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Popular Content

Showing content with the highest reputation since 05/19/2019 in all areas

  1. 13 points
    Yes, We're already working on a feature that would replace the current decor mechanic and decor parts won't work as a kind of armor against explosive damage. As soon as the change will be final, we'll release a special blog with all the information. It is also possible, that we'll launch a special test server where you'll be able to check everything out.
  2. 11 points
    I have no sympathy for anyone who used this exploit and blew a ton of coins on décor to do it. They knew this nerf would come sooner or later and took the gamble anyways. We've never been compensated for nerfed items before. Many of us lost a ton on things like lances and fuze drones back in the day. There's no reason to change that practice now over a décor exploit.
  3. 11 points
    Survivors! Due to planned changes in the impact of explosive damage on decor and upcoming devblog release, all the trade requests on the following decor have been cancelled: Inflatable Mammoth Snow tyres Neon Santa From the forest Spoiler Crazy Exhaust Fairing Decor and coins will be back to your storage during this day. Tomorrow you'll be able to buy/sell these decor parts again. The devblog will be released within a couple of hours. Thank you for your understanding!
  4. 10 points
    1. About multiple layers of decor: You guys actually did well, new mechanism solved this problem: 2.About complex armor with Decor and other armor: Sadly, you guys did horribly wrong, by very simple trick the damage can be halved (or even worse) in a pretty huge area. Again, I suggest you guys to immediately stop playing around the already problematic game mechanism, save the resources wasted on such useless new elements. just delete the hitbox of decor and the problem will be gone.
  5. 9 points
    All the meta players have already abandoned their christmas decoration armor in favor of mounting tons of radars all around the outside of their spider/hovers/cars. Would be nice to see that problem nipped in the bud right away and limit vehicles to only 1 radar.
  6. 8 points
    Always glad to see the development team communicate about the roadmap of the game. But I have to call bulls*** on the whole thing because that is what it is. You guys need to get a roadmap, and stick to it. Quit adding in random crap half-baked and then changing it later. You guys have been at this game for over four years now, no? It is already a near totally different experience from when I started. You guys have made a lot of things happen and changed a lot of things. But you seem nowhere closer to completion. At some point, you really should put some things down in concrete regarding the vision of the game, and stop screwing with your players. I have nearly 3000 hours in this game. I love it. But I am getting really sick of rollercoaster changes that are usually driven by toxic whining n00bs. And I am tired of the cash-grab tactics that seem to be getting worse and more frequent. (Grenadier drones come to mind) And you really need to start coding with FORETHOUGHT. For example, when you coded player profiles that should have been the first concern - privacy. Not years after you introduced the feature. Profiles are already not private, being able to make them private is now a consolation prize for those that didn't like it at the beginning. It's great for new players, but really quite stupid that those that were here never had a choice. You FORCED it on us. Like many features that weren't asked for, but you felt the need to add. Bring back chase. Do more granular balance changes and listen LESS to the community whining regarding balance. Make real PVE bots that scale fairly, and have real builds with real consequences for them, and can't go 117km/h without an engine. Fix decor armor. Take out win/loss ratio as part of the matchmaker, and make bots on both teams perform equally well. Enforce your vision of the game in the game. If you don't have a vision then get one, quick. And stick to it. Release the game in full and quit using beta as an excuse to make bad decisions that you don't have to take responsibility for, while screwing with your players monetary in-game value. It is unethical. Stop it. Be a brave and grown up dev team and put your name on the line as a full release. If you don't have a deadline or goal date to work to, you are just taking us all for a ride. That will be your legacy. Fix it.
  7. 8 points
    This new format of Dev Blogs looks way less organized. If i hadn't read the comments i wouldn't even notice the Corvo buff. Before every aspect of the game was way better fragmented and navigating through the Blog was way easier. Also give chase back, at this point I'm pretty sure you just keep it out because of tusk builds.
  8. 8 points
    Alphabet blocks would be, at the same time, the best and worst idea in a long time Just imagine the scenario: Match starts, and you see some guy with a big panel that say "Idiot here" with an arrow pointed at left or right, decorated with lights on the edges
  9. 7 points
    I suspect you both are angry teenagers. If not physicaly at least mentaly.
  10. 7 points
    No, you know it won't. If anything, less exploits will bring more players to the game since the average Ace can't afford neon santas nor play the market and whatnot to have a chance at competitive gameplay. You guys still defending a broken system with the most asinine reasons and failed logic just to stay on top is sad... specially because the true dedicated player will always adapt in silence.
