Popular Content

Showing content with the highest reputation since 01/05/2021 in all areas

  1. 27 points
    I dont care if ranged weapons overpowerform on hovers and need adjustments. After nerf how these weapons will perform on other platforms? POOR. If they perform on hovers that well then let me give you genius idea: NERF THEM ON HOVER SPECIFICALLY. Instead targem just ruins life for all other people(yeah not all people play on hovers !surprise!) by reducing weapons hp. JUST SO YOU KNO, HOVERS HAVE EVEN EASIER TIME STRIPPING WEAPONS. Hey i want to use ranged weapons on other platforms too, but aside from very few they have durability of wet paper. Waste of energy as soon as some stray missile or shell hits you. Extreme examples: vector So yeah just spread hover aiming reticle every time they move or turn. Maybe that will force them to push with their team instead of camping on their base near thousands of kapkans. And thats it. There will be balance in crossout again. Want accuracy - go on the ground, Want movement - fly up in the air. No more one sided slaughter by deleting guns across the map. Hovers should be able to hit silhouette of vehicle from midrange somewhere if aiming reticle is dead center on it and have a chance to miss if fired across biggest maps.
  2. 16 points
    The intention of this post is to unite the community and inform you of the current situation, I appreciate if you put your opinions below. Yes, my dear friends, when we check the number of active players, using the number of players in the past events as a comparison, we have a very sad result. I will try to do everything in chronological order, but forgive me if there is any mistake. To check this data, just go to the world map, click on leaderboards, select the event and scroll to the last participant. At the last Christmas event, remembering the fact that the pandemic had not yet spread across the globe, we had 72,000 players logged into the game at some point (yes, I remember this number) We had the battlefield event, I don't remember if we were already in a pandemic, a total of 149000 players were at some point logged in during the event. In the stell championship event, we had 134,000 players were at some point logged in during the event. In the survival league event, we had 34,000 players logged in at some point in the game. And currently, at the Christmas event, we have 33,000 players who have logged into the game at some point. The question that remains in the air is: why the game lost 3/4 of its players in such a short time, since most countries are still in some kind of quarantine? Perhaps, if we remember the past, we can verify the first indications of what is happening. 1) Battle pass and its illustrious and wonderful, Drone Annihilator. No weapon in the game has made as many players quit the game as this one, poorly designed, with bugs and it took months of consecutive nerfs to adjust the same. 2) Battle pass and the wonderful and magnificent, griffon cabin. Despite the price of the battle pass being worth it compared to normal packs, making high power score cabins available to novice players meant that they were sent to power scores that they were not prepared for. resulting in more players revolting against hovers and relics, resulting in rage quit. 3) Oh no, battle pass again and the majestic nest. For a moment, it was just what was seen, some brave players still used other weapons, but it is difficult to resist the temptation, some players sold everything they had to acquire this weapon, today they have less than yesterday, generating rage quit. 4) Problems connecting to the servers. This is probably the biggest cause of the exudus we have in the game, this problem makes clan wars impossible for some, for others it wastes fuel in the raids, for everyone it is frustrating. Honorable mention: The wedge builds. unfortunately, with the change of maps to flatter surfaces, wedge builds emerged. With this, every player new to the game has learned that using the ramp is an advantage against enemies, in low PS, using cannons becomes more challenging, tank tracks and spider legs lose quality and become the perfect prey for wedge builds. It is clear that there is much more behind each of the above topics, for those who know it ;) if you dont know it, meditate about it, I thank all who leave their opinions and forgive me if I am incorrect. Great end of the game to everyone, kisses. Maqui
  3. 16 points
    No This says everything about the intellectual level involved in this topic
  4. 15 points
    no reason they should have max acceleration while going side ways they shouldn't just go from 0-120 in under a second meat grinders dont even go that fast sideways and reversing should be capped to 30 just like wheels. keep the game balanced currently its impossible to catch up to or escape from a hover while on wheels, completely unbalanced
  5. 13 points
    Spiders need to move faster to be viable. This movement part should not be dependent on one cabin for speed. I think that ML legs and bigrams should have there base speed increased by 10 - 20. then with the speed boost we could rework the spider cabin and remove the speed perk. Maybe the new perk could give a 20% increase to leg durability or up to +20% power depending on your % of movement parts that are legs?? I think that we need to do something to make more cabins work on legs, this will help promote this movement parts use.
