Warbrand2

A guide to using the clarinet tow.

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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.
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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

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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.

LiDLkon.jpg

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.

cQxzVbG.jpg

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.

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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.
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step two: cloak and run away.

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step three: once a safe distance turn around and re engage the attacker.

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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
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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.

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combined with engines like the hot red.

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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.

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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.

PWLN0MP.jpg

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.
qiRmNGQ.jpg
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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.
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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.

Edited by Warbrand2
Minor grammar and spelling fixes.
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Very informative and explained well, It's nice to read a guide that isn't a wall of text. You sir get an upvote from me.

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Nice! Always a pleasure to see masters of their own craft sharing gameplay tips! :good:

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2 hours ago, Warbrand2 said:

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

:good:good to know what a neutrino is good for.

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TOW is a garbage weapon. He posted this on reddit, but he doesn't understand it. If you buy TOW thinking it will do well, you will be disappointed. 

A TOW can put out ROUGHLY the DPS of a Mammoth for less PS. That's good, right? No. Because to do that, assumes you hit a target DIRECTLY in front of you. If you drive your TOW to a target for 10, 15, whatever seconds, then it has absolute garbage DPS. Not only that, but all your other weapon systems are locked when you use TOW. The most you can do is throw out some drones or drop a Kapkan or turret or fire a VERY long cooldown weapon. Otherwise, all you have is a TOW. Not only that, but it hits at the worst location of any weapon system in the game: the ground level. If you had to choose angle of attack, you'd want to come from 1) underneath. That's why wedges are powerful. Blow out their frames/gens/ammo. Even if they have no modules, no frames = unmoving car. 2) above. This is usually the lightest armored quadrant and were many weapons are exposed. Hurricanes do garbage DPS, but they strike from above and can do a lot of havok 3) Back 4) Sides 5) Front 6) Ground-level sides. Really, there is no worse attack angle.

He makes the very misleading idea to use a neutrino scope. Do you know why you don't use Neutrinos with cannons and rockets? Because they aren't penetrating weapons (other than Executioner). They can sometimes pen, but that's not what you're aiming for. Trying to penetrate to explosives through the widest area (wheel level) on 95% of the cars, which have their own spaced armor in the form of wheels, frames, cabin, bumpers, decor, is nuts. You want to hit the enemy first, you want to hit the most structure pieces, second. That's the case of all cannons. But it takes on special difficulty with TOW that streaks forward and shoots at tire level. 

Other weapon systems hit at ground level. Fuzes. But they have like 500% more explosions radius than TOW. Enormous. Because the devs recognize they're hitting tires (or getting faked out and exploding early).

I've used TOW a bunch. If you grab pretty much any rockets, missiles, cannons, and aren't AFK, you can do better than most TOWs. Because a TOW is all you can do. And if the enemies are 15 seconds away, your damage is basically as much as 1-2 Pyres. Assuming you hit. That's all. If you want to make TOW work, keep your PS incredibly low.

But machine guns kill TOW easily. Autocannons even easier. Spark is basically immune to them. TOW explodes harmlessly against friendly vehicles including cloaked ones or turrets or sidekicks or fuzes or trees or rocks. In large, chaotic combat, where people get into melee range, about half the time you will simply be unable to hit a target. Because no one is looking to make a clear shot for your TOW. And certainly your bot teammates aren't.

TOW should be buffed. If you buy the weapon system and it doesn't perform that well, it's because it isn't that great. Which is why you never ever see it at high PS and at mid PS it generally does meh. If you simply take a Harpy with nothing but drones, you'll do better. If you take off everything and have just a TOW, you can do so-so if your PS is low enough. But 2 Little Boy cannons, a couple Wasps, a Cricket(!) will easily outdamage it.

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Duke seriously xxxx off. https://imgur.com/a/sgbLLPY

You can say the tow sucks all you want, you can give "numbers" that are just wrong all you want. And you can whine all you want. But stop acting like your opinion is fact and xxxx off. Never post or respond to my **** again. As you are an ****, and I am tired of reading your xxxx.


to directly counter your points.

1. Tow is not A DPS weapon, stop trying to say it is one. DPS is not everything. Some times the effects it has on an enemy mentally is worth more then the damage it deals. On top of that. I have had shots that out damage the mammoth hell one is in the images.

2.The scope thing is far from missleading, for one most players keep their generators or fuel behind one layer of lower health armor. You literally do not understand blast damage for some reason and have been spouting false statements for a while based on testing that is flawed. A blast damage weapon can exploit holes in teh armor or low armor areas allowing them to blow a generator so long as it isn't protected by bumpers or 4x8 parts.