  11. 7 points
    They meant the frustration of playing it will continue for weeks to come.
  12. 7 points
  13. 7 points
    Survivors! Tankman and Mitchell are pleased to announce to all the inhabitants of the Wasteland that the in-game Spring Mayhem event has been extended by 1 week. Do not miss the unique chance to level up your current league and earn those rewards that you have not had time to get! The Spring Mayhem event on PlayStation 4 and Xbox One will end on May 30, at 08:55 GMT. Good luck on the battlefield!
  14. 7 points
    I really like the concept of random encounters, Looting & open worlds, but i never do the Adventure mode because the loot is just incredibly pathetic, i believe better loot, updates & more things to do in Adventure mode could really attract a large number of players that are into Looter shooters & repair the image of Crossout as "the innovative Car Game" instead of "that Grindy repetitive P2W robocraft clone"
  15. 7 points
    I'm about the last guy in my group of friends who still bothers with Adventure -- for me it's relaxing and I actually enjoy just driving around with a fine-tuned car. But it is definitely underwhelming for rewards. Some points: The weekly Adventure mission that rewards 50 Engineer badges is good reward for the time -- but that's the only one, really. The daily special (replay a story chapter at "harder" difficulty) has the laughable reward of 15 scrap, 15 copper, 25 shell casings and 3200 XP and can take as long as 7 or 8 minutes to complete depending on the mission that's up at the time. You can run 2 or 3 PVP matches in the same time for more reward. Kinda sad for a daily special. Shell casings are basically worthless: the rapid fire machine guns you craft with them are UP and are more economical being purchased rather than crafted these days anyway. The only other thing you can craft with the casings are some stickers and decoration items. At posting time I've amassed 4300 casings and that's after having crafted 2 Imp's, 4 Fidgets and 6 Piercers (and those are just the Fidgets and Piercers I've kept: many more were manufactured as crafting ingredients). Re. Assault side mission (go to an area and destroy 4 cars of a certain faction). It is border-line broken now due to the recent addition of rogue faction mobs that attack other faction cars. While this has livened up the map (it's a welcome enhancement: running into a bunch of NPC's fighting each other and the sound of weapons and explosions in the distance, etc.) Unfortunately, while it's a cool addition it's had the unintended consequence of depopulating the zone of the target cars you are supposed to destroy for the side mission. A typical spawn of faction cars in their home territory is (I'm guessing) 5-7 cars and if 2 or 3 of them get destroyed by the random vigilante NPC's then it makes the side mission impossible to fulfill without waiting for a re-spawn (or cancelling the mission which means it was a waste of time in the first place). I no longer do the "clear the area of x faction" side missions anymore because of this. Lack of challenge: you take almost no damage aside from slowly losing a bit of health even when defending a tower in a group mission from hordes of NPC's. Very, very occasionally I've lost a low HP weapon (like a Spectre). About the worst thing you'll ever experience is being blind-sided by a spear NPC and all that even does is a few HP's of health. I don't recall EVER losing a wheel -- wheels appear to be invincible in this mode. About the only parts that ever get shot off are my decoration items like tail pipes and such. If the damage the NPC's did was increased even 10% it would add at least a little bit of tension and require the player to be a bit more careful -- right now you can wade into a group of NPC's and basically massacre them as if they were livestock. There is a repair action available (which I almost never have to use other than as a quick way to jack my car if I've flipped it) so it's not as if more damage would be an issue anyway given that there is a free and quick repair mechanism. Of course if the NPC's are buffed to do a bit more damage then some of the group missions may need to have the numbers of NPC's scaled down accordingly. A day/night cycle would be REALLY cool. It would also give reason to have those spotlight/headlight parts.
  16. 7 points
    Hover dont need the cloak mechanic! it makes Hover more OP, if they can use cloak. Remember: Hover can not flip, and they can move in all directions, without speed lost or anything. Hover can not flip by using Cannons. Ground vehicles can flip! So we need a hover nerf, they can carry to much armor and weapons! This makes no fun, if hover are OP again, like month ago! Now, hover can install more hovers, but this makes hovers more resistance against "de-hovering". If you shot one or two hovers, the enemy hover take no penalitys from it! Thats not the idea of the hover mechanic, if they can get immortal! Why player should play ground based vehicles, they can flip and have penalitys on ground terrain, but hovers can ignore all of terrain penalitys?
  17. 7 points
    Inb4: Just stand in the fire and you will atleast have the orange glow to your car!