  6. 13 points
    I have been having a little more fun than I first had antecipated with the present truck thingy, however, being forced to play with randoms made me realise something: The average XO player don't know what they are doing... like, AT ALL! Why do I say that? Well, I'm a big boy: This usually mean that I can hug and entire garage door on my own and I can usually hold my ground pretty well, being able to tank even 5 waves without any problem. Any attentive player would notice that. Any attentive player would also notice that I can get boosters alone and without dying, most of the times surviving long enough to go back into regular fighting with no problem. I mean, we only got to wave 25 together so its not like we hadn't spent the last half an hour together, right? I can usually get the behavior of other team mates sorted out by the 5th wave, so I expected attentive players at the very least... But 80% of time this is what I get: While I'm blocking one garage door I notice the truck is taking damage only to turn around and see 2~3 players sticking by my side and shooting at the same 2 bots I already degunned. People chasing degunned bots with flaming cabins while melee bots are mowing down the truck... you know... THE ONE ONLY THING WE HAVE TO PROTECT AT ALL COSTS. People staying behind the truck while it moves, letting it be lanced and flanked by starter car bots. People leaving the truck unprotected to go get boosters, only to die by the spooders' cannons at long range... REPEATELY (usually in the middle of a wave). People leaving the truck to help me deal with spooders (only to arrive there after I have killed it), leaving 1~2 players to preotect it. People shooting the Bastion's blade while it cannons the hell out of our truck (how about de-gun it instead? But what do I know right?). still on that last one -> People not trying to degun bots AT ALL. And the worst offenders ever: People showing up for the raid with Hurricanes/Pyres/Cannons, usually just sitting back across the arena and letting the rest of us do all the hard work, missing 90% of the shots or they hit the empty space the bot were after we already destroyed it. I get there are new people on these all the time, but how long can you do the same thing over and over and over again untill you realise it just. Don't. FRICKING. WORK! I get you want to help out xXx_BallBuster95_xXx, but why on Earth are you dying for the 7th time to a triple Exec spooder (without even touching it mind you) on the last 20 minutes? You brough Grenadiers to the raid, stick to the fricking garage door at very least! I know you think you are a mighty warrior, Mr./Mrs. Illuminaughty2097, but can you not chase a degunned bot halfway trough the map while there is a triple Joule bot shooting our objctive nonstop? I know you want to tag along 鼻子選擇器, but frankly, I don't want the company of your Borers while there are Miniguns shooting the truck... you are a partial melee build in a raid ffs, at least go some ram stuff. The best builds are the Minigun/Aurora mix. Oh how I love finding people that can use these with efficiency! However, they usually leave the raid after the tenth wave... even when the truck is still at 100% health... so there is also that...
  7. 12 points
    Im not making a bug report. As you may have guessed with my 6 month absence i hardly give a crap if they fix it but ill bring it up cuz its BS. Kapkans grabbing you puts you overweight, similar to the genius mass fix, you know 2 cars touch and neither can move, Anyways, i got kapcaned, full build cant reverse. Lost armor , got kapcaned, can move in reverse. Tested it a few times , confirmed it. Its trash.
  8. 12 points
    "In order to solve the problem touch everything but the problem itself" Do you guys realise why there is 0 progress when it comes to the game balance and it just swaps from one end to another without actually solving anything?
