Guns of Icarus Online

Guns of Icarus Online

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Ryconn Aug 16, 2013 @ 1:30pm
Veiws on the mobula
personally when I look at the mobula I think easy flank and simply it just is not worth the easy flank the vital parts are to far away as a result 1/2 of those guns are never manned for everything about the ship makes diffuculty for public games extermly hard personally I hate this ship I want to know if the community has found it's saving grace I use it for training and testing new weapons mines I placed 25 mines and flew into them real fun the explosion.
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Showing 1-7 of 7 comments
Bryce Aug 16, 2013 @ 1:48pm 
From my experience I needed all engineers if want to survive in it, navigating it is like a maze... everything is so far away. Kind of sucks
Last edited by Bryce; Aug 17, 2013 @ 3:23pm
Calico-Jack Aug 17, 2013 @ 5:26am 
I fly the mobula a lot, and fly against it a lot, I agree 100% with Dragonmere's post. I flew it on the day it was first introduced, and started out with 3 engineers, but quickly realised I only needed 2.

The single biggest mistake pilots make when looking at the mobula is counting the gun slots. And then trying to put gat flak on both sides because moar gat flak = moar fun. This isn't a tank.

The other huge mistake is turning your back on anyone. If you have muliple enemies around you back up until they' re all in front of you and keep track of their position.

The third common mistake is not playing to the strengths of the ship. It has good vertical movement so use that to put distance between yourself and your attackers
- use hydrogen if your short range weapons are mortars because they can shoot directly down.
- use vent chute if you have carronades as they can shoot upwards.

My favourite thing to do when I'm in a squid is too fly above the mobula and drop mortars on it's upper hull from wing tip to wing tip, so bring Phoenix claw to speed up it's turn rate - though be very careful of using tools that will drag engineers off guns.

Also - all ships in GoI have shortcuts you can take for getting around and the mobula is no exception- remember the most obvious path is the slowest.
Last edited by Calico-Jack; Aug 17, 2013 @ 8:36pm
Bryce Aug 17, 2013 @ 3:24pm 
Dragonmere, tried that a couple times and it is golden! With good team cooperation an easy 5-0 win.
The Mobula is fun to ram to pieces, it really is - if I see one; I prioritize the crew on it - focus fire whilst I ram it into submission. So enjoyable. In all fairness, it is not a bad ship at all - if it can focus fire onto your ship in time, it can easily defeat most ships. You just need to ensure you can turn the frontal-hull towards your foes as quickly and efficnetally as possible, or use it as a defensive battery of sorts. Promise me, the Mobula has the stats to be a very nice ship - but it also takes a good Crew and pilot to use.
BBX Aug 19, 2013 @ 12:06am 
I use a flare gun center, two mercs right and two flaks left. It's pretty much the only set up I found that the AI won't ruin. (Aside from 1 gun and 4 mines)
MOBULA IS A GREAT SHIP.... provisionally. Basic Setup works fine, 2 NG's 1 Gunner, 1 Pilot. AS LONG AS THEY KNOW WHAT THEY ARE DOING. NG's fire lower battaries, Gunner fires upper and mid section, depending on distance, velocity, and DM. Pilot CAN AND SHOULD ABANDON POST to assist with firing the main cannons or with rebuilding anything on the mid deck. As of patch 1.3.1 with the addition of the new ladder structures GUNNERS SHOULD ALMOST ALWAYS ASSIST LOWER DECK WHILE OUT OF COMBAT. The exeption of course being if mid deck's weaponry is offline.THIS SHIP WORKS BEST IN CP
I'm not going to tell you the loldoubts because its already been covered, and its really up to the captains. I hate it when people complain about how your not doing it right when, gershdernit its just stupid fun to put all flare guns on a junker :P
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Date Posted: Aug 16, 2013 @ 1:30pm
Posts: 7