Dominator (XIV)

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Up to date for latest version, 0.97a.

Built to the specifications of the 14th Domain Battlegroup which founded the Hegemony, this vessel is a prime example of the Domain Navy's 'decisive battle' doctrine, particularly exhibited by a series of radical structural modifications performed using pre-Collapse industrial technology.

Ponderous and menacing, the Dominator-class is one of the most widespread system defense cruisers in Hegemony space.

While not the most technologically advanced hull, it relies on a plethora of ballistic hardpoints to accomplish its mission, which is more often than not defending orbital installations and vital points of intra-system trade routes. A poor shield emitter which is difficult to manage and thus, rarely engaged, gives way to an almost impregnable interlocking armor belt system making the Dominator safe from most weapons. Even strike craft cannot overcome the hail of projectiles that can be launched to intercept their payloads. This hull proves that tried and true military engineering is difficult to overcome by new ideas and technologies, especially when in the hands of tough, determined crews and experienced officers.

Dependable, durable, and a constant presence in home space around civilized worlds and outposts, the Dominator is perhaps most hated and feared by pirates and law-breaking corporate agents.

–In-game description


DominatorDominator (XIV)

A powerful and menacing Heavy Cruiser, the Dominator is a ship often fielded within Hegemony fleets. This variant is a survivor from the original XIVth battlegroup and thus much stronger than the base.

Overview

Acquisition

Strategy and tips

This section of the article is transcluded from Dominator#Strategy and tips.


Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

The Dominator's strength lies in its armor and weapon mounts. Its role is simple: destroy larger ships. Good builds focus around that.

On one hand, Dominator has immense single-target damage. However, even if overwhelmed, it's usually tanky enough to weather the damage as it regains its ability to fire. Dominators can be built around predicting the fact that they will become overwhelmed or without that fact in mind, around scenarios of fleet situations.

Weapons

A Dominator is ideally equipped with one kinetic and one anti-armor weapon in each large mount. In normal circumstances, a Mark IX Autocannon and a Hellbore Cannon will suffice, as both weapons have low flux cost and do the job well enough, as well as having a matching maximum range of 900. The three medium missile slots can be fitted with either Annihilator Rocket Pods for excellent HE pressure, or Typhoon Reaper Launchers for high damage. the small and medium mounts only need to be fitted with Flak Cannons and Vulcan Cannons, so that the Dominator doesn't having anything else stressing its poor flux stats.

Hullmods

The Integrated Targeting Unit is the most essential hull mod for the Dominator. However, Armored Weapon Mounts and Heavy Armor will make the Dominator even tankier, while Auxiliary Thrusters will improve its manuverability. Expanded Missile Racks will help sustain a Dominator's pressure for longer, and any remaining ordnance points should go to vents and then capacitors.

Safety Overrides

A Dominator with Safety Overrides is not an optimal build, though there is a way to make it work. With Auxiliary Thrusters or the appropriate Officer skills, the large mounts use two Devastator Cannons in the front, two Heavy Machine Guns in the mediums and small slots with Vulcan Cannons. Either Sabot SRM Pods or Typhoon Reaper Launchers will work here, depending on preference.

Alternatively, the larges can be replaced with Storm Needlers and paired with Assault Chainguns. However, this is also an incredibly flux-hungry loadout.


Changelog

This section of the article is transcluded from Dominator#Changelog.


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