3.Fuzes do not do more damage then the TOW infact they do similar damage, have less ammo. The only thing they have going for them is the bigger blast range but they are hard countered by AI armoring as they only go for the cab. Meanign they can effectively do less damage then their max and will against any half competent builder. Hell Even I laught at them as all I need to do to counter them is deploy a single turret.

4.You obviously have not used the tow properly. and from your "testing" videos you never have. You aim at cabs, at plows, at legs. Which the tow is not meant to do. You fire at strong points in the armor which is not what the weapon is designed to do. IT is a sniper that can shoot around corners. Sure it does less damage then the AMR that is the typhoon, but it can more easily hit weak points as guess where people put them. low on teh build.

5.Machine guns kill any rocket easily. And the auto cannon line is just false. No clue where you got that idea as in actual practice most auto cannon users can hit the missile especially if you are not moving in a strait line. SEriously if you are just head on towards an MG you are an idiot. But once again. One of the main uses of hte tow is causing said MG's to waste their DPS as while they are firing the MG at your one missile they are not firing at an enemy.

6. Duke the tow works upto 9k. Top tier PS is full of people exploiting the game systems. Teh moment that decor armor nerf goes through the tow will be useful up there as well. And I reference the images in teh link which are my tow build. Turrets and drones are back ups and rarely the main focus or damage.

You talk a lot of ****, but you don't know ****.

Edited by Warbrand2
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>epic cabs with tow

lol

>cherry picked results and still only 3 mvps

25 minutes ago, dukerustfield said:

angles

If you are using it at low PS it isn't too impossible to hit fuel barrels. Fourwheelers are common at low enough a score. If someone has a wideways fuel tank on one of those, it's going to be flush with the outside of a huntsman, and there'll be a barrel nearby, though with a 50/50 chance of a radio standing in the way.

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3 minutes ago, XR57 said:

>epic cabs with tow

lol

>cherry picked results and still only 3 mvps

If you are using it at low PS it isn't too impossible to hit fuel barrels. Fourwheelers are common at low enough a score. If someone has a wideways fuel tank on one of those, it's going to be flush with the outside of a huntsman, and there'll be a barrel nearby, though with a 50/50 chance of a radio standing in the way.

2 Mvps posted one image twice by mistake. But the MvPs are not the intent of shown the points are. I do more damage then most of my team on average. There is generally only one person above me if I am not the unyielding or MvP.

 

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9 hours ago, Warbrand2 said:

6. Duke the tow works upto 9k.

You up for a pepsi challenge? I'll grab a 9K vehicle and you grab a TOW and we'll see which does best. I play mostly PST times, but random. As for "aiming for this" or that with TOW, you're streaking at speed. You have one chance to hit a target. You can't turn around and try again. If someone is facing you the direction you're flying, it's sometimes possible to hit the side, but it's not as if you can choose to hit the rear. 

This isn't about you. Or me. It's about the game. TOW is underperforming. If you go back far enough, you'll see me posting that it needs nerfs. Before the explosion rework. You could easily cut a car in half with a TOW. But now they are weak. I don't want players to buy them thinking they are great. You'll perform vastly better if you use those coins to buy a Cricket or Spectre or Executioner or Fat Man. Work to make TOW better.

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54 minutes ago, dukerustfield said:

You up for a pepsi challenge? I'll grab a 9K vehicle and you grab a TOW and we'll see which does best. I play mostly PST times, but random. As for "aiming for this" or that with TOW, you're streaking at speed. You have one chance to hit a target. You can't turn around and try again. If someone is facing you the direction you're flying, it's sometimes possible to hit the side, but it's not as if you can choose to hit the rear. 

This isn't about you. Or me. It's about the game. TOW is underperforming. If you go back far enough, you'll see me posting that it needs nerfs. Before the explosion rework. You could easily cut a car in half with a TOW. But now they are weak. I don't want players to buy them thinking they are great. You'll perform vastly better if you use those coins to buy a Cricket or Spectre or Executioner or Fat Man. Work to make TOW better.


And that is all I need to hear, sod off tryhard. Good to confirm you are one that thinks peak preformance is the only way to play. Like people can't have fun using different systems. Which explains why you don't understand 90% of the posts people make here. Not everything is about winning, not everythign is about having the min maxed build that does everything well. IT is about having fun. And quite frankly from your videos, the way you type. And the way you act. I don't want to be anywhere near a match with you. Now would you kindly never post in one of my topics again. As you don't understand anything about having fun with out being the most efficient.


