i always thought the vertical mobility was kinda weird for the mobula (but i think the mobula is weird already for reasons i may or may not get into below) and in terms of game mechanics its absolutely disgustingly strong. if you get through a withering trek through artemis shooting out your guns and the engie camping the hull so the hades doesnt take you out before yo get there. if you get through ALL of that, it can do one MORE thing nobody else can do to escape any other ship.
consider two things about this movement:
1stly, its teh fastest in that direction int eh game wich means unless you have chute vent and hydrogen: its gone
secondly with one exception all the balloon popping weapons are pretty damn intimate, so not only do you have to get in on the mobula under fire but you also have to get just a little bit farther, and the closer you get the more accurate all their shots are getting. meaning yoru carronade/flamer/banshee is destroyed for most of the fight. you almost certainly havnt done enough damage to their balloon to stop them from shooting up like a cork. so if you thought you had them on the ropes, by the time you get back to them, their hades has rained death down on you and probably a gat and a mortar have too, just for fun.
the lumberjack is therefore the only decent weapon for taking the mobula down a peg without running a gauntlet. the mubula will shoot it out in one 10 rocket salvo even if you are on pub matches, its just too damn big, and it takes forever to fix when it gets knocked out, much longer than it takes the artemis to reload... its also one of the trickiest guns to use, and even thogh ive practiced my little heart out, its still hard to line u shots on the mobula because its so flat, and height is the axis that is hardest as everyone who has ever played a spire and wondered why nobody was missing you can attest. nobody is getting it lined up perfectly except its going WIDE...
here's how i would nerf the mobula:
1 make the rise/fall acceleration a lot less. it allows a real opportunity if you can get to them to actually kill them without an unparalleled instant escape trick
2 increase the reload time on the artemis. its always been too good, a good hand with that puppy can disable a ship better than a hwacha, and its often reloaded in time to get your hits in on the hull too. two (or if you are a real jerk, 3) of the little bastards can strip your armor faster than you can repair it, and drop you without pausing to change guns. its decent explosive damage is also perfectly able and willing to blow you apart. its the workhorse shatter weapon at range just as the gatling is the piercing workhorse: if you want it done right, theres no other weapon to take. if someone wants to take the mobula as it is now and slap a merc up top (or on the sides) as it stands leave the arcs the way they are. let people use them like they have been, the only real overpowered build is concerned with the double disable/hull killer rockets.
what this does:
it releases some of the pressure on the heavy weapon disable/reload issues that are causing the galleon and the spire such grief. most of the time its a hwacha or an artemis disabling your heavy weapon these days. a hwacha is rough, but at least you know a heavy weapon is SUPPOSED to be a brutal hit. a light gun knocking out all four of your guns is just absurd.
id advocate as i did in my other post, which was huge sorry, that these changes be put in one before the other separated by some weeks. give us time to see if one change will give us the balance we want, and maybe the other wont be required (or an overcorrection)