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Mobula builds
Thomas:
Artemis is generally considered longer range, mostly because it turns slow. It's still effective at close range for damage and such, just harder to track enemies.
A lot of mobulas go with a hybrid of close and long range, whatever your main range is (close or long) you should have those guns on the lower deck, allowing the engineers to be closer to hull and balloon. Some players just put the close range guns down there, so the engineers can be closer to those components while the enemy is close, and the ship is more likely to take damage. Suppose it really depends on the enemy (a long range enemy will damage your ship just as easily at range, and your crew is going to have to keep running up and down the ladder to try and deal damage and keep the ship repaired).
Personally I like the hades a lot more than the merc, so I'll generally go with hades top, then double artemis or artemis-flack on the bottom (Then the wings can have a flare or carronade-flamer). A nice brawling mobula is having gats on the lower deck, and a mortar up top. Flak is ok, but has that arming time that makes it difficult to use, artemis on the wings isn't bad.
My favorite mobulas are similar to what Hamster posted, with either a double merc or preferably a double hades on the left or right side. No other ship can get a double merc in arc with an artemis, and it can be pretty devastating. I still prefer hades over mercs, but you need to have the gunners for it. Dealing with close range is a bit harder of course. I'll usually have an engineer up top and the gunner and another engineer on the wing. When things get intense, the top engineer will hustle over to the non-manned side, and the gunner can get up top. It's not ideal of course.
Kestril:
I build my mobula for long range harrasment with a merc top and twin artimises below deck. Two flametrhowers are at either end topside.
I try to keep my distance, but when they get close the engineers can focus on repairs while the gunner hops off the merc and jumps on a flamethrower to flame an attacking ship away from us. But, with careful piloting, I can get the balloon side flamer(or artimis), the hull side flamer, and the hull Artemis shooting when I maneuver into an advantageous position.
I also like Hades top, but it depends on the gunner and my teammates--whether we need more damage or long-range control.
I also run a funny fire build with quad banshees and a Hades top. All the fire, all the time.
Indreams:
Oh, don't forget, you will never really shoot more than three guns on your ship. And usually, only two guns will/can be manned.
You CAN do gun pairs. Port side bifocal, Starboard side bifecta, mid-port bi/trifecta, mid-starboard bi/trifecta. This isn't quite obvious at first sight. This is good to know when arranging gun positions on a mobula,
Kamoba:
Still undecided what I prefer.. Merc or Hades...
I often use Hades more than merc, but I do want to try experimenting with mercs more...
One thing about the mob, you'll see so many different builds for so many different jobs! It truly is a versatile ship in terms of loadout. :)
BlackenedPies:
--- Quote from: Laughanistan on February 19, 2015, 11:31:15 am ---Two Banshees below, manned by the Engies and two Artemis's up top for when the enemy starts getting close and we have to start precise shooting their weapons or engines.
[...]
With burst ammo on the Banshees enemy balloons get lit up like nobody's business.
--- End quote ---
I would say use your artemis for longer range and banshees for closer. Artemis have a longer range, and if they are close you don't want to be transitioning to the upper guns. It's a lot quicker to jump down than go up.
You might also try one artemis on top and one below. This will allow you to disable and use a banshee. I would caution having an engi on the wing when enemies are getting near.
Banshees don't really do that much balloon damage and I would mostly recommend aiming at hull and components. This will break armor faster and allow for a quicker kill.
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