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Mobula Suggestion
Crafeksterty:
You can allready jump and look back to grab the middle gun.
Tbh, all of the times i do that it swings my ship to places i dont want it to. So it requiers steadiness first. So its always better to have the third engineer manning the middle gun, you are just the extra who can jump on it early. Problem is, you are taking a risk of overshooting it :E
Caprontos:
All I think the Mobula needs *from an engi point of view* is the bottom rear deck to extend across the back of the ship, so to get from one side to the other you do not need to use the ladders. The ladders are horrible..
Otherwise I am fine with the layout as is.. one engi either side + engi/gunner middle works fine... Just because it can't win every engagement doesn't mean its underpowered.. I've been in plenty of games where the Mobula felt very overpowered.. and games where the Mobula looked like free kills - but.. we could say that about all ships.. as that is caused by many factors..
As for the pilot using the middle gun, it should be removed and not used - it is obviously a glitch/bug. Going through the floor to mount a gun doesn't sound like working as intended to me.. I really don't think it should factor into if the Mobula's layout is balanced or not..
geggis:
I've heard that suggestion before Caprontos with regards to the walkway spanning the rear of the ship. I can imagine that working quite well, and yeah, those ladders are a bit sticky at times.
Even though I know about that pilot-jump-gun-mount exploit, I've no desire to use it because it's so ridiculous. (I'm not sure how I feel about the Junker under-hull-repair quirk either for that matter.) I agree though, that glitch should be fixed. To be honest, I thought it already had.
HamsterIV:
I use the front gun exploit all the time and teach it to new mobula pilots whenever I can. As far as I am concerned that gun is the Captain's gun, and the mobula is designed to shoot 4 guns at once. The joined hull balloon compartment would make the mobula a two gun ship with a dedicated engineer that can chase or kite. We already have a ship that does that, we call it a Pyramidion. I think the game needs a light weapon spire more than it needs a slower pyramidion with more unused guns.
Dementio:
To be honest, I almost feel like the Mobula is a tad too powerful.
How often does it happen to you that you lose both hull and balloon? The mobula can evade most stuff with up and downs and sometimes even requires a bit of hydrogen/chute vent to help out. Once one of these tools is used your engineers have enough time to hit hull/balloon with a Mallet until you turn back to full combat mode.
Actually, I don't know what my engineers are doing. I can't count how often I have been under constant fire. May it be gat/mortar (use hydro to dodge finishing mortar and possible ram), carronade (drouge chute really is useful there) or even the thrower of death fire. No matter what happened, I always seem to have a balloon ready to survive at least 1 hydro, an armor ready to survive even the hardest of rams and all 3 engines fully functional even though there is constant kerosene and enemy gunfire on those.
I don't know if it's luck, crew skills or ally help. For most of the time I seem to get the upper hand in the end.
Many have probably noticed that mobulas are usually long range ships. It is because of mobula's ability to uterly frustrate it's own engineers that need to keep the ship alive during combat. The longer the range, people tend to believe, the easier it is to keep a ship alive.
However, the Mobula does have 5 guns, which enables it to switch between short, medium and long range guns rather easy.
Most of the time I have a gunner with me on the mobula, just because the gunner can take the "optimal" ammunition for all guns of the ship and thus can use all of them effiecently in the time of need, while the engineers are away repairing stuff. Usually 1 gun should be enough to throw most enemies so much off that all 3 crewmembers can go back to their intented position for a short period of time and do an immense amount of damage that can barely be replicated, which keeps me alive longer or wins me the engagement right away.
What else has been mentioned? The pilot jumping to the front gun? That thing is close to useless. Either I make it part of a trifecta of SOMEthing or I might as well put a beacon flare on it, having the gunner running around the deck to make use of every other gun. The gunner himself can use this trick to his own advantage though. I, as the pilot, am way too busy to fly the ship. If not then my enemy is doing something wrong.
Seriously, that ship is a beast. It has almost the exact same hull/armor stats as the pyra (50 less armor I believe), being just as good as ramming. It's speed is high enough to keep distance and yet not high enough to keep up with a pyra when it comes down to it. Best vertical evasion ability you could ask for. Turning speed is decent, acceleration is horrible though and might need some time to get going (think ahead!). And damn 5 guns pointed into the same direction!
-> Ram a junker and 2 to 3 guns are useless on that ship. Ram a mobula and you have at worst 4 guns obliterating you on the spot.
Destroy the mobulas balloon. Wait 5 hours until it reaches the ground with drouge chute. Ramming takes a while too and if you mess up, there should be the mobula's guns giving you a beating. It's hard not to mess up against good pilots and a competent crew in general at some point in battle (and there are allies and stuff).
People thing wrong about that ship. Buff it in any way and it's too powerful. Nerf it and it gets just as much use time as now, only from a safer distance and more complaints about the nerf.
And most of all: It's NOT the balloon that stands as the weakness of the mobula. It's the engines guys, the ENGINES! Break them all and the entire crew is busy. Especially if you manage to get some hull OR balloon pressure going. However, being able to get to that part is hard, which makes the mobula so powerful in my eyes. Most of the time the engines are just fine, leaving either balloon or hull needing up to 2 engineers and leaving 1 gunner to give you a hard time with the right guns.
Surviving on a mobula is easy. You dodge vertically pretty much every 2nd class pyramidion as well as many long range shots (lumber, hades, hwacha...) and for everything else you have around 2 guns shooting the enemy at the same time which should make him think twice about getting close to you.
Also let's be honest: How many times does it happen that the balloon and the armor are down at the same time? Flamers don't count since they apply for all ships. And everything is rather easy to dodge/counter with the possibilities this ships enables.
Also, allies. If you both fuck up so much that you can't help each other or deal with your own enemy, then you fucked up. No buff can and should be able to help you there.
Even when an enemy sneaks up on you, can you easily gain the upper hand with simple piloting on this ship.
"Hard" engineering is not the cause of death for this ship. It is either a superior enemy or superior enemy teamwork that kills it. 1 ship, any ship has a hard time against a mobula, it only gives you so many chances to let you kill it, else you die instead.
I heard the ladders suck.
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