Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-22-2011, 01:58 PM
Quote:
Originally Posted by SteveHale View Post
Even with that scenario, you could still keep a cannon escort build while moving out to snipe with your Javelin. That would make for some interesting strategies involving speed and movement buffs, coordinated repositioning, and the usual offensive buffs.
I like the 15Km range but donít forget that the javelin needs to power up thru weapon hits. So you would need to extend the range of other weapons to really make this viable and I don't see that happening.

That said the other suggestions look good:

1) Increase the turn rate while in siege mode.
2) Increase the shield regeneration rate while in siege mode.
3) Increase the damage of the javelin.
4) Allow all weapons to fire when the javelin is firing.

Here are my own suggestions.

1) Give the javelin a 30% shield penetration ability that will do direct damage to the hull.
2) Give the ship a 15% resistant buff to both energy and kinetic damage when in siege mode.
3) Remove the ridiculously long delay in firing the javelin.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
08-22-2011, 03:56 PM
Quote:
Originally Posted by BobO369 View Post
I like the 15Km range but donít forget that the javelin needs to power up thru weapon hits. So you would need to extend the range of other weapons to really make this viable and I don't see that happening.

That said the other suggestions look good:

1) Increase the turn rate while in siege mode.
2) Increase the shield regeneration rate while in siege mode.
3) Increase the damage of the javelin.
4) Allow all weapons to fire when the javelin is firing.

Here are my own suggestions.

1) Give the javelin a 30% shield penetration ability that will do direct damage to the hull.
2) Give the ship a 15% resistant buff to both energy and kinetic damage when in siege mode.
3) Remove the ridiculously long delay in firing the javelin.
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
08-22-2011, 05:08 PM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-22-2011, 05:32 PM
Quote:
Originally Posted by Heretic
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.
Thats good, but the issues with its turn rate still need to be addressed, as does its lack of significant damage (I do more damage with my Guamba's Beam Overload I than with my Siege lance more often than not). Only the carrier has a worse turnrate than the Guramba in siege mode, and I have been out turned by well built carriers with the right equipment. Something defiantly needs to be done to it, to insure the big 20 dollar gun we bought is at least sometimes useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-22-2011, 05:40 PM
Quote:
Originally Posted by Heretic
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.
Any planned counter to the Gal-X's cloak planned? I figure that would make an interesting twist in leveling the playing field. perhaps something that messes with the Gal-x's cloak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-22-2011, 08:53 PM
Quote:
Originally Posted by Heretic
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.
If the Guramba cannon is getting his timer even more reduced & is doing the same damage as the spinal lance of the Galaxy-X is see something wrong whit this picture, please line up the timers so the galaxy X has the same cool-down like the Gurumba.

Fo those who don't see whats wrong >>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Galaxy-X 3 minut cool-down spinal lance VS Gurumba 20 seconds siege cannon

The same amount of damage & not the same cool-down... always found that confusing, let alone unfair.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-22-2011, 09:07 PM
Quote:
Originally Posted by scorpiobe View Post
If the Guramba cannon is getting his timer even more reduced & is doing the same damage as the spinal lance of the Galaxy-X is see something wrong whit this picture, please line up the timers so the galaxy X has the same cool-down like the Gurumba.

Fo those who don't see whats wrong >>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Galaxy-X 3 minut cool-down spinal lance VS Gurumba 20 seconds siege cannon

The same amount of damage & not the same cool-down... always found that confusing, let alone unfair.
I believe he means lowering the time it takes to fire from pressing the button. Not, the overall cooldown length of the weapon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-22-2011, 09:09 PM
I have both the Gal X and the Goomba, and the Gal X makes up for that by having far more survivability.

Turn rate and speed is everything for an escort. This is why siege mode sucks. I mean even science ships out turn it. Any opposing escort now has a nearly immobile squishy target, why would anyone want to go into seige mode?

At the very least, and this is all anyone ive talked to has asked for - can seige mode (as well as the varanus drones, marauder interceptors and Brel cloak) at least be an optional console similar to the MVAM and Rhode Island? This would be very nice for the short run to cut down on spam and at least give Klingons ships that are on par with the Fed versions. If you want to have fun with siege mode (even if its not great, it can be fun for laughs) you can put the console in. If you dont, you can put something in the lost eng console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
08-22-2011, 09:18 PM
Quote:
Originally Posted by scorpiobe View Post
If the Guramba cannon is getting his timer even more reduced & is doing the same damage as the spinal lance of the Galaxy-X is see something wrong whit this picture, please line up the timers so the galaxy X has the same cool-down like the Gurumba.

Fo those who don't see whats wrong >>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Galaxy-X 3 minut cool-down spinal lance VS Gurumba 20 seconds siege cannon

The same amount of damage & not the same cool-down... always found that confusing, let alone unfair.
Siege MODE has a 20 second cool down, the SIEGE JAVELIN has a 1 minute cool down, at least mine does. and once that cool down happens, you then need to shoot something enough to charge it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-22-2011, 11:30 PM
Quote:
Originally Posted by Heretic
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.
Nice something is possibly happening, although i believe its not enough.
Go look at the mvam movement stats and tell me how is thing even supposed to come close to matching that ship? both are 2000 cstore point escorts. 1 is full of win, the other is full of fail.

Perhaps actually balancing the ship before its released, instead of like 6+ months down the track just like the vanarus and the brel and almost every other kdf ship.

While MVAM / intrepids and most federation ships get released being awesome sauce from day 1, KDF ships get released being totally underpowered, then have to wait 6 months to be giving the slightest of buffs, while the devs wait for the cry of the federation pug majority that whines and then they nerf the ship back into being crap again (carriers anyone ?)

Yet when the players who actually care about PVP balance, post how the MVAM is overpowered vs all other escorts, in tribble feedback threads and pvp forums, nothing is done.

Blatant double standards exist when it comes to federation and klingon ships, that any PVP player that plays both factions can see. If you still are unsure what im talking about then you may read my post here which outlines some of the ship imbalances between the factions.
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