Guns Of Icarus Online
Main => Gameplay => Topic started by: Cl ick to Ca p t ain on October 12, 2013, 04:29:25 am
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So aside from all the "Oh the Mobula is objectively sh!t" craziness on this forum, I'd like to bring this ship to public attention since it hasn't been discussed that I've seen
This is not necessarily a 'Mobula is broken' thread, even if in my honest opinion I still think it is.
I'm just trying to understand what is the point of it, I mean, I freaking love the looks of it, probably the sole reason I even play the darn thing, but what else is there about it?
- 5 count em 5! forward facing guns, 3 main ones that easily converge fire, and two secondary support guns.
- The hull is also a massive target, wide profile makes it an easy target for brawlers look to land erratic mortar fire and moonshine rams
- Armor and Speed is below average
- I honestly think either the hull, or the speed, could use a buff. Since it seems a bit lacking in both those regions, but buffing bother would make the Mobula OP in my opinion
- It's still horribly slow which disallows it to easily maneuver out of danger
- Rams still pretty much one-shot it
- Can only brawl generally only with support, and sniping it's hard to get good optimum killing power out of light guns
- The ship is cut in half with no way to access both sides easily, this makes it almost absolutely needed to bring 3 "Gungineers" and have them in very specific places to even begin to think the Mobula as viable
When I look at the Mobula, all I see is a beautiful ship with lots of promise, that's just lacking in a few areas
All in all, the Mobula can be a pain to be in a moving engagement in. Causing it to really only be viable in "glass cannon" or "burst damage" strategies where engagements happens quick and violently.
My question is, what is everyone else's opinions on the ship, what would you add/take away to make it better?
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Well i always think of the mob as a sniper ship with the possibility to switch to a closer range weapon due if the enemy closes in.
At long ranges its low height profile makes it not so easy to hit which gives it a similiar tankyness like the junker.
The problem is as u stated. Its quite hard to finish an enemy when you only have light guns available. And if the enemy gets close if you dont get the kill rly fast your pretty much dead with no real possibility to kill cause you mainly miss one if not two guys shooting cause they have to repair.
It currently is more a support ship but the problem is that there are ships that support way better.
A Galleon with a lumberjack has better longrange capabilities and can hold the enemy in place if it has a decent lj gunner so there is currently just no point in using a mobula cause there are way better ships with pretty much the same job.
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The mobula has so much potentional
1 gungerneer up top to man mid gun and main engine
2 engineers to man the two sides
I think the idea is kill them before they kill us strategy rather than out repair
With 3 cross over light guns and the right combo you can devestate ships like a pyra before it rams
If the mobula got a walkway connecting the hull and balloon
It would be broken in my oppion at least haha
Merc mid duel artimus top with say a gat mortor bottom deck combo
You deal alot of damage at diffrent ranges. I think it comes down to the skill of the pilot in awarness and communucation i know if a mobula is behide you. 9/10 your going to be destroyed.
Easy target but i woukd say with the right tools such as helium and hydrogen and a phoniex claw you can get out if any
Stick situations. So dont be put off flying the mobula try to beat the challange it sets once you do that the
Skys are yours :-D
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At the topic of a Sniping Mobula it would have to be within a certain team build I think to even be viable, as you could use the Mobula for armor stripping and disabling guns, while delivering hull damage from your other ship. Such a set up would require full team coordination though, and would be high risk. I also have to agree where engagements should be spent mainly firing, only repairing when out of gun arch, because chances are if you're taking enough damage to really need to repair, if you don't kill what's shooting you you're going to die anyway.
how about some I'll show you min you show me yours when it comes to Mobula builds in with the comments?
I've been favoring a simple double gatling gun lower decks, and mortar center, with flares in case they are needed on the ends. I've been bringing bumpers, kerosine, and claw to pubs, but I would swap out bumpers for balloon gas for any sort of competitive play. Though I have been thinking of putting a mortar on each end, so that way if a target gets too far and out of arch for the other two guns, the center gungineer can run over and at least converge with what ever gat is closest.
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I'd appreciate it if you were a bit more creative with your posts in the future instead of copying entire sections of my own, it looks kinda creepy to me right now > .>
Not saying you should change it, but ehhh..
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I'd appreciate it if you were a bit more creative with your posts in the future instead of copying entire sections of my own, it looks kinda creepy to me right now > .>
Not saying you should change it, but ehhh..
