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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
05-04-2012, 07:06 PM
Quote:
Originally Posted by Raudl View Post
thats why i wrote basically and not exactly^^
in PVP the javeline is still a good weapon against cruisers and carriers, although guramba is not my first choice for PVP on klingon side, simply because it has no cloak.
Exactly ! why u use Javelin wisley . Usualy hang back a tad from BOP and let them Alpha, in case BOP fails u can follow up with second Tac alpha an Boom for sure!
If BOP wins always have secondary target picked an with good teamwork second ship goes boom quickly
a great ship to fly in PVP, but you need to know how to spec it as Tac Captain an is more suited to experienced Captains, would not recommend it for a Newb Captain . Just my 2 Cents worth :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
05-05-2012, 01:46 PM
This ship is pure epic win. Best purchase ever.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
05-07-2012, 09:40 AM
I've come to the conclusion recently that I do more damage in the aggregate via my science ship than the garumba. I think the main difference is Beam Arrays/Fire At Will vs SCatter Volley/Rapid Fire.

With the sci ship I'm constantly circling, keeping continual pressuire on shields/hull and having nearly 100% uptime on weapons, whereas with the cannons you need to make passes, which keeps some weapons offline a good chunk of the time and the damage falloff range negates some of the advantages that the dual-heavies bring.



I'm thinking I may switch over to a beamboat setup. opinions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
05-07-2012, 02:20 PM
Quote:
Originally Posted by krenlik View Post
I've come to the conclusion recently that I do more damage in the aggregate via my science ship than the garumba. I think the main difference is Beam Arrays/Fire At Will vs SCatter Volley/Rapid Fire.

With the sci ship I'm constantly circling, keeping continual pressuire on shields/hull and having nearly 100% uptime on weapons, whereas with the cannons you need to make passes, which keeps some weapons offline a good chunk of the time and the damage falloff range negates some of the advantages that the dual-heavies bring.

I'm thinking I may switch over to a beamboat setup. opinions?
That's more of a playstyle thing. Escorts, Guramba included, are designed with burst-fire damage in mind. You can still make an escort beam-boat, but if that's what you intend to do why not go with a more durable cruiser or a science vessel for other abilities? No, the real power behind an escort isn't DPS, it's burst damage. Keeping pressure is what a beam-boat does, an escort is the one to break the target in two.

That said, playstyles do vary from person to person. There are escort captains out there who, I'm sure, are intent on keeping the pressure constant instead of all in one go. Some captains like to mix it up enough that they can kind of do both at once.

If circling a target and keeping your involvement in combat a continuous, unbroken assault, I'd say at least try out your science vessel ideas to see if they suit you. At first glance, they may well indeed.

Good luck!

-J
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
05-14-2012, 04:48 PM
note that the guramba used to like the pvp pve paramilitary sirvemucho not because it is slow to turn and flank you very fast, for me is the best pve ship to all three guns guns and a quantum front and rear turrets a council uses rapid fire only when it uses TO Emergenci battery power weapons or weapon to keep in mind the energy always javelin telo not advise to use it only in special cases the quantum with the ability hil year 3 and the best pair of stf is the antiproton is what I have seen, luck and the dps I did in the elite did infect the guramba: D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46 guramba siege destroyer
05-14-2012, 04:50 PM
so im running the DHCx2 the quad cannons and a quantum torp with 3 turrets in the back...just a quick question do yall think EP2Sx2 or EP2Sx1 with ETx1 would be a good way to go with RSP....for my sci i use Pol. hull and hazz. emitters 2...just some input on a new guramba capt. would be great....(for my tac im running TTx2, 2 attack pattern betas (1&2) with cannon rapid fire 1&3 and trop high yeild 3)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
05-17-2012, 07:59 AM
Hi guys;

I have just got this beast of a machine and wow; talk about fun.

I have the following fitted.

Fore (all disruptors)
1 dual beam bank
1 quad cannon
1 dual heavy cannon
1 Bio warhead

Rear (all disruptors)
3 Turrets

Extra fun Modules

Plasmonic Leech
Graviton Pulse
aceton accelerator


3 induction coilds
armor Im running
1 tetraburnium
1 neutronium
1 electroceramic

This is not all top level stuff but Im starting to work on that
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
05-17-2012, 09:03 AM
Quote:
Originally Posted by Spectreofwar View Post
That said, playstyles do vary from person to person. There are escort captains out there who, I'm sure, are intent on keeping the pressure constant instead of all in one go. Some captains like to mix it up enough that they can kind of do both at once.
I probably fall into that category. My Guramba tends to sit nose-to-nose with ESTF Tac Cubes.
Having said that, so does my Kar'fi. And my Fleet Escort. And my Odyssey. And my Nebula...

