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Showing content with the highest reputation since 07/19/2019 in all areas

  1. 21 points
    I come to you today, The whole community that see's this. why do we continue to have to deal with this toxic point system, that is so oppressive it brakes the souls of many a people?? I'm talking about the event point system. why do you have to tie cool decor items to such a oppressive point system most people don't even play it?? and the ones that do.... go crazy with how oppressive it is.. i could be the best of the best. but when my other team mates just leave after the other team scores one point.....??!! why?!?!?!? why do i have to deal with this?!?!?!?!? why do we all HAVE TO DEAL WITH THIS?!?!?! for the LOVE OF THE COMMUNITY THAT IS NOT SADISTS!!!!!!!!!! PLEASE STOP WITH THESE TOXIC POINT SYSTEM EVENTS THAT LOCK COOL DECOR ITEMS BEHIND A LUCK WALL!!! I'm not a bad player.....i take brakes.... i try really hard.... but it doesn't matter. i go on a 3-5 win streak to only have that all lost by 2 loses.... then you get 2 wins that give you a WHHHHOOOPIN 30 points!!!!! oohhh boy! then lose a match and YOU LOSE OVER 50-60 POINTS like whhhhhhhhhhhhhyyyyyyyyyyyyyyyyyyyyyy you are killing me with this!!!! YOU ARE TEARING ME APART!!!!! i don't mind a challenge but when the challenge is blatantly made to crush you and keep you locked into a bracket..... well that is absolute the most toxic event system i have ever laid witness to, its a god awful abomination.
  2. 13 points
    Hovers are probably the worst thing that happened to the game in the past, ruining balance on many occasions and continues to do so in certain ways, I don't blame people for doing it, probably just hating on hovers due to past association... I miss being able to move teammates with spikes..
  3. 13 points
    I recently purchased some Phoenix crossbows and now I can see why they're so cheap. Only 340 durability with 1000 mass, big hitbox, harsh arrow drop, the explosive can just be sparked etc. So many negatives, the only positives are decent damage when its allowed to go off. With the Corvo being buffed twice in a row, I feel it's time for the Phoenix to get a buff too, especially since overpowered Crickets are still out there doing crazy damage in the same rarity pool.
  4. 10 points
    Pretty much the title. Currently the "cabin power" value affects how well your car accelerates at any given weight. If you build two cars at 10.000kg, the craft which has higher cabin power accelerates faster. It's basically your engine horsepower. If your car has more horsepower it should be able to drive faster uphill, after all it has more strength to fight against its own weight and the gravity of earth. Unfortunately cabin power doesn't do anything when it comes to going uphill in Crossout. Only your accumulated speed and the weight of your craft affects how fast you climb up a hill. This heavily favors fast crafts and leaves slower heavier crafts underperforming. My suggestion: Improve the climbing speed of slow vehicles by making the uphill speed dependent on cabin power ^^ That's the short of it, now I'll explain in a detail what's going and why it's a bit of a problem. Lots of text, bear with me. There are basically two stats which affect your climbing performance: The weight of your craft and how fast you approach the slope. The weight of your craft will determine the final speed your craft will eventually slow down to had you approached the slope at a faster speed. Heavier cars will simply climb hills slower than lighter ones. There is nothing to mitigate this except reducing the weight of your craft. Installing a bigger engine for more horsepower or reducing wheels (or adding them) will have no effect whatsoever apart from the mass changes that comes from adding an engine or wheel. The speed which you approach an uphill slope will have a tremendous effect on how quickly you'll end up making the climb. Once you begin ascending a slope your speed will begin to drop to the final climbing speed (determined by your mass and the declination of the slope). This speed reduction however is linear. Say you have two cars with an identical mass limit. One car's top speed is 60km/h and another's top speed 100km/h. Let's say they climb a slope which might result their climbing speed to be reduced down to 20km/h (same slope, same mass limit, same final climbing speed). The car that approaches the slope at 100km/h will take twice as long to slow down to 20km/h than the car moving at 60km/h (80km reduction vs 40km reduction). On top of that the overall speed your craft will slow down is dependent on your weight. You guessed it: The heavier your car is, the faster it will slow down to its final climbing speed. Summa summarum, the reason why heavy crafts get the short end of stick when it comes climbing hills is because: Heavy crafts are heavier, resulting a lower final climbing speed, because that speed is only dependent on mass and nothing else Heavy crafts are heavier, resulting in a quicker deceleration if they approached the slope at a faster speed then the climbing speed they'll be reduced to eventually Heavy crafts have lower top speeds (because use heavier cabins) which means they'll reach the final climbing speed sooner than other crafts due to the fact the deceleration is linear at any given mass. Making the linear deceleration at any given mass logarithmic would be an alternative solution. That means a craft approaching a slope at really high speed would decelerate rapidly initially. In such case if you had those two aforementioned crafts, one with 100km/h top speed, one with 60km/h top speed, yet with same mass, the car moving at 100km/h would take only slightly longer to decelerate to the final climbing speed of 20km/h, not twice as long. While the above change would certainly democratize the climbing of cars, it'd be a huge nerf to faster cars and how well they scale slopes. Most of the faster cars in this game actually tend to use their high speed to more or less sling themselves up the hills. Their final climbing speed might be low but their high initial speed will make sure they never reach that low. I kinda like that mechanism. That's why I think making the final climbing speed dependant on cabin power would be a better solution: fast cars with low cabin power would use their high top speed to sling themselves on top of hills while slow heavy crafts with high cabin power would use their raw horsepower to effortlessly climb those same hills at a faster final climbing speed.
  5. 9 points
    There is a counter to wedge. It's called "going back to garage": I say "Fine then, I'm outta here" in finnish. Unfortunately that's the best we got right now.
  6. 9 points
    The recent changes to the game modes notwithstanding, the amount of clicks it takes to craft items is just ridiculous. One click to get into Engineers faction One click to get into white items One click to select item you want to craft One click to make sure that yes, I do want to craft said item One click to retrieve item - then start the whole process over again. FIVE clicks to make ONE item. If I want to craft, say, a wyvern cab, I need to get 3 dockers, 2 chords and 2 jacks. If I'm crafting those seven items it takes me THIRTY FIVE clicks!! I know the devs are trying to improve crafting and the market overall. So how about allowing us to craft however many dockers (or chords or jacks) we would like to craft all at one time? Kinda like when you're in the market and you can click to buy however many items you like? Did that never occur to you guys? /rant
  7. 8 points
    Reapers,Tacklers, Aspects, and Punishers Respectively: This is the current state of machine gun viability at high ps and cw barring the the aegis hover variants that you occasionally see. Non limited firing angle weapons are being turned into severely limited firing angle weapons all in the name of survivability, machines are severely under utilized for this one sole reason: Durability When compared to high alpha single shot weapons (scorpions, typhoon/tsunami, nidhoggs, pulsars, etc) or burst damage weapons (shotguns) machine guns just can't compete, and this is exasperated even moreso in cw, at the higher levels machine guns are almost non existent, and for multiple reasons: -Machine guns are perpetually one shot away from getting stripped, even splash damage poises a risk to the guns, they just do not have the structure needed to survive -Machine guns are sustained dps weapons, they require a much longer period of time to do the same amount of damage a cannon would be able to do in a single shot -A higher degree of accuracy is needed to do the same amount of damage in one area that cannons could do in one shot Yes there are advantages to machine guns, yes we're all aware of the hit scan, yes they have a faster turning radius, and precision, and etc, etc. But with any advantages they may have, machine guns are still one of the most underwhelming weapons used at higher power score, and this isnt even opening up the can of worms that is the entire rapid fire machine gun class of weapons, or the punishers ability, those require their own entirely new thread. Personal Suggestion: (My opinion of course, open to hearing others) -Durability buff across the board @Woodyrojo @BjKalderon @Beta_Angel
  8. 8 points
    after the new patch there is no way to gain white parts in pvp, its all builtd can we get a feature to craft multiple items at once? this will be good for people who crafts alot, 1 blue item needs 7 white items. but crafting a white item one by one takes alot of time. two ways to do this 1: add a bulk build for white items, just like you add fuel to tank "how many youd like to create at once", up to 10 items at the time 2: crafting blue items automaticly creates white items that are needed (will not use locked items if any white items are locked) this funcion doesnt work for epics and legendary anyone that can photoshop how it could look like, feel free to do so
  9. 8 points
    It's no secret that tracks are hardly seen in PvP. The most common one I see is Goliaths, which is pack exclusive! Even then, they in particular are armor first, mobility second. They lack the speed and maneuverability of wheels, and they lack the strafing of everything else. I myself planned on getting some Scavenger tracks, but then Kapkans were added and I switched over to augers, their biggest counter. Those are basically tracks that strafe, anyway (despite having weird behavior in some scenarios). Nomad tracks (commonly used with Goliaths to make them harder to wedge) are in competition with Bigfoot, and Lunatic tracks are just outdone by them. My suggestion? Vastly increase the tonnages of the smaller two. By a factor of 50-60% for Nomads and 90% for Lunatics. Maybe only 10-20% for Scavenger tracks. They are all speed limited but lack the strafing to show for it. Maybe if you didn't need as many of them, people would actually use the smaller ones. At the same time, reduce the mass of the Scavenger tracks by maybe 15-20%. Yes, this has the added effect of boosting dutability/mass, but honestly, if someone wanted mobility armor, they'd just get Goliaths. Edit: And make pivoting for tracks and augers a little better Melee resistance and "excellent grip" (In the distance, wedges can be heard laughing) just don't seem to be enough of a perk. Equalizing their forward and reverse movement was nice, but augers and legs have that plus strafing. Also, making small tracks more competitive opens another option that can be used to hunt hovers. Maybe then the hover nerf crowd will quiet down a little. I'm just gonna say it: tracks deserve much better tonnage/mass ratios. They have no other attractions otherwise. They're artifacts from before augers and epic wheels. Also, they are tracks. They are the epitome of extremely large land vehicles. They ought to be the top of the line for mass-carrying. Super-large dump trucks may use wheels, but their big brother, the earth-mover, is often tracked. There's a reason NASA uses a tracked vehicle to move the space shuttle to the launch pad. (Of course, both of these examples are giving Devs ideas for more packs, but oh well. They'd be funny to see.)
