Thesis: There is no "Best" build for the aggressor. However, there may be core-builds for individual IGs. What upgrades are shared between them may help us break the ship before hit hits shelves ![]()
IG88-A: A buffed offence turns into extra survivability.
Upgrades like Predator, HLC, Hot-Shot Blaster, and FCS fill this role.
Moreover, as we've seen with R2-D2, occasionally adding a Shield Upgrade could also fit here. Similarly, adding extra mobility helps to keep enemies in arcs, guaranteeing your shot, so Stay On Target, Daredevil, and Advanced Sensors would also help.
Lastly, being able to regenerate yourself makes abilities that damage yourself a bit more attractive. Feedback Array might have a home here, though Inertial Dampeners or Hotshot Blaster might prove more effective.
IG88-B: Buffs offence with no action requirement.
Requires a Cannon, preferably at all ranges so you'll always have it available.
Anything that buffs secondary attacks (FCS, Marksmanship, et c) is also useful.
IG88-C: Boosting turns into extra survivability, beyond the usual.
Wanting to Boost more often, you might equip Advanced Sensors to crank up your mobiilty.
Bombs would also be useful with this build.
IG88-D: Gain extra mobility when Slooping.
Stay on Target could really turn this deadly.
Adrenaline Rush would let you perform actions one more time than usual, making this very useful with Proximity Mine
The extra mobility from this ship's maneuvers allow Seismic Charges and Proton Bombs to be more useful than the norm, though you never really want for an enemy to be behind you.
Having a more powerful Red maneuver than the norm, Advanced Sensors would maintain your action economy while you used it more often.
If there are any bullet-points I'm lacking, mention it in the comments.
Meanwhile, what does this mean for our fleet design?
AB : Cannon is definitely a necessity here. I would say that FCS is also core.
As to which cannon, A and B have a mild disagreement: A prefers HLC, as it's got the best chance of slaying a foe, while B doesn't like that it can't re-fire at Range 1, and would prefer the Mangler.
Still, the buzzsaw cannonade is a sufficient damage-boost for A, so Mobility and Survivability are what I'd boost after the initial Core.
AC : You want to boost. You want to kill. Both keep you alive.
I would say that the overclocking of your Boost action from Advanced Sensors lets you attack more often, so I'll consider it the most potent upgrade you can purchase for this combo.
As your action is going to be Boost a greater-than-average amount of the time, you'll want to use your EPT to improve your dice. PtL is probably the best option here, due to your brilliant Greens, though Predator is also attractive.
AD : Stay on Target and Adv S are core on D.
Improving your odds of killing a ship when you fire at it are going to be your next priority.
BC : If Boost's your action, taking the IG that buffs offense action-free is great!
Unfortunately, FCS and Adv S occupy the same slot, so you'll have to pick which playstyle suits you best. Alternatively, you could pick one of each, so that if one of your IGs dies, the other still has its ideal system.
The cannon is still core, but the Mangler doesn't compete with the HLC as it did in AB.
Push the Limit is probably the strongest EPT for this combination, but this time for boosting defense, rather than offense.
BD : FCS vs Adv S again.
A difficult combination to have a "Best", but if you're spending several turns stressing yourself, the free damage benefits to B help.
CD : Advanced Sensors and Stay On Target are definitely core, here.
Bombs are also very valuable here. With as high and cagey as your mobility is, it'l be fairly simple to plant them well.