  18. 7 points
    Tbh every pack is overpriced, that's why I think the only good time to buy a pack is when they are at 50% off sale If every pack costed half than they do normally devs would have made 5 times the money by now
  19. 6 points
    The same people are going to hold the same positions in clan wars our board hardly changes, we’ve been 1st for nearly a year and a half now, since before decor became meta I bought my mammoth balloons at 200-250cc because I was the 1st to make a decor build on console. I crafted my Christmas decode at under 350cc each. I’m losing pennies on this, im more than comfortable keeping my decor and my clans ranking isn’t about to dip from this change. What you fail to understand is that other clans got into this sht later and paid 2-4K for some of their decor. That’s a lot money lost, Im talking 20k+ coins here for some players. That’s 3-4 legendaries worth of coin, and that’s toughly the same amount it took to gut a number of clans worth of players when hovers were nerfed. We lost dozens of high players from that change, and I don’t want to see that happen again. And y’all fcks are over here glad about ppl having their progression set back months potentially like pretty children.
  20. 6 points
    Greetings to all survivors! Today we will discuss one of the most frequently asked questions — the rework of the interaction of decor with projectiles that deal explosive damage. The test version of the changes is ready, and we will give you the opportunity to evaluate them yourself on a special server. But first things first. To begin with, let's describe how the current version of the mechanic works. The game has a lot of different decor: from small brake lights and horns to the impressive “Inflatable Mammoths”, “Neon Santas” and New Year trees. Each decor is a separate part with its own parameters of durability and weight, as well as a collision model. When a cannon projectile hits, decor with a large collision model (such as the already mentioned “Inflatable Mammoth” and “Neon Santa”), installed in a certain way, can take all the damage, acting like armour. This game feature is quite interesting from the point of view of creative design solutions, but it does not correspond to the cosmetic role of decor that we and many players expect. Perhaps we will return to this feature in the future if the decision is made to create a separate new “Armour” part class, but the decor has no such role, in our opinion. So what's changed? The decor will no longer absorb the damage from projectile explosions. When hit, the projectile will destroy the decor, and the explosion and damage will apply to the closest parts in the direction of the projectile. The maximum search angle for the nearest part relative to the point of contact with the decor is 45°. Let's have a look at an example of the new mechanics. If a projectile hit to the “Inflatable Mammoth” now destroys only the decor itself, then after the changes, the explosion takes place directly on the part “Buggy Trunk” to which it is attached, and destroys the part. Important/interesting features: All the decor, which is installed between the point of impact of the projectile and the part that will take explosion, will also be destroyed. Unique weapon perks will be triggered by contact with decor. So the fact of hitting the armoured vehicle will count (when, for example, only the decor is in the path of the projectile's flight, and there are no other parts behind it). As for the Phoenix crossbow and the mechanics of its projectile explosions, they will still be attached to the decor if they hit it, and this same decoration will be the epicentre of the explosion. When hitting the decor, the shell of the "Executioner 88 mm" gun will begin to penetrate the parts from the point of the explosion center, i.e. from the nearest structural part. Because of the announced changes, we are cancelling all current requests for decor purchase on the market. The coins or the decor itself should return to the warehouses to their owners. Launch of a special test server Today we invite everyone to try out how the changes will affect the gameplay on our test server. How to get to the test server? If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete. Create a new folder for the game on your hard drive. Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again. Start the Launcher and install the game to the folder you created (for example D:\Public test\Crossout). After the installation is complete, start the Launcher and enter the game with your username and password. The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions). After logging in to the server to transfer the progress from your account, you must press the “Esc” key and select “Copy account data”. Please note the schedule of the test server: Friday, May 24, 2019 from 14:00 to 19:00 (GMT) Saturday, May 25, 2019 from 15:00 to 18:00 (GMT) Sunday, May 26, 2019 from 15:00 to 18:00 (GMT) Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS). After testing the changes, we invite you to leave your constructive feedback on the planned rework in THIS THREAD ( it will open after the launch of the test server). The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
  21. 6 points
    No? Then it should. How we are supposed to aim if the names cover everything? I didn't capture the best situation, but... Same in raids. When icons from truck, cargo or whatever were on the screen, i wasn't able to see some of the raiders
  22. 6 points
    so you think removing the p2w aspect of decor armor is gonna kill the population? which would mean that basically all players are using decor for armor and have to rely on it heavily? if anything it will make cw a little bit more accessible to the rest
  23. 6 points
    I'm going exploit my game knowledge, I'll exploit map position in my favor, exploit my builds, exploit my dumb bots to get the advantage in my favor to win battles. If you're not exploiting within the rules you're going to lose to someone who is. I'll exploit your weakness every time.