You want to know why I like the tow, because it is an under powered weapon, because kicking the shotgunners **** with it and watching them rage is something I find fun. Even an under powered weapon has a niche if you know how to use it. You obviously don't take the advice from this topic and try one of my builds from the exhibition. Cause quite frankly I don't think you are capible of playing anything other then dumbass cannons on a walker.  Your showing over other builds proves that.

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Back on topic.

I have an hour of raw scores for anyone who wants to look: https://imgur.com/a/8uDtdVM

 

Other then that, I am planning on adding a guide to hiding the tow, placement in a build, some moderate load out options and which CO-drivers to use. I need recomendations for Things to try though. Though all those are on hold until I save up for enough to get the barrier deploy. Debating on also selling my elephant to get some kapkans to do some testing with those.... Would like to test with porcs in the future but know that will not go well.

example of some images with their use.

Q4rmRrp.jpg1l7qVBW.jpgLqJDwBo.jpg

 

These are image I am going to be using for examples of loadouts with drones.  The two with teh harpies are actually going to be used in the build bit of the guide.

Each one has "flaws" that change its use.
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has its ammo at the front and its tow mounted to the cloak.  While both of these look like they are build problems only one is. The ammo at the front is actually the safest place to put it on a tow build as you are not in direct combat. Put it there behind a single plow and there don't have to worry about ammo being blown unless you are rushed.

The drone at the rear protects from when running away.

The problem with this one is the fact the tow is mounted to the cloak. Which is a low health part. A single cannon hit and you loose your main offense. A better one would be to swap the engine and the cloak.

LqJDwBo.jpg

IS a better load out. The tow is mounted directly to the cab but doing so makes it harder to hide.

And so on and so forth. I need to get all the images taken and it is a lot of technical items so it will be a few days to a week before I post the second half which will be on building a tow build, what PS to aim for, and on a few weapons I missed like the fuze drone, shield turret, and maybe the kapkan if I decide to sell my elephant for the guide.


pa2Rx8E.jpg

I do however need suggestions for tanky tow builds As I am more a harasser build user.  so I can't do a proper guide showing them.

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I find the TOW has greater viability stripped back to <6k PS - ditch the chameleon, ditch the wheel drones, ditch the scope, run a fused Rare radar detector (near-enough the same range as the Purple).  Pyres work, but I prefer the Incinerator as the secondary - complimentary fire heating plus the indirect fire role.  Adopt a support role and find a couple of long-range team mates to act as meatshields.  You won't win one-on-one, but the Incinerator will give you a lot of assists and the TOW should get some kills.

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Saw some people doing good with (I think) a rear facing TOW, a Maxwell and lotsa boosters and ammo. Very annoying on open map when you're not a MG user, you're going to eat missiles all game long and all you'll ever see is an exhaust flame and dust on the horizon >:c

 

I feel too little TOW users actually use the boosted flight phase too.

Edited by Clebardman

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21 minutes ago, Clebardman said:

Saw some people doing good with (I think) a rear facing TOW, a Maxwell and lotsa boosters and ammo. Very annoying on open map when you're not a MG user, you're going to eat missiles all game long and all you'll ever see is an exhaust flame and dust on the horizon >:c

 

I feel too little TOW users actually use the boosted flight phase too.


Yeah need to add that to the list of things as it is good for getting away.

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4 hours ago, Warbrand2 said:

Good to confirm you are one that thinks peak preformance is the only way to play. 

I don't think he's saying it's the only way to play, but it's what your metric of judgement should be. I mean, that's why you're making  TOW guide in the first place I would think; so that it can be used most ideally and judged in that environment, i.e. it's niche as you put it.

Though on the contray I've seen duke have some opinions pretty contrary to that once CW comes up, so who knows. I don't speak for everyone.

---

On the subject of boosters, yes. A big issue with the tow is that, the farther away you are, the more time you have between shots, which means less DPS. But, the faster you can get out, the farther you can afford to go in. For that reason I think increasing flight time would be a bad buff though, it would just make overcampers even more useless than they already are. Give it the whirlwind perk or something of that nature instead.

Also, why no mention of fusions? Couple a grey cabin with a TOW and some drones to basically anything and you've got a pretty good setup. I'm wondering now what would be the best thing to glue it on. Back of a goblin box?

