Would you share your Doom build/strategy for popping one in 2/3 seconds? Mine is doing better with some tweaking but still nowhere near that fast.
It's just your generic burst spam. In this case Doom with 8 linked Antimatter Blasters. I have elite Energy Weapon Mastery which provides a healthy boost to damage since this is a lot of burst flux used, so I get a spike in my damage bonus whenever I shoot. Phase Anchor obviously to dissipate that flux when you phase again, and to shorten the cooldown. I think key is having Automated Repair, because then it doesn't matter if your weapons get disabled during the brief time when you're unphased; they'll get repaired in about the same time your AM Blasters get off cooldown, and there's no way your weapons will be disabled as you unphase to fire, so you know you'll get all your shots off. I'm still playing around with the build, but right now I use Escort Package since I'm around Conquests, for more speed and range. Max flux capacity of course.
I usually aim for the Radiant's nose, so that no matter what main weaponry it has, it all gets disabled by the first burst. It dies on the second burst. Doesn't matter if it's all Tachyon or all Autopulse or all Plasma Cannons or whatever. It doesn't do that much damage in the brief moment that I unphase for my first burst, and its weapons are still disabled when I unphase for my second burst. So it neutralizes the Radiants as a threat to the fleet as well. I just need to make sure I put some mines on the other side so that their shields face the wrong way when I fire.
Radiants die in 2 bursts. Brilliants die in 1 burst. Novae die in 1 burst if I can hit their side or back, but the problem is that they do prioritize facing me with their shields, so typically it ends up me maneuvering to have them face me while the Conquests kill them from the side/back. Apexes are actually the most troublesome since they have front shields and they also prioritize facing me. They usually take 2.5 bursts, i.e. one burst to make them overload, one burst to take them down to around 1/3 health, and then one more -- either from me mining nearby fighters or from the Conquests, etc. -- to finish them off. SO Apexes are a danger (since they could get away from the fleet) so I usually use mines to stop them from getting away, if the Gryphons aren't doing their job. In this case the mines really are used to corral them back to the rest of the fleet.
Attached is an example of the Radiant's health after the first burst. I've completely stripped its nose armor, disabled all its nose weapons, and taken it down to around 60% or so hull. That's just on the first burst. The second burst is stronger because I'll have built up some hard flux while phased, so the second burst will finish it off. This is on an Alpha Core Radiant (I've never seen Radiants nor Novae with anything except an Alpha Core) so this is through its Impact Mitigation, Damage Control, and Polarized Armor.
For burst damage, 8 AM Blasters is 8*1400 = 11200 damage, at 1400 hit strength. Then you consider Energy Weapon Mastery (usually +15% to +30%), Tactical Drills (+5%), 100% CR (+10%), Cybernetic Augmentation (+14%), then Target Analysis (+20% multiplicative with all that), and probably a couple of other things that I'm forgetting. It basically ends up as "a lot of damage". That's why I can two-shot Radiants and one-shot Brilliants (and one-shot Novae if I get lucky).
I mentioned before that the change to how the enemy AI deploys the enemy fleet will actually likely make them easier, and this is such an example. In the past, the enemy AI started with a mixed fleet, then as you kill those ships, it'll stream in little ships, then bigger ships until it gets to Novae and Radiants. So the player fleet had to be able to defeat 3 very different types of fleets: 1) a mixed fleet, 2) a fleet made up of a bunch of little ships that can surround you and pick off your ships if you let any of your ships get surrounded, and 3) a fleet made up of fewer stronger big ships that can brute force punch through your fleet if you don't have good enough defenses. And the latter is when your fleet has likely already expended all its burst weaponry such as Harpoons.
The change to have the enemy AI deploy ships as a mixed fleet all the way through -- sometimes deploy bigger ships, sometimes deploy smaller ships, etc. -- means that each ship in the player's fleet can now specialize toward the different types of enemy ships. This makes it easier to destroy the enemy fleet.
For the Doom, it's very strong against the Radiant and the Brilliant. It's strong but wasteful against all the frigates and destroyers (it can kill them with its AM Blaster burst but that's overkill and it only has 20 bursts for the whole fight, so it's better to try to use mines and/or have the other ships kill them instead), and it's relatively weak against the Nova and the Apex. It's also very strong against the Scintilla i.e. fighters due to its mines.
In the last version, this meant that the Doom would be useful at the beginning for the mixed fleet, then could be used but sort of wasteful while the enemy AI is sending out all the little ships, then very strong against Brilliants but there will be too many at once (so it can't leverage its strength against all of them) so some of them will inevitably have to be taken by the rest of the fleet, then relatively useless when the enemy AI sends out Apexes, then relatively useless when the enemy AI sends out Novae, then very strong when the enemy AI sends out Radiants at the end. So it'll be very strong at some points and relatively weak during other points in the battle.
In the current version, there will nearly always be fighters around, and/or Brilliants, and/or Radiants, basically
something that the Doom is strong at. So the player can just go after whatever target the Doom is strong at that's in front of him, and let the rest of the fleet pick apart the other ships. So it's much stronger in this version than the last version, due to the AI deployment logic which has nothing to do with the Doom itself.
Sadly, the AI-controlled Doom can't really pull this off. Or it could but the problem is that it doesn't really commit to this. It knows enough to throw mines on the other side, but it'll just unphase in front of the Radiant, take some shots while standing there, *then* fire some AM Blasters, at which point some of its AM Blasters are already disabled and the Radiant is already switching its shields back to face the Doom. For me, I line up the shot while phased, and am holding down the "fire" button as I unphase to fire as soon as possible, and then phase again as soon as I see the phase coils turn off. So this is something that has to be done by the player for maximum effectiveness.