  10. 8 points
    Steel Championship returns to the Wasteland with new unique rewards! In the update 0.10.70, we also made many important changes that affect the rookie experience and tutorials for new players, added a new map for PvP battles, improved the "Invasion" mode and made the necessary balance changes. Steel Championship in Crossout! Attention! The event will last until August 18, 20:59 GMT! Crossout Football Championship is reaching another level! Start your armoured car, grab the harpoon and go! No embittered solos — only teamplay. No killing — let's leave notorious violence to the Rat King and his talking monkeys, serious people play by serious rules. And let everything be huge: a huge field and a huge ball, assembled from steel strips and reinforcing bars. Excitement and passion —just like the best days of the old world! The main conditions of the mode: Players can take part in the mode both as a group and individually as part of a randomly selected team. The match takes place in the “3vs3” format. The match lasts 5 minutes. The team that scores more goals against the opponents wins. If a team leads the opponent by 5 goals scored, the match automatically ends with a victory for this team. In the case of a tie in regular time, overtime is appointed. Gather all your strength and play as one, because during overtime, the first goal scored leads to the victory of one of the teams. Overtime lasts 5 minutes. If during the overtime, none of the teams scores a goal, the match ends in a draw. Players cannot destroy each other. Participation in this brawl counts towards the assignment for 9 successful battles in brawls. A victory earns the player rating points, the number of which depends on his place in the leaderboard and belonging to one of the leagues. A defeat leads to the loss of a certain number of rating points. Moving to the higher league level opens up new unique rewards. Besides, participants in the battle receive reputation and scrap metal at the end of each match. The list of leagues and corresponding rewards (in order of increasing the level of the league): Tin (100-199 rating points). Reward — a unique themed background for your banner. Copper (200 - 399 rating points). Reward — a unique “rare” paint “Fresh turf”. Iron (400 - 599 rating points). Reward — a unique themed background for your banner. Bronze (600 - 799 rating points). Reward — a unique “rare” paint “Red glade”. Silver (800 - 1199 rating points). Reward — a unique “rare” decor “Rusted rim”. Gold (1200 - 1499 rating points). Reward — a CK for the racing wheel “Formula U”. Palladium (1500 - 1699 rating points). Reward — a unique epic rarity decor “Bobble ball”. Platinum (1700 - 1999 rating points). Reward — a unique epic rarity decor “Steel trophy”. Diamond (2000+ rating points). The reward is a unique epic rarity decor “Fan duck”. Also, all participants will be able to get new themed stickers for a certain number of victories in the brawl: For 1 victory in the brawl, the player gets a rare sticker “Fire show”. For 3 victories in the brawl, the player gets a rare sticker “Fan enforcer”". For 5 victories in the brawl, the player gets a rare sticker “Crossfire”. For 8 victories in the brawl, the player gets a rare sticker “Fight Cup”. For 10 victories in the brawl, the player gets a rare sticker “Riveted ball”. We remind you that quitting rated brawls before their completion is prohibited. In case of violation of this rule, your account may be temporarily blocked in the "Steel Championship" mode. Each repeated abuse will increase the blocking time. “Third half” pack Attention! The pack is a temporary offer. You can purchase it from July 22 to August 18, 20:59 GMT. Don't miss out on joining an army of football fans in the Wasteland and become the owner of a unique armoured “Fan Van”! The pack includes: Unique armoured car: “Fan van”; Unique legendary horn: “Vuvuzela”; Unique legendary decor: “Black and Blue” flare; and “Red Eye” flare; Unique character portrait: Hector; Unique relic stickers: “Ball in the game”; A spray can with unique relic paint: “To the championship!” ; Maximum number of parts increased to 40; 500 in-game coins. New map “Crater” A crater about 500 m in diameter. A space shuttle was found in the centre of the crater, but the width of the cavity is too large for such an object. It was probably formed much earlier and for reasons unrelated to the crash of the ship. The map is an open area, the main advantage of which is excellent visibility from any position. The main landmark is a crater occupying an ample space on the map. The bridge on the edge helps in navigation and allows for manoeuvring under it and between the columns. The central zone is the most open part of the "Crater" with a capture point inside. In the centre you can see the nomad tech, serving as cover for those capturing the point. Other Improved relief on the maps “Nameless Tower” and “Fortress”. Added new objects of the environment on the maps “Broken Arrow”, “Ship Graveyard”. Updated the map “El Diablo Gorge”. Updated the map “Lost coast”. Reworked mechanics, affecting the first experience and tutorials for new players Added a new medium cabin of normal rarity — Sprinter Faction: “Engineers”. Can be crafted on the “Engineer workbench”. PS: 250. Max. speed: 90 km / h. Tonnage: 2800 kg. Maximum weight: 6000 kg. Gives energy: 8 units. Durability: 185 pts. Mass: 250 kg. The starting chain of challenges, as well the number of received and the procedure for obtaining structural parts, have been improved. For high-level players, additional components will appear in stock automatically. Now the market becomes available only when reaching the 8th reputation level with the Engineers faction. If your current reputation level is below 8 and before the change in mechanics you managed to put the goods up for sale, they will return to the storage as soon as their time on the market is up. From the 8th level of the Engineers faction, only those parts that a player can craft/ use at the current level are displayed on the market. Buying/selling/ crafting parts that unlock at higher levels is not possible. Acquisition of a pack with high-level parts allows using them, but trading will still be unavailable until the required level of reputation is achieved. Epic rarity parts become available at level 10 of the Engineers faction. Legendary parts — at level 14. Exceptions are decor, paint, stickers and other entities whose crafting/use is not limited to the current player level. The missions “Get the cabin!”, “Get the shotgun!”, “Get the machine gun!”, “Get the cannon!” and “Get the Wheels!” have been removed. Instead of the above missions, the mission “Get the scrap metal!” is added. Common parts from the removed missions can be made on the faction workbench - “Engineer workbench”. Increased the amount of scrap received after each battle. The limits were extended for the maximum number of vehicle parts as new levels of reputation were obtained (compared to the restrictions that were at the same levels of reputation before the update): Level 3 (from now on, the "Engineers" faction): the new limit is 29 parts (instead of 25 before the update). Level 5: the new limit is 37 parts (instead of 30 before the update). Level 7: the new limit is 44 parts (instead of 35 before the update). Level 10: the new limit is 50 parts (instead of 40 before the update). Level 13: the new limit is 56 parts (instead of 45 before the update). Level 16: the new limit is 62 parts (instead of 50 before the update). Level 19: the new limit is 68 parts (instead of 56 before the update). Level 22: the new limit is 74 parts (instead of 62 before the update). Level 25: the new limit is 80 parts (instead of 68 before the update). Changed daily challenges set. Now players can access the following challenges: Take part in 1 mission or raid (instead of the daily login challenge). Achieve 2 mission victories. Achieve 3 mission victories (becomes available only after completing the previous challenge). Achieve 1 victory in raids. Achieve 2 victories in raids (becomes available only after completing the previous challenge). Achieve 2 victories with a particular weapon. Achieve 3 victories with a particular weapon (becomes available only after the previous challenge). Make an operation in the market. Complete 3 daily challenge. Complete 5 daily challenges (becomes available only after the previous challenge has been completed). The total amount of scrap obtained for the completion of all challenges remains the same. New daily challenges will take effect on Tuesday, July 23. Due to an increased amount of daily challenges, we’ve changed the weekly challenge. Now it’s needed to compete 42 daily challenges per week (instead of 25). Improved a series of faction blueprints. Now the exhibition, auto-assembly, part upgrading, co-drivers and exchange of Engineer badges are gradually available up to level 10 of reputation with the Engineers faction. Now “Clan battles” and the possibility of joining the clan are available from level 10 of the Engineers faction. Now, upon reaching the 7th and 10th reputation levels with the Engineers faction, as well as on the 3nd reputation level with the other factions, the player is issued an exclusive coupon, which gives the right to produce 1 "rare" part on the workbench of this faction for free. The crafting time of parts on “rare” workbenches has been reduced to 15 minutes. Now parts on “common” workbenches are made instantly. Now, when moving to each new level of reputation with the “Engineers” faction up to 30, the stock of fuel in the tank is automatically filled to the maximum. Added a new portrait “Wanda”, available from reputation level 1 with the “Engineers” faction. All players whose current level is above 1 will automatically receive this portrait in their collection during the day. New CK mechanics With the update 0.10.70, we change the mechanics of appearance customization kits (CK). Now, one CK can be applied to an unlimited number of parts, whose appearance it changes. In your storage, CK can at any time be removed from parts for free. It is now possible to apply CK to both permanent and temporary parts. To compensate for extra CKs that may be in your storage, we introduce the possibility of their exchange. All the extra CKs are replaced with special containers. When you open each container (right-click on the container and select “Exchange”), you may choose one of CKs of the same rarity or in-game coins. The amount of coins you receive depends on selected CK’s rarity and the fact that it was or wasn’t present in the in-game store. You receive more coins for CKs that were sold in the in-game store. After a successful exchange, the extra CK disappears from the warehouse. Please note, that all the extra CKs that were received as rewards for tournaments and contests can not be exchanged, because they were handed out in several copies per one victory. If the replacement of doubling CK for the container didn’t happen - please, contact the technical support unit. Premium subscription “New scanner” is now called “Premium subscription”. For your convenience, new subscription options have been added to the in-game store. Full list of available Premium subscription options: For 3 days. For 7 days. For 30 days. For 90 days. For 360 days. Brawls The brawl “Free for all” now has the following