  24. 6 points
    Anyone who leaves that was exploiting decore will be doing the community a favor.Those who say they ran it because other people did are lemmings.May the mass exodus of exploiting lemmings begin.As far as compensation absolutely not,scrap your crap and move on.
  25. 6 points
    Allright! It's picture time! I might update this during weekend when I once again have access to the test server. I stacked seven Buggy step plates behind my cabin in a line and decor in in various setups and shot them with a Typhoon. I took a picture of each to show you how it goes down. Generally speaking I try to aim not too high or down but as middle as possible vertically speaking. Here's a vanilla scenario showing you how the parts are destroyed if you shoot the stack straight from behind. Based on this you could argue Typhoon's blast radius reaches six blocks deep. I registered no cabin damage when I took this shot: Grilles can still be used to prematurely detonate the cannon shell. Corresponds with the six block radius: Now the good news is using Large decor like Inflatable Mammoth and Snowman the usual way where you just stick it as the last layer does not indeed work anymore. Based on these the shell does kill the decor by "ramming" it and then detonates when it meets the first Buggy step plate. It's like the decor was never there: With decor attached at the end of grilles things get a bit more interesting however due to the 45 degree angle thing. Once the shell meets the decor it finds the closest structure piece within 45 degree angle, goes there and detonates. In this case the closest structure piece seems to be the griles protruding at the back of the vehicle: We can demonstrate that by placing a Snowman far away and instead of grilles we'll use Neon Santas as a bridge. The closest structure piece the shell sees within 45 degree angle is once again the Buggy step plate so it detonates there. Theoretically you could use decor along with light structure pieces to "guide" a cannon shell to detonate a bit prematurely. At least if you shoot the decor from a 90 degree angle. I have a feeling the 45 degree guide angle proves to be useful when shooting from other angles than straight behind etc. Just for the heck of it I also tested "damage soak" with APC panels to demonstrate it's a thing. One APC panel is not enough to soak up all of the damage so it gives you the impression no damage soak is happening. The blast radius keeps expanding as usual (six block radius) and thus these fragile Buggy step plates get destroyed even when the blast radius deals reduced damage. Had there been something more durable behind the APC panel it might've survived the blast: Two APC panels demonstrate how they pretty much eat up the whole damage a Typhoon shell is capable of dealing. The blast radius does not get smaller (the above picture proves that), it just deals zero damage once the two APC panels and one buggy plate have completely eaten up the damage:
  26. 6 points
    To fix your servers so teams dont lag out. I dont have issues general with disconnects. Disconnect unknown network error twice in 3 clan wars mid game., not at the beginning. Not only do we lose points but have a unsportsmanlike timer. To understand the difference between ur server screwing up and unsportsmanlike behavior? Obviously if we are on a second match still fighting the other team and disconnect then we shouldnt recieve a timer. To fix the damn point system in the Spring Mayhem. No one likes this lose one lose 50 points and win one get one point or no point BS. Game is grindy enough, no need for this type of point system for a bunch of decore that your gonna nerf in one of the near updates. Fix this crap before adding more pay content!!!!
  27. 6 points
    I would like to see the option for camera control scheme on keyboard. The options are already available for gamepad users with relative to car/camera and race 1 and 2. This would give more driving options for people using strafing vehicles (hovers meatgrinders legs). The option was available in robocraft and totaly changed my experience for the better when using strafing vehicles.
  28. 6 points
    Bring back Chase yesterday. I'm pretty sure most of us are still waiting on the Co-driver rework. Make decor and untradable items not take up inventory space. People are going to be sick of playing events (moreso) if they feel like you want them to buy more inventory space every time. Nerf Fafnir. Your news items are white text on a black background. PLEASE give the same option for the forums.
  29. 6 points
    And by issue i mean the exaggerated amount of damage they do, the fast cooldown (compared to damage), and the absurd area of effect they have any plan on augmenting cooldown time? energy requirement? reducing aoe? something?, not going to start even mention the wedge...
  30. 6 points
  31. 6 points
    ummm actually no...
  32. 6 points
    The only thing what makes hovers op atm is the abusing of decor items, i fly a hover myself and one rocket or cannon shot can cripple me really bad, i run classic hover and Not a side hover.
