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  1. Greetings dear players and developers! I am making this thread in hopes of reviving a concept many of us thought of even before the very popular thread in the now deleted suggestion section was made. It concerns a mechanic that seems so intuitive that it makes one wonder why it hasn't been in the game for years. I'm gonna make a summary of what the consensus was in the original suggestion thread, explain some propositions I remember from the old thread as well as some I thought of myself, and then address some extra points for good measure. What is the "Welding Strength"? The welding strength is a proposed armor building mechanic for Crossout that would work as follows: Each structural piece of armor in the game has a certain amount of squares that are used to attach the piece to frames, cabins, hardware modules, weapons, bumpers, and other structural pieces - the so called Welding Points. For each welding point attached to some other object, every structural piece should get a certain amount of damage resistance, depending on the amount of attached points divided by the total amount of the part's welding points. So if a part has a total of 20 welding points and 10 are attached to other parts, it should have the same damage resistance as a part that would have a total of 50 welding points with 25 WP attached. If some parts are destroyed in battle, other parts lose their damage resistance that the destroyed part provided. This Welding Strength could also start at negative values as well - if a part has only a fraction of its welding points attached (let's say less than 15% of the total), it could actually become more vulnerable and fall off more easily. This is what the discussion was pretty much settled on an I fully agree with it. How much damage resistance would parts get? This would require a decent amount of testing, but I wouldn't shy away from going as far as a 50% damage reduction at 100% of welding points attached (which is achievable only for few parts realistically speaking), but that would be for a discussion for another day (or for any follow-up posts). How would the welding strength be calculated? I propose two different scenarios - the first one would be a simple linear function: In this way, every attached welding point would add a static amount of damage resistance up to a maximum damage resistance when all welding points would be attached to other parts. This would be a simple and straightforward way to go about this. However, another possible way to calculate the "welding strength" (and a better way too imho) would be something akin to a cumulative distribution function: In this way, the biggest difference would be made when the part would have more than half (or some other threshold, say 60%) of its welding points attached, while the lower and upper ends of the function would be of little significance, so the part with few welding points attached would get close to zero extra damage resistance, while the difference between having 100% or 80% of welding points attached would also be very small. Why is the "Welding Strength" being proposed? First of all, this mechanic would reinforce an intuitive form of building vehicles, as opposed to using hideous monstrosities that look like someone dragged a giant magnet through a scrapyard. The possibility of this mechanic is also very often a matter of A LOT of newbie questions - seriously, the most often asked single question new players have is "Does it matter how many welding points are attached on my armor? It makes the car more durable that way, right?" And well... the answer is "No, but it should definitely be that way!" Building vehicles with intuitive placement of armor and making sure everything is well attached to the core of the build feels very natural and realistic to the vast majority of players. But in battles, this unfortunately gives the player a handicap against all the minmaxed monstrosities out there. Also, this would give the players a little nudge towards building and using more aesthetically pleasing vehicles. It sure is nice to see all those beautiful cars on the exhibition as well as on the game's promotional art. But it is very sad to join a battle and see that most of the vehicles there cause you an eyesore. Of course, not everyone is an excellent builder, but everyone can build something that makes sense! Another reason is that the disparity in effectiveness between compact and intuitive armor and ugly spaced armor resembling the International Space Station (especially on hovers) is simply too great, especially when using cannons and other projectile based weapons. To give an example, I mainly play Mastodon('t)s in Clan Wars and whenever I hit a full four shell salvo against a ground based build with (more or less) compact armor, I usually see damage numbers between 1100 and 1600 damage, usually around the 1300 mark. But when hitting a full 4 shell salvo against a space armor hover, the damage numbers usually average around 600-800 damage - about half of the damage is dissipated by thin air between all the armor panels and frames and whatnot. Giving some resistance to vehicles that are actually well assembled would only seem fair. Same thing applies to other PS levels as well though - not just CW. Cannons are generally a little bit too effective against compact and aesthetic armor, but this got them nerfed so much they