maps added to the rotation: “Wrath of Khan”, “Sandy Gulf”, “Fortress”, “Old Town”, “Thermal Power Plant”, “Sandy Valley” and “Nameless Tower”. The brawl “Big black scorpions” now has the following maps added to the rotation: “Control Station-17”, “Founders Canyon” and “Desert Valley”. Now, if you win the "Race" on the car with a fuel barrel/tank and quit the mode before it ends, the player receives fuel. Bedlam The following maps have been added to the rotation of the mode: “Rock City”, “Nameless Tower” and “Bridge”. Invasion The tower in the “Invasion” is replaced by three towers with a shared durability pool. The destruction of one of the towers will lead to a decrease in the total durability pool by a third. Now players have more chances for successful completion of the mode even in the case of the emergence of leviathans with explosive spears. Now the destruction of each enemy in the mode is accompanied by the appearance of ammunition/shells to replenish ammo. Raids “Perimeter breach” Cargo durability is reduced at all raid difficulty levels. “Easy” — by 33%. “Normal” — by 25%. “Hard” — by 20%. Changed raider spawn points. “The last convoy” and “Gone in two minutes” At the “Normal” difficulty level, the truck's durability is reduced by 9%. “Data theft” “Normal” difficulty level: tower durability reduced by 25%. Difficulty level: “Hard”: tower durability reduced by 20%. “Steel cradle” The durability of the leaders of the Raiders is reduced by 20%. Damage done by the ringleaders is increased by 1,5 times. Clan battles Reduced the duration of the intro. The player is no longer shown his team members. Now points are awarded for effective actions in overtime in Clan battles. Cabins Ghost Cabin power increased by 7%. Tonnage increased by 9% (from 5500 to 6000 kg.). The maximum weight is increased by 9% (from 11,000 to 12,000 kg.). Developer comment: It is not a secret that among “medium” cabs there are those that are closer in their parameters to light ones and those that are closer to heavy cabins. With these changes, we would like to shift the “Ghost” towards heavier cabins capable of carrying more parts. We will monitor how changes affect the efficiency of the cabin and will be ready to make additional changes. Howl Now the damage from the perk increases if there are enemies within a radius of 30 meters (previously — 20 meters). Maximum damage bonus reduced from 25% to 20%. Developer comment: The current situation is such that the cabin's perk is challenging to implement with such close-range weapons as shotguns, due to its insufficient range. We would like to make using perks easier for the owners of "Howl" and shotguns, and therefore we increase its radius. This change will require a small reduction in bonus damage to compensate for increased efficiency. Weapons Revolver “Corvo” Firing range increased by 20%. Gun accuracy increased by 10%. Developer comment: Changes from the previous update had a positive effect on the revolver, but statistics show that it needs additional improvements. Increasing the accuracy and range of fire will have a positive impact on the gun, and it will be more consistent with its role as an accurate revolver. Plasma gun “Quasar” Changed the physical model of the weapon. Minigun “Arbiter” Now the maximum bonus damage from the perk is accumulated over 7 seconds. (previously — 10 sec.). Developer comment: In its current version, the maximum benefit from the perk of the "Arbiter" is quite tricky to use. The maximum increase in damage is accumulated slowly and requires the player to have a lot of experience and to choose the right position. The change simplifies this task and increases the efficiency of the minigun, but it is still worth remembering that the "Arbiter" is not a weapon for the front line. Competent choice of position in a team battle is one of the keys to success with miniguns. “Reaper” minigun Weapon durability increased by 15% (from 450 to 520 units). Developer comment: The previous increase in the durability of the minigun naturally increased the effectiveness of the weapon in battle, but its survival rate in the average fight still does not meet our expectations. Extra durability is meant to solve this problem. Shotgun “Hammerfall” Changed the perk. Now it works as follows: “Every 100 meters passed by the car, give 1 charge, which is spent when fired and guaranteed to turn off the enemy’s weapon rotation for 0.5 s. Maximum 1 charge.” Developer comment: we consider gameplay with shotguns as constant movement and manoeuvring close to the enemy. Given this, we have reworked the perk of the "Hammerfall". Now players can accumulate charges in the heat of battles and continue to control the enemy. Previously, this was difficult because of the considerable distance that needed to be driven to get a new charge. Plasma gun “Pulsar” Reload time increased by 11% (from 4.5 to 5 sec.). Developer comment: The combination of severe damage and excellent durability provides the Pulsar with increased efficiency compared to other "legendary" weapons. A slight increase in the reload time of the gun will reduce the total damage dealt by cars with "Pulsars" in battle, and will allow you to balance the weapon relative to other arms of the same rarity. Decor Now all non-tradeable decor, obtained earlier and which will be received in the future, will not occupy space in storage. The descriptions of such parts, as well as other items that do not occupy space in the warehouse, now display relevant information. Hardware “Neutrino” scope The minimum zoom of the sight increased by 8%. Added in-game surveys When you first start the game after the update, you will be invited to take part in surveys to improve the quality of the game and deliver feedback to the development team. If you refused to participate in surveys, and then changed your mind, you can turn on polls in the menu “Settings” - “General” - “Game” - “Enable surveys”. Updated interface showing the current durability of the armoured vehicle. The descriptions of scopes now have information about their zoom. Now for the observers in "Custom battle" all the participants in the battle, as well as their drones and turrets, are highlighted with coloured frames that are visible through the objects of the environment. Now, with each exit from the “Adventure” mode, the player is shown a screen of results and current progress in the mode. The storage interface has updated icons for the parts that are currently in use. Updated many small interface elements. Now the leader of the group will see the nickname of a specific player who currently cannot fight in the notification. Added new sound effects for environment objects at the “El Diablo Gorge” location. All sounds of machine guns in the game are transferred to the new system. The sound of a machine gun is no longer one pre-recorded loop. Each shot is formed from separate sound files. This gives more variability and reduces the likelihood of sound artefacts. Added option to disable the stun effect (Settings - Audio - Stun effect). Added an option that allows you to turn off the playback of all sounds in the game (improves game performance on budget computers). Added option to limit the number of simultaneously played sounds (improves game performance on budget computers). Updated the sound of firing the “Reaper”. The sound of the Minigun “PU13 Equalizer” firing has been updated. Improved the model of “Howl”. Improved appearance of fire pools. The effects of shell and bullet flight for “Spectre-2”, “ZIS-34 Fat Man”, “Reaper”, “Mandrake”, all automatic guns are improved. Fixed a bug where the hit of a "ZIS-46 Mammoth" projectile to the decor was counted as a miss. Fixed a bug where the incorrect current status of the player could be displayed when he was added to "Custom battle". Fixed a bug with the incorrect collision of environmental objects on the "Nameless Tower" map. Fixed a bug where you could get stuck in some objects of the environment on the map “Rock City”. Fixed a bug where at the beginning of the mission “Urgent Delivery” in Adventure, cars on augers could get stuck in the landscape. Fixed bugs with drawing objects of the environment and their incorrect location on the maps: “Factory”, “Old Town”, “Founders canyon”. Fixed a bug with the presence of invisible walls on the map “Cursed mines”. Updated “Founders Canyon” mini-map. Fixed several bugs associated with incorrect spawn points of raiders on maps. Corrected and improved some text strings. Fixed a bug where you could enter a battle on a car with an excess of the weight limit. Fixed a bug with incorrect display of clan tags. Fixed a bug where changing chat languages could lead to their simultaneous work. Fixed incorrect behaviour of raiders in the "Adventure" mode. Corrected the accuracy parameter of the “Elephant” cannon in the weapon characteristics window. Fixed a bug related to the absence of rolling sounds in some game clips. The bug with incorrect display of the zone where invisible players are by the “Oculus” in the observer mode has been fixed. Fixed a bug where the sensitivity of the mouse in observer mode changed while observing a player with Mandrake in aiming mode. Fixed a bug where the turrets, drones and automatic weapons “Caucasus” could not respond to objects in the “Adventure” mode. Fixed a bug in which the final sound of the hologram “Carnivore” was played after its removal from the car. Fixed a bug where disabling chat in battle did not lead to hiding all messages. Fixed a bug where a “Custom battle” was launched without waiting for at least one connected player. Fixed an issue where the reload enhancement of the “Nidhogg” shotgun did not work in motion. Fixed a bug with broken links to leviathans from the exhibition. Fixed a bug where the “Backstab” patch was issued for the destruction of drones. Attention! After analyzing the results of the latest mass testing, we decided to postpone several changes to later updates: We are not cancelling the to change the “Scorpion”, thanks to which it will stop dealing 100% damage to penetrable parts. We are still planning to add the change to the game, but in parallel we want to modify the physical model of the gun and make it smaller (just like with the “Quasar”). We would not like to make these changes separately from each other, so you should expect them in one of the upcoming updates. The change hover intertia is also still planned, but needs some work. We would like to achieve completely satisfactory behavior of hover vehicles, where they'd be able to climb on inclined surfaces not due to inertia, but due to traction (like cars with wheels) and, at the same time, would not be able to climb into places on maps inaccessible to other movement parts. Hotfix, 23.07.2019 Fixed a bug with incorrect statistics calculation in personal survivor's file. Fixed a bug, when the daily challenge on 5 completed daily tasks was impossible to achieve. Please note that if you have already completed all available daily tasks, this challenge will not be completed automatically. It will not be possible to complete the challenge until tomorrow, when the list of daily tasks is updated. Fixed a bug with incorrect colour indication of personal score in the "Steel championship" brawl. Fixed a couple of artworks for tutorial tasks. Small update, 25.07.2019 Fixed a couple of graphics bugs. Improved client stability.
