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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

Author Topic: How to build Doom correctly?  (Read 3415 times)

AppleSpice

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How to build Doom correctly?
« on: November 15, 2022, 04:56:44 PM »

I just got the doom ship trying it for the first time. I found some build guides, but my doom doesn't move like the doom ships in guide videos. It's literally like trying to move a brick I can't phase behind enemy ships like how people do in video. I don't think I messed up the build. Any advice on what I'm doing wrong is greatly appreciated.
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Hiruma Kai

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Re: How to build Doom correctly?
« Reply #1 on: November 15, 2022, 05:29:14 PM »

It is possible the videos are from the 0.95a release of the game.  Phase ships and related skills underwent a fairly large change in behavior in the 0.95.1a release.

In 0.95.1a the following changes were made:

Phase cloak reduces top speed as hard flux goes up, down to 33% speed at 50% hard flux while phased
New hullmods:
Adaptive Phase Coils: increases hard flux level for minimum speed to 75%
Phase Anchor:
Reduces phase cloak activation flux cost to 0
Increases soft flux dissipation and weapon cooldown/charge regen by 2x while phase
One ship *per battle* can execute an "emergency dive" maneuver instead of being destroyed
Counts as retreated instead and loses an extra deployment's worth of CR
High ordnance point cost and can not be built in

In addition, Phase Mastery was removed, and it's elite version +100% speed bonus became a +50% speed bonus in the Phase Coil Tuning Tier 3 Technology fleet wide skill.

So phase ships have a lower maximum speed these days assuming you took all relevant skills before and after, and slow down the more flux they build up, to the point where you're only moving at 1/3 of your speed (or effectively normal speed when you consider the x3 speed up).

So far a Doom, to maximize speed you can:
Take Elite Helmsmanship (+10% speed, +5 base speed)
Take Phase Coil Tuning for +50% speed, and make sure total number of combat phase ships is at 40 DP or less (so basically just a Doom in your fleet)
Get 100% CR for +10% speed, Combat Endurance + Crew Training for example
Take Coordinated Maneuvers and deploy a couple frigates with officers  (up to +20% speed)
Add the Unstable Injector hullmod (+15 base speed)
Add the Adaptive Phase Coils hullmod which reduces the speed penalty due to hard flux somewhat.

I don't recommend putting safety overrides on a Doom, although you can do so for a huge speed boost since it gets the 0-flux +50 speed bonus even when phased, along with a base +20 speed, but you will run out of peak performance time very quickly.

Anwyays that is all you can do to try and approach the speed of the old Doom with skills, but will still fall short of that old speed, especially once you've hit something like 30-40% hard flux and are taking a -33% speed penalty even with Adaptive Phase Coils.

However, Phase Anchor opens up another possibility, which is a Doom which just multiplies it's DPS by not quite a factor of 6, through the 3x speed effect for being in phase, and the 2x weapon cooldown/flux dissipation effect.  This lets you use weapons with long cooldowns (or a charge mechanic) but high burst (Antimatter blasters, Needlers, Phase Lances, Ion Pulsar, etc) to good effect.  Essentially you can think of it being able to fire 6 times (or maybe more like 4 or 5 in actual practice) in the space of time a normal ship could fire them once.  It's not going to be as fast, but it can in principle roll up, fire, cloak and cooldown weapons, fire, cloak and cooldown weapons, and so on.  Elite Field Modulation is very valuable in this case, as it reduced the phase cooldown by 50%.
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AppleSpice

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Re: How to build Doom correctly?
« Reply #2 on: November 15, 2022, 07:53:51 PM »

Thanks a lot for the in-depth explanation. This was literally the first phase ship I got I had no idea phase coil was a thing since it's not listed in the built-in hull mods. I tried out the speed build you suggested and it feels much better, but as you said the phase coil makes it extremely hard to survive after doing flanking maneuvers behind enemies. I also tried the weapon reload version, and it feel incredibly strong. Though the main reason I wanted to do the speed build was because I liked that play style of flanking enemies as I don't know any other ship that lets you play that way.
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Thaago

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Re: How to build Doom correctly?
« Reply #3 on: November 15, 2022, 09:04:54 PM »

If you like flanking enemies than an Afflictor or even a Shade might be good for you, depending on which system you prefer! Either with antimatter blasters and using Hiruma Kai's advice can be a monster of a player ship. For them, taking Wolfpack Tactics for +20% damage vs everything destroyer and up is huge.

If you end up running multiple phase frigates to fill out the phase skill's DP cap, try combining them into a command group and doing a right-click eliminate order vs isolated enemies with that group. Phase frigate packs will zoom right across the map and swarm things to death incredibly aggressively with eliminate! They just run out of hull if the target has a lot of escorts around, so its very much 'pick your strikes with care' as the commander.
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BCS

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Re: How to build Doom correctly?
« Reply #4 on: November 15, 2022, 10:08:47 PM »

Or the Harbinger. Arguably the most busted ship in the game.
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Schwartz

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Re: How to build Doom correctly?
« Reply #5 on: November 16, 2022, 08:23:59 AM »

Even with the Phase Speed mod, Doom is too slow to get behind anything. Use phase situationally and stick to regular-space for approach and combat as long as incoming fire is light.

I do 4x AC or Dual AC, 2x Annihilator, 2x Pulse Laser, Burst PD. Armor hullmods, Solar Shielding, EMP Resist, Missile Ammo etc.
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Kos135

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Re: How to build Doom correctly?
« Reply #6 on: November 17, 2022, 11:43:17 AM »

I second what Thaago said, specifically regarding Afflictors and the Wolfpack Tactics/Phase Coil Tuning skills. Give them officers with Energy Weapon Mastery, Field Modulation and armor/hull skills, and equip them with Antimatter Blasters. You should also consider using the pirate variant, it loses 2 weapon slots and 15 OP but its DP is reduced from 10 to 6 which allows you to take more phase ships before reaching the 40 DP limit on Phase Coil Tuning.
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Thaago

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Re: How to build Doom correctly?
« Reply #7 on: November 17, 2022, 05:16:52 PM »

Oh yeah, pirate afflictors are interesting. Their OP reduction makes them need to lose something, but they can still support 2 AM blasters + the absolute essential hullmods, and their great system is still at full strength. I'd say on a DP point basis they are stronger, doubly so because of the 40 DP Phase Coil Tuning limit, but at the same time they are less officer efficient because on an absolute basis they are weaker ships. In that respect they combo extremely well with Support Doctrine because the non-officered DP is greatly amplified in effectiveness.
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