Simply used your post as a template to start a conversation about the Mobula, it had a decent solid structure and it seemed to work for starting a ship discussion.
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Mob just isnt tanky enough or manoveurable to be brawly. You can finish up a already softened up enemy when he gets close but its just useless in closerange if your fighting any good enemy.
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I suggested the idea of a faster overall speed for the Mobula awhile ago. Everybody thought it would be over powered or that it's not necessary because it is already fast.
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As someone who flies almost exclusively Mobula, this ship has shitloads of potential.
The ability to have a constant trifecta is devastating, and in straight dps playoffs you'll almost always come out on top. Of course, since it does indeed have low health, it won't be long before you're almost dead. At this point you take advantage of it's insane manoeuvrability. Now, of course it has the turning speed of the moon, but that's why I almost always bring phoenix claw. And it's speed is hardly impressive, but that's not really the point a lot of the time. What it does have is great acceleration, a lot of the time it's acceleration that allows you to escape more than straight up speed. And it's no secret that it has the best vertical manoeuvrability of any ship, meaning it's easy to get out of enemy arcs.
Say, for instance, a pyramidion is charging straight at you. What you do is drop out of the way using it's insane vertical speed and burst away underneath it using its acceleration, getting you firmly out of its arcs and giving you a huge window of escape.
However, I will say that the Mobula does need support to be properly effective in a fight, since if it is focus fired it will go down extremely fast, but that's no huge issue, that just makes it balanced.
Weapon wise I use a brawling setup, but that's just because I don't ever snipe, but I can imagine it being a good support sniping ship if that's you thing.
Even then it's best not to think of it as a straight brawling ship, it isn't the ship that rushes in first, it's more the ship that waits just on the sidelines and swoops in after.
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That is maybe enough for pubs but if you aim to get the mob competetive it isnt enough cause there your enemy will probably focus you down and get you killed faster than you can. Or just outrange you.
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Simply used your post as a template to start a conversation about the Mobula, it had a decent solid structure and it seemed to work for starting a ship discussion.
That's fine and all, I'm just saying it looked weird at first, would like it if I get contacted in advance for circumstances like this and now I'll stop derailing.
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I've noticed that Mobulas are potentially good against charging Junkers, as you can backpedal easily and stay out of his side arcs fairly easily.
But that's the advantage any forward-facing gun ship has: control of engagement distance.
Sidenote:
5 Banshee Mobie is insanely fun, unless they bring chem spray.
Just make sure all your engines have greased.
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We should all think about competitive play when we read these ship threads.
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We should all think about competitive play when we read these ship threads.
Not nesessarily, competitive play has nothing to with the fact that people that know the ship's weakness will simply abuse the living hell out of it, letting the ship in shambles most of the time and the pilot and crew dissapointed in it.
Though I honestly think the Mobula on the finer side.. at least it can dodge and keep a trifecta very easily and switch from long to close range in the blink of an eye. If Chem spray is buffed, so will be the Mobula :P
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I think the idea is kill them before they kill us strategy rather than out repair
That and always have a buffed balloon.
I've started using the Mobula in pub play a lot more lately because just a straight up viewing of its stats show the ship should be dominant but for some reason it's been more or less ignored by the vets. This I think is mostly due to its weirdness factor (ie it flies weirdly, crews weirdly etc.)
Due to the slow turning of the ship I tend to fly the mobula conservatively until the enemy positions are known. Once fighting commences I engage with a constant trifecta only having the main engineer coming off for a mallet hit during reload while more or less staying on gun for the whole engagement. This will almost always result in the enemies armor breaking before my own (mobula has 600 armor, pyra 650, junker 700) due to the superior firepower the constant trifecta brings. This will usually result in killing a brawling ship during a 1v1 so long as my main gungineer has timed his shots for when the enemy's armor is down.
If the kill missed or I'm in an otherwise sticky situation, that's where the buffed balloon comes into play. If it appears I'm in immanent threat of death a rapid change in altitude will often break gun arcs and give the ship enough time to lick its wounds and reengage freshly.
After playing with the mobula more, I've just been sort of convinced that the ship is underutilized and underappreciated, not underpowered; and that people just haven't learned the meta for it yet.
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the ship is underutilized and underappreciated, not underpowered; and that people just haven't learned the meta for it yet.
^^^ truth!