  11. 7 points
    Being able to mount movement parts on every side of the frame would give the game some fresh air in terms of building options.. Which is something it really needs! ^^
  12. 7 points
    This incredibly stupid I need to write a f*cking guide for something like this..... Follow my guide if you don't wanna end up like these individuals: In a nutshell: If you attempt to buy an item at a higher price than lowest offer, the price will automatically revert to the highest bidder and price they set. All fine and good. However, if you attempt to sell an item at a lower price than highest offer, this revertion will not happen! You may end up selling a Pulsar for 240 coins or a Helios for one coin, whatever price you set up yourself. This "bug" or "feature" will likely trigger if the item you put on sale gets put on the delay queue "items posted in market have 3, 6, or 30min delay". If the items gets sold immediately then this revertion to highest offer will happen. - I think. I can't afford to test this. Here's the kicker: You screw up, Gaijin will not help you!! Here's a response from one on the support people: I think the reason for this is because technically your account wasn't hacked or anything. The problem here is you technically screwed up by trusting the f*ucking game to work correctly. So technically it's on you. I don't think anyone disagrees with my notion that it doesn't matter how low of a price you set, the market should always sell it to the highest bidder with the bidding price - no exceptions!! If you do disagree with this notion, come over here, we need to talk. Alas, the above notion doesn't hold true in XO's market. So it is up to us to take care of ourselves so we won't lose our s**t (don't worry, I lost mine years ago, this is just some icing on the cake). Whenever selling a valuable item, do not attempt to sell it at one coin or other low price like that, always check the highest offer and and put the said item on sale for that price. Do this because you cannot trust this game and its market to work correctly.
  13. 7 points
    Hello, survivors! We plan to fix this issue with the Meat grinder. But, as the future fix requires various physics changes, it will take some time to implement it. Thank you for bringing this to our attention, @Hkain666!
  14. 7 points
  15. 6 points
    I have been bopping around at different games and working. Came back and rebuilt one of my old favs. A hover pyre build. And I ended up with a spare energy. I wanted the durability and weight of an Apollo so I could tilt. But either we need more types of generators (maybe) or more types of low energy modules (maybe+). It's not that you have to USE all your energy. Especially at low PS. It's fine to have 4 extra energy at 5K PS. But if you're adding generators and have spare energy, it's kind of lame. Not enough for a weapon. Already have Chameleon and radar detector. A single booster is pointless. A scope doesn't help pyres. A car jack won't help hovers. I think we need to make some 1-2 energy modules. So, in the spirit of that, what are some SMALL buff modules we could add? Think more flavor as opposed to game changers. An aegis, which arguably isn't that powerful by itself, is 3 energy. Liquified Gas Container PS: 450 Durability: 350 Mass: 500 Energy: 1 Perk: Does not explode Gives 15 litres of fuel, duplicates do not stack, does not stack with fuel barrel or fuel tank. Size: Smaller than fuel barrel Details: Around the same PS/Dura/Weight as a Dopler radar. Give or take here and there. The idea is to spend energy/PS/weight to get your fuel OR spend PS/bombs/size to get your fuel. Kind of like how you can use a Hazardous Generator Ampere (2 energy, small, super bomb) or PU1 generator (2 energy, big, durable, bomb). I don't think they should stack because it would crash the fuel economy. Damage Control System PS: 350 Durability: 120 Mass: 75 Energy: 1 Perk: While this module exists, causes all explosive modules to not explode on destruction Size: very small Details: Allows players to carry ammo, generators, and have them less likely to destroy their vehicles. Needs to be light so fast vehicles can carry. Needs to be small and sorta durable or this would get destroyed too easily and not be worth it. Just a little insurance if you have the energy. Electrified Armor PS: 300 Durability: 416 Mass: 43 Energy: 1 Size: 4x4 Details: This is essentially a Train Plow. But instead of "paying" for this armor with PS/Weight, you pay with PS/energy. So it's a way to reinforce and protect your vehicle that doesn't use the standard method of faction armor or bumpers. It's not as good as an actual Train Plow because it isn't anywhere as big and doesn't have 90% melee resists. Because it's a module, it also doesn't contribute to your vehicle's overall durability (same as bumpers). You could do similar simply mounting a Dopler. But a Dopler is heavier, a different shape, and gives awesome radar. This is also a backend way to put armor on light/fast vehicles like hovers without doing decor cheese or big radar. Just give another option of armoring your vehicle by expending energy and PS. It might need to be a different shape to be viable. And it can be a whole new balancing issue to have energy-based armor. Electrified Bolt PS: 300 Durability: 300 Mass: 80 Energy: 1 Size: 1x1 Perk: Increases vehicle durability by 300 Details: (See Electrified Armor.) This is a tiny nub that actually increases your vehicle durability by quite a lot. There are pluses and minuses to that. It's so small it can't be effectively used to block stuff. You're just expending energy and PS to increase your vehicle durability. But you can also stick it in tiny spots and make them very tough. So doesn't work the same as Electrified Armor in that it isn't very good at blocking attacks. It's a lightweight way to increase your overall durability. Because it's so much health in so small an area, it is particularly helpful against explosions. Because normally 300 durability would be spread across multiple parts, which can each be independently hit by the same explosion. Much like a cabin is "good" against explosions. Lightweight Ammo PS: 300 Durability 85 Mass: 150 Energy: 1 Size: Small Details: Increases Projectile speed of all weapons by 10%. This is mostly good for all projectile (non-hitscan) weapons. Not sure if it would be good or bad for things like grenade launchers and mine layers, which might not want to be faster or they'll overshoot or bounce like crazy. But would help cannons, missiles, rockets. Stuff like autocannons, miniguns, scorpions, are already so fast it's not going to be worth it.
  16. 6 points
    The player supplied market does not work on consoles, and needs to be replaced (especially on consoles) with a game supplied market that sells everything for a flat reasonable price. Anyone who refutes this reality is most likely a corrupt clan wars elite that wants to prevent rookie players from being able to get firepower equal to theirs, so they can stay on top. My point however is that Targem developers are either insane, lazy, or not very smart by allowing this failed player supplied market to remain on consoles, because you are only hurting yourselves by allowing this to continue. This player supplied market prevents most rookies from being able to spend money on the game, because their money will get them nowhere, because of insane inflation. If players can’t skip a nightmarish amount of grinding and get clan wars grade gear for $50 or less, they will simply quit the game. Seriously! this game would be so much more populous and make so much more money (which would help develop the game, and its updates much faster) if it had a regular flat priced game supplied market like every other free to play. I’m not sure if this level of ineptitude exists in any other game. There are not enough whales out there to keep this inflated game funded Targem, do you seriously not like money or something Targem? Do your job Targem, and fix the game, and stop listening to the same old corrupt clan wars elites that brigade the forums with self serving nonsense. They don’t even spend money on your game anymore because they own and control everything already!
  17. 6 points
    To start the ball rolling, I've thought of this idea ever since the legs were introduced into crossout. After many conversations and good feedback ingame, I felt it was about time I make a post on the forums about it. Goes a little bit like this... ML-200, a great movement part, very durable, maneuverable, versatile. But, it has some flaws with wedges, but who doesnt? (other than tankers) My idea on another mechanical leg is; A. Blue rarity mechanical leg, small, fast max speed, maybe 60kph, and less durability. While being smaller and faster, it would have at most a 1/4 of the health of the purple rarity mechanical legs (810x0.75=607.5-810=202.5) a blue rarity mech leg with around 100 hp. B. Purple rarity. This option may be more suitable, but it's up to what people think. Just like the armored tracks, hardened tracks and small tracks, a small mechanical leg with again, less hp, less tonnage and faster max speed would be a nice variation of the bulky large, hard to build around ML-200. Health could be around 300 to 400 hp, tonnage could be around 650 to 850 kg, max speed between 50 to 65 kph, and mass around 400 to 500 kg. Any of this is up for debate, more or less spitballing here with shower thoughts, but would really like to see a smaller leg variation in the game for certain reasons. (Inspired with my crazy imagination to make a mini firebug insect build) Hopefully this idea inspires you guys to agree with me and wanting to see this in game! Thank you all for your time and reading this.