are nearly useless against spaced armor. With the welding strength and a little damage buff, both types of builds would be brought closer together in terms of effectiveness. Should this only apply to armor? To be honest? Probably not! Some other parts could definitely make use of this mechanic as well. It seems fair that hardware modules and possibly even weapons could benefit from some degree of damage resistance when fully attached with all their welding points, but this bonus should probably be lower than the bonus regular armor would get. Or perhaps if the damage "resistance" started at a higher vulnerability for not having enough welding points attached, this vulnerability could be higher for weapons and modules. Remember when they nerfed the HP of the Colossus because of all the sealclubbing hovers using a barely attached high HP engine as frontal armor? This would be a perfect solution for those! How about grilles and other parts that can be shot through? Since these parts often make up the "core" or the "skeleton" of a lot of builds, they should benefit from this as well. After all, grilles that are well attached to a build should definitely last longer than those grilles that are sticking outside of a build just barely attached and somehow mage a very good defense against incoming projectiles. Bumpers? All the bumpers in the game already enjoy themselves the benefit of being some of the most durable parts in the game, and I think they should not get further damage resistance from welding points. However, I think they should be affected in a different way - if they aren't welded well enough, they should deal lower damage instead. Seems very intuitive to me as well as beneficial to the game itself. Frames? I see frames as very similar to bumpers, and they already have a 90% damage resistance. They should probably stay unaffected. Decor Items? Attached decor items should definitely add their welding points to whatever armor's below them, but they probably shouldn't get any extra damage resistance. I really don't think it would be too bad if decor items got some damage resistance from being well attached as well - but we REALLY don't need another decor armor fiasco right now. Cabins? I'm a bit conflicted on this one... Probably not, but it would be cool if there was a way to somehow calculate the overall "rigidity" of the build and give the cabin some extra HP based on that. Wouldn't this get abused just as much as spaced armor is? Nope! At the very least not as much as spaced armor can be. There may be some combinations that could make certain things very durable, but pretty much always from one side only and with a high level of "crumble". This would be overall a very good change with little to no option for excessive exploitation. Wouldn't this strain the servers and/or the players' machines too much? Probably not. Whenever a vehicle takes damage, the game already needs to check if all the parts are attached to the cabin of the vehicle either directly or through a series of other parts. This would only be an extension of a mechanic that is already in the game and should only have minimal impact on the game's performance. Plus, computers are kinda good at math you know ;) Wouldn't this increase the TTK (time-to-kill) too much or cause other balance issues? Yes, the TTK might increase slightly and might warrant a global buff to weapon damage in the future. But if it brought aesthetic builds closer in effective durability to spaced armor scrapyard magnets, it would definitely be worth it! Other issues might surface if this mechanic would be implemented, but I believe that the overall benefit the Welding Strength would have on the game would most definitely be worth it despite any following balance changes! Thank you for coming to my TED talk!
    23 points
  2. https://crossout.net/en/play4free?r=youblog_morgenshtern#/ Free stuff code from Mr.G's discord, gives some exlcusive stuff, array wheels and a bear cabin.
    20 points
  3. I beg your pardon are you calling my health brick ugly and saying spaced armor builds can look any better than it?
    14 points
  4. Survivors! Thanks to your messages and responses, we have conducted a thorough inspection of a number of game accounts. As a result, it was established that the majority of their owners were receiving an unfair advantage when playing in the “Clan Battles” mode by violating the License Agreement and the Game rules. By practicing unsportsmanlike behavior, they created obstacles for other players’ comfortable gameplay. Based on all the information received and the results of the inspection, the following measures were taken: The accounts of 32 players were blocked and received a temporary or a permanent ban. Play fair!
    13 points
  5. Spaced armour has ruined the aesthetics of this game entirely. I’ve been around from the beginning and it was cool to see all the random builds people would come up with. Now it’s just, “oh there’s another huge spaced armour monstrosity ripped straight from the exhibition with a few extra bits removed or added”. Bring back cool art builds that can actually be competitive i say
    11 points
  6. The welding strength topic in the suggestion section was one of the most popular suggestion topics in recent years and everyone loved the idea with the exception of some guy called SMEGMA920. The only thing that never gains any traction is a car with your fat butt in it!
