Ka1deron

[Update] [PC] Crossout 0.10.50

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On 4/24/2019 at 4:17 AM, BjKalderon said:

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New map “Sandy gulf”

The map is an open area, with its main advantage being good visibility from any point, which will allow you to quickly get the required tactical information. There is a number of sniper positions for ranged combat, and the perimeter is made so that fast vehicles can efficiently break into the enemy’s flank.

  • The map is included in the rotation of the “Mission” mode
  • Battles on the map are based on the “Assault” scenario
  • The map is also available in the “Custom battle” mode

Survivor’s garage

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To celebrate Victory day we have erected a commemorative monument in the survivor's garage.

The tank will appear next week with the beginning of the special event!

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Additional story campaign “Contagion”

  • With update 0.10.50, we are presenting three additional story tasks for the “Adventure” mode. In the future, we plan to increase their number.
  • An additional story campaign is unlocked after the completion of the task “Wretched hole” in the main “Awakening” chain. Please note that the last task becomes available only after completing the “Experiment” task.
  • The “Contagion” campaign's tasks can be replayed, while in the group. For this, it is necessary that the leader of the group accepting the tasks has not completed them yet. You can also reset the progress of your own story campaign after completing the main tasks.
  • The additional campaign is automatically available to those players who did not reset the progress of their own story campaign.

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“Clan battles”

Now, if a player or an entire team intentionally quit at the beginning of the battle (unsportsmanlike behaviour), their access to “Clan battles” is blocked for a short period. The blocking also extends to cases where all team members self-destruct at the beginning of a battle.

Raids

Now, melee weapons can deal damage to enemy turrets in raids, even if they only reach the base of the turret.

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Structural parts

  • Now, with each new level of prestige in the “Firestarters” faction, the player will get random structural parts from the following list (until all the parts are received):
    • “Left Death fender” and “Right Death fender” — 1 pc. (both parts are issued for one level of prestige)
    • “Finale” — 1 pc.
    • “The Omen” — 1 pc.
  • Thus, all structural parts can be obtained for 3 levels of prestige with the Firestarters faction.
  • Attention! The parts are issued for each new level of prestige obtained after the update. Prestige levels received before the update are not counted, and the parts are not given for them.
  • If you purchased the “Horsemen of Apocalypse: Death” pack, then if you increase the level of prestige with the Firestarters faction, additional structural parts will not be issued.

Weapons

Melee weapon “Harvester”

  • Base damage reduced by 25%.
  • Now the “Harvester” deals 160% more damage to enemies under the influence of negative effects, as well as heated vehicle parts.
  • Reduced ram damage dealt by the Harvester.

Developer comment: The latest balance changes of the “Harvester” partially solved the problem with its excessive efficiency at low PS values, however, this is not enough to achieve the goal. We also take into account the need to preserve the effectiveness of weapons at high PS, so we compensate for the reduction in base damage by increasing the damage from the perk.

Shotgun “Junkbow”

Shotgun spread increased by 25%.

Developer comment: After evaluating the current statistics and your feedback, we came to the conclusion that, despite its high spread, “Junkbow” can still be used for precise shots aimed at weapons and it can disarm the enemy too quickly. This does not correspond to our vision of single-shot improvised shotguns, and therefore we decided to increase its spread.

Autocannon “AC43 Rapier”

Autocannon projectile explosion radius increased by 20%.

Developer comment: The current effectiveness of the “Rapier” is a little low compared to other rare weapons, especially at medium PS. Therefore, we increased the autocannon projectile explosion radius.

Harpoon “Skinner” and minelayer “Kapkan”

Now, if the enemy trapped in the “Kapkan” or hit by “Skinner”, has been destroyed, the owner of the harpoon or the minelayer gets the assistance credit.

“Mandrake” howitzer and “Incinerator” catapult

Improved aiming mechanics for howitzers and catapults. The changes touch upon the scope's sensitivity and the camera's behaviour when the aiming mode is toggled.