  33. 6 points
    zzzzzz Stop using slow motion moving bricks and you'll be fine.. By that logic, tracks shouldn't be able to carry cannons, they are already durable enough, they don't need the most durable weapon category on them Really man.. I see your points and your ideas sometimes have a good base, but they are the dumbest in the entire forum by a long mile remove remove limit nerf nerf limit remove limit.. We should limit you to one post per month :P Here's the tip, if you are not having fun, change your playstyle for a while, try new stuff, and let mandrakes and cannons rest for a bit, you'll be surprised when you discover that not every weapon works equally against the same stuff, not saying that as a bad thing at all, I let my mg's and wheels rest for a while and now using Fortuns and meatgrinders... Having lot of fun with them
  34. 5 points
    Ladies and gentlemen gamers! The community and sponsors organized an open tournament for the Crossout game in the mode "Custom Battle", which will be held on May 26, 2019 at 10:00am (Pacific Daylight Time). And you have the opportunity to participate in it! (PC Only) The main provisions of the regulations: The event is held in the mode "Custom Battle". Free for All All users in the event must load the blueprint "Starter car" ,All users will try to Hunt the VIP and ignore others Users that have the most VIP kills at the end of the match wins. A Total of 10 Rounds will be held. Prohibited; Shooting others besides the VIP Self destruction on the VIP Adding weapons / hardware Structure parts How to Enter; Be online at the designated time and look for the message. "Inviting users for a "Hunt The VIP", Requirements: Blueprint "Starter car", 1st Place Reward "Scoffer Sticker x2" reply with a private message for more details or to be invited" Accepted decor parts: horns paints sticker How are the prizes credited?
  35. 5 points
    This is a guide on how to use the most under used sniper weapon in crossout, The clarinet TOW. Unlike other weapons this weapon requires positioning, map sense, constant awareness, and much more. You are not a front line fighter. You are the sniper. Pick off the weak and reduce the amount of enemies in the melee. PART ONE POST ONE: EQUIPMENT AND BASICS. In the first post of this guide we will be going over the basics of using a tow. What your build should have stat wise and other standard information. WE will start with primary weapon equipment. TOW builds are artillery in a sense, as such your primary equipment should be long ranged in nature. Of course you have the tow. But a good back up weapon is the pyre as both can easily be hidden in a build. Use the tow for extreme ranged hits while the pyre is used to deal with things like rotor drones, wheeled drones, or just to force your enemy back into cover. This is where we will get to our first physiological focus. When using the tow you are manipulating the enemy team more then you are doing damage. The PYRE adds to that, as most players do not look for the missiles when they get a lock on notice they just head for cover. This is taking enemy DPS or DPH out of the fight as they are moving to cover. Now builds in the melee do not take cover so know this as it makes the pyre a good way to soften up enemy weapons for your shotguns or MGs. A good way to use the pyre with a tow is to creep out of cover fire a pyre return to cover and while it is in the air fire your tow. You need to know enemy movement to do this effectively your lock on missile is forcing the enemy to waste DPS on it or take cover, meaning you can easily guide the tow into them for your main damage. Remember the pyre does around 100 max damage whiel the tow does 178 average with like 83 at min. THE TOW ITS SELF, This will be the main weapon of your build. Do not ever think of the tow as a side weapon, if you have it it is your focus using another primary like MG's, shotguns, or lord forbid cannon is just weakening your build in the fight. As you can not effectively use the long range power of the tow with the short or medium of shotguns/machine guns, and the indirect fire of the tow does not mesh well with cannons. More on how to use the tow in the basics bellow. NEXT UP WE HAVE RADAR EQUIPMENT The main radar for a tow build should always be a Maxwell or Doppler As radar detectors are the most valuable Intel tool you can have be sure to put a radio on your build to share info form them with your team. As these allow you to see your target locations even if you can't actually see the target that and they are required for a hidden function you can get with the tow. But more on that with the neutrino. The neutrino how ever is unique. To use it right on the TOW you need it and the above radars. Now Most people maybe wondering why use a scope on a tow it makes no sense as you can't aim the tow with the scope can you? Yes you can. Example in the image bellow. While neutrino is active you will see the explosives on any build in its max range. Now there is a caveat to this In order to see explosives on builds you can not directly see you need a radar detector. The Doppler is the best option though the Maxwell is easier to armor. The reason the Doppler is the best is because it and the neutrino have the same detection range while the Maxwell has a lower one meaning at the longer ranges you can not see explosives. Smart use of radars is required for the tow to be used effectively with out a radar you are firing blind and death with no information. So don't fire blind and death. Next up we have AMMO. Now it should be noted all cases in the image are