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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-17-2010, 01:14 AM
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

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.

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!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-17-2010, 09:50 AM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-17-2010, 10:37 AM
Quote:
Originally Posted by Varrangian View Post
another gimmick ship
I wish they'd made those gimmicks into a new type of equipment instead of sticking them on random ships...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-17-2010, 10:41 AM
Quote:
Originally Posted by Treagersama View Post
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

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.

Quote:
Originally Posted by Treagersama View Post
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.

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 .
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-17-2010, 01:11 PM
Quote:
Originally Posted by Splutter
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

Quote:
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-17-2010, 04:06 PM
They've made the follow changes

Quote:
Originally Posted by Salami_Inferno
  • 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!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-17-2010, 05:06 PM
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
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-20-2010, 07:32 PM
Changes coming to Tribble


Quote:
Originally Posted by Salami_Inferno
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-20-2010, 09:58 PM
Quote:
Originally Posted by Varrangian View Post
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
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-21-2010, 03:38 PM
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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