Drones “Sidekick” and “Fuze” and “Barrier IX” turret

Reduced the size of the containers

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  • Added the option to completely clear the blacklist. To do this, in the settings of the “Contact list” window (gear in the right corner), you must select the “Clear blacklist” option.
  • Added the option to change sight colour. To do this, in the “Settings” menu, go to the “Interface” tab and in the “Gameplay” section, change the sight colour to one of the predefined options.
  • The “Characteristics” window for paint cans now shows your current armoured vehicle, painted in this colour.
  • Added the option to switch to a specific player in spectator mode. To do this, open the map window and use the left mouse button to select the desired player.
  • Optimized the “Custom battle” interface, depending on the selected game mode.
  • Now, when you invite friends from the list of friends to a “Custom battle” and scroll through it, the list of friends will not be updated every time you change the status of one of the players.
  • Now you can track a total of up to four different challenges. Their progress will be displayed on the debriefing screen.
  • The information window can now be brought up in the “Clan battles” leaderboard.
  • Added a timer before the start of the next season in the description of the “Clan battle”.
  • Added visual display of the active perk for the machine gun “ST-M26 Tackler”.
  • The interface of the Settings section has been improved and optimized.
  • Now, when you get several identical patches, an alert about this is displayed once.

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  • Improved dynamic range settings.
  • Added a sound for completed challenges.
  • Added sounds for invisibility mode.
  • Improved the sounds for explosions of mines and barrels at long distances.
  • Improved the sounds of incoming Mandrake shells.
  • Improved the sounds for different types of weapons.

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  • Recently purchased items on the market can be sold at a price that will be no more than 10% lower than the purchase price. The restriction is still valid for 20 hours after purchasing the part.
  • Now, when choosing a specific region in the “Network” section, the game may match you only within this region. In order to activate this possibility you should enable “Restrict battles to this region” option. Please note that the choice of a single region can significantly increase the queue time! To reduce the waiting time we recommend using the “Auto” setting.
  • Optimized controls of wheeled vehicles with a gamepad.
  • Improved the mechanic issuing patches “MVP”. Now, with an equal number of points received, the “best” player is the player who deals more damage to opponents. If this value is identical too, the patch is issued to the one who killed more players.
  • Machine gun “MM5-4 Vector” is now called “Vector”.
  • The cannon “Mammoth” is called “ZS-46 Mammoth”.
  • Improved the appearance of the parts “Small strut” and “Medium strut”.
  • Improved appearance of the cabin “Photon”.
  • The appearance of the “Fuel tank” part has been improved.
  • The appearance of the boosters “B-1 Aviator”, “Blastoff” and “Hermes” has been improved.
  • Improved weld spots for the cabin “Harpy”.
  • Improved burning effects.
  • Optimized visual effects of the “Furnace” decor.
  • Improved a number of texts and descriptions.
  • Fixed a bug where challenge tracking was dropped when leaving the game.
  • Now it is impossible to install structural parts under the suspension of the armoured car.
  • Fixed a bug in which Lancelot's explosives with CK Viper applied to it did not detonate upon contact with an enemy.
  • Improved interface of the debriefing screen. Challenge progress no longer overlaps with the progress of daily tasks and special events.
  • The collision of environment objects on the maps “Broken Arrow” and “Blood Rocks” has been fixed.
  • Fixed a bug where the damage of the pulse booster “Scorpion” could fail to decrease when hitting parts.
  • Fixed a bug that increases the icons of the module when it is activated.
  • Fixed the location of some objects on the maps “Cursed mines”, “Ship Graveyard” and “Nameless Tower”.
  • Fixed incorrect location of checkpoints on the Founders Canyon map in the “Race” brawl.
  • Changed spread of the shotgun “Breaker”. Now it is fully consistent with the spread of the shotgun “Hammerfall”.
  • Fixed a bug due to which the Aegis-Prime shield effect appeared briefly when the module was replaced in the brawl Battle Royale.
  • Fixed a bug related to the lack of repair sounds in the brawl Battle Royale.
  • Fixed a bug with the incorrect location of portraits in banners at high resolutions.
  • Fixed incorrect display of the icon of the perk of the “M-29 Protector” machine gun at certain screen resolutions.
  • Fixed a bug that could lead to the appearance of two leaders in the raid “Perimeter Breach” on the “Lost Coast” map.
  • Fixed bugs related to clans or clan battles:
    • A bug with endless clan list loading.

Small update, 25.04.2019

  • Fixed a bug with booster disappearing from build mode when loading the blueprint and in the "Big Black Scorpions" brawl.
  • Improved client stability.

