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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-17-2012, 12:09 AM
Quote:
Originally Posted by Lord_Atila
Its all good. After doing some pvp matches today I decided to stick with the KHG set. I tried the 3 pcs of the Borg set..didn't like it since the shield regen proc never happened, only the hull regen worked. But anyways, once you get the KHG your going to LOVE the shields
I only have the KHG shields i will have to try the whole set.Thx for sharing your experience with the different sets with us. As for the procs like you said its the same for me so far with the borg set.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-17-2012, 05:22 AM
Quote:
Originally Posted by cfaith06 View Post
I only have the KHG shields i will have to try the whole set.Thx for sharing your experience with the different sets with us. As for the procs like you said its the same for me so far with the borg set.
No problem cfatih. Having the full set of the KHG = fun times since it gives the Guramba a cloak not like the cloaks the other KDF ships have but its similar to Masked Energy Signature. Once it expires or you toggle it off you get a nice defense bonus for about 5 sec (not sure if that's right so don't quote me on that XD).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-17-2012, 09:41 AM
Quote:
Originally Posted by Lord_Atila
No problem cfatih. Having the full set of the KHG = fun times since it gives the Guramba a cloak not like the cloaks the other KDF ships have but its similar to Masked Energy Signature. Once it expires or you toggle it off you get a nice defense bonus for about 5 sec (not sure if that's right so don't quote me on that XD).
Woah i didnt know that so its a toggle and last till canceled? that will be very helpful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-17-2012, 11:19 AM
Quote:
Originally Posted by cfaith06 View Post
Woah i didnt know that so its a toggle and last till canceled? that will be very helpful.
Only problem with the free cloak is it's an aoe not a single cloak like the other ships. Get to close or an enemy gets to you they can see you and the cloak is gone. The cloak last about 10 sec till you cancelled or it expires. Should have been more explanation about the cloak, I apologize. Plus side to the cloak is the defense after cloak and you can make your teammates disappear as well and they also get the extra defense after cloak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-27-2012, 11:08 AM
Just a noob question is it better to have full disruptor instead of Antiproton ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-27-2012, 11:16 AM
Quote:
Originally Posted by grakken1
Just a noob question is it better to have full disruptor instead of Antiproton ?
The Javelin benefits from any + disruptor bonuses you have on your Tac consoles, so in that sense it's better to have full disruptors. Ultimately it's up to you, though.

(Personal opinion? I'd go full disruptors on that one)

-J
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-27-2012, 11:52 AM
Thanks Spectre, I did see that the ray was massive Disruptor damage. Just still trying to get to grips with the game, and trying to ensure i don't completley suck in STF's either Also thanks for the fast response.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-27-2012, 06:16 PM
Tac Captain,definetly go Disrupters an use Siege mode wislely. save it for Cruisers an such as escorts u will usualy miss target. PVP Build, works just as well STF
Speed is everything to me fly'n this ship, so use Ageis engine,KHG shield with Ageis deflector. engines set at70 shields at 75, weaons at 100, Attack mode, deals decent dps an good survivability using macro for shield & Team buff, manual click for offensive buffs. Use only Hazards 2 for hull heal. Using Evasive an Omega powers coupled with using reverse Engine power, with a little practise u ca kill lots of stuff in PVP an STF
Ditch the Leech Console an use it slot for something better an run 4 DHC an Turets on for the rear. U will do more dps in a pvp match, just my humble opinion
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-28-2012, 09:56 PM
Thanks everyone for the useful info above. I got to change my consoles and stuff, that's a long road ahead. I use beams which is okay for PvE but not enough for endgame; now I have to beg-borrow-steal a few turrets and cannons

A few small questions:
* Does it make much difference which level the KHG stuff we have, eg. Mk X versus Mk XI versus Mk XII? (I have the Borg shields and deflector, going to redeem the datachips for the engine but I'll get the KHG shield later as a backup.)
* My Fed sci toon went up against other Feds in a PvP map, and their antiproton cannons shredded my shields like paper while their shields were impenetrable. Could they have been using the MACO stuff which is the KHG equivalent anyway?
* Assuming everything else between the specialization of the captain (Tac Eng Sci) being equal, what's the difference between a Guramba will full disruptor weapons or full antiproton weapons?
* I have the Field Generator Mk XI and RCS Accelerator Mk XI equipped, but my understanding is that the ship has such a good turn rate and shields that they might not be needed?
* Already have the Bio-neural torpedo, but any opinions about others like the transphasic?


Related link for "goofiest Guramba possible" thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-01-2012, 10:43 AM
Let me preface this with a disclaimer. I haven't actually flown a garumba yet. I just bought it. This is theory.



Quote:
Originally Posted by Captain_K.C. View Post
A few small questions:
* Does it make much difference which level the KHG stuff we have, eg. Mk X versus Mk XI versus Mk XII? (I have the Borg shields and deflector, going to redeem the datachips for the engine but I'll get the KHG shield later as a backup.)
The step upgrades aren't that big a deal. A few more points on a deflector, a slightly higher shield capacity, etc. Little stuff. The big stuff is constant on sets as far as I can tell.

Quote:
* My Fed sci toon went up against other Feds in a PvP map, and their antiproton cannons shredded my shields like paper while their shields were impenetrable. Could they have been using the MACO stuff which is the KHG equivalent anyway?
That will help, sure. But they could have also had high shield power and resistance from EPtS. Or triggered Rotate Shield Frequency, or Reverse Shield Polarity.

Quote:
* Assuming everything else between the specialization of the captain (Tac Eng Sci) being equal, what's the difference between a Guramba will full disruptor weapons or full antiproton weapons?
Other than the obvious proc differences, if you're using disrupter damage boosts, apparently that will also make the javellin hurt more (~100% boost.. 26x4? yikes)


Quote:
* I have the Field Generator Mk XI and RCS Accelerator Mk XI equipped, but my understanding is that the ship has such a good turn rate and shields that they might not be needed?
If in siege mode I'd think you'd either need the RCS or Omega/Evasive active to be useful (unless running beam arrays) If you don't lock down into siege mode then it's a matter of taste as to what's "too slow" and based at least partly on playstyle.


Quote:
* Already have the Bio-neural torpedo, but any opinions about others like the transphasic?
Unless you're just going to go nuts with shield-bypassing, I don't see that transphasics do much for you. On the other hand, if you were making a Gravity-well science torp boat, then that might be the ticket.

On my Bop, in the rear facing I outfitted 2 torpedos... 1 Photon and 1 Tricobalt. I'd go in strafing, then veer away. On the veer, I could unload a high yield or spread torpedo salvo. Seemed to work better than turrets for me in those slots, and I could keep the front slots loaded with DHC.

As I get better torpedo officers I might be able to upgrade the photon to a quantum. The idea is that the torpedo is always available on the spin so that you don't miss an opportunity to deal damage.
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