    11 points
  7. And since there's no way I just typed all of this without any of the devs and moderators actually seeing this, I'm gonna tag all of the active ones for good measure! @Woodyrojo @LordNorganoN @TheLittleSam @Faley016 @Sipovec Would be cool to get a response for once
    11 points
  8. increase spread on the move/decrease spread while not moving. Hovers are almost unable to stop.
    11 points
  9. The balance of movement parts changed quite a lot since I joined, and I'm glad to be able to say there was SOME progress over the years. It's not just Hovers vs BFs endgame now, but also Bigrams, Hermits and Small Tracks. This is quite a lot better than what we used to have, but there's still some romm left for improvement, and some movement parts in dire need of a buff. Buggy Wheels The new part which got its stats rolled using a RNG. Somehow heavier and more expensive than Hermits, the epic "light wheel" is dubious even when compared to APC wheels. I never ever see them ingame, neither in PvP because of bloated PS, nor in CW because of terribad stats. Suggestion: Reduce the PS from 250 to 190 to match Hermit, reduce the mass from 116 to ~75 to make it... actually light. Omni Pretty much the same problem than Buggy Wheels. poor handling inherited from augers is useless in CW, and the bloated PS makes the part quite useless in PvP too. One Omni is actually more expensive than one Auger, duh... Suggestion: Reduce the PS to something that makes sense... (at least below Augers... Omnis are probably not better than hardened Tracks, priced at 300 each). Or alternatively, give them an actual perk. Augers They really feel awkward since the heavy tracks got reworked. Augers are, in comparison, really big, really flimsy, really cheap PS-wise, and don't give much tonnage. This makes them somewhat OK at low/mid-PS because of their cheap PS price, but very awkward and underperforming in general because of terrible stats and handling for the volume taken. Their perk is also kinda underwhelming in Wedgeout. Suggestion: Increasing their melee damage and giving them 25% fire resist would make them fill an anti-melee niche better and give them some room to be an actual option despite inferior handling and stats, IMO. Augers have been F-tier since I joined, it makes me sad. Just to name what's IMO the three worst epic movement parts. Thoughts on epic movement parts? Which are your favs? Which ones do you think are the worst, and why is it Augers? How would you fix them? Discuss. Edit: Jesus do I even english?
    9 points
  10. Because this game gets worse every day and loses more and more players. Right now in this game there are only 20%of players who don't use cancer builds. The remaining 80% are totally broken and unbalanced cancer builds and the saddest thing is that many of these players whit low level and a lot of money to spend, which shows that this game is becoming more (pay to win) every day. Surely now some of you will say that im cry, the truth is that i don't care about the future of this game,for me it's more than deadbecause it's unplayable. The raids are totally unbalanced, combining 9,000 ps along with over 16,000 ps, and all the points will be stolen by the cancer vehicle. The same happens in pvp as 8000 or 9000 ps builds are facing 11000 and 13000 ps. Now you will tell me that this is due to the lack of players and I tell you that the lack of players is due to the brutal imbalance of the game, not to mention the (pay to win) and the excessively high price of everything in this game. I don't care much about the future of this game, I have played more than 5000 hours and now it has become totally disappointing because for me it is more than dead and I do not think I have any salvation because update after update gets worse and the few players left are the who drive cancer vehicles and thanks to them the game is dying this has become an endless wheel and it will end quite badly
    9 points
  11. Original topic was sitting on nearly a hundred likes and very little dislikes lmao, stop rewriting history to fit your narrative.
    9 points
  12. Gonna be available for consoles too. Soon. Can't tell more right now
    8 points
  13. LMAO I love how this post had nothing to do with it, yet OP still manages to sound like an arrogant hovertart and insult everybody else for no reason. Yes bro you never flip because you're mad skilled.
    8 points
  14. It currently is pathetic for a legendary cabin. My suggestion to make it a more attractive option: give it the same base speed as the Echo. This alone may not make it legendary but it is a starting point. It doesn't make sense that a legendary cabin with speed as its perk is out paced by an epic cabin 70% of the time...not to mention the epic has a more useful perk in general. Do something to give us a real reason to use the Yoko cab.
