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Get out there and test the Nausicaan Guramba Siege Destroyer

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2010 in Klingon Discussion
I don't know if I'll be able to get into the game for a few days but my fellow KDFers get out there and test this thing into the ground please.
http://forums.startrekonline.com/showthread.php?p=3227338#post3227338
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    All my kdf characters are now as of season 3; broke.
    So I can't respect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Any chance re-copying the character to tribble would fix it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think a respec is also available for 30,000 Merits/Honor. Not sure how _broke_ you really are. ;)

    I'll have to check the ship out tonight.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The majority of posts seem to suggest we are once again getting a gimmick. I haven't been able to test it yet, I hope to soon. Get out there test it and voice your opinion!!!! We must be heard :D

    http://forums.startrekonline.com/showthread.php?t=193747
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    You can respec on tribble as often as you like. the respec man also hands out respec tokens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    oooo. i didn't realize that. Thx.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The ship is cool looking and seems quite effective so far. I like it better than all of the new ships. The assult mode is sweet!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    the animation is pretty sweet, not sure how effective the siege mode will be yet but then again im sure in the fight hands the right captain will make it work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The ship is fine, but the siege mode is utterly worthless. I'm not sure how anyone can find any value in it. The damage on the Javelin is weak, it takes a ridiculously long time to charge, and the firing animation stops you from firing the rest of your weapons for 5s, which is a massive loss of DPS that is not mitigated by the Javelin damage at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yet on the OTHER HAND... did you spec for it?

    I just took my sci officer, who is normally a karfi carrier captain, and tried out the new Javelin seige attack...

    OH MY GAWD :eek:

    To anyone who would like to make it effective, follow these simple rules:

    1. It's based off Raptor/Escort stats
    2. It's primarily beam oriented, but works fine with cannons. Just put points in BEAMS if you want the Javelin to work right.
    3. It's Javelin attack is also a DISRUPTOR attack, so spec for Disruptors.
    4. When using cannons, and rapid fire/scatter volley, I charged my Javelin in SECONDS.
    5. When you activate seige mode, you gain +10 to weapons (So adjust your pwr lvls if your already maxed) and -10 to engines. So you don't turn nearly as well... until you spec for raptors/destroyer.
    6. When your Javelin is fully charged, treat it as scatter volley with dual heavy cannons... give yourself at LEAST 6-8km from the enemy to activate it, and make sure your facing at least 2+ enemies in your 45 degree firing arc...
    7. Think "Beam overload 2"... that hits EVERYTHING in a narrow cone AoE.

    I was flying around in T'Kanis against borg ships... entered seige mode. Engaged 3 spheres with scatter volley, had my weapon charged up... and unleashed it.

    I hit 2 spheres against naked hull for 12K damage each, and one sphere with shields still up for 9k. :eek:

    Then it went on a 2ish minute cooldown (Wasn't paying much attention to that, as I was too amazed at my massive beam attack) and my ship transformed back into standard mode.

    It was freaking amazing. That beam, will be DEVISTATING against a fed ball... and if you have 2+ of these things in PvP, if you happen to coordinate a simultanious attack with this beam. You may just ERASE any escorts out with just that.

    So have fun with THAT!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'll admit to not having had a chance to login in (I'm not at home I'm on the road), but everything I'm reading in the official thread says that it offers nothing over the current ships in the KDF line up. If this is true once again the Devs are giving us another gimmick ship that is not worth their development time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    another gimmick ship

    I wish they'd made those gimmicks into a new type of equipment instead of sticking them on random ships...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yet on the OTHER HAND... did you spec for it?

    I just took my sci officer, who is normally a karfi carrier captain, and tried out the new Javelin seige attack...

    OH MY GAWD :eek:

    To anyone who would like to make it effective, follow these simple rules:

    1. It's based off Raptor/Escort stats
    2. It's primarily beam oriented, but works fine with cannons. Just put points in BEAMS if you want the Javelin to work right.
    3. It's Javelin attack is also a DISRUPTOR attack, so spec for Disruptors.
    4. When using cannons, and rapid fire/scatter volley, I charged my Javelin in SECONDS.
    5. When you activate seige mode, you gain +10 to weapons (So adjust your pwr lvls if your already maxed) and -10 to engines. So you don't turn nearly as well... until you spec for raptors/destroyer.
    6. When your Javelin is fully charged, treat it as scatter volley with dual heavy cannons... give yourself at LEAST 6-8km from the enemy to activate it, and make sure your facing at least 2+ enemies in your 45 degree firing arc...
    7. Think "Beam overload 2"... that hits EVERYTHING in a narrow cone AoE.

    I don't think anyone's reported an AoE, which would be interesting (although a bit illogical given the name 'javelin' - but we ain't vulcans so who cares?).

    Definitely need to try out the AoE capabilities.
    I was flying around in T'Kanis against borg ships... entered seige mode. Engaged 3 spheres with scatter volley, had my weapon charged up... and unleashed it.