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Why, oh why did you "improve" the aspect of the Photon cabin? It was perfectly fine like it was. It seems it was smeared with black shoe polish. Please revert it, it look horrible, I grinded my **** to earn it and I don't deserve suffering it's horrible aspect

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11 hours ago, Spedemix said:

Here's your nerfed Sparkvesters in action:

 

 

I'm gonna take a break from Crossout now. I'm effing done fighting these Sparkvester platoons.

 

Enough is enough. Call me when you fix this. if you don't well, I guess I won't be missed.

Funny how u complain about dogs when you run 4x typhoon setup :)

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39 minutes ago, D3N1Z said:

Funny how u complain about dogs when you run 4x typhoon setup :)

That's what I'm saying, this game is full of cheap builds and they complain about each other all the time. Each one says that their build is not cheap only the others are, when in reality they are all just bad players going for easy wins. <3

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9 hours ago, Zerginfestor said:

I see the wedge problem hasn't been noted on the patch notes, or  no implementation of Crushing damage. You guys stated it would be looked at and worked on, Is it still being worked on? Did you guys dump it or something? I hope not, but I would definitely like to know the status on the work.

Hopefully wedge will not be remove completely. The only problem with it is that it does not depend on weight. A big heavy truck with a wedge should be able to wedge a starter car for example. Same goes for the crushing damage it should depend on weight. I really hope this is how they want to change it and if yes then that will take a long time. <3  

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2 hours ago, D3N1Z said:

Funny how u complain about dogs when you run 4x typhoon setup :)

If you got a problem with Typhoons, you're free to throw in your two cents in its own thread. I myself have even pitched in and not disagreeing with the title. If you want you can ask your clanmates who also have Typhoons to pitch too. Let's hear all sides, shall we?

 

 

The problem in my video is that it's 30 seconds long. 30 seconds during which two of my teammembers are completely killed, one is crippled beyond capabilities to fight back and the last one is ten seconds away from meeting the same fate. Can you remove four sparks in thirty seconds with Reapers, Aspects etc? Can you do that if you build a balanced team that's capable of taking on diferent scenarios and you have say, just one Aspect player?

 

All this with a team whose majority of comp include movement parts which have a half damage resistance against them very damn thing that kills them in an average of 10-15 seconds. What I mean is, had we had wheels or maybe more hovers, this match could've been over even quicker.

 

Because the Mechanical Leg builds are fairly slow they simply do not have the time to relocate to an advantageous position before the swarm is all over them depending on the map. So all they can do is tank it. And as you can see, tanking ain't working. So we've established the movement parts with melee resistance are not a counterplay against this melee stuff, or if they are well, they certainly aren't strong enough at that counterplay.

 

So that leaves with one single counterplay against this stuff: A Rare radar-based module unit that uses one energy and doesn't even synergize with radio meaning it helps you and you only. Too bad the physics suck in this game all my spider builds are tethered to a dumb-**** Kapkan unit or else people push and wedge me as if they were auditioning for a face-sitting contest. But hey, at least the hovers can drop the Kapkan and use an Oculus so all is well and balanced.

 

Yeah yeah, I know, the devs might eventually improve the physics with Crushing damage so the heavy builds have more options to choose from and not constantly live under the fear (<- pun not intended) of being wedged. And yeah, the oculus gets improved with the incoming radar rework which'll hopefully solve some of the other issues the radar system has ([cough] radios). ome day.

 

But that day ain't today. Today, as of patch 0.10.50, the competetive part of the game looks exactly like what I showed in the video. No thank you.

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27 minutes ago, Spedemix said:

If you got a problem with Typhoons, you're free to throw in your two cents in its own thread. I myself have even pitched in and not disagreeing with the title. If you want you can ask your clanmates who also have Typhoons to pitch too. Let's hear all sides, shall we?

 

 

The problem in my video is that it's 30 seconds long. 30 seconds during which two of my teammembers are completely killed, one is crippled beyond capabilities to fight back and the last one is ten seconds away from meeting the same fate. Can you remove four sparks in thirty seconds with Reapers, Aspects etc? Can you do that if you build a balanced team that's capable of taking on diferent scenarios and you have say, just one Aspect player?