  18. 6 points
    This build had the mission to make you smile! Also, you will see my ballerina dance between Alyssa's canon shells! But at the end, i got that b****! have fun!
  19. 6 points
    I can only speak of my experience and cannot speak about others motives. If I end up pushing or driving under a Hovercraft, then it is the Hovercraft's fault. It is not only Hovers, but any movement item that strafes, thus including Grinders and Legs. I am not accusing you personally of doing these things, you just get lumped in by using hovers. Look mate, we are driving out here. You want to move side to side and interfere with my ability to drive in a straight line, then you get rammed and carried. You are the one with the ability to go side to side and instant acceleration and yet somehow you just have to strafe left as I try to pass on the left. Then I cut hard right to avoid ramming you and of course you strafe right next. I have had Spiders, Hovers and Grinders all strafe into my path as I go into my attack pattern. You all need rear view mirrors. Just fly, crawl and auger in a straight flipping line! Get some space away from your wheeled allies before doing a bunch of stupid strafing while my 450 meter detector shows you the nearest enemy is still far away and you have no need for strafing yet! Like what is all the strafing for just leaving spawn? Just flipping go! Get out of spawn and get some room and do all the strafing you want! Do not strafe in a tunnel! Do not strafe in the choke point! Do not strafe entering or exiting the choke points! Just get through the tight spaces and strafe to your heart's desire. Do not strafe in tight places! Use the fudging mini map! It shows you ally markers coming up from behind you! Anyway, it is possible that players are intentionally messing with you, but anyone who cares about winning, like myself, would never threaten our chance for victory to troll an ally, even a hover ally. But, even wheeled vehicles were subjected to continual harassment from allies when crossbows still impulsed allies. So, maybe many players only want to screw around and not worry about victory. They think they are so funny. I would have temp banned them all back then. Teach them to keep their projectiles to themselves. If you end up on my roof or rammed by me, then you caused the collision. I hunt enemy hovers and you might aid me in that, so i would not mess you up intentionally. Accidents happen. If it is obvious that you are being intentionally trolled, then self destruct, report offending player, exit to garage, and queue again. But, I can only speak for myself. Peace
  20. 6 points
    Your total vehicle durability is usually significantly higher than the displayed cabin health. Dealing damage to modules (engines, radars ect) and movement parts deals no damage to the cabin itself and as such you can deal 3000 damage to an enemies movement parts without the cabin loosing a single hitpoint. Using high health modules and movement parts can give several times your cabin health in total durability... assuming your enemies are courteous enough to shoot only those parts and not the cabin. This walker has 1249 hitpoints... dealing more than 1248 hitpoints of damage to the cabin will result in its destruction. It however has 6 very durable legs and significant frameworks not to mention some modules and weapons.... if one was to destroy all those pieces one by one.... he would have to overcome 7914 total durability of which we have 6 X 810 = 4860 HP in the six legs alone. Although I have dealt 4860 effective damage to this copy of my vehicle the cabin and vehicle body is in pristine condition. It would still take a minimum of 1249 damage to destroy.... although since it is immobile now it doubtlessly would have a lot of lead with its name on it in a real battle. Shooting weapons, modules or movement parts does on itself not destroy the vehicle. As such if destruction is the goal only structural and cabin damage does technically count. Of course... immobilizing the enemy or stopping his guns from pounding you into dust nonetheless can be a very smart tactical choice. High health or high resistance parts like legs and tracks usually make poor targets as they can withstand significant punishment without failing. For the same reason they are usually used as sacrifical armor... the most extreme example being Goliaths which can turn a 500 cabin health glass cannon into a rolling fortress that casually shrugs of enemy fire. Explosive modules may not deal cabin damage directly but are almost guranteed to take a lot of things with them when they go.... popping generators is a fun sport... assuming you are on the giving end. Yellow numbers = cabin damage or explosive module damage. You want those numbers..... they really ruin your enemies day. White numbers = any other damage..... still nice but even better if you get some yellow numbers on top. You ONLY get rewards for DESTROYED enemy parts. Badly damaging any part - even the naked cabin - does get you ZERO points. Your team will highly appreciate you depleting the health of that goliath to almost zero but even though you dealt 1500 damage to an enemy you will get zero points for it unless you DESTROY the part. This can be unfair at times.... you dealt 90 % of the damage to that goliath and a long range shot finally kills it and the sniper gets all the points. Hope that helps.
  21. 6 points
    Typhoons are over powered under skilled,basically instant win if running a full squad the chain stun is still exsistant and way over powered.
  22. 6 points
    I did, no its cheasy easy, and I needed 0 skill. Cloak up drive tru crash in someone. No... Thank you, lazy playstyle in a vehicle shooting combat game. It's for people they can't aim or shizzle.
  23. 6 points
    For whatever reason these idiot devs keep reviving everything from the games past that mercilessly r*ped the number of active players. I'm usually playing in the 7000-9000ps range to duck the toxic meta atm, but find myself consistently in a swarm of poor game design and perfect aim. I want to propose a game change that could alleviate any and all problems related to this; it is time to remove anything that you have to aim from the game. In all seriousness, xxxx all the drone boats and the lazy xxxx who think they are fun. I know this will change nothing and that if it does it'll be for a few months until we get another cash grab, super op pack with more infuriating **** that costs as much as a new AAA game. A game about variety and creativity has effectively become a game about not breaking your controller if you decide to try and not use fotm clone builds. im done here
  24. 6 points
  25. 6 points
    Improve raids: Triple the ammount of rewards on each of them so the reward is on par with the time and how tedious they are, that's it, devs focus is nothing that can be labeled as fun so at least make them "rewarding"
  26. 6 points
    What the heck is acceleration ?? Often you'll hear that power is acceleration. Or, that it's acceleration with respect to mass, if people are trying to be specific. That's wrong. The idea that spare tonnage helps acceleration and/or undoes the effect of mass, too, is wrong. Here's the correct acceleration equation, provided you haven't exceeded your limits on mass: So not only is power more complicated than that, but Crossout's so-called "acceleration" stat actually measures your time-to-top-speed, whatever that top speed may be, instead of a fixed 0-to-60. Ergo, to find your true acceleration, you multiply the fake stat by your top speed. Your cabin's top speed and engine multiplier can even affect acceleration through speed-caps, if you have more speed than your movement parts can handle. Bear in mind that this only represents your acceleration in a vacuum: within an atmosphere, builds of greater mass will face less drag force (think of it like sinking forward, through the air). However, they also have more to lift uphill. Math-wise note that the penalty from parts needs to be put in as a negative. Also note that while technically this equation divides by 0 whenever the power sum equals 1, that would require two colossus engines minimum to reach, so this never happens. Citations: Now if you're quick, you're probably wondering "Wait a minute, what the hell is cabin power measured in?" And the answer is, "nobody knows." Or at least, not so much in Crossout; you get these fat little bars in the tooltip and nothing else, that aren't even all the same total size (last one is a pixel longer). Even if you datamine for the power values, they... don't quite look like real-life power values. But not to worry! Because if you're just dividing one true-acceleration, by another true-acceleration, the units will cancel out no matter what they are so long as they're the same, leaving you with a percentage. In other words, you can still compare any two builds, and easily see which has more acceleration without getting a real-world number, which would vary depending on the drag force you're facing, which scales with the velocity you're traveling at, mass distribution, and so on. Furthermore, power bars are typically proportional to mass limit, meaning you have an easy way to count them: Common cabins gain 1 & 1/12th a bar per 2000 ML (eyeballed off Docker, checked against others). Rare cabins gain 1 bar per 2000 ML (easy to eyeball off several cabins). Epic medium cabins match the ratio of rares, except for Favorite, Howl, and The Call. Epic heavies are all nonstandard, except for the Humpback. Epic lights all have 5 bars, more than their mass limits would normally suggest. How do I compare cabins ?? If you don't want to compare build-to-build, and instead compare individual cabins, just start taking out common factors. Suppose each cabin has an identical mass, engine, and wheelset, then remove all but the highlighted sections below: To explain, if we're pitting two of these fractions against eachother in an inequivalency, and if we know the cabins are the only thing that're going to be different, then the unhighlighted sections are factors you can eliminate from either side. This leaves you with the speed×power of one cabin, versus the speed×power of another, on builds of matching mass, engine, and movement parts, whatever those parts may be. All you have to do is multiply and then compare answers. Evidence of this process's validity can be conveniently found with the Bat and Hot-Rod cabins, which at equal mass match in both their acceleration curve and speed×power product but also in neither speed nor power independently. How to compare: Suppose you want to compare the Sprinter and Huntsman, both being 8 energy cabins: The Sprinter has 6000 ML, which divided by 2k then multiplied by 1&1/12th confirms it has 3.25 power bars (as you can roughly see from the tooltip). Multiplied by 90kmph, that's 292.5 "Bkmph" of true acceleration. The Huntsman has 7000 ML, which