Edited by XR57

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58 minutes ago, XR57 said:

---

On the subject of boosters, yes. A big issue with the tow is that, the farther away you are, the more time you have between shots, which means less DPS. But, the faster you can get out, the farther you can afford to go in. For that reason I think increasing flight time would be a bad buff though, it would just make overcampers even more useless than they already are. Give it the whirlwind perk or something of that nature instead.

Also, why no mention of fusions? Couple a grey cabin with a TOW and some drones to basically anything and you've got a pretty good setup. I'm wondering now what would be the best thing to glue it on. Back of a goblin box?

For a fusion, def the back or an AC sniper or cannon artillery. A goblin box would be ok but the tow is just useless in CQB. would be better off with fuzes or grenadiers in that case.


And yeah over campers are the biggest problem. They need to treat the tow like a sniper rifle, fire 2-3 shots then move up, or move location as staying in one area just makes it easier for the gobo box or melee build to find you.

I might also have to make a post a bout skinner wall mount builds. As bringing a tow out of the line of sight or range of melee makes it a bigger threat but they have a problem of being pure camp builds meaning you need air drones or auto cannons.

And while thrusters are nice for a tow build. I need to put them on the list of things to try. I think they are redundent on harasser builds which already go between 110 and 120 KM/H. though they could be good for dodging or doing ram damage as last resort.


Current list of things I need to try and combo with.

1. barrier deploy

2. thrusters

3. fuze drones

4. incinerators (area denial.)


Build types I need to try.

The call drone tanks. (got one in testing right now.)

Blue builds with no perks. (see what a good base is for a 5k build.)

Fusion builds. (Not looking forward to this as I don't team.)

Bastian tanks. (Need to get two Goliath tracks, I know this one works, a tow two Goliath tracks, and two durability fused cobras at 6k is a big threat especially if it has 2k HP)  

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Buy a couple blue weapons and do a lot better than using a TOW. If you want to get good at junky stuff, no one is stopping you. But trying to tell people it isn't junky stuff is potentially making them waste money. Especially when you clearly don't know how to play that well. Or are you ready to play your "best" TOW build against my build yet? And I don't even mean fight each other. Clearly I'll win that. But on the same team. See who contributes more.

Next, can you make a guide about using builds with no wheels or guns? I think those are pretty bad as well, but I'm guessing you think they're okay.

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DUKE STOP POSTING SERSIOUSLY! JUST TAKE YOUR HATE SOMEWHERE ELSE! this is a guide for those that want to use it, not for people like you that need to just leave.

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I totally want to end up with you two in my team, just to watch you push each other and honk instead of trying to play the game (^:.

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Continuation of the guide is canceled.

I am drained, And while trying to work on things to continue I have been getting to much hate in game for just likeing a weapon people see as sub optimal or useless. I can't deal with the stress so this is now on hold likely forever. Sorry to anyone who has fun with it but you will have to find things out on your own from this point forward as I can't keep testing or playing.

I will never understand what drives people to harass others for having fun with a weapon or mechanic they do not like or see as useless. And a this point I don't want to find out or care. GUIDE IS DONE AND DEAD!

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If you hover over a nickname in this forum, it shows you an option to "ignore this user".

 

Life's too short to argue with brickwalls. :)

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Before I stop though. I did some testing on fuze vs TOW. I now don't understand why people say the fuze does more raw damage. with out blast it does 135 damage. IT is out damaged by most cannons. That said its blast allows it to do much more damage per hit with an average of 135 yellow 400-600 white damage. Pretty good if it didn't aim dead for the cab. I had to intentionally make it hit the side of my build for those numbers by the way. Which isn't saying much as that is how I have to hit it with the tow to do 176 cab and 300-500 white.

So the fuze does slightly more damage then the tow. The thing is reload.

In the time it takes 1 fuze to reload you can fire off 3 and a half tow shots with a 10% reloading tow and a hot red. So minus the bonuses 3 shots per one. This means you have a higher damage potential with a single tow then a single fuze, and keep a higher one with 2 fuzes to one tow but the moment you go to 3 or 4 fuzes the TOW is out damaged. This all assumes you are doing max damage per shot, goes out the window if aiming directly at a cab in which case the TOW will win strangely enough nomater how many fuzes you have. Just on ammo and reload time.

The TOW in testing is actually a better weapon for sustained damage then a fuze that said the fuze is much better for a burst weapon then sustained.

Now to anyone wondering what sustained vs Burst is with DPH weapons.