cartridged ammo boxes. This is highly recommended to use, but if you can't fuse stick with them as such. It is always a good idea to have either 2 blue ones with safe, or a purple ammo with cartridge aka more ammo. Going with out ammo boxes doesn't give enough ammo for more then a few targets and with out even a single blue you will be running out of ammo in a fight. This is the shortest section of the guide but hey ammo is important. You forget it you have no sustain in the battle, and for the tow you need that sustain. Now for the last GEAR bit then we move to secondary weapons. For gear you want a chameleon mk1 or chameleon mk2 if any at all. These are your last resort item. Only to really be used if you see that flank melee on the radar trigger it and move. Like seriously do that. While we haven't covered secondary weapons the best way to use a chameleon for a tow is like such. step one: deploy your defensive secondary better used with wheeled drones or turrets. step two: cloak and run away. step three: once a safe distance turn around and re engage the attacker. Your cloak is used to safely get away from situations where you can not win. The biggest example is direct combat. The tow is not meant for that. IT can also be used as our second physiological weapon. as once an enemy sees you cloak many will start wasting damage trying to pull you out of cloak this once again means a situation where they are shooting at nothing important allowing your team or you to take advantage. One of the key things about a tow build is to force the enemy to waste their damage or punish them for not. As we just showed one lets get to DEFENSIVE SECONDARY WEAPONS And it is a big list. Sidekicks, grenadiers, cobra turrets, falcon drones, and OWL drones. You may note these are all turrets or drones, well duh they are your secondary DPS what is meant to defend you while you are firing your main weapon, or a back up to help you get away. Lets start with the Sidekicks and grenadiers. Unlike other options these are to be used both defensively and offensively when placed on a tow. Do to how the builds are designed most tow builds can only have one on them. When used they give you a CQB option in combat. allowing you to distract an enemy with a moderate DPS or DPH target which if they don't deal with can rip them apart. As your main build looks unarmed a lot of players will focus you, this can be used to advantage with higher health builds using the infantry type drone to deal damage as you act like a distraction. Better if you can get some medium close range shots to disable the enemies wheels. Next up we have Falcons and OWLs. These are really good defensive options, as unlike the cobra's you can deploy them and and have them follow you. acting as an on build MG or pyre that you don't have to aim. Unlike infantry type drones they are purely defensive. But in their defensive use they are better then cobra turrets as they follow you and a lot of players don't aim up where as the cobra is just ran over by any melee that sees them. Finally we have the cobra, which is actually the weakest defensive weapon you can have but it has the advantage of only costing 3 energy where as all other options cost 4. This means with a radar and tow 6 energy you can have 2 cobras. These are like the rotor drones purely defensive but unlike the rotor drones which you can deploy at any time. Cobra's are best deployed only when an enemy gets close and right before a cloak. for the best use you need a generator. NOW FOR THE BUILDS THEMSELVES This part I am going to gloss over for now and just state the two main types of TOW build you can have. Harasser and tank. Lets start with the Harasser. These are builds that use cabs like the HARPY. combined with engines like the hot red. They are meant to be fast and agile. While using a harasser type build one must know that they are mobile. You are to fire missiles from a range and use drones to mop up and distract stay on the move fire 2 or 3 shots then move to a better location. As the fight goes on you need to be mobile. A stationary harasser is a dead one. For they generally do not have the health to deal with most threats at direct fire ranges. They are sadly the least common build for TOWS even though they are the most effective. A tow causes many enemies to hunt it down. A mobile tow can distract an enemy for a match while killing his allies or him. SEriously tilting shotguners with this is fun as hell. The next build type is the TANK. These always use one cab and one cab only. The ICE BOX. Tank builds are slow. generally maxing out speed around 70 to 65 KM/H compared to the 110 to 120 of a harasser build. Where tanks excel though is using their tow at range to soften up enemies then deploying drones in the melee to finish them off. tank builds are generally less mobile. But unlike harasser builds they are designed so that if you need the HP in the melee they can just roll in and soak damage for the DPS builds. That said these are the most common build you will see. And you normally see them being played by players that have no freaking clue how to use the tow. Tehy play a tank like a harasser build, which leads to the common misconception that the tow is useless. But this guide is about to clear that up with the last section. FIRING THE TOW 101 Yeah most people think aim for the cab, when using the tow. and get results like this. A single hit that does 178 damage and almost nothing to the build. In the image shown there was 20 white damage with it blowing off the front wheel. But it was an ineffective hit. To use the tow