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Unorthodox combination of enhancing beams and also hosting a four tile Teleporter, but I guess it's better to have both than one or the other after all. Although the augment does definitely super beef up certain beams more than others, primarily the very efficient ones like a Spetum or Hull beam, the stats do still apply across the board for the weapons. Most of the time the A variant of these Forgotten Races crewsers typically have the most well-roundedness, but between the ship here having no real scaling advantage, and the fact that you can't guarantee a good or fun use out of the augment (it is typically locked, unless you integrate the addon to remove the locked augments feature), I'd say this is quite a boring design. Not bad, it does function, just isn't something I was pissing my pants with joy while playing. I didn't really expect a Sylvan kill this run, but considering that the ameliorated beams I used would be enough to both kill and take down the recharging Merchant Shields (and the fact that I had some bombs to help take down the systems, also Nights for sabotage), I decided to go for it. I mean of course it wasn't like a risk or anything like that, if it goes to shit I just run away, but you know yeah. I also didn't think I would use the zoltan transport loot Hull beam through the entire run, however it's likely one of the most absurd beams to be affected by the ship's augment. Increased system damage, incredible hull busting, fast charging, pretty low power; I mean shit, I want four. Thanks for watching, like and subscribe for more.