Fix the Guramba Siege mode
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Join Date: Dec 2007
08-19-2011, 06:21 AM
Originally Posted by
I mean my numbers are not accurate 100% but if you bring up the beta threads and all the feedback the community, posted at the start of this ship , it was excepted as gimped only because the Galaxy X was just as gimp at that time.
It just need a buff some where that make it worth while to be in siege mode, I only do it because I found a small nitch the Guramba can do good ( not great) which is sustained DPS in siege mode. Which the only capt that can use a grumba effectively is a Engineering captain, because u are the most targeted ship on the kdf side. In very rare situation u get to fly with another grumba and Ive only flown with another grumba that was pretty good enough to 2 x javelin people.
I give u hint how to make a better ship out of your current Guramba
Drop Beam overload for BFAW it does not share CD with javelin.
BFAw will also if timed very well a javelin will go and so willl your beams at the same time enough to take out the rest of his shields to get a javelin on bare hull.
If your fighting a someone in arena that there loosing shields do to a allies , drop APO+tact team+EPW and a javelin u will get a 25-45k hit. (very rare ) very hard to do, and only if it hits bare hull. Anything else will be a waste on a shielded opponent and just rip off facing shield and deliver a 9k hull hit if they have no Resistance buffs.
A avrge hit I get is between 12k and 18k, and will only fire on escort below 50% and cruisers below 35% but most of all they have to have facing shield down.
There is a 50% miss ratio to this javelin as well so most people who play pvp in this ship dont even use the javalin because for dps wise its not worth it a fully open up BFAW3 will do more damage in seige mode than a javelin will do, but it does but it still help for that extra burst sometime a couple sec they can get healed back to full health.
I run , 4 =2 dis/2 anti P duel beams up front and 3 single in the back
Maybe what they should do is up the over all turn rate to a bop turn rate which will give the ship a better turn rate in siege mode. Also giving the player the choice between a very agile ship and a slow turning ship.
Another thing why is a fully spec Raptor have 42k hull and I only have 40.8?
Hmm, interesting. I've been avoiding BFAW because I heard it was, well, not broken but there was an exploit that caused it to do massively too much single target damage. Do you know if they fixed it, I'd rather fly a sub-optimal build than be an exploiter. But on the other hand I picked up the siege destroyer originally with the intent of flying it tentacles out in siege mode as much as possible, that I've had to start flying it like a standard escort has been a disappointment.
Do you suggest a DBBx3, 1 torp launcher load up front?
Anyway, back on topic. Maybe they could find a way to adjust the siege mode so that, in addition to draining weapon energy it steals shield energy aswell. That adds to the "siege" feel and would give the kind of defensive buff you're looking for all while staying very much in theme with the ships current abilities. Ofcourse this amounts to both a defensive buff and an offensive debuff with team capability so it would be trickier to balance.