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Showing content with the highest reputation on 01/23/2020 in all areas

  1. 3 points
    Survivors! This thread is designed to collect questions from players and post responses from developers. A selection of answers to the most interesting and relevant questions will be published as soon as it is ready (the nearest one is expected around the 30th of January). We read all the questions, but we cannot promise that we will answer everything. Most questions can be answered by searching. Please do not ignore this option and before asking a question, be sure to check what was written on the forum about this. Perhaps a whole developer blog was devoted to your question. It is extremely likely that within the framework of this format we will not announce the content of future updates or discuss previously raised topics. All plans are announced in developer blogs. Even if you did not see your question in the list of answers, it does not mean that it was ignored. Each question is taken into account and discussed by the developers. Otherwise: clearly formulate the thought and try to ask substantial questions: If your question is not a question, but a suggestion, please post it in the appropriate section. Bug reports are posted in a special section. The question should be asked a respectful, correct and understandable English language. Economic issues are not commented. Question spam (both within one post or several) is prohibited. Do not forget that you can also ask questions you are interested in on Twitter, by putting @Crossout_Eng before the question. Good luck!
  2. 2 points
    Game Mode: Demolition Derby Brawl Type: 8-16 player FFA Each player is given the choice between 3 preset builds. This could be done by taking a base build and picking up a set like Battle Royals does with dipper/torino pieces. The three builds; Lunatic, Nomad, Scavenger ( light, medium, heavy ) The vehicles are specially configured so that all damage is cab damage. This is like chase and the tires on the truck. But, pieces can still break off. Passive melee does more damage in this mode then normal PvP. After some time there will be a large computer player with a harvester appear to speed up the game progress.
  3. 1 point
    Still with the idea to fill up the workbenches of the factions with little stuff, I found some interesting IRL turreted mortar that would make a pretty sweet epic variant of the Mandrake, and lay down the basis for a steppenwolves artillery weapon line. Here's the thing: Dual 120mm mortar turret So the basic idea here is that it shots in volleys of 2, and is able of both direct and indirect fire. Suggested stats: Durability ~520 pts. Energy drain 7 pts. Mass ~1400 kg Damage 90*2 Radius 4 m Knockback 5000 Recoil 15000 Reloading time 7 s Max. ammo 12 volleys Perk: The further the target - the higher the damage. For every 100 m to current target, damage increases by 20% and radius by 50% Projectile speed and rate of fire are similar to Mandrake, the range is slightly lower, but the accuracy superior to compensate for smaller radius and less shells. So the idea is to have a more polyvalent artillery than the Mandrake, wich is less lethal but fires more often, can equip a Colossus, an defend at mid range, doesn't have massive recoil, etc. Durability/mass ratio is somewhere between turreted cannons and Mandrake, DPS is below turreted cannons at close range, and below Mandrake at long range. In direct fire role it gets outclassed by dedicated weapons, same for indirect fire. Kind of a jack-of-all-trades artillery that would fit alongside Mandrake, a complementary role instead of a concurrent/downgrade.
