Author Topic: The Mobula  (Read 34078 times)

Offline Byron Cavendish

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Re: The Mobula
« Reply #30 on: October 13, 2013, 02:45:11 pm »
Qwerty that's a best case scenario build, but worst case it's gonna struggle. First off, your right side has no fire protection. If you need to rely on your top gunner to run all the way to the right side to take care of fires, that is a loss of efficiency. IF he can even put the fires out with that chem spray. And if your top gunner is not shooting non stop, your losing that near constant dps a mobula needs. The mobulas strength is fire superiority. It walks a tight-rope of what repairs are essential, so I can have more guns shooting than the opponent. As soon as repairs start happening, and guns stop firing, that ship becomes a large target without any threat.

I would almost always run a standard engineer on both wings, who can be self-sufficient. IF you just have to have that buff, have the top guy take it, it's better he's running around buffing in non fighting times than running around chem spraying during fights.
« Last Edit: October 13, 2013, 02:46:54 pm by Byron Cavendish »

Offline Echoez

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Re: The Mobula
« Reply #31 on: October 13, 2013, 04:08:39 pm »
Qwerty that's a best case scenario build, but worst case it's gonna struggle. First off, your right side has no fire protection. If you need to rely on your top gunner to run all the way to the right side to take care of fires, that is a loss of efficiency. IF he can even put the fires out with that chem spray. And if your top gunner is not shooting non stop, your losing that near constant dps a mobula needs. The mobulas strength is fire superiority. It walks a tight-rope of what repairs are essential, so I can have more guns shooting than the opponent. As soon as repairs start happening, and guns stop firing, that ship becomes a large target without any threat.

I would almost always run a standard engineer on both wings, who can be self-sufficient. IF you just have to have that buff, have the top guy take it, it's better he's running around buffing in non fighting times than running around chem spraying during fights.

Pipe/Buff/Extinguisher or even Chem Spray (Recommended actually, do it right and you don't have to worry about fires on either side.). Buffgineer doesn't always mean Spanner/Mallet/Buff.

I would argue that the balloon engi SHOULD run the Pipe Wrench loadout, it comes with a lot of benefits. That aside, rebuilding your balloon will be pointless in most cases unless your enemy is out or forcibly distracted off of you, so the Pipe will do most of the time and when you get some downtime, your top engi can go down and hit it with a mallet if needs be.

At least in my little experience with the Mobula (will be actually playing this more lately cause I got interested) and much more against it, having its balloon blent continuously by either a carronade or a lumberjack will end up in a quick death because of balloon placement and it will very rarely recover, no matter if your balloon engi has a spanner or not to rebuild it faster, so better focus that wing on firepower.

Offline Destroyer Bravo

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Re: The Mobula
« Reply #32 on: October 15, 2013, 11:35:15 pm »
Was doing stupidity builds for fun, five flamers with AI crewmen

Offline geggis

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Re: The Mobula
« Reply #33 on: October 16, 2013, 06:21:49 am »
I've been flying pretty much nothing but the Mobula since the last update. I love it and have had a lot of success with it (and plenty of failures!). I've had a few players now commend my Mobula, some level 10+. In the last few games my crew and I have even managed to hold our own against a couple of blenderfishs and an all-carronade Pyra and there's still a few other ideas I want to try that I think will help us out much more than my current build. Don't get me wrong, carronades are still horrible things to get near in the Mobula but they can be dealt with if you use your head, in pub games at least. I'll also say that Mobulas are great at luring ships away from others -- while facing them -- so with a co-ordinated team you can divide enemies well if they've got over-reachers in their ranks.
« Last Edit: October 16, 2013, 06:23:22 am by geggis »

Offline Cl ick to Ca p t ain

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Re: The Mobula
« Reply #34 on: October 16, 2013, 09:54:43 am »
It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.

Offline geggis

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Re: The Mobula
« Reply #35 on: October 16, 2013, 10:21:01 am »
It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.

Quoted for truth. The problem is when you're in the lobby defending the Mobula saying 'No no! It's a fantastic ship in the right hands! Deadly, even!' then you get trounced in the next game...

My problem is getting pub players to understand how the ship is crewed. It's a great ship for compartmentalising your crew's roles and really quite easy to run once everyone's up to speed, but that first game where you're trying to keep everyone in their position is quite draining as a captain! 'Stay on your guns! Keep firing! Ignore the balloon! No no, get below deck! What are you doing stood in front of me?' But when it comes together it's great to see your crew -- often new players for me -- sticking around for a few more games.

Offline Cl ick to Ca p t ain

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Re: The Mobula
« Reply #36 on: October 16, 2013, 02:25:05 pm »
It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.

Quoted for truth. The problem is when you're in the lobby defending the Mobula saying 'No no! It's a fantastic ship in the right hands! Deadly, even!' then you get trounced in the next game...

My problem is getting pub players to understand how the ship is crewed. It's a great ship for compartmentalising your crew's roles and really quite easy to run once everyone's up to speed, but that first game where you're trying to keep everyone in their position is quite draining as a captain! 'Stay on your guns! Keep firing! Ignore the balloon! No no, get below deck! What are you doing stood in front of me?' But when it comes together it's great to see your crew -- often new players for me -- sticking around for a few more games.

The cure for that is simply letting it be known you need a bit to make sure your pubbies are correctly loaded out, and have been told specifically where and what they need to be doing.