 

All this with a team whose majority of comp include movement parts which have a half damage resistance against them very damn thing that kills them in an average of 10-15 seconds. What I mean is, had we had wheels or maybe more hovers, this match could've been over even quicker.

 

Because the Mechanical Leg builds are fairly slow they simply do not have the time to relocate to an advantageous position before the swarm is all over them depending on the map. So all they can do is tank it. And as you can see, tanking ain't working. So we've established the movement parts with melee resistance are not a counterplay against this melee stuff, or if they are well, they certainly aren't strong enough at that counterplay.

 

So that leaves with one single counterplay against this stuff: A Rare radar-based module unit that uses one energy and doesn't even synergize with radio meaning it helps you and you only. Too bad the physics suck in this game all my spider builds are tethered to a dumb-**** Kapkan unit or else people push and wedge me as if they were auditioning for a face-sitting contest. But hey, at least the hovers can drop the Kapkan and use an Oculus so all is well and balanced.

 

Yeah yeah, I know, the devs might eventually improve the physics with Crushing damage so the heavy builds have more options to choose from and not constantly live under the fear (<- pun not intended) of being wedged. And yeah, the oculus gets improved with the incoming radar rework which'll hopefully solve some of the other issues the radar system has ([cough] radios). ome day.

 

But that day ain't today. Today, as of patch 0.10.50, the competetive part of the game looks exactly like what I showed in the video. No thank you.

Yes harvester needs a nerf, you are right about that. The problem is that you use a cheap build as well. And let's mention the fact that spiders can climb while wheels can't, and (judging from your video) you have spider cab + appolo generator that means 12+4=16 energy cannons use I think 12 so you have 4 energy left that is enough to get oculus radar. One more thing spider builds are easy to get under, the enemy does not have to use a specific wedge build, a smaller build is just enough to get under you. You also have a kapkan, which is a lot worse than harvester because that can grab anything(most cases). As for your teammate who uses hovers: they can get on places that wheels can't and from my experience they don;t even want to fight they just want to run as much as possible. 
So in the end we have an OP gun that requires to get close to the enemy and we have a team who most likely just tries to run/hide. In my eyes there is no win/lose in this game, we have two bad teams and the one that is killed is complayning; there is no victory, because you didn't win you just used a cheap build not your own skill(individual or team does not really matter).<3   

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Quote

 

Woodyrojo (Posted yesterday at 06:27 AM)

Thank you for your feedback, WarrenWolfy. Already included it in the list for the devteam to discuss and, maybe, reconsider.

 


Thanks for looking into this!

I really hope Incinerators are fixed soon. My sister has stopped playing with me in PvP, because she loves Incinerators but the new aiming system is frustrating and not fun to play, and I really miss getting a damage boost from having her lighting the enemy team on fire! ;)

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Fantastic work with the new map.

The colors, the theme... but also more importantly playstylewise: uneven battlefield offers leverage but not specificly so to make a strategic point. Cover is available, but is often compromised forcing you to be alert and moving.

Also, I play PC but on TV screen, so lightning is an issue often, but not this map.

 

Thank you

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Yapacağınız işin amına koyayım sizin. impulse drone nedir amk :zlo::excl:

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On 24. April 2019 at 9:17 AM, BjKalderon said:

Autocannon “AC43 Rapier”

 Autocannon projectile explosion radius increased by 20%.

Developer comment: The current effectiveness of the “Rapier” is a little low compared to other rare weapons, especially at medium PS. Therefore, we increased the autocannon projectile explosion radius.

I would like to know why you buffed AC43 Rapier and not AC72 Whirlwind??? As i know BOTH had the same exp. radius with 1m

Maybe you forgot that there is a epic version, or is rare now better than epic?

 

Edited by EGO_Aut
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1 hour ago, EGO_Aut said:

I would like to know why you buffed AC43 Rapier and not AC72 Whirlwind??? As i know BOTH had the same exp. radius with 1m

Maybe you forgot that there is a epic version, or is rare now better than epic?

 

Whirls are still much better, other then overheating faster which is what needs to be changed.

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1 hour ago, EGO_Aut said:

I would like to know why you buffed AC43 Rapier and not AC72 Whirlwind??? As i know BOTH had the same exp. radius with 1m

Maybe you forgot that there is a epic version, or is rare now better than epic?

