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How would YOU nerf the Mobula?

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Newbluud:
Prefacing this by saying that I'm not actually a fan of the nerf hammer approach to game balance. I'd be much more interested in seeing a change to other ships, weapons, tools or mechanics in order to open more creative ways to counter, instead of a straight statistical downgrade to the titular ship.

That being said, such a downgrade wouldn't necessarily be unwelcome given how absolutely, painfully, tear-jerkingly bored I am of losing against and easily winning with the Mobula, especially the infamous Hades-double-art Mobula that I affectionately refer to as "cancermob" as opposed to metamob. I think, at this stage, we are all aware that the OP-ness (hue) of the Mob is really limited to that single build, which dominates competitive and mid-level lobbies alike. Other builds are powerful but simply not as well-rounded. With a low skill floor once the pilot and crew have the very basics of game knowledge down and some rather cheesy benefits making it formidable against the best pilots, the Mobula is just too great a dominating force at present, as the pyra has been in the past.

I guess one notable thing about the proposed nerf that will soon be patched into the game is how it will hamper the Mobula's ability to easily transition between long/mid range weaponry to short-range weaponry once an enemy finally gets around that wall of hades/art fire. I like that at least, but the price is too high. It basically cuts down the build possibilities, filtering all possible interesting combinations down to the boring, monotonous, overused tripe that has made me stop watching competitive almost entirely - unless I am told prior to a match that there are less than two Mobulas.

So, ramble aside, post some ideas just for the sake of conversation. Of the numerous people I have spoken to about the Mobula, no two people have suggested the same changes.

Red-Xiii:
Ive thought about this alot.  I love the mobula.  I like how open and big it is.  And how it must be compartmentalized to crew.  That said, the worsed nerf I would give it is turning speed reduction, lower its up and down buoyancy, something on the movement side of things.  To change gun arcs to me defeats the benefit of the mobula at all.  Heck even add another ramp or something to it so the engies take longer getting to the hull and balloon. 

Newbluud:

--- Quote from: Red-Xiii on March 15, 2016, 04:57:16 pm ---Ive thought about this alot.  I love the mobula.  I like how open and big it is.  And how it must be compartmentalized to crew.  That said, the worsed nerf I would give it is turning speed reduction, lower its up and down buoyancy, something on the movement side of things.  To change gun arcs to me defeats the benefit of the mobula at all.  Heck even add another ramp or something to it so the engies take longer getting to the hull and balloon.

--- End quote ---
I wish were not so cynical and could love the mob like you do. I don't even find metamob fun to fly anymore, in any capacity. In the majority of situations, unless I'm up against a better pilot in the same ship, I'm pretty much signing myself up for the same match over and over again. Stay high, rain hell, slowly grind them out as they steadily lose the ability to maintain repairs against three weapons, all while they are completely incapable of turning the favour of the engagement because they are engine and weapon locked by arts. It's not fun for my enemy and it's not fun for me. As for my crew? Well, that's for them to decide. Seen as I crew more often than I pilot, I can say that I find any position aside from gunner on said ship boring, because it's just so samey. Hades is only fun because I am learning how to get to a respectable level on it for competitive use, so I still find landing lots of shots satisfying. However, I'm sure that charm will die once I get to that level.

Defeating the benefit of the Mob might not be such a terrible thing. The benefit of controlling distance and being powerful both short and long range is a little ridiculous in my book. Pressuring engineers off of guns is the most effective way to deal with them, but can only be accomplished through enough shots before the inevitable sniping of all your components.

I always thought the verticals were a bit bloody stupid. In a realism sense, moving at the speed it does would probably shift it out from the crew's feet and have them hurtle down towards it and break their legs once the movement is over. In a game sense, also a bit stupid. It gives the mobula yet another easy way to avoid what would be certain death to any other ship and open up a committed brawler to an ally or regain advantage.

DrTentacles:
The verticals are stupid, coupled with how the balloon works. People say the pyra nerf helped the mob turn into a cancer ship, and forget the fact that carronade and flamer were nerfed in the same patch cycle.

Artimii also need a look at. They're incredibly easy to disable with, and function well at any range. I'd like their hull damage to be taken down.

BlackenedPies:
The simplest nerf is hull. The mobula is resistant to disable due to its spread out components, and resistant to kill due to its underside balloon and high maneuverability. Some shots inevitably hit balloon and when armor goes down the mob can use its maneuverability to dodge. At range the hull engi can often stick on the upper gun while the armor takes damage because they can continue to shoot and when armor breaks the pilot will dodge. The simplest nerf is reducing the hull health of mob to around 550 like current pyra. Pyra is all hull and can't dodge while the mobula has an underbelly shield and can dodge. 700 hull is too much for the current mob

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