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The way I've built Mobulas in the past, they have huge DPS potential. If you get one positioned correctly, their is no out-repairing it. It kind of freaks my crew out that I'm telling them not to fix anything, because if they fall into that habit, we go down. You have to just keep firing until the enemy is dead. Another thing it has going for it is the huge vertical movement advantage. If you can get one in the right position above or below, you can just hang out of their arcs, while all the good dps weapons have great vertical arcs. They'll never be able to out position you on the vertical axis because of it's movement.
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I actually really like using a triple carronade mobula with incindiary rounds, and two outer arti's. Try it, it's brutal.
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I've used two carronades on the bottom with a long range weapons on the top. As soon as they get close, pop heir balloon, use a bit of Hydrogen, escape easily.
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Those can both work well. I prefer to take advantage of the constant trifecta with a gatling on top and a carronade/mortar combo. Being able to both disable and kill at the same time can be devastating.
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I figured I'd post this since it seems relevant.
I decided that after making this thread to grab a crew and spend some time really flying and maining Mobula. In our first match against some random 1-4 pubbies after I had scoring 4 kills one of the opposing captains gave me a big tip of his hat to my Mobula.
(http://cloud.steampowered.com/ugc/577876801459187321/B182700649AF51B3F16D02DA54D0C9FE677EF262/1024x576.resizedimage)
Had 3 mortars on top as to be able to kill form the sides if needed, and two below deck gatlings.
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The mobula is anything but broken. It's a fantastic high skill/high reward ship. Right now the squid and mobula are *perfect*.
I've played against the two mobula metas (2 arts on outside and either two gats below+mortar or gat/flak on bottom+merc up top). You can't get anywhere near it without it taking out your guns, and if it has the merc some of your health will be gone as well.
In stark contrast I've flown the exact same load outs and had nowhere near the amount of success. There is a feel you need to get, I would miss a few calls here and there (should have stayed further back, should have gone for the _____ instead of the _____ ship) but that's why it was only "okay" for me.
Same goes for squid (although that's unrelated). You can put the same load out but the real strength in the ship is the gut of the captain.
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Someone should make one of these threads for the Squid, it should get some love to.
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I've played against the two mobula metas (2 arts on outside and either two gats below+mortar or gat/flak on bottom+merc up top).
The really wouldn't say there's any Mobula meta at the moment, and if there is I'll be damned if it has a merc on top.
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Hey all Qwerty here.
Now I realise I'm not the best player out there, however I have been working on that and feel that I have some opinions to offer here. As part of my drive to become competitive I've decided that I will try my very best to take me and my crew to the top on a Mobula. Thus I have been spending a ton of time on it and have MAYBE been one of the few to fly it competitively (A scrimmage against the Overcake).
My Build:
Top Deck Gun - Gattling
- This is obvious, good armour shred at a decent range. I opt for this over a Hades due to the arming time on the Hades and over a Field Gun due to it's poor turning arcs which in many case disable the trifecta
Bottom deck Guns - Mortars
- This works on much the same theory as a mortar on a Pyramidion does. The Mortars will fire either WHILE the Gattling is, or when half a Gatling clip is spent (if I can get that level of communication)
- The only issue with these guns is that in super close range they don't have the turning arcs to set up a trifecta. I don't find this a problem as it requires about a 10o turn to bring the other mortar to bare, creating a good alternating fire scenario.
Mid Deck Guns - Artemis
- This gun is insane. The turning arcs make it so that you COULD (if you had the crew) set up a 5 gun firing scenario. At range the wing gungineers will use these guns to destroy components and shred armour.
- Should only one mortar have arc on a ship in front of a Mobula, the Artemis on the OTHER WING will also have arc, allowing you to keep a trifecta and shred components should you wish
Captains Tools
Phoenix Claw
- I don't really have to explain this one do I? A Mobula will only win a fight if you can get of a trifecta, lose that arc and you lose the fight. Thus you bring Phoenix claw as you turn like a sloth
- Please note that a squid is your worst enemy. Not Pyramidion, not Junker, Squid. That bastard will spin around you all day and no amount of chicken foot will help you.
Drag Chute
- Carronades are extremely strong ATM. Some people say OP, I disagree. However they are still insane. Thus this is essential, as a Mobula you are 70% balloon and if that thing dies you are in a lot of trouble. You can buy your right wing gungineer a LOT of time if you bring this tool and remember to trigger it when your balloon goes down.