    7 points
  15. Don't ever implement a reaction limit, otherwise sigma will actually have to play the game.
    7 points
  16. Oh look. I say dont nerf something and now sigma, mr-leave-everything-as-is, is suddenly on the nerf wagon. Lol irony
    7 points
  17. I’m happy it’s low PS, not running 12 breaker wedges every match or hovers only. i like that PS gap 6-7k. its not due the fact i wouldn’t have relics, i simply prefer lower PS.
    7 points
  18. This kid is just sad that he won't be the only guy who has blue scorps on XB. Good player, terrible attitude. Strangely he doesn't mention that the way he obtained the CK was by writing crossout poetry...
    7 points
  19. Its not like you had to win anything to grind out the fr tournaments, just trade wins or grind. Now people can straight up buy them seems fine to me. Pretty much every Russian with scorps already had the skins thanks to FR anyways. They were not hard to get, you just had to show up at the tournaments. Stop kidding yourself.
    7 points
  20. I totally agree with you. Be that by winning a tournament, buying a BattlePass or having Crosscrowns, let's not forget what really matters. Not pride or gatekeeping but a really good time playing a joyful game with plenty of creative freedon while we enjoy friendly competition against each other. If more people saw things like that the world wouldn't be going to the sheeter as it is right now.
    7 points
  21. I've already had this discussion, so I'm just gonna leave a chart here:
    7 points
  22. SMEGMABALLS920 SMEGMABALLS920 SMEGMABALLS920 SMEGMABALLS920 SMEGMABALLS920 @SIGMA920 @SIGMA920 @SIGMA920 @SIGMA920 @SIGMA920 @SIGMA920 @SIGMA920 please just stop repeating the same thing over, and over, and over, and over, again, at this point you just look like a broken record, nobody likes to have an argument with you, to an extent; nobody likes you, at least not when you are acting like that ; so please, stop being an unlikable person, your vehicles are mostly "bad" you reject any kind of advice, and you even go and call other people's vehicles ugly even though yours aren't that much pretty I felt like i had the need to put my feelings out about Sigma920.... im sorry...
    7 points
  23. Health bricks that are made by simply stacking large, high HP parts on top of each other would be highly susceptible to the crumble effect, as destroying a large part covering another would lower the damage resistance significantly in one go. On the other hand, aesthetic vehicles that would use various fenders and other car parts that only have few or even no welding points on the outside would get the highest amount of benefits from this. Also, a well built health brick will always have superior looks to your ISS.
    7 points
  24. That's a "you" thing, then, cause I'd rather an armored vehicle look like an actually armored vehicle and not as if someone screwed up Portal in a scrapyard and decided "Good enough, lock it and load it!" into a dollar store Mad Max knockoff. That and it's more compact, therefore smaller profile/hitbox, therefore superior shape and density in terms of PROPER DEFENSE and not a failed attempt at a deteriorated, vehicular Rubik's Cube. Take a chunk out of a brick, it's not going to lose much stability. Take a chunk out of a deformed metal FRISBEE, however, and goodbye to your handling because of nonexistent weight distribution! You may as well already be dead at that point!
    7 points
  25. Well the obvious solution would be to nerf hovers so much they would be borderline useless. Which is something they should have done 3 years ago, but now it is too late for that because players who main hovers make up too great a part of the playerbase (and especially the paying playerbase, I presume) and the developers can no longer afford to do that. A possible solution would be to once again (after the introduction of the reloading modules) limit the energy efficiency of hovers - make them way more unstable and way more susceptible to both recoil and impulses from incoming projectiles and with much lover weapon accuracy. That is, unless they use a new gyroscope module for 1 point of energy or a stronger version of the gyroscope for 2 points of energy that make them more stable and their weapons more accurate (about the same as they are now). That way, Hovers would still be the universal weapon platform, but would be cut short on extra utilities. Which could hopefully make up for their advantages with most weapons in the game and reduce the amount of unnecessary nerfs to weapons that get high use on hovers.