divided by 2k then multiplied by 1&1/12th confirms it has 3.791666 power bars (a little harder to see in the tooltip). Multiplied by 75kmph, that's 284.375 "Bkmph" of true acceleration. Divide the Sprinter's product by the Huntsman's and you'll see that it accelerates about 102.875% as well, or 2.875% more well, at equal mass. Plus, it has less mass: 350kg less. Adding a single 130kg avia wide slope will make up for the difference in health, and add a potential shield, albeit for 42 more powerscore. By the time you've raised the Sprinter to the Huntsman's weight, it'll have both more speed, acceleration, and HP to boot, making it all-around better. The Huntsman has only a larger footprint and more health per unit of powerscore. Thus concludes the comparison. You might have noticed "1&1/12th" was another eliminable factor, but that's just for this example; were you to compare between rarities, or even just certain cabins within the epic rarity, that wouldn't work. It's better to just go for bars every time. Here're some scatterplots, illustrating the acceleration of each cabin with respect to top speed, at specific target HP values: How do I compare engines ?? Do NOT simply take the product of speed and engine power when looking to compare engine acceleration. The part and engine power values are NOT separable. All you can factor out is mass and the cabin: After extracting those factors, you should be left with (1+ENGINE SPEED) over (1-PARTS-ENGINE POWER). This contains two different sets of variables (one for cabins, one for movement parts) meaning we can't directly compare engines with an inequivalency like with cabins before. However, with an equivalency, we can instead pick two engines, and then solve for the "parts" variable, to see what part sum is required for the two engines to match in acceleration benefit. How to compare: Suppose you want to compare the colossus and oppressor engines, both having reload-rate perks and the two highest power bonuses available barring the golden eagle: The colossus adds 7% speed and has a 50% power bonus. The oppressor adds 13% speed and has a 30% power bonus. With the equivalency (1+0.07)/(1-P-0.5) = (1+0.17)/(1-P-0.3), we can see that the oppressor and colossus accelerations match when P equals negative 1.64; that's equal to just over 8 bigfoot wheels, or 20.5 red hovers. With 21, the oppressor yields more acceleration, but with just 20, or 8 bigfoot wheels, the colossus does, plus it has 50 less mass. Unlike cabins, high power engines actually DO have more acceleration than speed-based ones (or the colossus does, at least; not so much the razorback). The oppressor does still have its speed advantage, as well as a tonnage bonus and distinct perk. Thus concludes the comparison. Another thing to learn from this, is that engines with higher power bonuses will actually have more of an effect on acceleration when paired with less subtraction from movement parts, contradicting the popular myth that higher power engines are best for higher power parts. This makes the colossus especially agile with hovers, where power consumption is minimal and speed is limited. However, greater effect does not necessarily equal higher utility: a lower power build with less acceleration may simply desire acceleration more or more-often than a hover does, which stops accelerating entirely upon hitting 75kmph. But taking the reverse speed into account, going from 75 in reverse to 75 ahead is a change of 150, so that's plenty kmph of uptime for your acceleration to be made use of. Graphs, for those who'd rather just look at the whole curves instead of solving for intersects: How do I compare movement parts ?? Looking at the first set of curves from the previous section, you can see that the higher your current penalty, the less change each additional deduction makes. This prevents you from ever subtracting all your power. However, it also means the first wheel lost yields the least acceleration return, ignoring mass. Beyond that, most movement parts carry distinctions far greater than mere differences power deduction. Even if you're only looking at wheels, you've only got one epic wheel to choose from, and at least a quarter of the rare wheels are garbage. I wouldn't recommend exposing any with less than 140 HP. Note that gun mount and lunar wheels effectively have twice their displayed health though, due to the 50% damage passthrough they possess, at the cost of parts behind them taking half the incoming fire. Also note that the 17 and 12% wheels are actually both rounded down in the tooltip a half point: check out crossout.db, or here. If you're instead concerned with Icarus VII (blue hovers) versus Icarus IV (red), IV are worse. Minimal power consumption is what maximizes hover synergy with colossus, but IV loses that. People also will sometimes put them on small tri-hovers for safety, but remember, "the higher your current penalty, the less change each additional deduction makes"? The reverse is true also: IV's additional power penalty is far more pronounced when you've got fewer total hovers equipped. Results and trivia: The Docker, while boasting an impressive speed×power product for a common cab (on par with the Jawbreaker), is trash. Due to weight, it accelerates slower than a mere 7-energy Guerilla, which is itself trash. The Guerilla, though technically more energy efficient than a Duster, does not save even half a big G's worth of powerscore; when aiming above 7 energy, even 8-energy cabins will have more efficiency. The Huntsman is overall inferior to the Sprinter, barring only its health/powerscore ratio and perhaps footprint. Superior to the Guerilla except in terms of mass. The WWT1 cabin has a noticeably higher speed×power product than the Sprinter, but it's offset by weight. The speed is convenient for hardened tracks and colossus hover setups, and it has more HP/PS. Sprinter versus Duster is a tossup. The Duster's only serious advantage is the extra point of energy it has. Actually using this energy on a high powerscore item can have a substantial effect at low PS, but with a low-cost colossus engine, it's seemingly comparable to a Sprinter+hot red combo. Both have 8 energy remaining, and near identical top speeds: 101.7 on the Sprinter verses 101.65 on the Duster. However the Sprinter+hot red will accelerate 15.4% faster at equal weight with four shivs, or 21% faster with six (note that shivs subtract 12.5%), and is overall a whole 310 kg lighter, with 50 more durability for only 75 more powerscore, favoring its health/weight ratio over health/powerscore. The colossus engine itself has a typically better perk though, and works much more well as a shield. However, neither of these engines are necessarily the best suited for these cabins; they simply line up the speed and energy, to narrow the differences down while providing another angle to look at the cabins from. The Bat has the highest speed×power product of all rare cabins down to 75kmph, despite also having a greater top speed. Matches the Hot-Rod's product, with more speed and health, but also extra mass. The Pilgrim is the fastest rare cabin to have a higher product than the Bat, but comes with 750 more mass AND 10 less health. Essentially free ramming weight for less top speed; decent with capped parts. The Jawbreaker has an entirely superior footprint to the Pilgrim, but with no more speed or power than a mere Docker, for additional weight and only 5 more HP. Has a proper 10 energy and Hans's speed perk. The Carapace has a higher product than all rare cabins except the Pilgrim and Trucker, with more health than the either and more energy than the latter. 50kmph top speed limits it to legs and tracks however. The Trucker has an obscenely high product, particularly with Stone-deaf's 5kmph: plows through crowds, but... slowly. Lacking a point of energy, for only 15 HP more than a Jawbreaker. Likely to get degunned. Bat versus Growl rather clearly goes to the Growl. It has a lower speed×power product, but also less than half the weight. Add about 70 PS of armor and it'll have more health, as well as about equal acceleration due to the low weight, as well as a whole 100kmph top speed plus an extra point of energy just because. With small tracks the extra speed becomes irrelevant but, there's still the energy. All the bat gets is slightly more health per unit of powerscore/number of parts, and an enormous underside to hide fuel tanks and generators with. The Echo cabin has the highest speed×power product of all cabins in the game without Hans being used, as well as more top speed than any heavy cab—just enough for a colossus hover, with a matching perk. Epic cabins all cost at least 790 more powerscore than a Duster with a gas generator, which already has near maximum speed and identical energy to mediums. Unless you're going beyond 12 energy, with epic cabs you're generally just paying for some acceleration, health/armor, and a perk, with the perk being what sets most epic cabs apart. For that reason, epic cabin usefulness has less to do with the cabins themselves and more to do with the weapons and movement parts they can be used on, making those more worth examining. Furthermore, there's no powerscore limit in clan wars. Heavy cabins can actually use their carrying capacity without fear of harsh matchmaking, hence the popularity of heavy cabins there, despite the general unpopularity of the Trucker, Docker, and Guerilla everywhere else. Light epic cabs also don't gain an extra point of energy, making the heavy cab loss less significant at the epic level. Overall I would say the Echo, Growl, and the Duster, and Sprinter are "A tier" cabins when used within the correct ranges. The Bat, WWT1, Huntsman, and most epic cabins I would call "B tier." The Pilgrim, Hot Rod, and the remaining epic cabins are in "C," with the remaining rare cabins being in "D," save for the Trucker, which belongs in the bottom tier alongside the Docker and Guerilla. Only the bottom tier is outright bad, but even the top tier isn't overpowered in my opinion. Putting powerscore towards epic weapons for weapon HP is usually a priority over cabin investment; I wouldn't say any cabins are above "good" in matches where powerscore matters. Epic engines, much like cabins, are selected largely for their perk and movement part synergy. In terms of mobility though, engines with higher power actually have a more pronounced effect when there's less of a penalty to offset. This makes colossus hovers maximally mobile, particularly when paired with the Echo cabin. Rare engines are pretty much trash; they offer a little more benefit per unit of powerscore, but significantly less per unit of energy. Hardcore/hot red technically don't cost energy either way, but there's still your one-engine limit getting spent. The only attribute that stands out is the dun horse's tonnage bonus, but once you take perks into account, epics are far more worth it.