  9. 10 points
    Right now the hability to Farm uranium is restricted to a few clans/players in the game. The player base is not big and we almost always see the same players on the top of the leaderboards. There is a long road before you can even think in progress after you acquire your legendaries The game is hard on new players but if you manage to surpass the "Special" rarity tier you end up in a limbo between epics/legendaries and relics. Giving Uranium to high skilled/geared players does absolutly no good to the community at all since the more wealthy will always be more wealthy making unfair for those who are trying to reach the top tiers The reward system right now is like "Meh we are good WITH THIS PLAYERS right here, if you wanna fight them BUY PACKS" Right now there is absolutly no reason for new players to join clan wars since the reward is awful, there is no balance at all. my propose is: Right now if you manage to win 5 battles you get 450 badges right? make it 450 badges plus 10 Uranium. 10 uranium per week won't damage the economy at all. Clan Wars matches in Rust League could follow the same PS matchmaking rules of regular games. Last week my clan "around 14k PS" was put against a 9k clan. (we gave the victory to the new clan)
  10. 10 points
    This was the reason given by 80% of people that I knew that ended up leving, with the grind being the number one spot. When you are a novice, you take too long to get things that you would like to use, but when you are a veteran, the same grind is not only unnecessary (because you either got all the coins you need, got all the items you would ever want or just end up poor and uninterested in grinding even further) but the repetitiveness of it is VERY unappealing. Mainly raids... they changed so much from 3 years ago and YET, they feel even worse despite recent improvements. Turns out that making your players work overtime to artificially extend the lifetime of the game they are playing is not exactely good for the business in the long run it seems... If they expanded the Adventure mode (make it more like an online version of Hard Truck Apocalypse) and introduced actually worthwhile side missions and side quests while at the same time doubling or even tripling the amount of raids AND brawls, both in number of modes and active at the same time, I could see this game dishing out some of the boredom it brings from extended periods of gameplay. How it feels like for the past years: I have to play 2 hours of PvP to complete missions daily. I spent the last hour playing the same raid, at the same location, with the same enemies and it played out exactely the same every time (and I have to do it daily). I already finished the story mode and collected thousands of engraved casings that I will never use (no replayability factors because it will play out exactely the same). After all this you try to buy items to build new cars (but you quickly run out of coins because not only items are expensive and coins come in slowly, but you need to buy storage and bp expansions, which increases in value exponentialy until you hit that hard cap, limiting creativity, thus making me not take my time building by not wanting to delete old builds). When you are tired of doing the same thing over and over and over again, you go chill out in Badlam for half an hour until you get bored again. Maybe spend another hour or so building cars in the garage (not recomended because BPexp's prices) or building your range. All in all, unless you are an absolute completionist, actually enjoy CW or have an undieing love for the game, you will top your play time at around 4~6 hours per week (because anything more than that will force you to do the same thing over and over and over again). TL;DR: if devs buff the replayability and nerf the borefest that the player eventually stumbles upon, the game will start winning awards (and players) again.
  11. 9 points
    EDIT: THIS IS ABOUT HIGH END 15K+ END GAME PLAY. (if you do not play in this range, then this topic is not for you) First off I own 10 fused blue hovers, and have for over a year. I have made many war machines on this very powerful mode of transportation. I do not play hovers only, but I would have to say that 70% of my cars are on hovers. Now, this topic is not about if hovers are OP or not. This topic is about the borefest this game has become. we have been relying on this single movement part for so long that the game is stuck and I do not think it can move forward without a major change to hovers. do I love my hovers? Hell yeah I do. But I really want to be able to make a car on other movement parts and feel like it is the best option. I know that we can build on whatever we want, but when hovers are the best choice in many cases this makes all the other options pointless. The nerf to hovers would be a large lose to me personally and I am not going to lie that I’m going to be a little pissed for awhile. BUT at the end of the day it would be exciting to move into a new era of Crossout and embrace change. fear not my brothers, the end of hovers would not be the end of the world. It would be the savior we are looking for to bring a spark of life back to the wastelands.
  12. 9 points
    I am really getting fed up with the most toxic piece of equipment in the game deciding most of the matches I play. If the devs can't fix it, then they should disable the item from being allowed to be used until they can fix it. The pack that contains this toxic crutch has been released ages ago and the devs already cashed in on it, so I don't see how that could do any harm at this point. For those that don't know, since the latest update, the Kapkan not only catches you, but often completely disables your wheels, most often preventing you from getting into a position where you can shoot it or drive over it and you can't try to dodge enemy fire since you can't move at all. Doesn't matter what vehicle you drive, happens to a light build just as much as to a 25 ton Mastodon build.