Sustained damage is sort of like DPS with DPH, it will be lower DPS but it is consistant damage meaning every shot if you don't miss you get this. All cannons have a good sustained damage in crossout especially if you 2 gun them. (which just barely out damages the tow per shot by the way).

the problem is burst, most people in crossout use cannons as a burst weapon, for a higher damage per hit area, this cuts down on sustained damage by just firing both shots at once in the case of cannons or deploying all fuzes at once in the case of drone launchers.


Images

Build damage after hitting it with 4 fuzes
tXpyX9P.jpg

 

Build damage after hitting same build with 4 tows

lIHVZxp.jpg

 

Differences, TOW left the wheels do to lower blast range. but did more upper structural damage. In total to the build both did around the same damage. with the tow doing around 100 less overall. Not bad for a 1 on on assuming you can get the same amount of shots off. The thing is this next set of images.


This test started with me firing a fuze and waiting for it to hit then firing as many tows as I could in the time before it reloads. Note I could have inflated the number by 1 by firing a tow at the same time I deployed the fuze.

First image is the point I fired the first TOW so sight delay on my part

u6UTpeQ.jpgo5y3f6T.jpgKbVjtJF.jpg3nk2C0q.jpg01ziYJX.jpg

 

3 and a half tow hits on a slightly faster reloading TOW. Acounting for errors in my timing that means around 3 to 1 for shooting.

Assuming high end damage which in testing the highest I got in a single hit with both weapons is

TOW: 175 yellow, 525 white, total 700

FUZE1: 75 yellow 650 white, total 725
Fuze 2: 135 yellow 550 white, total  685

damage numbers rounded. two numbers on fuze one being its highest white damage the other being its highest yellow, unlike the tow it was not consistant at all. SEriously 30 test shots each and these numbers are slightly rounded rounded down one on TOW and up on white damage on fuze.

Damage in time with one of each. This is theoretical max damage. In practice you can cut these numbers in half as it requires perfect shots. to do the max. This is with no explosive parts hit.

ratio 3 to 1

TOW three shots: 2,100
Fuze: 725/ 685

Ratio 3 to 2 (deploying 2 fuzes at once)
TOW: 2,100
FUZE 1450 / 1,370


Ratio 3 to 3 (deploying 3 fuzes at once)
TOW: 2,100
FUZE: 2,175 / 2055

Ratio 3 to 4 (deploying 4 fuzes at once vs a single gun tow.)
TOW: 2,100 (this damage can't really change)
Fuze: 2,900 / 2,740


In testing I have found that IT requires a fuze operator to have 3 or 4 fuzes to out damage a tow. The thing is the fuzes have potential to do all that damage in a single burst. Where as the TOW must do it over time with many shots. That said a TOW has much more ammo the the fuze drones do.

Should be noted Fuze drones are easily countered by turrets and drones where TOWs are easily counted by machineguns and shotguns.


I had to do this testing to see if the fuze would be a good back up weapon for the tow or if the TOW is a good back up weapon for the fuze. in testing I can safely say... DO NOT, use them both together go with one or the other but not both.


The next test I was going to do is the barrier deploy which is a pain in the **** as I have to test that in matches. And so far I can tell it is good but it has some heavy downsides like requiring riskier play. Good for breaking the camper habbits of some tows though. And you have to know the timing of the barrier to use it right which is something I sadly do not have enough experience with yet.

Edited by Warbrand2
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Hey, this guide is interesting to read; I'm considering getting a TOW at some point because it looks fun to play, I'm keeping an eye here. Just take a sip of tea and chill a bit, you're putting lots of efforts into this and it'd be sad to stop midway now.

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14 hours ago, Warbrand2 said:

DUKE STOP POSTING SERSIOUSLY! JUST TAKE YOUR HATE SOMEWHERE ELSE! this is a guide for those that want to use it, not for people like you that need to just leave.

If you can't discuss on a discussion forum, you shouldn't be on a discussion forum. Make a webpage. Make a Youtube vid. You have a lot of options to talk and not put up with people disagreeing.

4 hours ago, Warbrand2 said:

I will never understand what drives people to harass others for having fun with a weapon or mechanic they do not like or see as useless.

I don't understand why you would send me a PM cussing at me for proving your numbers wrong.

 

I'm trying to make the game better. I don't give a fudge if you make a guide. But you're saying things that aren't true. If you can prove they're true, do it. I've given you multiple opportunities to test your theory in real game. We can record it and let people decide. Art builds are fun. Fun builds are fun. I play tons of builds that are goofy and not great. But if you tell people that X = Y and I know it isn't true, I'm going to say it. Because if players waste a month of coins building something and learn X != Y they are going to be pissed.

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