- I might change out this tool for either of the altitude tools when carronades are nerfed, however I will cross that bridge when I come to it.
Kerosene
- Mobulas move at the speed of a casual glacier, if you want to even keep up with a Galleon, you need kerosene. If you want to have any hope of running away, you need kerosene. If you want to run in to save an ally (meatgrind), you need kerosene
- Seriously....so god damn slow
Wait, wheres hydrogen/chute vent?
- You don't need it. With a buffed balloon you can move under or over a chargin pyramidion from about 1 second away. Your altitude adjustment speed is insane and is your prime escapability. Other ships can run away, you pretend your on a pogo stick and kite all day.
Engineers
Left wing
- Mallet. The idea of the left engineer is to hit the hull once EVERY time he reloads. You want that repair to the as large as possible.
- Spanner. You need to rebuild, and fast. Your captain can buy you time while rising and falling, but you need to get that hull up as soon as possible.
- Extinguisher. You need to keep fire of your hull and (should it be needed) the balloon and other components. Most of the time you will ignore fire until out of a fight, but you need that tool to get rid of it.
Top Deck
- Spanner. The main engine rarely goes down, unless deliberately targeted and it isn't that essential. Your turning engines are the focus. This tool allows you to assist the balloon or hull if either are in trouble, and gives you a spot for an additional tool.
- Chem/Extinguisher. Help the left and right wing engineers keep their fire down. Chem is probably the best option here.
- Buff kit. The Mobula revolves around buffs and has 2 of them on board. Without them you will die. The Top engineers main buff priority is the Balloon. More on this in the gameplay section.
Right Wing
- Mallet. Same reason as the left wing 300000000000 x more important.
- Spanner. Same reason as the left wing. See above for importance.
- Buff kit. Again you need buffs to win in a Mobula. There is a specific buff priority which will be covered later
Gameplay
Allright, as I've said buffs are important. They are of course the first thing you will do in the game and there is a specific way you have to do it to optimize time.
The order of importance is as follows.
At the beginning of the game your top deck engineer will buff the hull then head to and buff his gun. If he has time he will also buff the main engine. The top deck engineer is your armour shredder and should be firing before your Mortars are (roughly half a clip), thus he needs to be there early. To make this happen they are given a high priority component to buff, but only that one. He should also quickly chem spray everything he touches in his buff run.
The right wing engineer will buff + prebuff the balloon, then prebuff the Mortars and then prebuff the hull. That's right the top deck DOES NOT prebuff, speed and all that. The right wing engineer does. Why is prebuffing the hull so low on the priority? because if you get fired on, your hull will likely die before you need it buffed again. If you get interrupted prebuffing your hull and run to your guns to find them not buffed, your damage is seriously reduced and this could mean your death.
As a captain your first priority is to group up with your ally. Never leave your ally or you WILL die. Your second priority is to NEVER GET RAMMED, if you get rammed you will die 100% of the time. Use your buffed balloon and rise over or sink under your enemy, then activate Chicken Foot and turn to bring your guns to bare.
You rarely ever want to do the approaching with the Mobula. Your not stationary per se, nor are you a sniper, however most of the time you will let the enemy come to you. If they are sniping however, you will have to approach them, you can not win a sniping war. At range you want to use your Artemis's to snipe out guns and samsh armour at range, bring them in close in a bad situation for your guns. If you ARE approaching them (make sure it's with your ally) then start hitting them with these babies too.
In close your game is have the trifecta going. Due to the turning arc problem on the Mortars your going to have to learn the sweet spot for the trifecta. If you are inside that sweet spot you have 2 courses of action. Your first is to backpedal and get into that sweetspot range where all three guns can hit.
OR
One of your gunners can go to their artemis/ repair their main component. eg. Your enemy is inside your sweetspot and your hull is on half health. Favour your right side and bring the right Mortar into arc, have the left wing engineer repair the hull while doing so. No damage needing to be repaired? have your left wing hop up onto the left artemis, it can and WILL hit.
Additionally while talking about this little play. Always favour your right side over your left. Always have that right mortar in firing arc. Should the balloon go down you have a pilot tool for that, your right ring engineer has time. If your hull armour gets shredded your in a LOT of trouble. Thus if you can only have one Mortar firing, make sure it is ALWAYS the right one.
