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How would YOU nerf the Mobula?
Jamini:
--- Quote from: Zanc on March 17, 2016, 03:54:34 pm ---@Jamini: The problem with balloon-popping is that the Mobula, unlike a Galleon or Spire, can maneuver its way out of the blend. A well timed hydro will save it from grounding out, even though Balloon might be lost in the process. Whenever it manages to get arcs, it will disable your guns and start gaining the upper hand. This is the experience I've had while developing a blendersquid build with Kamoba for months.
--- End quote ---
Mobulas also drop like a stone due to their vertical acceleration without drogue chute. This also doesn't take into account that a mobula virtually requires an on-point, buffless, engineering team in order to stay repaired due to its structure. (Or a three-engineer setup to get engine buffs). Let's not mention that Mobula armor is often slow to be repaired due to the layout of the ship (Especially with newer players crewing).
The real issue isn't the Mobula. It's the fact that balloon-popping setups are both nerfed and heavily out of vogue right now. If heavy clip and carronades were stronger, the Mobula would be as it was when I started flying it: A long range, difficult ship to crew that is best used as a sniper platform.
If I were to nerf the mobula, I would keep the hull armor high, but reduce the hull health. Reward crews that can keep the armor up, especially in sniper matches, but punish those that allow an kill-ship to get too close.
BlackenedPies:
The mobula's balloon is underneath which makes it resistant to being popped. Sammy thought experiment: if the balloon was suspended above would the mob be OP? I'd say no
ZnC:
--- Quote from: Jamini on March 17, 2016, 04:20:17 pm ---Mobulas also drop like a stone due to their vertical acceleration without drogue chute. This also doesn't take into account that a mobula virtually requires an on-point, buffless, engineering team in order to stay repaired due to its structure. (Or a three-engineer setup to get engine buffs). Let's not mention that Mobula armor is often slow to be repaired due to the layout of the ship (Especially with newer players crewing).
--- End quote ---
I generally dislike going into a chain of arguments but I had to correct some things. The Mobula's vertical acceleration has nothing to do with how fast it drops. Many pilots have beaten attempts at blending the Mobula with Blenderfish or Blendersquid. I have intentionally paid attention to and analyzed this situation many times. Even Dementio the Ryder Mobula man himself will tell you blending is not the way to go.
The Lumberjack can reasonably bombard the Mobula's Balloon and does pose a threat with its sheer DPS. However, the Mobula can also reasonably disable it, especially a control Mob running Merc instead of Hades. Basically all I'm saying is this: for a ship that can easily hydro its way out of many bad situations, it's just bit too tanky IMO.
Richard LeMoon:
The only thing that works really well at blending a Mobula is another Mobula. You get under it, drop their balloon with carro, then let them fall on you as you push up. Pretty funny.
Atruejedi:
Here to weigh in:
Nerf vertical mobility. I don't care if it's in the "lore," it makes no logical sense, and doesn't help that the Mobula is already difficult to hit when moving at all vertically. It's just overkill right now to the point of imbalance.
Leave gun arcs as they were a month ago. There is no problem with gun arcs.
Tune its turning speed if you must. I'm fine with that, that makes more sense.
Someone called it a Fat Spire above. What's wrong with that?
P.S. Let's define ship roles more clearly. See my subjective number suggestions for the Mobula and other ships here:
https://gunsoficarus.com/community/forum/index.php/topic,7462.0.html
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