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Mobula Suggestion

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Byron Cavendish:
The primary feature a captain looks for in his ship is optimizing the
efficiency of his crew. The junker, pyramidion, and even the galleon
are popular choices for this reason. They are designed in a way that a
main engineer can solely run an efficient cycle between the essential
parts in a very small time frame. If it takes longer than 20 seconds
for a main engineer to cycle the main components than a second crew is
needed, and that is not ideal.

A captain wants to maximize his offensive capabilities. The moment the
ship takes more damage than a main engineer can manage, most notably
on the hull or balloon, is the moment when his chances of surviving
shrink drastically. It is much harder to regain positive aggressive
momentum once a ship goes into tank mode. Ideally under fire, a ship
must maintain the same amount of fire it is sustaining. This is the
defining issue that the mobula has, it is unable to do this.

The strength of the mobula lies in it's ability to begin an engagement
with an extra attacking weapon/crew. This is also (theoretically) it's
defense. A mobula simply cannot tank any sustained damage. It's only
means of survival is overwhelming firepower; generating more damage
than it takes. Theoretically this is how it should work, and should be
it's appeal, nut realistically the tale is different.

Because of how close the hull is to the balloon, it is incredibly
likely that any sustained damage will hit both the hull and balloon. A
main engineer will need to start repairing the hull if the ship
receives any amount of fire, immediately reducing it's damage and
removing one of the ship's main advantages. Now the ship is at an
acute disadvantage to stronger ships, who have the amount of attacking
weapons, but tank-ier ships.

While this is happening, the ship is also most likely taking balloon
damage. The balloon on the mobula is the pilot's only means of evading
damage. The ship cannot turn, or run away, it must rely on vertical
evasion. Therefore it is imperative that the balloon is always
maintained. That means that the mobula has very quickly lost two of
it's attacking crew, and is nothing more than a flying target- which
will inevitably get ground down and destroyed.

So, we have addressed the issues, now how to fix them? There are two
necessary steps. First, the inner center of the mobula needs to be
re-designed into a central room containing the hull and balloon. They
can even keep their existing positions, but the dividing wall needs to
be removed.

This wall allow a main engineer to do what main engineers do on every
other ship: maintain the two most important parts of the ship
efficiently. This will lead to the mobula being able to increase it's
sustained firepower longer, and fill the role of gunboat that it wants
to be. The ship will also be able to benefit from two engineers on the
hull should it need to tank, a critical missing component.

Next, the mobula needs a stronger niche strength. Theoretically the
balloon should be that niche. Because of it's size and vulnerability,
it ends up being it's weakness. This can be fixed by buffing the
balloon with 15-25% more health/durability. The captain would be able
to more readily employ the ship's only evasive option. Much like the
galleon is the king of armor and health, and relies on that to
survive, so too should the mobula rely on it's balloon. By having more
balloon health, the captain has a unique strength in choosing this
ship. And most importantly, he would be able to keep that second
engineer attacking longer before being needed to attend to the
balloon.

Deltajugg:
I second this, big time.
I am personally not a big fan of immobile, fragile ships, that includes both a Spire and Mobula. As far as it goes, I actually consider mobula being a flat Spire. Thing is, it is possible (more or less) to keep the Spire somehow maintained by one engineer from only but a slight engagement, and it still has potential of getting two engineers repairing the ship with Gunner staying on a heavy gun with alot of firepower, and even possible pilot taking the front light gun. Mobula is a completely different case, though. First of all, helm must be operated practically at all times to keep most of the guns in a good angle(depends on the guns, of course, but it seems like stabilizing mobula so your front hades will stay in arc proves to be more of a challenge than to let you use it yourself and let the gunner mount a side gun).  Even then, the slightest damage dealt to the core components of the ship may turn out deadly if unattended and dealt with, and with balloon and hull practically covering one another it greatly reduces maximum damage potential Mobula has, thus leaving it heavily exposed, for it poses no threat anymore that could keep enemies at bay.
I thought about conjoining both component rooms with an additional corridor in the middle. This would let one engineer take care of both components easier, thus leaving the other one on the gun, still providing fire on the enemy to make them less likely to attack poor Mobula crew.
I also repeatedly asked Muse Devs on their Fireside Chat about possible changes to the balloon health depending on the ships, and as much as I personally would love some buff for Mobula's balloon health, for Mobula was the very reason I asked such question in the first place, I can already tell you this is most likely not going to happen, for awkm stated multiple times that there are no plans for changing balloon's health. He also added that this may cause too much unnecessary imbalance, so there's always a chance that he would take it into consideration if put in the light of actually making this game more balanced. One can hope.

