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Mobula builds
Kestril:
This makes me want to try two hull-side mercs with a top artmis.
Have the gunner rotate to the hull merc and the balloon engie rotate to the top art at long range, then the balloon engie rotates to the bottom balloon gun, and the gunner gets to the top balloon gun.
Would take some coordination, but might be able to work.
BlackenedPies:
My two favorites:
First, I always bring kero hydro and drogue chute. Phoenix claw is unnecessary because mobulas have good turning speed and high turning momentum. They only lack turn acceleration. Burning out your balloon to rapidly drop and escape is also a potential tactic.
I also always bring a fire extinguisher to jump and extinguish the top gun if necessary.
Long range:
Top merc, left flak gat, right mine artemis.
Left engi brings long range flak ammo (lesmok/heavy) and uses gat for closer.
Right engi brings burst for artemis.
Gunner brings charged heatsink loch. Charged for merc, heatsink for light flak (in certain circumstances when engi is on gat), and all 3 for mine launcher. Charged mines are very effective and loch mines are very useful. Because mobulas have decent acceleration and good vertical, loch + kero + hydro can be an effective ram.
Anti charge:
Top mine, left artemis gat, right hades artemis
Left engi brings burst for artemis. Gat is for closer range.
Right engi brings burst for bottom artemis.
Gunner brings lesmok incendiary loch for mine/hades.
Hades double artemis for long range, mine gat art for close. Against a fleeing ship the gunner jumps to the top left artemis if they're moving out of mine range. If they're escaping gat range then we switch back to hades double art trifecta.
The other mobula I fly involves multiple hades.
ShadedExalt:
I use either a Hades or Mercury on top, top left banshee, bottom left artemis, top right artemis, bottom right carronade. I use Kero, Hydro, and Drogue, and usually have a lesmok/greased/heatsink gunner on top for Hades, lesmok/charged/heatsink gunner for Mercury. Left Engi takes Greased, right Engi takes either Burst, or Heavy, depending on whether I judge we need the carro range, or the extra disable power.
I made a thread specifically asking for tips; Daniel showed up and dumped most of his knowledge on me.
Crafeksterty:
Artemis-Gattling-Mortar-Gattling-Artemis
3 engineers
2 main, 1 buff.
Buff engineer runs around and observes surrouning on top for helping out other engineers and manning the mortar.
He will also have to buff the baloon.
Main engineers are on the gattling guns and near their components that they chemspray before gattling fire.
Jump on artemis for long range assistance.
Artemis-Gattling-Merc-Mortar-Artemis.
A long range build built to give you the ability to approach and then finish with close range weapons.
HamsterIV:
--- Quote from: Indreams on February 19, 2015, 11:53:46 am ---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.
--- End quote ---
Lies!!!
Quodfecta (4 guns shooting) is a thing, I have seen it with my own eyes. Mobula is the easiest ship to do a quodfecta with since it has a gun slot close to the helm. Bring wide arc guns if you plan on using the Quodfecta because of the angle offset and the fact that with no pilot your ship will drift a bit.
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