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Fix the Guramba Siege mode

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic wrote:
    We will be significantly reducing the amount of time it takes the Guramba to charge and fire its siege weapon. Additional changes may be considered in the future once we see how that goes.

    Well, it's definitely movement in the right direction. If you want to play it safe and see where we stand after that, that's cool.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Not even that, mate. The Feds have to pay only 1200 points for their godship.

    my bad only 1200? no wonder its on the cstore best seller list. Even though most federation players fly cruisers. Pay to win much?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic wrote:
    We will be significantly reducing the amount of time it takes the Guramba to charge and fire its siege weapon. Additional changes may be considered in the future once we see how that goes.

    Glad to hear that Heretic but in all honesty you do not need to change charge time. Most people do not know how to properly set it up is all. I can get my Jav charged in just over 1 second. I timed it so I am not joking. The firing time though is pretty killer. You generally have a small window of opportunity to get the shot off (kind of like with a Torp but a bit worse) and while its animation is cool and should be kept it needs to go faster lol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Glad to hear that Heretic but in all honesty you do not need to change charge time. Most people do not know how to properly set it up is all. I can get my Jav charged in just over 1 second. I timed it so I am not joking. The firing time though is pretty killer. You generally have a small window of opportunity to get the shot off (kind of like with a Torp but a bit worse) and while its animation is cool and should be kept it needs to go faster lol.

    Sorry, I slipped into technical-speak there.

    In internal mechanics, "charge time" is (the largest part) of the time it takes for the weapon to activate after you press the button to fire the javelin. In other words, this is aimed at reducing issues of ships escaping your arc of fire because of the turn rate debuff the ship suffers from in siege mode.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Heretic wrote:
    Sorry, I slipped into technical-speak there.

    In internal mechanics, "charge time" is (the largest part) of the time it takes for the weapon to activate after you press the button to fire the javelin. In other words, this is aimed at reducing issues of ships escaping your arc of fire because of the turn rate debuff the ship suffers from in siege mode.

    Is anything going to be done about its damage, or the bug I've encountered with it trying to register as physical damage?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    So an uber buff. While I think it needs to be looked at doing what you proposed would make it unbalanced...on that note cryptic just may do it.

    I would not call picking one out of the list an uber buff when you look at where the ship is now and what other ships like the MVAM Prom can do currently. These are just some suggestions to improve it. If only one of these things is done to offset the current gimp with the turn rate then I don’t see how it will make the ship unbalanced.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    BobO369 wrote: »
    I would not call picking one out of the list an uber buff when you look at where the ship is now and what other ships like the MVAM Prom can do currently. These are just some suggestions to improve it. If only one of these things is done to offset the current gimp with the turn rate then I don’t see how it will make the ship unbalanced.

    I must have misread I though the list is all the changes it needs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I must have misread I though the list is all the changes it needs.

    No problem... I think doing just one change would be good but not all as you said that would be a uber buff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Might be worth giving the Guramba another reason to be in siege mode besides the special, like a slight boost to shields or speed... something constant as opposed to a special ability with a cool-down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    hurleybird wrote: »
    Might be worth giving the Guramba another reason to be in siege mode besides the special, like a slight boost to shields or speed... something constant as opposed to a special ability with a cool-down.

    I know, I went back to the raptor because of some of the difficulties... nice ship that raptor btw...lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I had thought about another special ability for the Guramba to justify it, and its use in PvP. An ability that is mostly PvP only in usefulness. Basicly an ability that when triggered, prompts teamed allies with a "hit F to accept" pop up (that would cause decloak you'll see why). If accepted the teamed ally's ship would transfer their current weapon power to the Guramba (ala, EPS Power Flow Engineer Super Saiyan Ability) This would amp up the Guramba's weapon power and insta-charge the javelin. The more people who transfer, the more powerful the weapon power setting (via a +yadda yadda to energy attack power proc) allowing for a more powerful Javelin attack with more support ships.

    Upside: Insta charge, Insta fire, Extra damage, Over piercing (can hit more than one target)
    Downside: After firing Guramba's weapon power is drained, must re-transform and build power back up. Allies who transfered power lose weapon power and must build power back up. essentially, temporarily unable to fire.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I had thought about another special ability for the Guramba to justify it, and its use in PvP. An ability that is mostly PvP only in usefulness. Basicly an ability that when triggered, prompts teamed allies with a "hit F to accept" pop up (that would cause decloak you'll see why). If accepted the teamed ally's ship would transfer their current weapon power to the Guramba (ala, EPS Power Flow Engineer Super Saiyan Ability) This would amp up the Guramba's weapon power and insta-charge the javelin. The more people who transfer, the more powerful the weapon power setting (via a +yadda yadda to energy attack power proc) allowing for a more powerful Javelin attack with more support ships.

    Upside: Insta charge, Insta fire, Extra damage, Over piercing (can hit more than one target)
    Downside: After firing Guramba's weapon power is drained, must re-transform and build power back up. Allies who transfered power lose weapon power and must build power back up. essentially, temporarily unable to fire.

    I really like that Idea, only problem i could see with it would be getting others to help u charge the javelin.
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