  13. 9 points
    I'm tired of it. It's not a free market. It's not a good market. It's not a cool feature. It's so heavily manipulated that it's near completely dysfunctional. Just replace it with a restaurant style menu. The parameters for buying and selling are so unnatural and broken I don't know what the point of having this feature is. It's not like these items even exist, so if you're going to manipulate the market "for us," just Disney this crap and make it all up. There is no reason these items need to be treated like actual commodities. Not enough misery and suicide generated from actual markets? These are virtual commodities, already being magically manipulated, and the market is clearly and purposely fraudulent. Why don't they just create a magic fraudulent menu that works? Hand the feature over to AI completely. Make it 100% fiction, or fix it? ya.. I'd like to sell some things so I can build something, but I can't. Why? IDK. Magic reasons. The result is I'm not playing. I'm doing something else (817CH1N6) while the market pretends to rationalize my request for magic reasons. Numerous items can't be bought or sold at all. Why? Magic. That's why. I have to wait a half an hour to sell an item? why? Same reason. Magic reasons. So...I just wait for a half hour? I catch a movie while I wait for the market unicorn to OK my transaction? It seems like a lot of trouble for a "game." Just spoof it already.
  14. 9 points
    Because it's the most boring mode in the entire game, meta limits normal pvp enough, but when it comes to CW the limits are even more brutal, leaving only like 4-5 viable options.. Basically CW goes against the whole core idea of the game of "build your own thing to wreck stuff"
  15. 8 points
    Mine are Fair upgrade system also for existing items Blueprints and storage places for lesser Ressources good revision of the co-driver Which do you have?
  16. 8 points
    One of the things that makes hovers incredibly good is they ignore other exploits in the game that ground builds are prone to. Hovers cannot really be wedged in any meaningful way, they just bounce over Hovers ignore the god-awful terrain smoothing in places whereas ground builds sometimes yeet themselves off a cliff. Hovers can entirely ignore terrain flaws that flat out stop a ground build dead in its tracks (thank god Oldtown is gone) Hovers still have full traction over any surface, wheels slide in mud and water Hovers have impulse when tilted or flipped over, wheel builds can't effectively drive once the build is angled so much Hovers have zero accuracy penalties for going full speed, whereas any wheeled build gets massive gun spread Combine this with: Hovers have some of the best turn speed in the game. Hovers have the best acceleration in the game. An end game hover build can easily have 2k to 3k dura (or more) and a full relic kit Hovers don't leave tire tracks when cloaked If you lose half of your 8 hovers, you're still quite functional. If a wheel build loses half of its wheels, it's pretty hobbled It is zero fudgin' wonder to me why the vast majority of top teams run hover comps (on PC at least). Also: railguns do in fact create incredible recoil in real life, perhaps scorps should have recoil?
  17. 8 points
    @h0zz It is not about game skill. It is about UI design. Haven't you ever played other games? Nowadays, Interface is designed to put the important information on center with big icons rather than bottom with small icons. Gauge at next to center. Ultimate gauge is also placed at middle bottom with big icon. Remaining shield is displayed above the center, not bottom. There are tons of examples. And after reading the suggestion of moving indicator to the center, your reaction was Did you read same thing that i read, right? Designing UI close to the character controlled by the player or at least to the center is really important. Why do you believe suggestion about interface improvement is related with game skill? Maybe it is related with game skill of Crossout developers, but anyway, the general design level of Crossout interface is really awful. PS. How much do you really suck at reading? From 1 to 10.
  18. 8 points
    My proposal is that for every 50 prestige lvl of engineers we get one additional space in the garage and 25 in the storage. Fusing system rework is realy needed.