one needs to do several things. First they need to look over the build, hard to do in the 2 or 3 seconds you have but you need to avoid hitting train plows, legs, or tracks(unless they are light tracks.) Aim for blue wheels, and if you can see a section of exposed armor that is pretty big aim for it. Because doing 300-500 white damage is a lot more effective then you think. A lot of people think white damage is useless but here is the thing doing white damage is cutting a large amount of health of the enemy build and exposing internals. This is where most TOW users mess up. They aim for the hard points thinking I have an explosive IT must do well at stripping hard points. No you have a sniper, aim for the head. In crossouts case that means aim for the connection point for decor armor, aim for the explosives that are behind one layer of armor. Aim for the rear of a build who is not expecting it. And lastly don't be afraid to aim at people shooting at the missile. Especially if they are shooting at the missile while they can see your allies. As this is the last physiological weapon the waste of DPS. Which is where the tow excels. IF that guy with 4 miniguns is firing at your missile. They are not firing at the tank they where shooting moments ago. If the auto cannon sniper is focusing your missiles over the allies well congrats your one is shooting them. their cricket just wasted a volley on a single tow, well I have 36 more and they generally have 20 shots. While it will not get you points in the match causing DPS or DPH waste on the enemy can make or break your team. The other place the tow excels in the 6-9k range is Hover stomping. Technically any build that has 4 wheels that are not tracks or legs. IS weak to the tow. For you can easily disable it at a range with out the build even seeing you. bonus points against hovers who generally have their engines in a sideways or close config allowing a single hit to completely disable them for the fight. Now this is actually the hardest part of using the tow as you need to be able to predict an enemies moves 3 moves before they know their own, This isn't a joke. IF the hover sees the missile coming you need to know if they will jerk left or right, or not at all just to be able to hit them. But there is no feeling more satisfying in this game, then taking out a decor armor Typhoon sideways hover with a tow. Just by blowing the generator bellow their build. IT should be noted that in 10k plus this becomes pretty meh as most hovers have around 6 to 8 engines meaning it takes more then one or two shots to disable them for the fight. But in 6-9k the tow is really good at disabling them. While I do not have images, the best way to use a tow is to think of it like a shot gunner who is constantly flanking and teleporting back to your location. you have one shot to their flank use it. then repeat. Manipulate the enemy into facing you at a range while your allies take advantage. This all said, if you are a tow on a team with one other tow, and a mandrake... you are screwed. The match maker should really limit artillery to 2 per team as having 3 artillery/sniper builds on a team means you don't have enough bodies in a fight. These are where the tank tows who have 2 drones really excel as they can just forgo their sniper and focus on drones and mid range use. I hope this is a good enough guide for now. I will work on adding new things as I learn new things. imgur gallery for first post: https://imgur.com/a/fYvuTqd OH one last thing. Get break lights. They might not seem like much but these things can save you from being spun around when you suddenly stop and fire. Just remember to hit space before you fire. You would be surprised how often they can save your ****... literally.
  36. 5 points
    These are the features I like the most: The fix seems fair, just in terms of realism These are the features that I don't like: You let YOUR players to invest coins in such things for months (not sure, maybe even more than a year), and then take their usage Almost similar with the relic fragments, when you again let your loyal players (some of them filled your pockets for those relics) to invest coins, then remove them and give worthless compensations Conclusion Shame on you. You should consider this, you can't just take things from your players, you need to give something back, because just taking is called THEFT!
  37. 5 points
    OMG look at her but it is so big,jokes aside because the decor exploit did not segregate people it is all inclusive,and you appear like you always do to defend your broken ways.You are a whiny blyat who has openly admitted to throw games to benefit yourself.Get bent you poorly developed man child.
  38. 5 points
    A Russian friend tells me spaced armour's next on Devs to do list. Apparently high PS looks nothing like the adverts.
  39. 5 points
    Just look at what is blatantly OP or anything remotely exploitive, it's not hard.
  40. 5 points
    It would be amazing if there's a Phosphorescent paint, like this: I know that enemy can recognize you more easily especially in dark maps, but it's cool.
  41. 5 points
    That option in robocraft lead to an era of suffering and now its the only usable control scheme, it ruined the entire game as FJ balanced everything around that control option that never should have been added in the first place. All it will do is make hovers, walkers, and augers as brainless to drive as a shotgun wedge. So no bloody thank you. keep Camera control cancer away from this game. I came to crossout because I actually have to use my brain to play.
