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The Mobula

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dragonmere:
Here's my opinion, and in my experience it works quite well in game.

You do NOT need three engineers. You need two standard non-buff engineers (mallet, spanner, extinguisher), and a gunner or buff engineer.

Gun lay out should favor long-range attacks over close quarters combat. Artemis lower deck, both sides. Mercury top captain's-gun. Captain can use the 'trick' to mount the top gun without getting too far from the helm, or the gunner/buffer can use it exclusively. Your choice of close-range weapons on the middle deck. Carronades recommended.

One engineer is totally dedicated to each side; Artemis, engine, and hull/balloon. They NEVER leave their "hallway". Gunner/buffer mid deck, handling the snipe during maneuvers and the close-range guns if an enemy gets too close. Gunner/buffer only has to worry about repairing his guns, and the main engine.

Pilot should equip tar barrel to compensate for the very large blind spot behind the ship. Possibly kerosene, chute vent/hydrogen to complement the ships vertical acceleration, or phoenix claw to keep the enemies in weapon's arc. Burst rounds on artemis for the extra ammo and the AOE increase for accessibility of disable/kill shots. Gunner/Buffer ammo depends on weapons equipped.

Park the ship at mid-long range, that way there should be NO repairs for the balloon/hull "hall"-engineers to worry about. Snipe, snipe, snipe. The two artemis on left and right low should be able to overlap arc at forward facing, and a good deal of side-front. You should be far enough from the engagement that the merc can easily strip armor and disable guns. Artemis disables everything else, and then goes in for the kill when hull drops.

If an enemy gets too close, you have a close range weapon on either side to facilitate a quick getaway, or entirely disable the foe. Carronades, combined with the mobula's climbing ability makes for a quick escape, and fire weapons do well to dissuade the enemy from continuing their attack. During close-range encounters, the engineers will most likely be worrying about hull/balloon depending on the enemies location (balloon low, hull high or on your six). The lack of vertical arc, and slow turn speed of the artemis will not be an issue, as no one will be firing these guns during a direct engagement.


When using this setup, by avoiding all close contact with the enemies, there should be minimal repairs needed. During heavy repairs, each player has a very distinct and defined role, and there should be no real problem getting to components that are, in fact, quite far from one another.

Spud Nick:
I like the sound of that mobula loadout. Two artemis and a merc should be a stright killer! a killer I say!

Calico Jack:

--- Quote from: Spud Nick on July 16, 2013, 12:49:34 am ---I like the sound of that mobula loadout. Two artemis and a merc should be a stright killer! a killer I say!

--- End quote ---

the turning arcs on the artemis mesh nicely so combined with the mrecury it's possible to have 3 forward firing guns on the same target along most of the forward edge of the mobula. The carronades though - I've experimented with them but I find mortars much better as they can actually kill approaching enemies pairing with the artemis nicely.


After reading about it here I tried a 5 banshee load out and would heartily recommend it .

Chrinus:
[On dragonmere's 3 engineer comment]

I love hearing this. Honestly I've found that, with my particular loadout, a gunner manning my top gun works best since I'm reliant on keeping certain guns firing at certain ranges. A gunner can bring the engineers ammo on top of his personal loadout (usually is only 2 types with a 3rd wheel anyways, now the 3rd wheel has a place) so when either engineer has to tend to his trench, the gunner is able to fill in for that weapon at a moments notice, have the right ammo to fire right away, and keep the ship fully effective. Thankfully when he has to fill in, we can forgo the top gun usually.

HamsterIV:

--- Quote from: LordFunPants on July 11, 2013, 08:46:06 pm ---if i had it my way you'd be shooting yourself out the mine launcher from one side of the ship to the other side to repair things quickly ala mario 64

--- End quote ---

You could do this with jump pads. There needs to be a better way out of the hallway aside from the ladder. A small platform with a pneumatic kicker on the engine side would do nicely.

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