  19. 8 points
    They could introduce gates that would take you to other places on the world map (just like with the original Hard Truck/ Ex Machina or basically any other massive MMORPG with an open world). Implementing "dungeons" (basically open world "raids" that you can engage with friends or whoever is near on the current map at the moment) and make their reward worth the while and challenge (maybe those said "complex raids" *wink wink* ). Expand the story and put more interesting side missions and side quests. Make daily events and maybe even a "hauling" mode (like any truck simulator out there). Let players meet around the map, just like a bigger and more dynamic version of Badlam, basically an online Ex Machina. Then the mode will become interesting for people that already finished the story and collected thousands of engraved casings that they will never end up using. Gaming design 101: when you want players to experience/see something, you put objectives around it, make them backtrack sometimes to refresh their memories. If Adventure remains a "one time only" deal, why even bother putting it ingame in the first place? Just to introduce newbies to the game mechanics and have some portrait characters make cameos here and there? Let's make it a thing for everyone to use regulary instead.
  20. 8 points
    Genius. I highlight the best part, here again in case u miss it Want accuracy - go on the ground, Want movement - fly up in the air.
  21. 8 points
    I remember a disappointing interview last year with a lead developer who said they had no interest in developing or refining current content, but were only interested in generating new content. Anybody can make a mistake, but it takes management to really screw things up. Any sandwich you make on spoiled bread will taste rotten. The artists at Crossout are among the best in the business IMO, but the management team is terrible. They routinely destroy the outstanding accomplishments of the artists with incredibly awful roll outs of every single update. No exceptions. This game is the only entity I have ever seen that can make people angry while giving them free stuff. They do it every time, though. Every time. I think the game suffers from what city architects or planners would call urban sprawling. That is; renovation with a lack of foresight or negligent foresight that results in poor, remote, and dysfunctional access to assets. Because they had no interest in improving and refining features that were already established, and just built more broken crap on top of it, the game appears nightmarish to maintain, update, or modify. There are a lot of dead end roads and over priced roundabouts going nowhere...but they look really nice and scenic, don't they? They're just pointless and lead nowhere. I think they could gut half this game and toss it straight in the garbage and they would have a better game as a result. Fusion is BS. The perks are BS. The power scores are BS. Aim-bots are BS. Hovers...whatever. Point is, they should have refined the basic game mechanics and then focused on aesthetics. Aesthetics are the only thing this game does well. Fun, on the other hand, is something this game has continually struggled to be. I wish the game was run by a different developer. It's a great premise mismanaged into heartache. It appears to me that the genius who originally came up with this game does not work here anymore, and the new guard sucks and are crap visionaries. Art's great. Management sucks.
  22. 8 points
    little correction here, present heist and survivors league show players who have played the event at least once, not everyone who logged in. However steel championship and battlefield does, thats why the number of players here is so huge compared to the others. last placed in the snowstorm levelboard a friend of mine who never played the event, no position the main reason the game is dying is not only because of targem launching annoying strong weapons in packs and battle pass, but also because most of the new players dont end up liking the game, all the friends i invited to play the game quitted almost in the first day cuz they though the grind was too much, and that's also the reason why almost 90% of the new players quit.
  23. 7 points
    yes it would make hover counters valueless and who cares. The fact that all other builds need to be counters to hovers show that this game is stuck and cant move forward. EVERY "good" build at high PS is made to be a hover or to kill a hover, period. This is not even up for discussion, its a fact.
  24. 7 points
    Wake up samurai, we have a game to update.
  25. 7 points
    You can't sell, you can't use in craft. Right now players with prestige in faction are awarded with Veteran Container. A reward that is absolutly useless for someone that achieved "PRESTIGE LEVEL". Not only in Engineers but ALL FACTIONS PRESTIGE BOX IS THE SAME??? There is 3 different ways that this issue could be fixed. 1. The Easiest way: Make the Veteran Container content be craftable (you can use it to craft another parts.) 2. The Laziest way: Replace the veteran with Miner's Container. 3. The Right way: Make unique Containers for "Each Faction" just like the Miner's but with Parts from that specific faction, just copy and past the % chance from Miner's (I.e Veteran Steppenwolfs Container's: Contains white and blue engineers parts with high chance, rare and epic steppenwolf parts with little chance, rare and epic non-tradable)
  26. 7 points
    and then crossout 's bad servers kick you for randomly no reason, making you loose the 100 fuel you used to entern in it
  27. 7 points
  28. 7 points
    That would be cool, but at the same time with the option to disable/ enable such stuff. Atm, you can only deactivate the whole HUD Look at the screenshot below. Terrible Anyways, expecting too much from this game
  29. 7 points
    From what's seen in the forum, it seems like PC and console versions are entirely different when it comes to handling certain things, that's why sometimes it can get confusing Which also makes me wonder why console players don't use the console sections of the forum btw.