 

That was a terrible buff, most people use them as shotguns not as range weapons. If they wanted to buff it they should have made something to force players to use them as they are intended to be used, not as shotguns or melee. AC72 is an effective gun if you don't use them as shotguns. And I don't know why but I have a feeling that you only want a buff for them, because you want to abuse them at lower PS(hopefully I'm wrong). <3

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15 hours ago, Trashmaster66 said:

That was a terrible buff, most people use them as shotguns not as range weapons. If they wanted to buff it they should have made something to force players to use them as they are intended to be used, not as shotguns or melee. AC72 is an effective gun if you don't use them as shotguns. And I don't know why but I have a feeling that you only want a buff for them, because you want to abuse them at lower PS(hopefully I'm wrong). <3

You know Junkbows and Fafnir as example the rare version now gets a nerf, epic was not changed. Ok the server stats bla, bla......

Fafnirs are still very strong, maybe one of the best epic at the moment and before. - no problem just to mention.

But AC72, still has no good stats compared to Rapiers - more HP and a pure sniper perk, but dpm, cooldown and now exp. Radius?

They could have buffed HP of Rapiers but they changed exp. Radius, this sounds wrong.

 

15 hours ago, Steel_Artist said:

Whirls are still much better, other then overheating faster which is what needs to be changed.

Whirls and Rapiers are still one of the worst weapons, you can snipe with them but fast moving targets and close range is there dead.

 

EDIT: forgot to mention that Rapiers need 4 (!) and Whirls STILL 5 energy.

Edited by EGO_Aut
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On 4/25/2019 at 10:36 PM, pinscott said:

 

Harvester prices have dropped over $1,000 coins since February.

At this point, they should just remove them, and give us our refunds.

That, or we ask our credit card companies for charge-backs.

 

image.png.2e47b165c40ac4221a759646ac21f2

 

 

Hummm...refund for costing of 0 real money?....Sure, go and open a case on your credit card companies...you may(very unlikely) win part of you real money back and be banned from the game forever!!

 

People do get in game item for free, to pay with real money is only an option.:5739e92736a0e_):

Edited by ChopChopChop
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1 hour ago, EGO_Aut said:

You know Junkbows and Fafnir as example the rare version now gets a nerf, epic was not changed. Ok the server stats bla, bla......

 Fafnirs are still very strong, maybe one of the best epic at the moment and before. - no problem just to mention.

But AC72, still has no good stats compared to Rapiers - more HP and a pure sniper perk, but dpm, cooldown and now exp. Radius?

They could have buffed HP of Rapiers but they changed exp. Radius, this sounds wrong.

 

Whirls and Rapiers are still one of the worst weapons, you can snipe with them but fast moving targets and close range is there dead.

 

EDIT: forgot to mention that Rapiers need 4 (!) and Whirls STILL 5 energy.

That's why I said it was a terrible buff. a HP buff or heating/cooling would have made more sense, plus they kinda rely on the team(so in most cases you are alone), this is one of the reasons why it is used as shotguns. And on the Fafnir part they are good but not the best one. 
 

FOR THOSE WHO COMPLAIN ABOUT HARVESTER-"NERF":
So you want a refund after you abused that gun for that long? They are still pretty good: they do a lot of damage and requires no skill at all(Spedemix video above). And it was and is the most abused weapon by seal clubbers. And I am pretty sure that you did not pay for harvester you payed for coins, that you spent as you wanted to, so you don't have any right to ask for refund.<3

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Afterthought: The new interface for the settings is an improvement and gives your game a more modern appearance.

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On 4/27/2019 at 12:18 PM, _d0bermann_ said:

Fantastic work with the new map.

The colors, the theme... but also more importantly playstylewise: uneven battlefield offers leverage but not specificly so to make a strategic point. Cover is available, but is often compromised forcing you to be alert and moving.

Also, I play PC but on TV screen, so lightning is an issue often, but not this map.