    7 points
  26. Is dumb af. Sigma and the ever ensuing counter argument. Think debate team, but with an IQ cap. Need proof, see the ENTIRE parser thread. Dumb af. FIN.
    6 points
  27. They could offer some of these things in one of their many events that seem unusually scarce of rewards. New players might feel more appreciated if they won a little bobble every now and then. It's not like it'll cost the company a bunch of money, or will throw the game off balance, for them to offer a can of silver paint, a set of fenders, or some simple head-lights, that a rookie might be glad to win in a mission, or brawl, or something. Now we have our own decor/customization-currency with the issue of Crosscrowns, so I'm not sure if they plan on doing more with that or not. Are we going to be able to earn those in game at some point? It seems like an incomplete idea as it sits. It seems half-baked. I'm trying not to use the word "stupid," but...whatever. This game could use more rewards to soften the grind. They have a huge inventory of cheap decor that is now remote or void because of the "improved" market, and events are routinely destitute of rewards. It seems like a no-brainer. Maybe there is a good reason? Just duh? Gotta push the Stabilzers? I don't get it.
    6 points
  28. Let's see how long it takes mods to ban you and remove this thread....As it's an entire thread as an attack on another player. He says rediculouse things. We all know this. But a thread about it is unnecessary.
    6 points
  29. By now in high-level CW you only find Scorpion neutrino / kapkan, often with Nova hover ... Breaker booster / aegis and Flash firebug / hybrid ... Crossout has come to have 0 competitiveness ... A Hybrid can easily kill a Cohort mastodont with 4500 hp on wheels (cause lancelot), the Flash does not allow you to shoot, the Hovers have unmatched agility, Kapkan that block you everywhere, unbalanced maps that are in favor of only one type of build ... I would have much more to say, but I think the time has come to take a break from the CW, too boring and the cause is certainly not of the players who undertake to compete.. But it is the fault of the DEVS who fail to strike up a balance in this game ... . For years we have passed from one meta to another meta and currently the most perceptible thing is that the general skill has lowered ... You can call it strategy but it is still a game where competitiveness has become an increasingly less important part " prestigious "! Good Clan Wars!
    6 points
  30. I vote for a game mode without whiners. It sounds good in practice but I predict astronomical queue times....
    6 points
  31. I am asking because during this weekend we haven't played on any of these maps even once. There was only Sandy Gulf, Powerplant, Factory and Ashen Ring
    6 points
  32. it is actually noticeable, and now much more difficult to win with mammoths, and it feels like a lot more battles you don't have an influence. In other words, revert it. anyway to clarify: with the flywheel/epic reload mod a standard mammoth without any other modifiers reload 0.48s slower pre-nerf. you ask: it is not that long, how does it even affect mammoths? well most heat shotguns can fire between 2-3 blasts in that time frame, gravstar about 4, and the mammoth size, that is additional 200-500 free damage as it is basically catching every single pellet. with most MGs it is about 100 more free damage. also in 0.5s a car travelling 80km/h would have travelled 11m. the pic below shows from the sign to the front of the cab is roughly how much 10m is. "don't get shot at" what if the guy is up in your face and the bullets have nowhere to go but into you? before mammoth nerf if someone is dumb enough to challenge my 2x mammoth tank by running at me in a straight line, I can at least get 2 salvos off, and then the 3rd will most likely destroy anything important or outright cab kill them if I had a 3x stack. but those who actually take the time to run in circles or flank and ambush from the rear is more likely to win. Also it actually felt "powerful", in feeling like I had an actual influence in battle, but it is not broken like full hover porc/scorp pupstomp group. post nerf I can at best only get one salvo off on the same car who decides to charge me head on, then maybe a 2nd before I get de-gunned from the self damage and incoming damage. Not to mention it is now much harder to punish those who tunnel visions you or other players, as you cannot fire as fast so less damage, and higher likelihood they go around the corner before the cannons finish reloading. And the ability to influence a battle has also fallen drastically, before a mammoth would get focus fired, but it can actually hit back hard, now days you just doge one salvo and it falls off. how can I tell? well I have played a lot of mammoths, like I hardly actually play anything else outside of cannons in general. I can actually feel effects caused by small changes like the 0.6s longer reloads. #revertmammothnerf
