I was piloting a doom for a bit in my last playthrough. The pros where that the mines absolutely deleted frigates, and it didn't take much effort to get behind a ships shields and smack it with a reaper. The cons were that to reliably kill capital ships, you had to get very very close, and when they went boom, so did the doom.
Doom works best when in large battles when they are ship debris blocking the enemy line of fire. You can hide behind debris while you mine your target, shoot a reaper salvo then hide and vent. 6 reapers and two phase beams with high intensity laser works well.
On the other hand, you can kit gremlins to have reapers. Wolfpack tactics skill takes reapers to 4800 damage on bigger stuff, and hitting small things with reapers is difficult/not worth trying with gremlins. You could get this higher with target analysis + missile specialization, but that's a big ask on character skills, probably not worth. Make a few of these, pilot one yourself, send it on a probably one-way trip into enemy engines. Have the others in reserve or waypointed out of the fight. If you have the industry tree (which is nice while growing fleet + generally), you will almost always get them back if they die. But if they somehow don't die after unloading two reapers into a ship's engines, you can also just have them retreat + swap yourself to another. Too many of these will cut into fleet limit and compromise the frontline ships. On the other hand, trading 6 DP or less to cripple or kill stuff worth 3x as much or more can swing otherwise difficult fights, and you can salvage gremlins off pirate fights.
Phase Ships are a menace when done right. I personally fly Harbingers to support the capital I accompany at the flanks while the mobile officer frigates destroy their flanks.
Why s-mod expanded magazines for Anti-Matter blaster? It does nothing for it from the s-mod side.. Just being a regular hullmod increases its charges from 20>30.
@@GrumpyThumperGaming I could be wrong but I'm almost certain that's not true. Because its not recharging (it has no recharges), it just has a refire delay of 10 seconds, which shouldn't get affected by S-mod Expanded Magazines. Also the wiki page on Antimatter Blaster even discusses Expanded Magazines, but it only recommends having it as a regular hullmod to expand the charges to 30, but makes no mention of it increasing the fire rate. I've also discussed Antimatter Blaster in reference to Expanded Magazines with top veteran players, and they also implied that only the charges (20>30) get affected. So i'm like 99% sure it doesn't have any benefit from S-mod. The wiki is also not fully accurate regarding Expanded Magazines, because it doesn't have Ir Autolance or Thumper listed as getting affected by it, but I have confirmed with simulations and from speaking to numerous top veterans that both not only get the charges increased, but also the recharge/regeneration rate is increased by 1.5x.
I was piloting a doom for a bit in my last playthrough. The pros where that the mines absolutely deleted frigates, and it didn't take much effort to get behind a ships shields and smack it with a reaper. The cons were that to reliably kill capital ships, you had to get very very close, and when they went boom, so did the doom.
Doom works best when in large battles when they are ship debris blocking the enemy line of fire. You can hide behind debris while you mine your target, shoot a reaper salvo then hide and vent. 6 reapers and two phase beams with high intensity laser works well.
On the other hand, you can kit gremlins to have reapers. Wolfpack tactics skill takes reapers to 4800 damage on bigger stuff, and hitting small things with reapers is difficult/not worth trying with gremlins. You could get this higher with target analysis + missile specialization, but that's a big ask on character skills, probably not worth.
Make a few of these, pilot one yourself, send it on a probably one-way trip into enemy engines. Have the others in reserve or waypointed out of the fight. If you have the industry tree (which is nice while growing fleet + generally), you will almost always get them back if they die. But if they somehow don't die after unloading two reapers into a ship's engines, you can also just have them retreat + swap yourself to another.
Too many of these will cut into fleet limit and compromise the frontline ships. On the other hand, trading 6 DP or less to cripple or kill stuff worth 3x as much or more can swing otherwise difficult fights, and you can salvage gremlins off pirate fights.
Friday, the upload day for good Starsector contents.
Miss you Grumpy
Would love to see a new series from you
Thanks for the video man!
Phase Ships are a menace when done right. I personally fly Harbingers to support the capital I accompany at the flanks while the mobile officer frigates destroy their flanks.
I take em on my capital as well, they can do some pretty long range burst damage with phase lances escort package and advanced optics
Why s-mod expanded magazines for Anti-Matter blaster? It does nothing for it from the s-mod side.. Just being a regular hullmod increases its charges from 20>30.
S-mod Expanded Mag increases the recharge rate so you can fire faster.
@@GrumpyThumperGaming I could be wrong but I'm almost certain that's not true. Because its not recharging (it has no recharges), it just has a refire delay of 10 seconds, which shouldn't get affected by S-mod Expanded Magazines. Also the wiki page on Antimatter Blaster even discusses Expanded Magazines, but it only recommends having it as a regular hullmod to expand the charges to 30, but makes no mention of it increasing the fire rate.
I've also discussed Antimatter Blaster in reference to Expanded Magazines with top veteran players, and they also implied that only the charges (20>30) get affected. So i'm like 99% sure it doesn't have any benefit from S-mod.
The wiki is also not fully accurate regarding Expanded Magazines, because it doesn't have Ir Autolance or Thumper listed as getting affected by it, but I have confirmed with simulations and from speaking to numerous top veterans that both not only get the charges increased, but also the recharge/regeneration rate is increased by 1.5x.