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How would YOU nerf the Mobula?

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Daft Loon:
There's plenty of room to reduce its vertical acceleration a bit without changing its position as the best vertical ship, currently it has at least double that of everything but the squid. Reducing it to somewhere between its current self and the squid might actually be a good use of muse's preferred blind testing.

BlackenedPies:

--- Quote from: Mean Machine on March 17, 2016, 01:45:14 pm ---I very much agree with Daniel that mobula is most balanced ship in the game. It has unique design, it has strenghts and weaknesses, it provides many different possible builds, crew combos and strategies. That for me means it's well balanced.
--- End quote ---

I don't wanna keep repeating the same things but I want to make sure people aren't mislead. All ships provide many different builds, crew combos, and strategies. All ships have unique designs and strengths and weaknesses. The mob's unique design of having an underbelly balloon is strictly an advantage - same with its thin profile and spread out components. This doesn't mean it's well balanced. Take the junker for example which performs a similar role that's worse in practically every way except more armor. This doesn't necessarily mean the junker isn't balanced compared to the other ships, it just means the mob is better


--- Quote from: Mean Machine ---If a ship is only useful with one build or only in one situation or against one type of enemy, then that is IMO not balanced and it's boring and something needs to be done with that ship.
--- End quote ---

The fact that the mob is good against everything doesn't mean it's balanced and that's not how games work. The test is to put the other ships excluding mob up against eachother and see if they're balanced. The truth is that they're relatively balanced to eachother with the possible exception of pyra, but today I flew a mortar-gat pyra against a vet kill squid to prove a point and barely scratched the hull under my buffed armor. No ship is "only useful with one build or one situation", but the mob is good in all. There's no other ship where you can simply swap out loadouts and fight anything without worry. Mobula is the least risky ship to bring (which is ok but it's OP!!)


--- Quote from: Mean Machine ---Everyone should strive to make muse buff other ships so they are more like mobula, diverse and provide more possible and effective builds and roles that ship can do.

--- End quote ---

Again, how would you propose that muse buff the other ships and keep balance? Saying that the mobula is balanced and all the other ships aren't isn't how balance works. Mob has an advantageous design with an underside balloon and thin spread out profile, great stats with excellent maneuvering and good armor/hull, and nearly the best possible light gun setup. This puts it steps above the other ships and is why it's not balanced. It's fine to have a good easy jack of all trades ship and that's why I only want to touch the hull value!

I can't imagine how you'd buff the other ships to balance the mob so you need to explain it. I'm a numbers guy with over 2700 hours so I'll understand it if you can describe it

Dementio:

--- Quote from: BlackenedPies on March 17, 2016, 09:59:37 pm ---I can't imagine how you'd buff the other ships to balance the mob so you need to explain it. I'm a numbers guy with over 2700 hours so I'll understand it if you can describe it

--- End quote ---

I imagined something about increasing the gaps. The Mobula does have an unnecessary large amount of vertical acceleration, while all the other ships are almost identical to each other, so increase all of them in proportions with the Squid only so far behind the Mobula or even better than it. Vertical top speeds are pretty much identical, but I imagine a Galleon could have a higher top speed than a Squid.

Horozintal top speed is rather fine in terms of gaps, but you barely feel the difference unless you are fighting a Squid with something slower than a Goldfish. Horizontal acceleration plays a big part for almost all engagements, so even if I do want that to also show more diversity, it may kill the slow accelerating ships.

Turning stats are alright, I think.

Thing is, when everything is in intervals of 1m/s(²) away from something else, pure design is the only thing left to judge a ships viability, something that hurts the Spire the most. You can see it in the Meta, the ships outside these intervals profit the most from a lot of things, Mobula with its high vertical mobility, but really low turning speed, Squid and Goldfish with their high speed stats in all horizontal directions. Everything else is just kind of mixed together and so the ship's very design is looked at (Junker being easily disabled, Spire stuff, Galleon forced to rely on guns). Armor and hull are factors as well. And nobody forget about the guns either, but I believe the guns matter on a deeper and much more competitive level and ship balance shouldn't revolve around them too much.

All the ships are unique by design, but if all their stats are so similar, there can only be so many left to be considered as good, or even the best.

BlackenedPies:
The mob has much higher vertical accel than every other ship, so if it's too much why not reduce it instead of increasing all others? It might be difficult to maintain balance because +20% for a fish means more than +20% to a galleon, and it would also effect balloon poppers. I happen to think junker vertical is a bit low and the answer isn't to nerf everything else. Maybe vertical accels should be raised as a whole, but just because of the mob isn't a good enough reason

Jamini:

--- Quote ---P.S. Let's define ship roles more clearly. See my subjective number suggestions for the Mobula and other ships here:
--- End quote ---

Nerfing the signature strength of the mobula (vertical lift) would do the opposite of defining ship roles more clearly.

If we want more defined ship roles, then gaps in other forms of manuverability/mass/armor values would need to be expanded to match the current strength of the mobula.

Think about the following:

Mobula - Kept roughly the same. Reduced hull permahealth (to reward hitting the hull at long range, and punish mobulas that get into brawls/get rammed)
Spire - Boosted armor, dramatic turning acceleration buff. (Turns spires into fantastic close-range turrets)
Squid - Bring squid permahealth down and acceleration/speed up, closer to release squid. (Uncatchable, fragile speedster/flanker)
Pyra - Dramatic forward acceleration, slightly boosted armor, turning and vertical acceleration even worse than current. (The pyra excels at spearing/charging enemies, but needs to plan ahead to get that ram)
Junker - Mostly unchanged. (Junker manuverability is in a good place for their role)
Goldfish - Mostly Unchanged. (Goldfish manuverability is in a good place for their role)
Galleon - Mostly unchanged. Further top speed increase, acceleration remains very poor. (The Galleon would be the fastest, heaviest ship, but the absolute slowest to get there. Anyone unfortunate enough to be rammed by a galleon should be in for a world of hurt.)

This would solidify each ship in a specific role by giving them one or two things they excel at (minus the goldfish and junker... which are both jack of all trades ships by design), and would give most ships maps/areas where they can excel.

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