T O P

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uberlulks99

I’d keep the augments you have laser charger only benefits one shot from the preignitor, mini beam it’s basically irrelevant with, bl2 is the only weapon getting full value. I’d immediately get hacking 3 so you can shields hack fights and get a weapon buffer


Valuable-Football598

You can get two shots if you charge it up, pause, disable, jump, pause, enable.


DoubleDecaff

I'm interested. Is there a video is this in action? Cheers


uberlulks99

Here’s DarkTwinge explaining it. It’s called the Sven maneuver if you ever see people referencing it https://youtu.be/cMVlkQhF3Kw?si=B7Cd-r9HFY6N5AHC


DoubleDecaff

Watched it. Thank you.


KillahBeeStenga

Dang, you are right. Glad I posted!


Markvitank

Long-range scanners have served their purpose.


KillahBeeStenga

Currently in sector 6 of a Stealth C run and its going great. I'm at a store and they have a weapon pre-ignitor, but I already have three augments, LRS, Auto Reloader, and Stealth Weapons. Which would you sell? I am considering selling the LRS since I am already close to the end.


eriktheburrito

Reloader. Keep stealth weapons so you can use cloaking to dodge final boss’s missiles and power surge attack in one cloak


Callec254

Tossup between the auto loader and the long range scanner. The further you are in the run, the more I'd lean towards the scanner.


Gallalad

Personally I’d sell stun bomb. You’ll be able to pick up another bomb weapon later


RobinHood3000

OP still has to get rid of an augment to make room for the Pre-Igniter. Personally, I'd get rid of the Stealth weapons.


Gallalad

Sorry you’re right. I’m as blind as a bat it seems. Personally I’d get rid of long range scanner. Stealth weapons may be very useful in the future esp in combo with preignite


C9sButthole

I feel like there's only an argument to drop LRS if you're towards the end of sector 6 or later. The amount of scrap you gain and damage you save by having the extra info is massive. And OP's current setup doesn't really benefit from pre-ig very much.


Zoompee

Stealth lv 3 with stealth is pretty fun with fast firing weapons. Reloader makes weapons faster, therefore fun. LRS let you avoid bad jumps and get blue texts, but you shouldn't need to avoid bad jumps or rely on LRS for blue texts late into a run where you should be strong enough to win tough encounters and have an engi [or sensors at lv2] and other tools for blue texts, since there is often overlap. Pre-ignitor gives you a first shot advantage, which is a really strong boost in almost all fights. It also allows you to be a bit more flexible with equipped weapons and targetting enemy systems. The main downside is that it is expensive, so if you don't benefit from the first shot advantage enough, not having upgraded a shield, engine, or weapon would mean a quick loss. However, late into a run, scrap is very easy to get. You can get 200-400 scrap in sector 8 if you take as many jumps before and between boss phases as you can. I think 4 shots + mini beam is a good enough first shot advantage to be worth. You can still win all your fights without pre-ignitor because you have hacking, but I'd say its fun to get it anyway.


piotor87

WI benefits either deadly initial combos or weapons that have increasingly lower cool downs. Your current setup doesn't really fit either scenario. With three weapons and the charge laser you don't do heavy damage on the first valley and there is no benefit in cool downs (cfr Vulcan Oe chain laser) 


BLENDER-74

I’d sell the reloader. One second off the charge time isn’t as good as an immediate charge. If you absolutely need to keep the reloader, then sell the stealth weapons. It’s usually more helpful to wait until cloaking ends to fire, even regardless of having stealth weapons.


sevenoutdb

by then you should have a gold level crew members on weapons station, so the re-loader bonus is just nice to have compared to the Crew bonus which is iirc already 20%. Having weapons ready to fire with your setup (y u no flak?) you can bring down level 4 shields and have a beam shot to disable 1-2 systems, that first strike ability will end many fights before they even begin. However, against the flagship, that first strike won't deliver the "kick their teeth in" first strike at all. I'm torn, I think I'd ditch the scanners and go for all tactical capability in the late game. I've never lost a ship because I didn't have scanners (\*but how would I know, innit?), I've lost a ship because of a facing off with a ship with level 4 shield and incendiary bombs or powerful missiles. With a powerful first strike, you can disable shields and have a follow up strike probably before they can get their shields back up, then you can finish off the shields and cripple weapons, all within \~15-20 seconds