Greetings. I come before you today not only because I finally figured out how to post on the new forums but also because of some odd tidings regarding my favorite spaceship - the Guramba Siege Destroyer!
Its mechanics were so clunky, so bugged and so utterly at odds with sustained dps that I was sure it would never be revisited ever again. Ladies and gentleman, I can happily say I was completely wrong. Beholden the Kolasi Siege Destroyer in all its T6 glory!
Plus a hangar bay?
Now theres nothing wrong with hangar bays - and hopefully some people can sooth my nerves with some incomprehensible mathematical backing. That said, why would a seige destroyer be retrofitted with a hangar of all things? The first thing to be said about siege destroyers is that (to my knowledge) this is the only one out there. No other faction has one. The klingons dont have one. The siege destroyer line is a physical manifestation of Nausicaan testosterone. The intent to bend one's own spaceship in half so you could fire at your enemies with your front weapons and your back weapons AT THE SAME TIME. The ship embodied a most pure of philosophies, send as much grief from THIS spaceship to that spaceship IN FRONT of it as physics would allow. Before the andorian escorts were released, I believe the Guramba was capable of pointing more guns forwards then any other vessel in game - it sacrificed a lot to do so, but did it gladly to bring the BFG to spaceship format.
The Guramba was never the optimal dps ship but I feel it's role as a seige engine was pretty clearly defined. So why the hanger bay? We talking about a ship which specialised in pouring all it's attension, weapons, and subsystems power at a single spot on an enemy vessel. How does adding fighter support add to this fantasy? The seige destroyer was supposed to become blind to all directions but forward when entering seige mode. Having no weapon capable of firing backwards was the point. Wing support could be provided by other vessels. Tactical positioning could be provided by other vessels. Guramba was just there to fire everything it had in a straight line. These small flappy things now following your ship detract from that fantasy. The seige destroyer was meant to be about machismo, not some half hearted ontourage of support things.
A Hanger makes a worthy addition to fantasy of dreadnaughts. The spinal lance and (non-system draining) fighters make a worthy addition to advanced warbird. Could we not have found something more appropriate for the siege destroyer class? Some bonus more in line with it's theme? Could we not prevent it from clunkily disengaging from siege mode when firing it's lance? Could we not allow it to equip redirectable torpedoes and heavy cannons on it's rear for later forward pointing? Could we not give it a half statted module which recalibrated it's lance to your prodominant energy type? Could we not just give it another gun?
I don't know.
I'll probably still be purchasing this glorious vessel at some point in the future. I just wish it had turned out a bit more gloriouser.
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And that literally is every reason there is.
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Some Elite Orion Interceptors in the Hanger bay might help hold the target in place, ideally I wish it was going to a 4/4 layout like the Chell Grett maybe with a fused Quad Disruptor Turret Mk XIV {rapid] weapon in the extra slot.
I just don't feel that a hangar adresses the vessel's biggest flaw: The fact that the javelin halts all weapons for several seconds. My Guramba's javelin did about the same dps as all my othr weapons back in the day. As using my javelin stopped the dps of all my other weapons though, using it was rather silly. I spent quite a lot of time trying to time javelins to kill stuff - because tactically (or without speccing into disruptor damage) using the javelin actually set you back.
If Cryptic was so set on releasing a dreadnaught with the exact same stats as the other factions, I just feel they should have used one of the countless destroyers or battleships of the Klingon faction instead of diluting one of the most unique vessels in the game
Cryptic was never set to release ships with same stats in those cross-faction bundles:
The Morrigu isn't a battlecruiser (not even a cruiser) yet was released with battlecruisers.
The Escort carrier/Tactical warbird/ Flight-deck raptor pack had each ship with different Boff layouts.
The Iconic ship bundle also didn't contain identical copies: the Negh'Tev is a battlecruiser (decently fast turning), the Andromeda a classic cruiser while the D'Khellra has a distinct Boff layout of the two.
Basically, the Kolasi probably isn't a dreadnought at all, possibly not even in name. They just wanted a KDF design with a built-in lance (not a console that's cannon-like) and tried to make it at least partially similar by giving it a hangar bay.
Personally, I'm looking at it as the second KDF 'escort carrier' type ship (after the very recent Qa'tel).
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
You are misremembering the ships transform abilities,
I just dragged my Guramba outta mothballs literally 20mins ago before posting and equipped Polaron beam arrays in the rear weapon slots [for easy of id vs disruptors], 1 photon torp,2 disruptor DHCS and a disruptor DBB in the 4 forward slots. I then ran a Tholian red alert transformed into seige mode, by your theory I should have had 6+ weapons firing forward except for maybe the torpedo while in seige mode, guess what the Polaron beam arrays still only fire to the back arc no matter what mode you are in and the other weapons still covered their standard arcs transformed or not though it was fun to blast thru a Tholian recluse with the Javelin a couple of times it still didn't change any of the weapons default firing arcs. Nostalgia is a nice thing except when it messes up the facts, I originally got the Guramba as one of my 1st ships after leveling a Fed character to lvl 20 so I could unlock Klingon play back in the day and the ship has always worked the same as I stated above. You may remember running it with a DBB, 3 DHCs and 3 Turrets like most of us did but turrets can fire 360deg which may have skewed your memories.
sto.gamepedia.com/Guramba_Siege_Destroyer
sto.gamepedia.com/Ability:_Siege_Mode
sto.gamepedia.com/Ability:_Javelin
What concerns me is the javelin stopping all weapons fire for several seconds. If I'm going to drop the DPS of other weapons down to 0 around the time the javelin hits, I'd want the javelin to count for a lot more when it does. I wouldn't use javelin to be LESS damaging.
(pro tip: it looks like a worthy ship tho.)
The fighters can be used to either supplement your DPS, or be used to screen out incoming heavy torpedoes and mines and other enemy fighters. The ship itself seems to be an overall upgrade to the old Guramba, too. Really, it's a win/win in this situation.
My character Tsin'xing
If they wanted to make the ships more equal they should of went with a 5th front weapon rather than a hangar imo...
Ha, Sarr Theln is worse. When it launches Plesh Brek Raiders, it's like seeing a mouse give birth to twin adult elephants.
Yeah I know hehe...still hope/wish some day they will give us access to the old Sarr Theln model!
I think, in yonder early days, I had 4 borg dual heavy cannons front with a torpedo launcher and 2 borg turrets back. I probably assumed the best when the ship bent in half and the turrets kept firing forward ^^
I'd take just that NPC costume as a Winter event reward, actually.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
I've been running the same mix of traits on a sheshear dread for the past while, made sure i grabbed DBB's with [Over] on them as well, the proc doesn't trigger for the light deck raptor trait, but it does set off the effect of the mat'ha trait so they should trigger the shield buff from the T6 Grumba trait. To top it off the elachi shuttle pets at elite have BO3 and HYT they don't trigger the mat'ha effect with BO but their torps are effected by overwhelming force.
Its amusing when on your own to see a cluster of HYTs from you and your pets slam into a target and send them 30km across the map, half killing them if they were still on full health in the process.
Hehh