  42. 5 points
    i woted that because getting uranium is faster now so helps cw playing peeps, but as is said above, grind for people not doing cw is naasty
  43. 5 points
    Hello, I have been enjoying some whirlwinds lately and I´m quite happy with the way they work. I´m quite disappointed with the recieved points though. Whirlwinds are quite tactical weapon and their power is in deguning and destroying wheels. This way however the wheelless gunless enemy is finished off by teammates and the sniper responsible for the kill is rewarded with ... 200 pt at the end of the match. One game on the other hand I held two cannon builds at bay to prevent them from destroying my team which was capping getting both on fire but logically killing none because they pulled back. With about 1500 cabin damage in total I recieved 30 points and no reward. - Dealing 2000 "white" damage should be rewarded with the same points as dealing 2000 cabin damage. Actually destroying a structural part thus may not be rewarded (as the damage is rewarded anyway). - Destroing a weapon or a movement part should be rewarded with something between 50 and 200 points depending on the parts total hp. Also in raids there is sort of the opposite problem because rewards are calculated based on cabin damage. This way someone who deguns all the bots gets about 1pt per bot purely for collateral damage and someone who focuses on the gunless useless bot recieves 3pt for contributing far less. - Destroing one weapon of regular enemies in raids should land 1pt, destroing weapons of elite enemies can land more - Destroing the weaponless enemy should count for 1 or 2 pt This way those who actually contribute are rewarded.
  44. 5 points
    the loot in adv mode is hardly worth stopping for. its free stuff for hardly any effort so ofc they wanted those "rewards" to be exceptionally bad. farming casings works best if you only do the group events (and do something else until the next event pops up), or play as a group with others so rewards go to everyone. the 20 side missions weekly is just a joke..."how long and boring can we make it".
  45. 5 points
    What PS lol? All i see is grenadier drones...
  46. 5 points
    Now I'm really pissed. After a minute into raid 2 guys just suicided. Me and another player struggled to pop those bots very hard and we actually managed to win at the end. And then i see both deserters got 900+ points for winning the raid thou they played just at the start. They did not return to battle. Such hole in a reward system... this is disgusting. I want to be able to blacklist them so i never play another raid with those deserters.
  47. 5 points
    Until this game's physics engine remain the same across all platforms I will keep raining on your parade as long as it is needed. Too bad your market will colapse after the eventual decor nerf but maybe you shouldn't have made an exploit the center of it in the first place if that is the case.
  48. 5 points
    You seem to be quite new so I'll sort that out quick: This right here is quite a bit of an error (Don't get me wrong, if you want to focus on MM vehicles go ahead, that's fine and some of them look great, just don't be one of those idiots around with the "why are plasma guns here?" dumb questions :P) Honestly, the problem with this game's grind is not the grind itself, just for instance, Warframe as you mention, is more grindy than this, (Good luck with buliding Saryn or Vauban Prime before Nightwave's nitain thing :P), the difference is Warframe has a xxxx ton more of stuff to do and a lot more variety when it comes to game modes and how to play, plus you can get more than one resource per mision, here you are basically limited to "kill enemies or capture base" for pvp and "defend or destroy this" for pve.. So it gets repetitive and quite monotone way sooner. Now the grind is easier than ever, but you have to get used to it, also don't focus on "omg I want that legendary/relic thing in my second week playing" that's not the case here, you have to be more gradual with that, honestly, you can do well only with purple gear way up until 9-10k PS matches, son don't stress much about that, with the badges and so you can get the reare resources easily, and sell them to get more profit, also that's important, learn to play the market, that's where the real profit is if you can be patient Now don't get me wrong either, as you say the game has potential, but it also has a ton of room for improvement in a lot of aspects, specially in the reward system, you will earn the same for winning a match a 2k PS and doing 300 points as you will win for a match at 10k PS and doing 2000 points.. That's probably the worst part of it all..
  49. 5 points
    Harvester = no Spark
  50. 5 points
    If you think hovers are broken, or chameleon is broken, then make suggestions to the concept of them. But chameleon is a concept to vehicles. You have have tracks + hovers or legs + hovers or any combination. It probably won't be any good but you can have it. I don't think we should dream up all kinds of hybrid limitations because that isn't correcting a problem, it's just making the freeforall builder game have more limitations on building. If you can stick a module on a vehicle, it should be able to go on any vehicle. You pay for it with power score and possibly energy. You can put ML Legs on anything. Even have them dangling in the air. It's the perk of Spider cabin that buffs them. But you can use them anywhere. If you want to take ammo boxes without guns that use ammo, the game won't stop you. You could make it that going too fast would uncloak you, but that would also affect ground vehicles and even affect them more than hovers. But you shouldn't be excluded from a weapon or module because of another weapon or module or cabin or engine.