In seriousness, Mobula is not OP, junker could maybe use a overhaul, but it's problem is more fundamentally tied to it's giant balloon, and this seems like a giant problem of people getting complacent in their strategies and not experimenting. We're at a more diverse point in the meta than I've seen it in a long time. There are some problems. The Mobula isn't really one of them. Most of the problems in the meta tie to the paradigm of weapon roles that we currently have.
And I don't think you can make the Junker more competitive by playing with it's stats. It's a ship that's viability is more tied to the weapons that dominate the meta than it's own effectiveness. Increasing the speed still leaves it with a giant, exposed balloon. There is nothing that is going to make the balloon less giant, or less exposed, and a speed ship without a balloon is even more dead than a slow ship without a balloon.
I think people have experimented for a long time and we have seen Junkers in competitive games none the less. My problem isn’t regarding putting Junkers in competitive (although it might lead to that), my issue is in how the ship design of the Junker doesn’t make it very versatile or effective in many different situations in it’s current state.
I do agree that the nature of disables are what make the Junker as ineffective as it is. I will say though... a combination of slow speed and exposed components make disables much easier to hit and make the ship much more vulnerable to future disables.
This is bad for the Junker because the damage modifier from disable weapons will dig even faster into the hull once a component breaks, making that "Second highest armor in the game" useless.
I’m getting a little sick of having to repeat myself so please just read my previously mentioned problems with the current Junker.
-I really like comparing the Junker to the Squid because I think the way the Squid ship is designed is very similar to the Junker. They both have very close components to make it easier to engineer on, very exposed components, and a big balloon at the top.
-I think we see the success of the Squid because it has the maneuverability to nullify it's weaknesses in balloon, hull, engines, and gun exposure as well as counter many builds. I wanted to make the Junker more like the Squid in that it wouldn’t be as fast but have more firepower. I also wanted to decrease it's armor to encourage the play-style of outmaneuvering enemy ships much like the squid.
You would essentially get a less maneuverable Squid with more firepower, long range potential, and tanking capabilities more reliant on ease of engineering rather than high hull health (keeping in mind the Squid Hull health).
Next TopicWe are at the point of GoI where we're talking about nerfing the mobula. Pack it up. Just...pack it up, guys. We've had a good run. This is where a year of nerfs, clans falling apart, and competitive instability has taken us.
-The suggestion for the Mobula wasn’t really to nerf it because it seemed OP, but I felt that the original intention for the Mobula was to have a weakness in turning capabilities. I got the impression from it having a lower turning acceleration than any other ship. Although having low turning acceleration does play into a noticeable weakness at times, from my continued use of the Mobula, it wasn’t enough to be a significant weakness because the Max turning speed was so high.
-I think this is a bit unfair considering I have the Fastest Vertical speed in the game as well as decent forward mobility to control distancing and I only really use them in emergencies. Personally I would be fine using a Mobula if it had a decrease in Max turning speed. The only difference would be that I wouldn’t just rely on turning to get in gun arcs but I would have to manipulate its vertical mobility and Forward mobility a lot more. Not to mention, it would still be able to ram as well as have really good sniping and tanking capabilities.
It would still be a really great ship... just not be as great in more cramped environments where you won’t have a lot of space to use that vertical mobility.
Next TopicI may have overreacted/exaggerated slightly, a slight loss of turning wont kill dedicated brawl mobulas entirely. Still can't agree with it though, the multi role mobula is powerful at the moment because multi role is more or less the meta, trying to shove everything into a niche seems counterproductive.
Let me better explain the effects of the suggestion.
Both ships would have capabilities in multi-role engagements because both ships have Long and Short range guns. My point is that One ship would be more effective than the other for short and long range engagements but both would still have the potential for Multi-range capabilities.
I wouldn't be shoving the two ships into niches but vague Niches that overlap between each other~
Next TopicMy speculative changes:
Junker
Max turn: 16 --> 14
Turn Acc.:15 --> 13
Vertical Acc.: 3 --> 4
Max Speed: 26 --> 30
-I thought about it a bit and I think 30 Max speed is still a bit too slow for a ship like the Junker with really exposed components.
-I was thinking around 35~ for the ability of making the Junker harder to hit by disables (Keeping in mind the big Balloon and exposed engines).
Also I was thinking that I wanted the Junker to have an advantage in terms of mobility and in this case, have extremely high Turn speed and acceleration with poor Vertical mobility as a weakness.
-I sort of wanted this to balance out with the Junker having low Armor and Health in my previous suggestion.
Next TopicArtemis
Down Arc: 35 --> 20
Hwacha
Up/Down Arc: 20 --> 15
The junker would still have good close range turning but wouldn't be able to rely on swapping sides in 3s. The vertical acceleration would make it suffer less from balloon damage and the speed boost would be enough to kill 'fly backwards laughing' as a strategy.
Dropping the artemis arc would force the mobula to chose between safety and attacking and would be an indirect buff to the spire, junker and galleon.
I think a certain somebody will try to hunt you down for suggesting a change like this to the Artemis
I don't know if I like the idea of decreasing the Arcs because I kinda like how there are good arcs and weak arcs in terms of upward and downward aiming.
However, I might as well add fuel to your
fire......
I would want the Artemis to break components only in two shots considering we have a Nerf of the Heavy Clip Light Carronade in disabling as well as the Carronades having to break balloons in two clips. Also make the Artemis only break components in one shot if using charged. I would want to increase component health instead of decrease Shatter damage because there are still achievements where people have to break Armor with Rockets.
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I'm not taking this one too seriously because I'm sure many people like the current Artemis and it's ability to literally make any ship effective if you have enough of them.
As for the Lion gun, an increase in Jitter would make me happy. I think it's current arcs are fairly decent and I think what most people agree upon is the fact that there is so little spread on the rockets.