Now as stated the Mobula kites in a unique way. It is too slow to kite via running away/around terrain and thus has to use it's one advantage to do that. Vertical mobility. No you don't need hydrogen, that's overkill, however the balloon must always be buffed. Make note of your enemies guns and learn their arcs, if you're versing Carronades stay low 70% of the time, they can't shoot down, and rise hard and fast once they are in arc only to sink again once he rises into arc. Always be running if you can while doing this of course, not point staying in the once spot.
Finally I would like to introduce the Alpha Strike. Yes the Mobula can still do this. Yes it's crazy and likely won't be used in competitive play. However there may be the odd scenario in which this is useful.
The Mobula CAN get 4 of its guns firing at once. The top deck engineer can jump down to either the right or left Artemis while the captain can turn around, jump up onto the railings near the wheel then up onto the top gun. The switch takes about 3-4 seconds and you will have a shitload of damage raining down on one target. Even galleons shit themselves under this much fire.
Allright ladies and gentlemen that's it from me.
I might add/change this later on but THAT is how I run my Mobula and how I think it is most effective. It is not underpowered, most people just haven't worked it out yet. I honestly believe it requires the most communication and co-ordination of ANY ship in the game to work, and that is it's largest downfall. An average team on a Mobula? terrible. A great team on a Mobula? Invincible.
Cheers,
Qwerty
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I understand and agree with most of this but i dont see why you have 2 mortars. A mortar can instagib pretty much any ship with one clip even if you load lesmok rounds.
If you switch it so you have double the piercing dmg you will kill your enemy way faster than with doubled mortars. Explosive dmg doesnt deal alot on armo. But as we all know its quite nice against the permahull. And as you would have 2 gatlings you would be able to just add some of this piercing dmg onto the enemys hull. It may not be much but it should be enough to kill pretty much any ship within one clip.
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My reasoning for that is actually very simple.
Piercing does 0.2 damage to the hull health.
Explosive does 0.3 to armour
A full gatling clip can shred every armour but the galleons (I think) and a full mortar clip is a bit slow to fire of all rounds, almost every crew will have their armour up before the full clip goes through.
Double gat is something that has been suggested to me, I haven't tried it too much so I can't really comment. I'll give it a bit of a try and report back later.
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Oh youre right. And what i learn again? Sometimes just do the calculation ...
But you will always need mortar assistance to get the hull down cause the main engineer will probably get one mallet hit on the hull.
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I'd appreciate it if you were a bit more creative with your posts in the future instead of copying entire sections of my own, it looks kinda creepy to me right now > .>
Not saying you should change it, but ehhh..
Simply used your post as a template to start a conversation about the Mobula, it had a decent solid structure and it seemed to work for starting a ship discussion.
You had some quotes that was almost the same.
In anycase, I dont think that the mobula is broken like i read as i scroll down this thread. If there where 2 mobulas, it would either be easy or hard, depending on map.
It is like you guys are saying, high risk, high kill type ship.
Think of it, the weapons on the mobula are perfect, it is so fun coming up with different builds and abusing its power. That its turning speed is a must be slow.
My main issue with the mobula is its components, every one had a dip on complaining about it the first time the stepped into the mobula.
In a way its on purpose of design.
With 3-4 guns facing forward and shooting, you cannot really afford having someone to run in and repair. Kill before you get killed. If you do throw someone onto repair and make it a 2 shooter, it is then weaker than the usual junker/pyra/spire/squid because not only do you have the same ammount of guns pointing at him, your in all a weaker ship overall.
Having goldfish ammount (or close) of hull health "may" fix this, or encourage killing before repairing properly. The mobula is very strong, but easily out meneuvered and disabled. Hwachas that seem to not disable these days actualy disable pretty well on the mobula.
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I've played against the two mobula metas (2 arts on outside and either two gats below+mortar or gat/flak on bottom+merc up top).
The really wouldn't say there's any Mobula meta at the moment, and if there is I'll be damned if it has a merc on top.
It's not as textbook of a meta as the gat/mortar meta on a pyra or junker but it seems to be the most common of successful mobulas (mobuli?).
As for the merc that's Romankar's mobula. I included that because it was maybe the first real mobula load out that worked so well. It doesn't seem as popular now but for a month or so that was one of the primary ways of loading a mobula for long range.