  27. 6 points
  28. 6 points
    Not quite sure what changed but over 2 hours of playing I meet arround 10 different scorpion hovers at 6K. I dont know why but whatever changed has to die. Without delay..... scorpion hovers at 6000 PS ruin any and all fun of the game. The rest of the team is basically just cannon fodder while those duke it out..... if you are "lucky" enough to have one in your team.... if not.... goodbye. Can we actually get Hovers away from heavy cannons and sniping weapons that should be mounted on something with ground contact in the first place? Fix Scorpion on hovers.... or nerf hovers again - yes... that is probably number 20 or so but it clearly wasnt hard enough in the past... And make it fast.
  29. 6 points
    The cheetah is currently top dog of the engines. Why is this? Well not only is it the fastest, it gives the most tonnage. This 3000 bonus to tonnage allows low tonnage movement types (hovers) to carry very large amounts of armor for their speed. In addition to this there is a more glaring issue, the perk. The perk allows for much faster drone, chameleon, aegis prime, and booster reload. This creates a synergy between high speed and drones that completely upsets the balance of these modules. You see it all the time, the constant cloak, constant shield. This needs to be addressed ASAP. Here are my suggestions. Adjusted V8 specs. Weight increase 1250kg Tonnage increase 1000kg perk: nitro boost, increases top speed by 20% (even if the vehicle can already go max, works kind of like a booster, but through the wheels) and 40% aceleration boost. Lasts for 10 secs (idk how long but I think 10 is a good base) activated via F as standard. Perk effects: shoots flames out the exhausts mounted in the car, also makes a loud V8 aceleration noise for a few seconds. Drones, hovers, chameleons, and the aegis are mostly balanced on their own. But the cheetah breaks this and makes these modules way more effective than they should be. More about hover tonnage, the max efficiency number should be 6 to compensate for 2000 less tonnage.
  30. 5 points
    This thread primarily concerns high-end PS. The magic number, when it comes to energy allotment to weapons alone, is 12. Less, and there is too little weapon redundancy. Too much, and you have too few modules. This can be seen with 6-energy (x2 Fat Man, Reaper, etc.), 4-energy (x3 Thunderbolt, Rapier, etc.), 3-energy (x4 Vector, Spitfire, etc.), and 2-energy (x6 Goblins). Mandrake, the only weapon with more than 6 energy consumption, is a weird exception I'll get into later But, 5 energy doesn't go into 12 evenly. You can have 2 weapons, and a lot of modules but little redundancy (in terms of survivability and firing density), or 3 weapons, getting more redundancy but one module at most (16 energy max). Executioners come in Triple because those weapons don't need energy-consuming modules to maximize their potential. They can get away with 1 or less spare energy and still have good damage output. Hammerfalls, a close-range weapon, needs to dump out a bunch of damage efficiently and then leave. 2+modules means lots of cooling modules, so those two guns do a lot in a short amount of time. Whirlwind also is a heat-limited gun, but because it is a long-range weapon, it can afford to spread out its damage over time. When harassing an enemy at long range, you can fire slow and methodically, not filling up your heat as much. For that reason, you see more Triple Whirlwind than Triple Hammerfall. In close range, it's screwed regardless of how many cooling modules it has. What about Impulse? It requires cooling and ammo. If you have x2 and then lots of ammo and cooling, you basically double up on weapon-boosting modules, bloating module PS while having little weapon redundancy. Hammerfalls, for comparison, don't need ammo. If you go x3, you run into problems with heat. The perk basically took the Retcher grenade-curtain tactic and shoe-horned it to a gun that throws one-quarter the ordinance. It has heat that Executioner doesn't have to deal with, lacks the range of Whirlwinds to drop cooling modules, twice the modules of Hammerfall to go double, and more energy use than Draco (another heat and ammo limited gun). That's why Impulses are so uncommon. They're in this weird spot. I see double more frequently than triple because the cooling is such a major concern. Lower the energy cost to 4? After all, Grenadier costs 4, and it's basically an Impulse with wheels. If it becomes OP, re-adjust something else. And now, the Mandrake. It is an extremely massive weapon from a "heavy" faction. It doesn't synergize well with other weapons to my knowledge (maybe porcupines to spam a protective minefield? TOW is a joke above 8k, and one long-range gun won't do much.). Yet, x2 costs 16 energy, so heavy cabins cannot carry 2. At the same time, double Mandrake is so massive that light and even some medium cabin crafts will sacrifice much of their armor just to carry the guns. That's why Steppe Spider works so well with them. It has the energy and mass to simultaneously carry 2 of them and not die from getting sneezed on. My idea: lower the energy cost to 7, and if it becomes too strong, nerf some other aspect of it.
  31. 5 points
    the fact everybody takes a cloak doesn't necessarily means it's op in my opinion. It just means there are no other options in lots of situation. Give us good smoke grenades and some way to get rid of locked missiles besides cloak, and maybe we'll see less of those.
  32. 5 points
    Solution to what? You are just asking for an easymode for your build. I'm a long time high tier CW player. Both with and without cloak. You don't need to have all modules on every build. It's a team play.
  33. 5 points
    Radar detector, situation awarenes, oculus, kapkan... Cloak is fine.
  34. 5 points
    time to roll out those resource packs that bring you pc levels of ingame items for your money.
  35. 5 points
  36. 5 points
  37. 5 points
    This is generally true but there's two problems. You'd need to have no life You'd have to play the market all day instead of the actual game which is called crossout
  38. 5 points
    Take a look on these sick paints! Some are region exclusive, some are from giveaways and tournaments I never heard of, some are prizes for purchasing other games and some are IN THE GAME STORE but invisible using the search engine (like bad cop): https://crossout.fandom.com/ru/wiki/Категория:Краски
  39. 5 points
    What the heck is crumble ?? Suppose you're playing some kind of turret game: On team A, you have one big gun. On team B, you have two half-guns. Each has half the health and damage per second. Who wins? Each team has the same total health and DPS, so you might think it's tied. However, team B will lose half its DPS partway through the fight. Thus, team A survives with a quarter of its health left at the end. The weakness which team B has is called crumble; a gradual loss of power as punishment is taken. Meanwhile, team A doesn't ever lose DPS until it's dead entirely, giving it a leg up on the competition despite the identical stat totals. This means one "half gun," has less than half the value of one whole gun. For team B to tie team A, each "half gun" actually needs 2/3rds the total HP of a whole. The math is quite simple: it spends equal amounts of time at 100 and 50% DPS, so that's 75% DPS on average throughout the fight. For a 75% DPS team, to match the damage of a 100% DPS team, it has to last 100/75 = 4/3rds as long. This means you need 4/3rds the total health of the whole gun, which divided by two, comes out to 2/3rds per half gun, for the halves to match the whole. The same goes for if you're using third-guns. For a trio of third-guns to match a whole, each individual gun actually needs a whole half of the whole-gun's HP value. In other words, what appeared to be a half on team B, was actually just a third. Furthermore, the two true-half-guns, versus the three true-third-guns, are also evenly matched, conserving the value-statistic across multiple comparisons; the only difference is that their fight will take 1/8th more time to complete, than a fight with either of them versus the whole-gun would. Effects like this can make seemingly less efficient, but larger and more concentrated pieces of equipment, actually much much better than smaller ones. Three spectres compared to four vectors, for example: Disregarding the perk, each spectre deals 8 damage per shot, whereas each vector does ~7.5 (double does 15). That's 24 damage per tap for three spectres, and 30 for four vectors, at equal energy cost and less powerscore on the vector side (hence their popularity in PvE, where bots don't target guns). However, spectres have 135 HP to each vector's mere 74: it would take four vectors 4.5 taps to break a spectre, but triple-spectres will actually break a vector in 3.08 shots, i.e. before that happens (or just 3 or less with the perk, but ignore this for now). After those 3.08 taps, at t=4, vector #1 dies, and spectre #1 is left with 15 health. After one more tap, at t=5, spectre #1 dies, and vector #2 is left with 50 health. After 3.12≈4 more taps, at t=9, vector #2 dies, and spectre #2 is left with 45 health. After exactly 3 more taps, at t=12, spectre #2 dies, leaving vector #3 with 26 health. After 3.25≈4 more taps, at t=16, vector #3 will die, leaving us with one of each gun, the spectre having... 75 HP left. That's a point more than the vector, and it does more base damage per shot. So, spectres win by a hair. And that's without the perk. Look at how frequently the spectres had their tapcount rounded up: 3.08, 3.12, 3.25 all rounded up to 4, overkilling individual vectors and thus wasting DPS. If we ONLY assume that the perk rounds the first 3.08 down to 3 shots, the comparison snowballs in favor of the spectres; At t=3, vector #1 dies and spectre #1 is left with 90 HP. Spectre #1 WOULD die in exactly 4 more taps, but it actually kills the next vector in 3.08 taps now. Even if we round the 3.08 up to 4 here, the vector and spectre kill eachother simultaneously, which leaves each side with two guns. Only, one side has two whole spectres with 135 HP each, whereas the other side only has two vectors with 74 a pop. Or, if we round 3.08 down again, you can break two vectors without losing a single spectre. So you can see how subtle differences in stat concentration actually have a huge effect in who wins a firefight. HOWEVER, vectors and spectres alike can both die in a single junkbow shot, and four vectors offer a larger number of targets to hit. By virtue of this rounding effect, it could be said that the vectors are better at damage gating, an effect which should not be ignored when looking at high alphastrike weapons. However, spectres are only a point of health away from being able to withstand a single junkbow shot, so a single pellet missing is enough to turn the tables, not to mention potential codriver differences. Plus, actually spreading four vectors out is no easy task; with your weapons just in a line, spectres will have better firing angles off the side, since your left/rightmost weapon will be an 8-damage-per-shot spectre with a perk, as opposed to a 7.5 damage vector without