Can I put my 2 Scrap in for my dislike for the FTL Jammer.
There's rarely ever a situation where I need to use it as I quickly board a ship or destroy it before it jumps. Some get away and I wish I had the jammer but then again, I blame the RNG for not letting my weapons hit them in the first place.
It also means that BS Rock Cruiser Quest has more time to damage your ship with it's BS weapons and the solar flare and it also means the solar flare has more chances to cripple the Rock ship making it take even longer to escape (and miss out on that free 40 scrap from selling the Rock Plating).
Since everything at the end of the day boils down to destroying the flagship and leaves a certain, tried-and-true strategy to defeating it (Cloak is mandatory. Phase 3
), here are the augments I use (In order of Awesomeness):
Shield Bypass - Phase 3 is a joke. Teleport Breach Bombs into critical systems? Yes please. Teleport crew in? Oh yes!
Reconstructive Teleport - Vital for any strategy with the Clone Bay. If I encounter this while I have the Medbay, I immediately swap it out for the Clone Bay.
Pre-Igniter - I once came across this in the Stealth B, along with a Breach Bomb and another Glaive Beam. Breach holes in shields, then sweep it over or double the carnage with two beams.
Zoltan Shield: This or the Pre-Igniter. Really good at blocking things, but not as highly rated. Ion weapons destroy it easily, it'll go down when you least expect it and then the Mind Control/Hacking begins. Or your own boarders get Mind Controlled outside the shield (and it's Phase 3).
Long Range Scanners - Useful to avoid hazards, makes nebulae a welcoming prospect. Sell it in Sector 8 however or just before hitting the exit in Sector 7.
Scrap Recovery Arm: Been trying to feel the love for this one recently after so much neglect. But honestly, I've only really needed it for the Scrap Hoarder achievement on Hard.
Reverse Ion Field - 100% pulsar immunity if you get two and nothing else is around. Sure I could get the same thing with two Zoltans (or four) in the shield room, but well... makes Phase 1 a little easier too.
Defense Scrambler: I guess it's OK if I use Hacking or Drones a lot. But Drones takes a slot away from Cloaking.
Hacking Stun: Module on Medbay! Try and fix it now while you're dying and suffocating from my breach bomb!
Backup DNA - Play your cards right you won't need this but I guess it's important if a BS Missile smacks into the room, sets it on fire and makes a hull breach.
And finally *drum roll* the least awesome augment that I'll ever use. Ever. You'll hate me for this but:
Repair Arm - Don't get me wrong, it's really bad, and if I got in any sector, I'd sell it immediately. Except for Sector 8. Free repairs after the Flagship jumps away? Gimmie! Free repairs and the stations and stores are far away/overrun? Thanks! Could mean the difference between life and death and honestly, there isn't much left to use your Scrap for.
Every other augment out there I try and sell ASAP (Except maybe the Stasis Pod but if the map shows red all the way through when I find it, weapon please!) Some may have uses, like Distraction Buoys or Respirators, but they take up good slots from my ideal 3.
If anything, when I face the Flagship, I want to have these 3 -
Bypass, Repair Arm/Zoltan Shield, Reconstructive Teleport.