    6 points
  33. The fact you think balancing the entirety of close range combat around a single minelayer is short of insanity, the nerfs were justified because now they can work on properly balancing close range combat to the rest of the ranges instead of using the kapkan, which, by the way, doesn't just make melee and rusher players hate it, but quite literally a good chunk of the playerbase, ask general chat, the discord, the forums. Players genuinely dislike kapkan and saying it should still be the old way or even buffed because people decide to rush you is plain ridiculous. Yes, rush classes are strong, but they shouldn't be considered balanced or prevent kapkan, a widely hated minelayer by players at almost any range because balance is so bad the only thing stopping rush classes is a single item explains a lot about how bad your argument point is. Some better alternative is that they're nerfing the core ability of the kapkan which is to snag builds for a few seconds, which it's losing it's ability to do so, however, it still is pretty good and is widely used. Not to mention we don't even know exactly what the devs want the kap to be at this point... It sometimes snags heavies, mediums, and lights, it sometimes fails to snag heavies who break it or lights who run right by it on a few occasions. It simply does not know what it wants to be and as such while the argument has a lot of ground to stand on unlike yours, the kapkan is in a weird position.
    6 points
  34. Why is it about you and what you want or like? Why, can you not play an efficient build? do you need to max your weight and HP and PS and weapon limit as to neve be the one on the 'low-end', do you rely on it that much that you cannot fight on a level playing field? Oh well that's good then
    6 points
  35. People complain because they couldn't get them. Now this guy is complaining because we can get them. Blah Blah Blah
    6 points
  36. OK. Let's try to reach a compromise (unless you people are adicted to the drama and can't stop throwing sheet at each other like a bunch of chimpanzees): Spaced armor has its base in reality, it is an efficient method to build in XO and CAN be made to look good (although difficult and rarely being made with that in mind). Compact armor isn't as efficient, but most players prefere the aesthetics of it and it does make the car more compact and nimble, besides their artsy capabilites. I think that sums up the points made by most players (and Sigma). If compact armor was tuned in a way that it could be comparable to spaced armor in terms of efficiency, without surpassing it, by having Welding Strength introduced in the game... aside from the obvious "beauty is in the eye of the beholder" and "mah idea is better" arguments (that seems to be the reasons both sides aren't being capable to let go of this tug-of-war), and since opinions are like anuses, can't WE (Sigma included) conclude BOTH sides have their points? I believe so... and if that is the case: Can't we ALSO conclude that both times of armor SHOULD be considered viable options as to not gatekeep higher PS battles AND/OR limit creativity and freedom of artistic expression in a game that tends to get stale really fast because of the constant search for the meta? Shouldn't BOTH types of builds be allowed to coexist at any given PS if properly done? I don't get this many "you are wrong I'm right" post spamming since this idea have the chance of not bringing "a solution" to spaced armor but an actual ALTERNATIVE to it. After all, shouldn't player choice be a priority in ALL building games?
    6 points
  37. The Welding strength would be a breath of fresh air from this stale meta. There may be some unintended consequences, but I think the benefits out weight the draw backs. Rush builds and hovers have dominated for long enough. Its time for some change.
    6 points
  38. Yeah... no joke: I never played a single race after the first 3 after they changed it because I knew from the start it wasn't my thing anymore... and that's coming from someone that couldn't wait to play Race every single week even if I rarely got to the first place. Looking back and seeing people winning with wheeless sleds I know I made the right choice. Why can't we have the old Race brawls and just another type of race mode? For a car game, XO lacks more racing options. We could be having Death Race (racing with guns), Free Race (old race mode) and Track/Circuit Race (current racing). WHY NOT?!