    I hit 2 spheres against naked hull for 12K damage each, and one sphere with shields still up for 9k. :eek:

    Then it went on a 2ish minute cooldown (Wasn't paying much attention to that, as I was too amazed at my massive beam attack) and my ship transformed back into standard mode.

    It was freaking amazing. That beam, will be DEVISTATING against a fed ball... and if you have 2+ of these things in PvP, if you happen to coordinate a simultanious attack with this beam. You may just ERASE any escorts out with just that.

    So have fun with THAT!!!

    An escort in T5 should have ~39k hull, and probably 7k shields and then there are shield/hull resists to push the effective total up quite a bit higher.

    Personally, the ship isn't for me - but this certainly looks better than the other reports :).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Splutter wrote:
    An escort in T5 should have ~39k hull, and probably 7k shields and then there are shield/hull resists to push the effective total up quite a bit higher.

    Shields on mine are 12608 with the Mk X Covariant Cap x3 or 11694 with the Aegis shield. That's with the 35% shield buff and maxed captain skills, of course. Hull is 39,001 :)
    Personally, the ship isn't for me - but this certainly looks better than the other reports :).

    Most reports are PvP centered. And those guys aren't being very realistic, to be honest. It isn't going to get cloak. And it isn't going to get something as useful in PvP as cloak. All their complaints about it just serve to validate Fed complaints.

    That said, the complaints about the javelin attack are valid. It just isn't very viable.

    Me, I want to see it changed a bit. I want the javelin to get the cooldown, with none for siege mode. I want to be able to swap in and out of siege mode at will. And I want to see siege mode add a self snare, buff resists, and only be 35-40% turning reduction, rather than 50%. Basically, want siege mode to be more about siege mode, less about the Javelin.

    But I like the general idea behind the ship. And love the look, sort of reminds me of the Shadows' fighters from Babylon 5.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    They've made the follow changes
    • Here are the changes that we're currently working on for the Guramba Siege Destroyer:
      • Decreases recharge time for Siege Mode and Javelin from 180-60s.
      • Removed Weapon power cost Drain after activating Javelin.
      • Reduced time to ready up Javelin.
      • Reduced Charge Time to activate Javelin.
      • Updated innate power bonus - Starts with +10 Weapon Power, +5 Engine Power. Siege Mode Grants +10 Weapon Power, -5 Engine Power.
      • Increased Guramba HP to 31500.

    Test, 'em, test 'em test 'em!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I saw a dev fly it on Tribble awhile back , it looked really cool, but i have yet to test it myself on tribble, i hope too soon.

    But it does look so cool at least lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Changes coming to Tribble

    We will be bringing the TRIBBLE server down for maintenance to apply a new update.
    ST.10.20101208a.13
    You will need to delete your current nausicaan ship and grab another one in order to see all of the changes to the nausicaan ship.
    • The nausicaan ship has been added to the qonos database
      • Nausicaan Guramba Ship Changes
      • Decreases recharge time for Siege Mode and Javelin from 180-20s. This will actually let you carry a charge from your Javelin over if you leave Siege mode without firing the Javelin.
      • Removed Weapon power cost Drain after activating Javelin.
      • Reduced time to ready up Javelin. Reduced Charge Time to activate Javelin. From 5 to 3s.
      • Updated innate power bonus - Starts with +10 Weapon Power, +5 Engine Power.
      • Siege Mode Grants +10 Weapon Power, +5 Shield Power, -5 Engine Power. Increased Guramba HP to 31500. Stuns, Disables and Holds will no longer knock you out of Siege Mode.

    I'll test them tomorrow, in many ways I think the changes to stuns, disables and holds might be the most important change.

    Test it and express your opinion in the official thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    Changes coming to Tribble




    I'll test them tomorrow, in many ways I think the changes to stuns, disables and holds might be the most important change.

    Test it and express your opinion in the official thread.

    If those are the changes they made then it should make a big difference from what I tested over the weekend. Looks like they've ironed out everything that needed to be worked on. The main concerns I had was the Siege Mode, and the Javilin
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ok I've spent a couple of hours in the Capt. chair of this thing, and I think I need to do some more testing, but here are my initial thoughts.

    The ~3s of transition after the Javelin fires are annoying, they are probably not long enough to get you killed (unless you are timing things badly), but they are long enough to make you feel useless. While the transition into siege mode is similar, I at least felt more in control of when that was deployed.

    The turn rate in siege mode is the biggest turn off to buying this thing (with or without CP). I'm not sure how to fix this. I understand the thinking from a balance standpoint, but it just cripples this ship at times. Furthermore, it takes what it supposed to be an Escort (in set up and stats) and makes it play more like a cruiser, this is a weird way to balance things.

    Overall she is an interesting ship and I can see where the most recent changes were needed. She certain could have a place in a PvP group, but only really with a good dedicated team built around the idea of taking full advantage of that hard hitting javelin.
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