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Qwerty that's a best case scenario build, but worst case it's gonna struggle. First off, your right side has no fire protection. If you need to rely on your top gunner to run all the way to the right side to take care of fires, that is a loss of efficiency. IF he can even put the fires out with that chem spray. And if your top gunner is not shooting non stop, your losing that near constant dps a mobula needs. The mobulas strength is fire superiority. It walks a tight-rope of what repairs are essential, so I can have more guns shooting than the opponent. As soon as repairs start happening, and guns stop firing, that ship becomes a large target without any threat.
I would almost always run a standard engineer on both wings, who can be self-sufficient. IF you just have to have that buff, have the top guy take it, it's better he's running around buffing in non fighting times than running around chem spraying during fights.
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Qwerty that's a best case scenario build, but worst case it's gonna struggle. First off, your right side has no fire protection. If you need to rely on your top gunner to run all the way to the right side to take care of fires, that is a loss of efficiency. IF he can even put the fires out with that chem spray. And if your top gunner is not shooting non stop, your losing that near constant dps a mobula needs. The mobulas strength is fire superiority. It walks a tight-rope of what repairs are essential, so I can have more guns shooting than the opponent. As soon as repairs start happening, and guns stop firing, that ship becomes a large target without any threat.
I would almost always run a standard engineer on both wings, who can be self-sufficient. IF you just have to have that buff, have the top guy take it, it's better he's running around buffing in non fighting times than running around chem spraying during fights.
Pipe/Buff/Extinguisher or even Chem Spray (Recommended actually, do it right and you don't have to worry about fires on either side.). Buffgineer doesn't always mean Spanner/Mallet/Buff.
I would argue that the balloon engi SHOULD run the Pipe Wrench loadout, it comes with a lot of benefits. That aside, rebuilding your balloon will be pointless in most cases unless your enemy is out or forcibly distracted off of you, so the Pipe will do most of the time and when you get some downtime, your top engi can go down and hit it with a mallet if needs be.
At least in my little experience with the Mobula (will be actually playing this more lately cause I got interested) and much more against it, having its balloon blent continuously by either a carronade or a lumberjack will end up in a quick death because of balloon placement and it will very rarely recover, no matter if your balloon engi has a spanner or not to rebuild it faster, so better focus that wing on firepower.
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Was doing stupidity builds for fun, five flamers with AI crewmen
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I've been flying pretty much nothing but the Mobula since the last update. I love it and have had a lot of success with it (and plenty of failures!). I've had a few players now commend my Mobula, some level 10+. In the last few games my crew and I have even managed to hold our own against a couple of blenderfishs and an all-carronade Pyra and there's still a few other ideas I want to try that I think will help us out much more than my current build. Don't get me wrong, carronades are still horrible things to get near in the Mobula but they can be dealt with if you use your head, in pub games at least. I'll also say that Mobulas are great at luring ships away from others -- while facing them -- so with a co-ordinated team you can divide enemies well if they've got over-reachers in their ranks.
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It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.
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It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.
Quoted for truth. The problem is when you're in the lobby defending the Mobula saying 'No no! It's a fantastic ship in the right hands! Deadly, even!' then you get trounced in the next game...
My problem is getting pub players to understand how the ship is crewed. It's a great ship for compartmentalising your crew's roles and really quite easy to run once everyone's up to speed, but that first game where you're trying to keep everyone in their position is quite draining as a captain! 'Stay on your guns! Keep firing! Ignore the balloon! No no, get below deck! What are you doing stood in front of me?' But when it comes together it's great to see your crew -- often new players for me -- sticking around for a few more games.
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It's always fun when everyone is in lobby talking about your Mobula and how trash it is as a ship, pubby teammates going to the other team to fly with the junker and whatnot. Then going 5 - 0 with all of the kills being yours and watching the complete change in tone in the post game lobby. Feels good man.
Quoted for truth. The problem is when you're in the lobby defending the Mobula saying 'No no! It's a fantastic ship in the right hands! Deadly, even!' then you get trounced in the next game...
My problem is getting pub players to understand how the ship is crewed. It's a great ship for compartmentalising your crew's roles and really quite easy to run once everyone's up to speed, but that first game where you're trying to keep everyone in their position is quite draining as a captain! 'Stay on your guns! Keep firing! Ignore the balloon! No no, get below deck! What are you doing stood in front of me?' But when it comes together it's great to see your crew -- often new players for me -- sticking around for a few more games.
The cure for that is simply letting it be known you need a bit to make sure your pubbies are correctly loaded out, and have been told specifically where and what they need to be doing.