  4. 1 point
    Something strange is that the best armor is often a mess full of holes with plates linked to the build by a single little piece. This is obvioulsy to fight cannons: the less dense your armor is, the less parts will be hit. That lead to builds that are both horrible looking and totally unrealistic. Granted having the game take the strain put on pieces and risks of structural failure into account may be a bit too realistic and may require too much work. I found an alternative solution that may be more elegant: Welding strength. The idea is that any piece of structure, weapon, or other part have a welding strength: This is a value given in HP (should probably be around 5 give or take depending on the part, maybe higher for weapons so their supports are robust) that is extra HP given to pieces around it for all welding point they share. For instance a cannon placed on a surface using a full 4*4 grid will give the surface 16 times it's welding score in HP and the structure will do the same (the weapon will probably have a higher welding score making the structure that support it fairly hard to remove). An exception : For balance reason, pass through parts recieve only a part of the HP (same as the damage they recieve so a 90% pass through part will only recieve 10% of welding HP). And last: If a part is destroyed, same as the cabin lose the extra hit point from structure destroyed, all parts welded to the part lose the extra HPs it gives. The result will be that for instance the supports of weapons will be a bit stronger preventing them to be too easy to disarm. Core structure parts would be harder to destroy due to the high number of parts linked to them. And parts left hanging will be easier to destroy which makes sense and avoid aberrations. Also hiting somewhere you already did damages will be more efficient because the missing parts will mean that the parts around them that should be connected will already have lost the bit of HP thay gained due to welding. Parts should of course have less HP to compensate if it's implemented. The idea is that a part with a reasonable number of it's welding points used should have around the same HP as right now. I know that would require to rebalance many things, but I think it would both make builds more realistic looking and allow player to choose which parts of their build they really want to protect which can be very interesting; Placing parts with higher welding values around the structural parts or modules they want to protect for instance.
  5. 1 point
    I'd really like to see more choices for engines, and more stuff added to the Firestarters/DC/Steppenwolves workbenches, so I thought about a couple new epic engines for the two factions that currently don't have one. Electric motor (Dawn's Children) Dimensions: 4*3*3 Tonnage +750 kg Mass limit +750 kg Max. cabin speed +10% Power +10% Durability 145 pts. Energy drain 1 pt Mass 120 kg Perk: Does not count towards engine limitation. Only one can be equipped. This one is, by itself, pretty bad. It's worse than a Dun Horse or a Hardcore by a fair margin. However, the perk allows engine combination wich IMO offers some new interesting possibilities. Cheetah, or electric motor + Hot Red? Cheetah + electric motor at the cost of a lance? Colossus + electric motor to beef up a light cab into viability, at the cost of 2 energy points? All in all none of this seems broken, just more interesting building options and possibilities. Plus who doesn't want to drive a hybrid? (^: Its stats are quite poor to avoid making the free engine + electric motor combos too powerful compared to a single other 1 energy engine. Radial engine (Steppenwolves) Dimensions: 2*6*6 Mass limit +1750 kg Max. cabin speed +7% Power +30% Durability 320 pts. Mass 400 kg Perk: Cooling speed increased at high speed. Maximum bonus: 30% at 40 km/h. This one fills two roles: It's a heavy duty engine that costs no energy, and it's an engine for overheating weapons' users. Now thematically I can hear that it's obviously an airplane engine, and that what it's been designed for indeed; but radial engines were actually extensively used by the US army in their WWII tanks. They particularity is that they're much easier to cool than inline engines. So there it is, a military/tank engine that doesn't overlap with Colossus or Golden Eagle thematically and has a perk that makes sense with its actual IRL characteristics. Another interesting thing obviously is the shape of the engine. It's big (same volume than Apollo, Colossus or Golden Eagle) but shaped more like the Apollo than the other epic engines. One last suggestion regarding epic engines: The Golden Eagle is worse than other epic engines in pretty much every way, having poor base stats, a less interesting perk, and being hard to use fully because of how movement parts' speed limit and cabins' max speed interact. Tracks are also not in a good spot, and there's a pack wth Golden Eagle and lots of them going for nothing on the market rn, so I feel it'd be a good idea for variety, balance, and the game's economy to buff this subpar engine. My first suggestion would be to change its perk to "Increases maximum speed and turning speed for augers and tracks by 20%". This effectively increases the speed of Goliaths, armored tracks, augers, hardened tracks and small tracks by 9,10,12,14 and 18 km/h respectively instead of a flat 10; coincidentally, this gives small track a max speed of 108 km/h, wich is exactly the max speed of a 100 km/h cab with Golden Eagle. The turning speed bonus is something tracks in general need, so might as well start here. That's it. Tell me what you think of it!
  6. 1 point
    When we're looking at horns (in the market, in storage, whenever), appearance is certainly a nice thing to see, but isn't it kinda more important to Hear it? Could we get a sound preview when viewing horns?