one. As a side note, this is also why the 3-energy miniguns are notably bad. Not only do they suffer from terrible crumble, but the crumbling can occur before you even wind the guns up, for an even more pronounced effect. If you're optimizing your DPS with an aurora, for double damage upon heating enemy parts, you'll be losing half your damage if your one and only aurora gets knocked off, and the target cools down. Because of this, Photon-aurora setups can often outperform miniguns. The same goes for gun versus cabin HP. If someone chooses to target your cabin rather than your guns, you're now effectively one big "whole" gun that won't suffer from crumble. So, to balance out your cabin and gun HP, your cabin doesn't actually have to quite match the total health of your guns. As you can deduce from the first section, if you have two guns, you only need 150% of an individual gun's health on your cabin for stripping/killing to be no more safe an option against you than the other. Or, if you have three guns, you only need the health of two of them. So with something like two ~1k typhoons/pulsars, that's around 1500 health you can put on your cabin, before people start ignoring it and degunning you instead. Or, with three guns of ~280 HP or less (the amount of damage a single scorpion round does), you actually only need around 560 health, which can obtained even with grey cabins. Armor, etc will skew this though, but I'm not going to get into HP mechanics here. There's also the fact that you can still cap and detonate without weapons and so on, but this works as a nice guiding principle. For further info on cabins, see my guide here: As a side note, "weak link" health balancing also applies while mixing and matching different weapons. If your weapons have about the same base damage, but one has much less HP, that gun will be targeted first. To balance them out, you want about the same DPS/health ratio on all your weapons. So, if you've got a rapier on the hood of your jockey cab, and a whirlwind in the back, try fusing the rapier for 10% more durability. This is largely just a side note though, as it'll only have 138 HP and still die instantly to most high alpha weapons either way. What should be learned from the previous three sections, is that: Having your stats be more condensed, onto a single piece of hardware, is better. Higher rarity guns, despite their increased energy costs, can massively outperform low rarity ones, due to their stats being more condensed. Cabins, due to being entirely condensed, require very little investment to not be a weak link compared even to high-rarity weapons. And the data supports this: sealclubs are usually running high rarity weapons on low rarity cabins, rather than the reverse. Even the developers are in on it: we have two extra rarity tiers for weaponry than we do cabins. We even have an extra generator tier; as a side note, I would say that this too makes sense. You generally want a generator of equal or greater rarity to your cabin, if at all. What the heck is collapse ?? Suppose your frames are set up like this: Seems pretty good. Both wheels have two connections, the most they could possibly have, and all the frames except the red frame are attached to the cabin, which is itself connected to two copies of itself. Lose any one frame, and both wheels will remain. Lose the red frame plus another, and you'll still have one wheel left. Lose all three, or just the back two, and everything's gone. Now look at this: This one frame has the health and powerscore of three. Lose what was originally "one frame" of health, and everything's still there. Lose what was originally "two frames" of health, and everything's still there, where originally you would have lost at least one wheel, potentially both. Only once you've lost "three frames" of health does everything collapse, this being the weakness of smaller frames. Rather than having DPS which crumbles, clusters of smaller frames actually cause entire pieces of equipment to fall off more rapidly than "whole" frames do. Not only that, but they can also potentially take thrice the net frame damage from splash, if each frame gets hit. HOWEVER, all frames will die in a single shot to scorpion rounds, due to the scorpion dealing full damage to them as opposed to letting 90% pass through. Against this weapon, the first setup can be better for its ability to gate the damage. The scorpion user likely won't care either way if you've got Hitchcock's fuel tank under your cabin though, making it once again better to weld your frames together. Furthermore, you can only connect a wheel to two frames at a time tops, so it's not hard to get the best of both worlds. This same logic applies to frames underneath guns, compounding collapse and crumble. Often I'll see framework that's set up like this (one weapon removed for visibility): Each gun has its own frame to surround with armor, etc. But for the same investment, why not do this: That's the same total frame HP, except now there's 24 frame health (effective 240) underneath each spectre, as opposed to just 16 from one buggy floor. It's also more well gated, as each gun is on two separate frames as opposed to just one, with there being three in total to shoot as opposed to just two. You could also split the buggy floor in half to produce an H-shaped seam, for three parts touching each gun, but then one of your frames wouldn't be touching the cabin, and you'd be more susceptible to splash. If you want your frames to be really really healthy though: I wouldn't recommend this for anything besides mammoths maybe, as you don't need 54 HP under each gun (effective 540), but it's notable in that the gun mount is connected to the frame below. There's also some nice 2x2x4 hardware space underneath the middle small floor, with a thin 1x1x4 slot for a van ramp running beside it under the gun mount. Alternatively, you could have replaced the middle floor with something like an engine. The hot red engine, when fused for durability, actually matches a buggy floor's effective HP. Put that underneath some fafnirs and you've got a good setup, with it both increasing their reload speed and helping keep your velocity up for their perk. Probably worth trimming some powerscore though.
  40. 5 points
    I just asked the community manager and was told it is expected to be released by the end of the month but there is going to be more testing on it before release so there could be delays.
  41. 5 points
    Raid improvement idea: make them fun!
  42. 5 points
    The Fireside Stories contest Summer is a wonderful time to get out of the stuffy garage and sit by the campfire somewhere under the starry sky. There's not much free time in the Wastelands to just sit and relax. Take part in the Steel Championship then recapture the pumpjacks from enemies, and then wowzers - there are raiders in the area! But when the night comes, everybody gets closer to the sources of light and warmth, whether it's a fire in the field or a barrel with a burning rag near the garage and somebody tells a story where reality and fantasy are indistinguishable, but so fascinating... This is the XO Campfire Stories festival, where everyone can tell their story about the world of Crossout, and get a chance to win prizes. Conditions for participation are the following: Write a short campfire story in the setting of the XO universe Publish your story as a comment in this topic before 06:00 GMT 02.08.19 The story should be written from the narrator's perspective The size of the story is not limited. The story should not violate the rules of the game, forum and the laws of the country Only one entry is accepted from one player Any visual addition to the story is not obligatory The entries will be evaluated by a jury from the game's administration Prizes: Authors of the best 10 chants according to the jury will get these awards on their accounts: - 350 coins - A Crimson Storm pack The other notable participants will get Football logos! Attention! The following contest is a part of the marathon. Authors of the winning entries can get 4 points and additional rewarded entries can get 3 points. The details of the marathon can be found here
  43. 5 points
    Thank you for the fireside stories you have told - you've managed to capture the eerie and violent atmosphere of the postapocalyptic world the survivors have to inhabit. It's time to announce the winners: @GoldRoger_Pride @DominusPericulum @_Lemmy44_ @Omega616 @Theblacketeer @Harlock_S @lncarnate @Aardvark123 @Shehmazai @ll_Solartum_ll Special acknowledgement and Football logos are for @NegativeStance work! Thank you for the participation!
  44. 5 points
    Greetings The Humpback cabin has mounting brackets under the mudguard that prevents equipment from being put in. Unlike the cab Jawvreaker The Humpback is epic and very bulky, So it would be a good thing to remove the mounting brackets. Thank you.
  45. 5 points
    Melee is hated because poor balancing makes anything below the harvester not worth using while the harvester after repeated nerfs is still borderline op.... xxxx physics not helping matters in the slightest. You can introduce a new melee weapon but it will either be pointless because harvester is better.... or it will be better than harvester and as such op. We need a melee rework from scratch.
  46. 5 points
    Give us the option to go solo so we don’t have to carry badly suited builds that just slow the raid down even more. Sometimes it’s not even cannons that mess it up but players bringing high ps builds that can’t cause enough damage due to scaling. Tonight me and another 8k scored over 1k points each while a 12k that resawned 4 times got 475 score.
  47. 5 points
    No way!! He said "he is sure..." and it has to hold some weight. After all, his "logical is undeniable".
  48. 5 points
    No you never have. An opinion is not an argument. Insulting the other side is not an argument. And linking a whole thread sure is not an argument either.
  49. 5 points
    What's the difference in the points? Clans can be any number of positions apart but the score difference can be a single point. Also, score is only an indication of skill as ranking requires time to settle. If 4 guys from a top 10 clan created a new clan, there would be a period of time where they had to climb through the ranks. In this way, they'd be facing vastly inferior opponents on average while they naturally rose to the top. There is a certain level of unavoidable fluctuation that occurs for a number of reasons, you have to be very specific about your examples or your point gets washed away in the variables. Interestingly, there are certain build compositions that'll work in certain ranges (where other compositions have settled) that, if you were to drop into a different tier would get destroyed on average because other composition/strategies that are prevalent in those tiers keep them from rising. It is it's own echo-system or food chain. You have to adapt to survive and move into a new build/composition hierarchy.
  50. 5 points
    Give it some time, they need to make some money with the pack before they swing the nerf hammer. Its allways the same cycle with crossout and new toys in packs....