  30. 7 points
    For some reason these dudes think if hovers become unplayable their results will be different than what it is now.
  31. 7 points
    Tell me a single pvp game where the meta term doesn't exist And the fact that some players kick yo **** is not only determined by meta
  32. 6 points
    3 months ago I cracked 100,000 Missions. Today I caught it right at 110,000 Missions. I see I went from 2.58 KPB up to 2.65 in 10,000 Missions so it was pretty cool for me to find this 3 month old screenshot to compare it to today's screenshot. I have an imaginary goal to increase this inconsequential statistic and to see it being achieved is nice. Happy grinding!
  33. 6 points
    This is true... we either run hovers, run the counter to hovers, or run a counter to the hover counter to protect our hovers. Everything revolves around hovers. Anyone worth their salt understands this. And I like using hovers as much as anyone... but I like the idea of the game growing and becoming more dynamic. So yeah, I believe hovers can take a hit to help the game.
  34. 6 points
    Knowing that you really do like hovers, much respect for saying something like this
  35. 6 points
    Did I say spiders are worthy of top10 on PC? Did you get the idea that because one spider gets top10 sporadically (amongs all the melees and hovers) that they are worthy? Because if you did, you gotta work on that reading comprehension boy.
  36. 6 points
    How **** must console players be to let you just drive up to them without positioning in a way where they can shoot you, or simply kiting back to cover (or their team). Do you know how to play the game? How bad are console players if they do such positioning mistakes? I guess that 4 monkeys against 4 apes doesn't amount to much. Edit: Going to just say Xbox players instead of console from now on. The ps4 guys actually seemed to have a clue. Putting them in the same basket as you clowns is just an insult to ps4 players honestly .
  37. 6 points
    It's simply moronic to think this way. Let's start off with factors that will prevent a Punisher from closing the gap between them and a hostile Typhoon: -The Typhoon. -Verifier -Acceptable Cover -Icebox -"Peek & Shoot Meta" If you think, it's easy to imagine a Punisher build being shot by multiple volleys before they ever make it within optimal range for an engagement. Often, the Punisher has lost weapons by this time, crippling their effectiveness in the ensuing engagement. But in case you don't understand this, I'll break each down one-by-one. The Typhoon Impact: The Typhoon is one of the best weapons in the game. A strong meta weapon that is effective at any range. The Typhoon itself has theoretically infinite maximum effective range, while the Punisher does not. A Typhoon will simply dominate a Punisher anywhere outside of a close-range engagement (which, coincidentally, many CW maps allow, through long lanes of approach, which a Punisher will have to traverse before an engagement). Result: Punisher is damaged, even crippled, before close engagement begins. Punisher has possibly lost weapons/modules at this time. Typhoon has health upper-hand when engagement begins. Verifier Impact: Verifier effectively makes cloak-pushes a moot point. With an almost identical recharge time, a Typhoon build with a verifier can nullify any attempt at a cloaked push to an acceptable engagement distance by the Punisher, while also continuing to put damage onto target from range. In effect, the Punisher would have to make a fully revealed push to acceptable engagement distance against a weapon far more proficient in medium-long range engagements. Obviously, this is not ideal, because the uncloaked Punisher will be taking damage from the Typhoon during this movement out of cover. Result: Punisher takes damage during uncloaked push. Punisher has taken more damage than Typhoon has when ideal engagement begins. Typhoon has upper-hand when engagement begins. Cover Impact: Cover in this game inherently favors long range builds. Close-quarters areas are few and far between, and are supplemented with long alleyways, and areas of no cover that often make up a "no-man's land" in the center of maps. Favoring these long-range engagements hurts the effectiveness of Punishers, because of damage falloff associated with shooting at range. They cannot do enough damage in these areas to "out-trade" a Typhoon. Result: Typhoon sets up watching a long angle. Punisher tries to challenge and/or push this angle. Punisher takes massive alpha damage in this