  7. 1 point
    There are only two types of frames. The normal ones and the light ones (lunatics). Both have the same stats : they resist well against projectiles and pretty good against ramming and they let part of damages pass through. For something that is a main component of a craft that you can't avoid, I think more choice could be very cool. That would allow for more possibilities both for strategy and style. A few idea: Steppenwolf: Full frame. This frames has the APC style and comes directly from a tank. It has a great damage reduction against basically everything but doesn't let anything pass through. It also has a massive weight compared to other frames. Great particularly for spiders to protect their belly or very heavy crafts. Firestarter: Barbed frame. This light frame is full of razor sharp wielded to it parts and barbed wire is rolled around most of it. It has the resistance and HP of light frame but weight of a medium one but has a great strength against ramming and does damage on contact. This frame is great for people that want to punish anyone that dare ram them. Scavenger: Plated frame. This medium frame has many metal parts wielded on it. Perfect to protect vital components. Like the steppenwolf one, damage doesn't pass through. Scavenger is a bit lighter (but heavier than standard) and has increased resistance to explosions. It would be the perfect frame for people that want to protect components under their craft but not suffer the massive weight of the Steppenwolf one. I don't have ideas for Dawn and Nomads that would usually be ok with the light and normal frame thematically.
  8. 1 point
    It's the future, and survivors are strapping various lights, speakers, and holograms to their cars. I think that adding an electronic screen to their car would add some nice character to vehicles. Images are just to give examples of design elements. New and different imagery could be added via new items with similar overall design. Rare: This is a bulky and antiquated TV set, and only ever displays static. Size: 2x2x2. ----- Epic: This is a medium-sized TV that displays the Crossout loading icon on repeat. Size: 2x4x1. ----- Legendary: This absurdly large TV has a curved display screen and cycles through images selected by the developers. Size: 3x6x1.
  9. 1 point
    It would be cool if there was a map that had alot of half pipes, ramps, jumps, cliffs, grinder rails, etc. like a skateboard park. Then drivers would be forced to bring a jack or else play it safe. Boosted builds could launch across the map, small cars could drive up half pipe walls & flip down behind you. The possiblilites are endless once you get builds air borne.
  10. 1 point
    Suggestion for a new map (applicable to any map): Night Time Maps are always day time. But what if we get to have Night Time in our maps. Lamps wouldn't be there only for cosmetic reasons but can be activated to create light sources and see in the dark. Enemies should have lights on their vehicles aswell. so you can spot them in the dark. Or maybe not the complete map in Night time? but a map in day time where you drive through a tunnel that is dark where you need to use lights to see or find your way through the tunnel to get to the other side. on the other side could be a boss or.. a task that we have to complete. We could have certain missions that display the time for example: - Data Theft (2 star mission) - copper/plastic (reward) - Night time (time on map)
  11. 1 point
    Each side has a one way ramp or the central channel to reach the enemy be warned the center has been known to occasionally overflow with molten metal and fire wouldn’t want to be caught in there when the molten metal comes running out
  12. 1 point
    I am moving this to a larger suggestion that includes this. "More items for the Engineers "Secret Workshop"" The idea is this: a "movement part" that grants a lot of tonnage for little engine power draw and with excellent tonnage/mass ratio, but cannot move on its own. The hardware part would be an inflatable air-cushion that mounts to frame. It has very far-spanning "suspension" (the skirt's shape meets the ground when used with any other movement part), and it just drags along the ground with little to no resistance. On its own, it cannot move, and it doesn't assist in movement. These things are actually amphibious; water, hard ground, sand, snow, etc. The controlling factor is size: it's very large, taking up lots of frame space. Note: in-game, and given the current system, they would need to take the form of side-mounted components, either circular or elongated. Covering the vehicle's entire front with one coherent part would likely be too difficult and/or restricting. The propellers seen in the pictures are not part of this suggestion.