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How would YOU nerf the Mobula?
Solidusbucket:
--- Quote from: GeoRmr on March 15, 2016, 11:48:35 pm ---
Then nerf the pyra again for no reason because it's cool to do that every patch
--- End quote ---
I lol'ed.
BlackenedPies:
--- Quote from: Zanc on March 15, 2016, 11:48:07 pm ---Being too hard to kill is the most fundamental issue with a ship that is supposed to be an evasive sniper or "paper cannon".
I'm surprized no one has talked about how small the Hull profile of the Mobula is unless you are directly above or beside it. Combined with 600 Armor, it usually takes 2 Gatling clips to strip it. For a ship that is difficult to disable, has good maneuverability and tons of firepower, this is nonsense. Mobula Armor should really be in the 400-500 range.
--- End quote ---
That's what I tried to mention. I think it's more balanced to reduce hull than armor, but either would help. The mobula is naturally resistant to disable and kill, and the high maneuverability further increases its kill resistance. Reducing maneuvering makes it less fun to fly and is more difficult to balance. The easiest nerf is reducing armor or hull. I prefer hull because when I fly mob I feel the armor is fair but my hull is too much. Hull damage isn't punishing enough with the balloon belly and good maneuvers
Byron Cavendish:
--- Quote from: GeoRmr on March 15, 2016, 11:48:35 pm ---I wouldn't, I'd just un-nerf all the other ships and revert some of the changes that have lead to the Mobula being so dominant.
Bring back heavy-clip heavy carronade (perhaps with a drastic reduction to shatter damage to prevent the old component sniping fun "problem") fix the pyramidion so the natural gatling carronade hard counter is playable and all will be well.
do it like this:
Roll back the game to February 2015
Add stamina and adjust gun arcs accordingly
Add current minotaur
Reduce shatter damage of the heavy carronade so it's slightly less effective and can't snipe components
Reduce range of the heavy carronade.
Then nerf the pyra again for no reason because it's cool to do that every patch
--- End quote ---
This. I've asked why they never consider buffing in a fireside way back. Long story short, Eric is against buffing. Something about it being too hard, and leading to continual power creep (instead of continual nerf creep?!). He prefers nerfing. Basically this has lead to nearly everything being reduced to water gun status in guns, and painfully stressful to fly in ships. We don't need to nerf mobula (much), we need to buff a lot of guns and a lot of ships to be...drum roll please...FUN.
GeoRmr:
--- Quote from: Byron Cavendish on March 16, 2016, 05:16:03 am ---This. I've asked why they never consider buffing in a fireside way back. Long story short, Eric is against buffing. Something about it being too hard, and leading to continual power creep (instead of continual nerf creep?!). He prefers nerfing. Basically this has lead to nearly everything being reduced to water gun status in guns, and painfully stressful to fly in ships. We don't need to nerf mobula (much), we need to buff a lot of guns and a lot of ships to be...drum roll please...FUN.
--- End quote ---
It's not like they're ever going to be happy with balance anyway - it seems like as soon as one strategy become dominant it is nerfed to all hell, but ultimately players are always going to keep finding a preferred strategy. If this endless (and somewhat pointless) circle of, brawling meta sniping meta brawling meta sniping meta brawling meta sniping meta, must continue - then I feel the changes should be less drastic, more frequent, and the retention (or increase of) fun should be the most important thing on their agenda.
- Yes - I agree, and as I have said before: it feels like with every balance patch released, muse is just removing more fun from the game. This is in pursuit of, well who knows what? Like the spire nerf currently in the devapp, possibly based only on statistics. These unnecessary, continual, and out of touch nerfs, don't lead anywhere good:
One ship with only one type of gun (sadly this is the only way the game will ever be """balanced"""" to muses satisfaction)
Or possibly - a meta where the flare gun is dominant.
Post Scriptum
Power creep? How the fuck is power creep relevant at all in balancing a game like GOI? Power creep is only relevant in physical trading card games where designers have to keep printing better cards to make people buy them and old cards become too weak (solution is left to the players that choose which sets of cards they use - the designers don't even give a shit about the power creep). In this game
at any point you can just tweak the numbers of the old stuff to make them competitive again, or for that matter just nerf the new things that are too strong...
When something is too strong in a game you have 2 choices - nerf it so it's inline with everything else, or buff everything else with possible balance breaking consequences.
When something is too weak in a game you have 2 choices - buff it so it's inline with everything else, or nerf everything else with possible balance breaking consequences.
If you pick nerf in both situations then there is something wrong.
[spoiler](Hint to muse - The idea is you pick the option that requires the fewest number of changes)[/spoiler]
Solidusbucket:
I said it before and ill say it again.
I feel like all ships are balanced minus spire and pyra which need armor and accelation buffs.
I dont feel like mobula is op. Its tough but the damn things sucks as soon as you shoot at it.
My opinion.
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