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Mobula Suggestion

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Omniraptor:
The real problem is that the topmost gun is too isolated from the rest of the ship, so the top gunner can't repair much of anything. The junker would also have this problem (and consequently be less op) if it weren't for the hull-repair sweet spot.

I would personally keep the hull and balloon separate, but add a pair of holes in the deck of the ship that the top gunner could jump through to quickly help repair the hull or balloon, while sacrificing firepower because it takes a while to run back.

An extra spanner at a critical moment makes a huge difference, and these hatches would provide one at the cost of a long climb back to the gun deck.

Captain Smollett:
This thread is really interesting to me because a while back I was spending a lot of time pondering why the mobula, which statistically should be one of the best ships in the game, in practice was one of the least used effectively in both competitive and casual.

My conclusion was that the mobula lacked what the popular ships have; redundancy in repairs.

On a pyra, galleon, junker, goldfish and to a degree squids and spires, every component can at any critical moment, get at least 2 crew members on the hull or balloon and often guns and engines. The Mobula is the only ship lacking this and therefore has very long hull, balloon engine and gun rebuilds as well as long repair circuits.

My conclusions mirrored exactly what was discussed in this thread. A hallway between the hull and balloons and hatches on the deck to the hull and balloon areas for the top crew member to jump into.

This way, in critical situations, the mobula could tank or team rebuild. This would be balanced by the very long times it takes to return to guns.

In my opinion, it's worth the coding. The mobula retains all its uniqueness and balance while gaining the same team building capability every other ship in the game has.

GreyTea:
What about if the tunnel connecting the hull and balloon was added but the ability for the pilot to man the middle gun was taken away?

Would that be the balance the mobula needs? it increases the chances of survival and decreases some of the potentional firepower. thoughts?

geggis:
As an almost exclusive Mobula pilot, I'm with Craf, Spud and Omni here.

The problem with the Mobula isn't the ship itself, it's the people crewing it and the playstyles being imposed on it. I personally think it's one of the more satisfying and easier ships to manage if you're playing with it rather than against it. It draws the most criticism because it's highly compartmentalised but, newsflash: that's by design. If you're trying to have one main engie run around like an ultra runner (and failing) when the ship is so utterly non-conducive to that, then... well, sorry, you're doing it wrong.

You've got the central gun all the way up there with a ladder near the back, two side guns some distance away from each other. The balloon and hull on opposite ends of the ship below the deck in isolated chambers, hell, even the pilot has to do some parkour to dismount the helm with any sort of efficiency. The Mobula demands a crew that can engineer and gun individually, just like the positions of all its components. That's why I think it's such a fun ship: everyone gets to -- has to -- do a bit of everything. When I'm playing with newer players or strangers, assuming everyone brings the right equipment, my orders are usually: "stick to your side of the ship, and look after your own components. DON'T leave your station." And that's it. If I let people run around loose, too much time is wasted travelling.

As for the 'fixes'. I'd rather not see a corridor linking the two sides of the ship because the component isolation is what makes the Mobula the Mobula, what forces crews to think differently about how they approach this unusual ship, and arguably what keeps it balanced. I don't object to the hatches though, that's a long way back for anyone wanting to fall below deck, a good emergency trade-off and possibly opens the ship up to some other unusual playstyles. Besides, a bit of sunlight down there might be nice ;-)

If the corridor was implemented, I think it would have to be near the front of the ship, pushing the hull chamber in line with the balloon's towards the back. That way repairs would still involve commitment and the rear ladders would still be necessary. It would also allow crew to relay between the two guns below deck.

In the right hands though, the Mob is devastating as is and as far as I'm concerned that's exactly how it should be. I think it's in a great place personally.

geggis:

--- Quote from: Grey T on May 14, 2014, 04:25:53 am ---What about if the tunnel connecting the hull and balloon was added but the ability for the pilot to man the middle gun was taken away?

--- End quote ---

How would you do that Grey? I rarely use the top gun as a pilot because it takes too long to get up there and usually my gunner is doing a damn fine job himself :-) I tend to grind along the railings on the front and drop to a lower deck gun, or stretch further to a side gun. This is usually when extra firepower is absolutely needed.

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