnt help that much. Better sell it since it sells for good scrap.
Stealth weapons - usually you use stealth to either dodge a volley, or last until you can fire on the enemy. This means, that in case 1, you can fire right before going stealth (or start a burst) and go in stealth and have no problems, and in case 2, you can charge all weapons, and fire them as you exit stealth. This sounds like a cool thing but in fact is useless, except very specific situations where you have same or longer charge time of your lasers as his beam, and so you need to fire from stealth so that his weapon system gets hit before he gets a chance to fire his beam, and even in this case you may still have enough time with a disrupted cloak, since firing does not cancel it right away but only shortens remaining time.
Zoltan shield - its cool at the beginning, very helpful, but its pointless in the end. In the end you get bombarded with so many stuff (missiles that deal 3 damage, ion that does 2 to 4 damage to shield) that it barely helps you.
Medbay dispersal - more of a QOL stuff. Engi ship has great layout so you really can always fight them off in the medbay, or near the medbay, so no problems with healing.
Mantis speed booster - why would i need it if i have mantis? Plus, benefit or walking around your ship faster are really miniscule. Especially with already fast mantis.
Slug breach repair - breaches can be bad, but they are bad in the short term - when you are hit in a system AND breach appears, you have to repair breach first, then the system. Slow self heal doesnt solve this problem! And in long term, breach is just one extra stuff to fix on your ship - so it is not a problem, and thus no point keeping this augment.
Last edited by
Hissatsu on Fri Sep 28, 2012 1:24 pm, edited 1 time in total.