 

Thank you

I do agree. I had 2 games on the new map at last.  It is great, and I do hope we will get even more. Nice one team.:yes_yes_yes:

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Guest Goodstorms

I have played incinerators primarily since they came out. I found incinerators one of the most balanced weapons in the the game since they do damage based on part number on builds so lower power score builds tend to compete perfectly unless you can some how manage a direct hit. and in higher power scores they do excellent damage that is not excessive but creates a dynamic battlefield. The improvement on mandrakes and incinerators makes it near impossible too hit a moving target with incinerators. also the aiming resets so you have too adjust every shot even when standing still effectively making the learning curve for incinerators even harder for new users. you have essentially nerfed one of the most balanced weapons in the game. the changes have made aiming with incinerators unpredictable they have even made it difficult to hit a target standing still with successive hits.in the past this is the niche that incinerators filled hitting stationary or slow targets behind cover allowing game play too be more fluid and dynamic. It essential solves the problem of Alpha striking games such as mechwarriors suffers from where teams will hold up strong positions behind cover with multiple firing lines so they can punch down individual enemy's as quickly as possible when they peak. I haven't played mandrakes yet in the game but if the improvement affected them as negatively as incinerators it will loose some of what makes cross-out exciting.
 

Edited by Goodstorms

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why i can't enter custom battle alone now? I don't see about it or I just misreading , now I can't test my build

sure I can with friend but it's not like friend will always online or available to help

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12 hours ago, Sanjhes244 said:

why i can't enter custom battle alone now? I don't see about it or I just misreading , now I can't test my build

sure I can with friend but it's not like friend will always online or available to help

It would indeed be nice to be capable of exploring maps alone and in peace.

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14 hours ago, Sanjhes244 said:

why i can't enter custom battle alone now? I don't see about it or I just misreading , now I can't test my build

sure I can with friend but it's not like friend will always online or available to help

I have just done it on hard chase alone. Works fine for me.

 

1 hour ago, ARES_IV said:

It would indeed be nice to be capable of exploring maps alone and in peace.

This is one of the best bit.  Test Vs bots and/or friends..etc

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On 4/25/2019 at 8:41 PM, Spedemix said:

Here's your nerfed Sparkvesters in action:

 

 

I'm gonna take a break from Crossout now. I'm effing done fighting these Sparkvester platoons.

 

Enough is enough. Call me when you fix this. if you don't well, I guess I won't be missed.

Yeah sure, nerf everything even more cuz u don't know how to play and want just easy win with your relic typhoons, sure blame everything else, by the looks of it in this video u just sat there doing nothing, having no plan, waiting to die, not even shooting the targets right, doing little dmg and you still have the audacity to demand anything, lol, u cant base anything on your weak gameplay skills u know.

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On 5/1/2019 at 12:44 AM, szefopl said:

Yeah sure, nerf everything even more cuz u don't know how to play and want just easy win with your relic typhoons, sure blame everything else, by the looks of it in this video u just sat there doing nothing, having no plan, waiting to die, not even shooting the targets right, doing little dmg and you still have the audacity to demand anything, lol, u cant base anything on your weak gameplay skills u know.

Well, since you seem to be the expert, why don't you tell me what could have I done better under these circumstances?

 

EDIT: @szefopl I am waiting eagerly.

Edited by Spedemix
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Bj: Please fix clan tags that are not showing when timing into battle. Seems like only new recruits tags are showing. Its a recruiting nightmare for clan leaders and recruiters.

Please restore hover speed depending on hover mass. Big giant fat 8 hover flyer= slow and can take many hits. 4 hover with a quarter the mass= fast and nimble and can get crippled with one hit. If these physics apply to wheeled builds and spiders then why not hovers?

Please introduce diamond paint.....lol. Because i want to ice out my ride. And please make it expensive...i dont want everyone with iced out rides....lol

Is it also possible to introduce clan wars on a power score based league system as well? 6k and under? 9k and under and the rest like it is now....with big giant 16k spiders and flyers that loom around like aircraft carriers that take 65 volleys to destroy with scorps...which is just getting out of control. It almost seems like the skill of the player is more based on his or hers spaced armor and durability of the current meta build then of his or her capability in manuvering, awareness and just plain skill in playing the game. I think the root of the problem is the speed limitations. If a spider has half the mass it should move twice as fast as one thats 17k power score with 17 layers of spaced armor...not just be quicker...but faster. Just saying man, let the finess players get there speed back. We dont all need to have builds that can take 12 hits from tsunamis and keep moving around like nothing...

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