spacecadet13 wrote:I just do not get the love for the Pre-Igniter! It's only worthwhile having if you've got a weapon loadout that can easily get through/past the other ship's defences in one volley and do significant damage, and if you've got a weapon loadout that can do that, then you don't actually need the Pre-Igniter and can spend your 120 scrap on something - several things - far more worthwhile.
Not true. The truly harrowing loadouts tend to have super long charge times. Getting to fire with them first, the second the round starts, means you can frequently take out a pesky weapon on the enemy side or take their shields, possibly all the way. They send 2 guys in to put out the fire and start repairing, and now instead of fighting a 3-shield, 6-manned ship with a Flak 2, heavy laser and pike beam, you're (effectively) fighting a 4-man, 1 shield ship with a heavy laser and a pike beam. If you have a cloak, zoltan shields (or both. Holy cow that was an awesome run), or a couple auto reloaders too you can sometimes get a *second* shot off before they've got a chance to fire. And with the correct loadout that's the end of the fight. Every fight.
spacecadet13 wrote:...excepting one ship. Yeah, for one ship out of the 28, with one specific weapon, it's terrific
Glaive Beam. Halberd Beam. BL3. Flak 2. These are all weapons that can ruin your enemy's day but have horrid charge times. A pre-igniter turns these weapons from paper tigers to teleporting ninjas.
Is it the best augment for every run? Of course not. But it opens a LOT of offensive doors and in the right hands can be devastating.