Crafeksterty:
Being part Mobula pilot, i have to say. This is not exactly what the mobula needs.
It doesnt need much at all.

The thing is, not only does the captain have to know the formation of his crew to better his ship.
But you also have to consider how well it pays off. How much survivability do you have, if there is only one engineer on the hull.
How much time does that give you, and... how easy is it to pull it off.

The easiest formation ive tought of is having 2 main engineers as the SIDE ENGINEERS. They are in their part of the mobula. One is at the baloon deck, while the other on the hull deck. While the third engineer doesnt have to handle a gun and rather runs around and helps out the other 2 with buffs and rebuilds.
This third engineer will keep your baloon buffed, which greatly makes the mobula evasive, along with having atleast 2 engineers on baloon or hull when the time is ripe. So this third engineer with buff and wrench is my main engineer who does the actual engineering while the other 2 simply have strong engineering tools because once they leave their offencive position, i want them to hold strong in a defencive situation.

This to me, is not hard to do and makes it much easier for engineers to grasp.
The mobula is in a way made in purpose to loose its fire power the weaker it gets. This purpose is made visible thru the wide design of the ship, along with the fire power it can deliver. If mobula is the only ship in the game that can kill a galleon before it rebuilds atleast once, then i do not want its defence be stronger for its offencive. It is pretty strong allready.



But lets look at your suggestions.


Having something that links the two components (baloon and hull) is not only taking up resources and time for the devs. It also buffs it to the point of being equal to manage ship as the pyramideon. The engineer has a mallet that repairs both the baloon and the hull. Along with the side engines. With this, you can have 2 guns, or 3 guns pointing at an enemy ship constantly (The third gun being the pilot). This makes the mobula a stronger pyramideon. Because the mobula allready has alot of the same stats as it, just a bit slower horizontaly. But super fast verticaly.

That suggestion, gives the mobula the power to stay on their guns. This is too strong. The pyra, and the junker is then outmatched and would be better than the spire on its effectiveness because suddenly the mobula has no weakness.


Your second suggestion is durability or health increase to the baloon or hull or armor. The armor and hull health are standard. They are the same as a pyra, or better. And it is close to being more durable than a junker stat wise (partly the junkers durability comes from his hull size). I could agree to Armor bonus, but too much could be too easy to add. Baloon health increase will not happen as it will be unbalanced and annoying to repair on each ships baloons.

One of the things i suggest you start is bringing drogue chute as mobula is the lightest ship and thus recieves most from it. You will have more than enough time to gve your engineers on rebuilding your baloon with drogue chute than most other ships.



I just want to end this with a grump side of me. If you guys want to say if something is underpowered, please make it work first. If you dont try what is underpowered, and you then dont use it, dont say it is underpowered and you therefore want it to be stronger so then you can use it. Use it now as you think it is underpowerd, make it powered (Make it work) and you will see exactly what it needs or does not need.

Before the spire buff, i mostly argued that it needed a huge boost in acceleration. This would make the ship very tricky to hit because of its form. And skilled pilots could make for some very tricky mind game bullshit at close range. But instead we get a more fun buff that makes it more glass cannon like. I could still go for the acceleration buff, but im happy beingable to perform these awesome combos. But people still do not fly the spire, and some people say it is still underpowered.

Please make what you want to work, WORK. Do not say it is weak, because you dont use it. (Not assuming everybody)
If the game only had one really good ship, and the rest are fun but suck balls versus that best ship, then why fly that best ship?

Deltajugg:

--- Quote from: Crafeksterty on May 13, 2014, 08:17:46 pm ---If the game only had one really good ship, and the rest are fun but suck balls versus that best ship, then why fly that best ship?

--- End quote ---

To win tournaments  ::)

Spud Nick:
Do you really think these changes would make the game better? Or do you want them because it's better for your play style?

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