    6 points
  39. You are a clear example of cancer player in this game.
    6 points
  40. It gained traction AND he is not pushing it by posting it twice in a lifetime (specially considering the other thread got nuked along the Suggestions tab). So you DO recognise it gained traction but you are too stubborn to retract your initial claim or leave it as it is. Both times it was published it gained a lot of praise from the community and from what I can see you are the one trying to push your opinion since, just like with the previous thread, you are the only one posting multiple times you oppose it. Don't get me wrong, you can do whaterver you want but if there are 100 messages praising it, you posting 10~30 times against it will not change everybody else's opinion. Its just... what will people get from your 10th post that they didn't from the 3rd or 4th one? Just a though...
    6 points
  41. You are wrong...but if you think that, just use hovers. Problem solved
    6 points
  42. An add to that could be very useful & fair to post the in game nick names of those players getting banned Justice along with other things missing from crossout & i do not wanna have a cheater as enemy or in my team!
    6 points
  43. It would seem that some people missed the point of my earlier post. Currently, the most effective armor against blast damage is volume, and spaced armor takes advantage of that. If you took a densely built armored vehicle and spread its armor around to be more voluminous, it would survive more cannon shells while surviving the same number of bullets and fire puddles. Why would you build dense if this option was available? If spaced armor is better than dense at one thing and equal at everything else, it's the better option. If weld strength was added as a mechanic, the only way it would beat spaced armor against blast is if it had an insanely high damage reduction (50% or higher), which no reasonable player is asking for. Even a small defensive boost that still allowed shells to one-shot the vast majority of armor parts would give dense armor an edge against point damage. Meanwhile, fire puddles would have similar effectiveness, because the main threat from those are with explosive modules and the damage boost from the heating. Weld strength, assuming it would be implemented in a way that isn't insanely powerful and abusable, would result in this game having two different multi-layer armor methods with tradeoffs between them. Currently, it's mainly "spaced armor" and "things that only have one layer anyway". In my opinion, having more choices (within reason) is good. Also, the hard-limit for weld strength damage reduction should be somewhere around 30%, with diminishing returns after around 15%. No one wants invulnerability cheese strats, and even those might be high estimates.
    5 points
  44. @Woodyrojo @TheLittleSam Devs answer me this why is it after many of players have put in the time for the FR tournaments, won many of brawls for points to trade for rare paints and CKs and you decide to screw them over and just add the option to be able to buy them out right without any game play time. It’s clear you care about money and not this player base anymore. Greed has taken over. Need to start listening to the player base in top 10 across all platforms and not clueless low ps users…. Well it’s clear to see that the skilled players who invested time and time to get better at the game keep on winning and the hold w players keep losing so they must’ve cried and cried asking for these CKs that skilled players have earned. Maybe once all the range players and skilled players leave this abomination of a brawl to win game your eyes will open up. Keep catering to all the crybabies and Brawl users. Have the option for players who earned items in tournaments the ability to at least claim the crosscrowns as compensation for time lost….
    5 points
  45. I got 89 scrap with premium, and very fast. I like it. Very intense and interesting mode! Low PS makes more players be able to join. No everyone can afford 13000 PS…
    5 points
  46. 60 scrap with no scanner pack is pretty awesome rewards. Pretty fun too...something different. Quick matches too. Concerning the ps.....it's a good one, it allows new players to participate. Two thumbs up for Sabotage Edit.. Ten thumbs down for players who don't understand the rules of Sabotage....
    5 points
  47. And for the record, I still think welding strenght is great and the updates/revival Lemmy has provided would genuinely benefit this game. But I'm also a realist: expecting Targem to actually implement such thing is expecting too much from them. Or maybe they are indeed working on it which means we'll see a PT of it somewhere around 2023
    5 points
  48. ^This is art. My Cohort brick looks like junk compared to this beautiful... skirt armor centipede thing. If only every build in XO xould look like a skirt armor centipede/crab thing... *insert pics of every spaced armor spider/worm build ever here*
    5 points
  49. Traditional spiders (ML200) cannot compete now in CW in any way. They made them completely obsolete. It is not only flexibility. It is whole system: Cabins - weapons - modules - CW features.
    5 points
  50. Yeah, but in general I feel it's the best solution. Turret cannons used to be innacurate af on the move, since devs reduced their spread you see them on hovers.
    5 points
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