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Mobula builds

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Dementio:

--- Quote from: HamsterIV on February 23, 2015, 05:49:33 pm ---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.

--- End quote ---

This is exactly why your ship shouldn't be able to do a Quadfecta, the enemy is supposed to make you move, by either killing you and force you to dodge, by ramming you or by just moving past your ship.

However, getting on the top gun is much harder than it was a few patches ago, because they changed component hitboxes a few times.

RoastinGhost:
So, I played in the beta and recently returned to the game (I was SMD Ace, back in the day) with most of my old crew. We're loving the Mobula, which is still brand new to us. We're still trying to figure out a good medium-range build for it (we figure people usually build for long or short, giving us a kind of advantage, maybe?).

So far we have left-top artemis, left-bottom carronade, middle hades, right-bottom gatling, right-top mortar.

We ran the same weapons (except the carronade) with the Pyramidion and liked them, but the ship wasn't really working out for us. The gunner has lesmok, greased, and burst, so he can run the 3 top guns well. Any advice would be greatly appreciated.

BlackenedPies:
Welcome back Roastinghost!

So the standard medium range loadout is the hades top with artemis on each wing. The reason is because artemis have good range and good arc. The goal is to have one engi on each side shooting the artemis. Other wing gun options include the light flak and banshee. For closer range the engineers jump down to the bottom guns.

With a mobula you want as many guns shooting as often as possible, so that means 3 medium/long range guns and a close range option. A common close range option is carronade flame, but gat mortar can work. Keep in mind that the mortar has a limited arc. You'll notice that the only gun that points forwards is the top gun, all other guns face outwards. Having the mortar on the top wing means it will be unable to shoot directly forwards.

Another important consideration is which pilot tools to bring. The mobula's greatest asset is its balloon, so hydrogen can be useful for dodging or getting into position, remember that artemis can aim down but not well up. Kerosene is great for a boost of speed (don't be afraid to use it). You will notice that the mobula has slow turning acceleration, which prompts some to bring Phoenix claw. Despite taking a while to turn, the mobula has good top turning speed and very high turning momentum which renders Phoenix claw unnecessary in most circumstances. Finally, when the mobulas balloon is popped, it falls very rapidly. Drogue chute will help you fall slower.

RoastinGhost:
Thank you! Those suggestions make a lot of sense, and they'll give us a great framework to use. I'll post back in a while once we figure out the specifics we like.

Funny- I was actually using hydrogen, kerosene, and the claw. I suppose that was a leftover from Pyramidion thinking. I'll give drogue chute a shot!

BlackenedPies:
Here's some more to think about

I wouldn't recommend gat mortar bottom guns because without lesmok mortar you will need to be quite close, and if they are point blank you won't be able to shoot both the gat and mortar. Gat flak allows you to engage at longer ranges, but is far less effective at closer range. Keep in mind that your engineers may need to transition to the bottom earlier than close range to do repairs. Having medium range guns there (like gat) means that they won't need to take the time to move back up to the top guns (which takes significantly longer than jumping to the bottom).

An alternative and slightly more advanced loadout which I prefer is having the right side artemis on the bottom slot. The artemis is very powerful with burst ammo in the hands of a good gunner at all ranges, but its upward arc is its biggest limiting factor in this case. Having the artemis on the bottom frees up the top slot for a close range gun for the gunner to jump to. A flamethrower would be an excellent choice here because it uses the same ammo as the hades and has excellent arcs.

Speaking of hades ammo, the standard loadout is lesmok heatsink and greased. Regular ammo will provide the highest medium range dps. Burst is a good choice if you plan on the gunner transitioning to an artemis for close range.
Another consideration is if you have a gat + explosive combo, which weapon on which side? Generally you will want the kill gun (explosive) on the balloon side because repairing hull damage is more common and important than balloon damage.

Having a light flak + artemis top is a good alternative to double artemis due to the added kill power. Having it on the same side as the gat allows the gunner to jump to it while the gat is shooting and use heatsink ammo, which is the best medium/close light flak ammo. Double artemis is still an excellent choice due to the high disable power, but it's kinda cheesy.

If I was bringing a hades mob I'd bring left flak gat (with lesmok), top hades, bottom right artemis and a mine launcher on top right (in place of a flamethrower). The gunner bringing lesmok heatsink and lochnagar. I take the same loadout with a mercury field gun on top except the gunner brings charged heatsink loch.

A final note is the pilot loadout. At the helm position you can easily jump up and touch the top gun. This allows you to repair and use the top gun, but if you use it while the ship is moving, the ship will fly off to one side. I'm a big fan of bringing a fire extinguisher as a pilot to quickly put out fires on the top gun.

Getting the hang of turning on a mobula takes practice but is important to avoid over turning. Sometimes the best tactic is to neglect repairs and keep shooting, and never be afraid to use tools. With practice you'll find the mobula to be one, if not the most powerful ship for range.

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