engagement, while doing very little with sustained DPS in return. Punisher loses trade, cannot compete for better cover when locked down by threat of taking massive alpha damage if exposed. Punisher loses trade. Icebox Impact: The Icebox counters one of the best assets a Punisher has: the Nova. Icebox allows one Typhoon shell to go past an activated Nova shield, and impact the Punisher build. Effectively, even of a Punisher shields properly, they still take massive alpha damage. Result: Upon pushing, Punisher activates shield, and still takes damage. Punisher possibly loses important weapons or modules before reaching proper engagement distance. Punisher loses trade. Typhoon has upper-hand when Punisher reaches ideal engagement distance. Peek & Shoot Impact: The meta controlled by Typhoons, peek & shoot, effectively means Typhoon players will be in cover, "peek" out, fire, then duck back into cover. This prevents taking large amounts of damage from sustained, DPS-based weapons, like Punishers. Effectively, the Typhoon can deal massive alpha damage, while remaining relatively unscathed, until a Punisher can threaten their piece of cover. Result: Punisher is damaged before ideal engagement begins. Punisher loses trade. Typhoon has upper-hand. Is this enough for you? Or do I have to literally draw it out for you to understand?
  38. 6 points
    I just found something quite disturbing... Took a random harvester build on the exhibition, requiring a co-driver perk for mass limit but I did not use it for the test so I was capped to 21km/h with very slow acceleration : Look as what happens with a train plow pointing upwards : I reach 76km/h ! And no I did not lose parts, and my cap speed falls back to 21km/h as soon as I stop doing damage with the harvester. But if I turn the train plow of the target so it points down I dont gain speed : What do you think ???
  39. 6 points
    Let's all just stop pretending we know what the game is like on platforms that we don't play on ok? Some very wild assumptions being made.
  40. 6 points
    Just the fact that legs\bigrams can get wedged makes it worse than hovers , not even talking about +50% top speed.
  41. 6 points
    Hopefully we will see a sideways hover nerf in the next patch.
  42. 6 points
    its the cancer dusk cabin,op junk,nerf it,get rid of it,,stupid melee missile crap,does nothin for hurricanes,just another piece of crap thrown into the game.
  43. 6 points
    Just remove hovers. But I like the idea of increasing weapon spread on hovers.
  44. 6 points
    I do like this idea. Ground builds not able to move, with good accuracy, working as turrets Jokes aside, i must mention how you considered the previous topic - not very good one - but u came up with one at the same level Funny how most used ground builds right now, don't even bother about being accurate, because they are close range/ melee, and still, u decide that hovers with long range have such an easy job aiming in distance, that they need an accuracy nerf. Also, i must be the one telling you that the movement belongs to ground builds? Spiders with long range cannons are pretty efficient aswell. Hovers have an advantage over them because of the mobility, ofc, but it's not an instant win button (like how hybrids can be an instant win button against hovers). Just.. don't tell me you wanna play long range cannons on wheels or tracks, i'm telling you right now, u can delete hovers completely and that thing won't work
  45. 6 points
    Oh yeah, that was the first time I logged in over a month. I logged in to fuse Echo and to my dismay realized I had to play few pvp matches to earn the crackers. Well there's still the sideways movement and hovering above the ground which allows you to get over smaller obstacles. But I honestly don't know what the right solution is anymore (and am not sure if I even care anymore).
  46. 6 points
    One more hover nerf and Im out ,uninstall and forget
  47. 6 points
    So you want hover to be slow also ? I think your brain is lazy...
  48. 6 points
    They would have to have much higher hp and tonnage if they was to do that... Legs, bigfoots and bigrams has 20% power drain as they are high tonnage, high durability parts, with MLs and bigrams also having damage resistances.
  49. 6 points
    Just increase power drain for hovers to 20%, just like legs because they basically work the same.
  50. 5 points
    Ratio of confused faces and upvotes on posts from users that know what they talking about disgusts me. Shameful display of console peasantry.