Space combat burst damage is fine in PVP, but it kind of sucks in endgame PVE because nothing really poses enough of a challenge to require you to need to play hit-and-run tactics. With a reasonably straightforward build, you can just sit there and take whatever punishment they dish out (possible exception: gateways, and there are firing arc workarounds for those)

My own Guramba tends to fly with:

Tac Team I, AP:Beta I, AP:Omega I
Tac Team I, Torpedo Spread II, Cannon Rapid Fire II, Cannon Scatter Volley III
EPTS1
EPTS1, Aux2SIFI
Hazard Emitters 1, Transfer Shield Strength 2

+ Borg Engines + Console
+ MkXII KHG Shield and Deflector
+ Sci Consoles: Vent Theta Universal Console, Shield Capacity Console, Borg Console
+ Eng Consoles: Plasmonic Leech Universal Console, Neutronium Armor Console

+ 2x Purple Projectile Weapons DOFFs
+ 1x Shield Distribution Officer DOFF
+ 1x Warp Core Engineer DOFF
+ 1x Sensors Officer DOFF (Character is a Sci Captain)

[Normal Mode - for vs Everything short of a Tac Cube]
+ 3x Dual Heavy Cannon Disruptor MkXII [Borg], 1x Quantum Torpedo Launcher MkXII [Borg]
+ 3x Disruptor Turret MkXII [Borg]
+ 4x Disruptor Damage Tac Consoles

[Torpedo Boat Mode - for vs Tac Cubes and unshielded Structures e.g. Transformers/Gateways]
+ 1x Dual Heavy Cannon Disruptor MkXII [Borg], 3x Photon Torpedo Launcher MkXII [Borg]
+ 3x Disruptor Turret MkXII [Borg]
+ 4x Photon Damage Tac Consoles

You can pretty much hit the hard cap for number of Torpedos per minute with 3x Photon Launchers plus 2x Projectile DOFFs, and that's basically the highest sustained DPS you can get versus Bare Hulls without throwing in extra things like Gravity Wells.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
05-23-2012, 02:01 AM
Quote:
Originally Posted by Spectreofwar View Post
That's more of a playstyle thing. Escorts, Guramba included, are designed with burst-fire damage in mind. You can still make an escort beam-boat, but if that's what you intend to do why not go with a more durable cruiser or a science vessel for other abilities? No, the real power behind an escort isn't DPS, it's burst damage. Keeping pressure is what a beam-boat does, an escort is the one to break the target in two.

That said, playstyles do vary from person to person. There are escort captains out there who, I'm sure, are intent on keeping the pressure constant instead of all in one go. Some captains like to mix it up enough that they can kind of do both at once.

If circling a target and keeping your involvement in combat a continuous, unbroken assault, I'd say at least try out your science vessel ideas to see if they suit you. At first glance, they may well indeed.

Good luck!

-J
Beam escorts EAT cannon escort all day long
Beam escort never have to lose.

I flown the Guramba since its release, and done almost every build with it. Cannons do not suit it at all, every cloak ship will spike higher burst. why not use a raptor the decloaking bonus is 25%+ damage and u can climb into 2km range to get max burst out of cannon. You cannot do that on a guramba and the spike burst potential will never be as good as a cloak ship.

Cannon = bad arc, you will be no better than any other escort. Even hindering yourself in siege mode.

I can tell you my beam escort can handle anything. I have option always open. I have a freestlye approch. I am not limited to my clunky guns. I can run from one battle to another with amazing speed, dodge any cannon arc and just have to deflect cruiser silly beam.

My Guramba is stronger than a cruiser because I choose when and where, if or how I am going to fight and have the grunt to stay alive and the maneuverability to doge arc.

I will die 0-2 a night total in about 4 hr of play.
Usually from tractor ar a simple mistake.
I would rather not die once and have 24+ kills a night. Than see big numbers. trico bombers are gone nothing big anymore.

Beam escort FTW
Ensign
Join Date: Jul 2013
Posts: 1
# 50 My layout
07-16-2013, 02:54 PM
Hi,

I am using the garumba almost for a year now and i fly mostly stf's.
I first used a combination of klingon space set and assimilated bog set but after the update that wasn't possible anymore.

front weapons :
1x [Disruptor Quad Cannons [Dmg]x4]
3x [Advanced Fleet Disruptor Dual Heavy Cannons Mk XII [Dmg]x3 [CrtH]]


after weapons :
2x Disruptor Turret Mk XII [Acc] [CrtH] [Borg]]
1x [Kinetic Cutting Beam Mk XII [Dmg]x3]


the full klingon honor guard space set MKXII

warp core :
Field Stabilizing Warp Core Mk XI [SEP] [E->W] [SSR]

consoles :
2x [Console - Engineering - Neutronium Alloy Mk XI]
1x Console - Universal - Assimilated Module

4x [Console - Tactical - Disruptor Induction Coil Mk XII]
2x [Console - Science - Shield Emitter Amplifier Mk XII]


Both traits and skills are all on energy weapons and power.
I get around 417 dps for each cannon (without buffs) and 203 dps for the turrets
biggest hit with javelin was 250k

Grtz lucky

Last edited by devan51; 07-16-2013 at 02:57 PM.
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