leexwolfcz

my idea for new things to crossout

Recommended Posts

English:
1) new legendary engine: it would increase by 20% loading cannons and would increase by 20% loading of turtles, drone and hardwere tonage + 1500Kg
mass 3000Kg
2) Two new legendary cabins
, one medium capin
ability: Aegis (double base load compared to normal Aegis) and Chameleon (double base load compared to normal Chameleon) or
Mass: 10000Kg
Heavy legendary capin:
ability: resistance from front to all types of damage 50% and 20% higher damage for all types of weapons
3) Two legendary weapons
legendary Cricket: damege one rocket 300HP, 10 rockets per shot
loading 6 second
450HP
energy 5
ability: each hit hits 5% charge or expensive version increases damege by 3% each hit
the legendary Big Plasma Gun
Description: Energy non-rotating cannon size equal to Tsunami
650HP
Damege: 300 per shot
loading: 5 second
ability: can charge up to 15s when damege increases by 50% per second

sending materials between players

in custom batle you could set that you can play whatever build from the expeditionv

(please fix grammatical errors thank you)

 

 

 

30/5000
 
 
30/5000
 
 

 

 

 

Edited by leexwolfcz
  • Confused 1

Share this post


Link to post
Share on other sites

Wait, I recognize this language, but either someone run this through the Bad Translator site/application or I'm having a stroke.

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites

Hello, @leexwolfcz!

Thank you for your suggestions, but, please, next time submit them to the Suggestions section. I'll move this topic there. 

This section is for bug reports only.

And, regarding the suggestion to let players exchange resources/parts - it won't happen in the foreseeable future. Any tradable goods can be purchased/sold on the market.

  • Thanks 1
  • Upvote 1

Share this post


Link to post
Share on other sites
1 hour ago, Woodyrojo said:

Thank you for your suggestions, but, please, next time submit them to the Suggestions section. I'll move this topic there.

Yeah, maybe if someone was actually looking through the suggestions, people would post there. :'D Most forumers have monthes old suggestions that have never even been opened and looked at by mods.

Edited by Clebardman

Woodyrojo (Posted )

Even though some suggestions still remain hidden, they're visible for the dev. team. Almost all the suggestions are passed to the team, and some of them are already implemented. "Almost" because sometimes there're topics, that have been suggested earlier, or rejected because they don't fit current plans. In other words: we see all the topics and won't miss any promising suggestion :)

Share this post


Link to post
Share on other sites

@Woodyrojo Sounds good, but I can check the number of views on a pending thread tho. I have at least 4 suggestions threads, some 2 monthes old, that have never been viewed by anyone but me.
It isn't about wether suggestions end up in the game or not. Why keep this place up at all? Lets just say this section doesn't seem very active, and there's a reason why people post all their random suggestions in the wrong subforum (it's because the Suggestions one is dead). I think the last two threads added here were moved from General Discussion, posted by people who knew it'd work better this way rather than hoping someone actually comes here and checks a couple threads before 2020.

Edited by Clebardman
  • Upvote 4

Share this post


Link to post
Share on other sites
1 hour ago, Woodyrojo said:

Hello, @leexwolfcz!

Thank you for your suggestions, but, please, next time submit them to the Suggestions section. I'll move this topic there. 

This section is for bug reports only.

And, regarding the suggestion to let players exchange resources/parts - it won't happen in the foreseeable future. Any tradable goods can be purchased/sold on the market.

52 minutes ago, Clebardman said:

Yeah, maybe if someone was actually looking through the suggestions, people would post there. :'D Most forumers have monthes old suggestions that have never even been opened and looked at by mods.

@Woodyrojo dude, I really like what you guys try to do and I sense a honest intent from some of you to make things better but you have to admit the suggestion section management is not optimal most of times.

I myself have had a suggestion sitting for SIX MONTHS before it was aproved after I pestered the forum admin (which I'm sorry to do but I have to constantly resort to unfortunately). 

Thank you.

Edited by lucashc90
  • Upvote 4

Share this post


Link to post
Share on other sites
On 11/24/2019 at 6:55 AM, leexwolfcz said:

one medium capin
ability: Aegis (double base load compared to normal Aegis) and Chameleon (double base load compared to normal Chameleon)

Would become mandatory in any PS range it can get into.

On 11/24/2019 at 6:55 AM, leexwolfcz said:

Heavy legendary capin:
ability: resistance from front to all types of damage 50% and 20% higher damage for all types of weapons

Bastion but with damage boost. Still completely overshadowed by the first one. Lessen the perks' numbers, so it's not just two standalone perks on one part.

On 11/24/2019 at 6:55 AM, leexwolfcz said:

legendary Cricket: damege one rocket 300HP, 10 rockets per shot
loading 6 second
450HP
energy 5
ability: each hit hits 5% charge or expensive version increases damege by 3% each hit

Just one would wipe out all but the heaviest vehicles in a single salvo, ignoring the perk. Not only does this allow three mounted, but they would survive multiple direct cannon hits. Less rockets, less durability, and maybe more energy.

On 11/24/2019 at 6:55 AM, leexwolfcz said:

the legendary Big Plasma Gun
Description: Energy non-rotating cannon size equal to Tsunami
650HP
Damege: 300 per shot
loading: 5 second
ability: can charge up to 15s when damege increases by 50% per second

Actually makes some sense, but would need either 6 energy or less damage.

On 11/24/2019 at 6:55 AM, leexwolfcz said:

new legendary engine: it would increase by 20% loading cannons and would increase by 20% loading of turtles, drone and hardwere tonage + 1500Kg
mass 3000Kg

Seems reasonable for a legendary.

Share this post


Link to post
Share on other sites

I love how woody disappeared from this thread lol "Hey moderating the suggestions subforum ain't my job, I'm outta here before they grab the pitchforks!" *gets home, opens a beer, doesn't call the dude in charge of the suggestions subforum*

  • Haha 1

Share this post


Link to post
Share on other sites
On 11/24/2019 at 5:55 AM, leexwolfcz said:

Heavy legendary cabin:
ability: resistance from front to all types of damage 50% and 20% higher damage for all types of weapons

This could kinda work if it had some sort of penalty, that made up for all that damage.  (I'm more concerned with the 20% damage to ALL weapons, which is better than Icebox, than Bastion only Better)

For instance:  If it was a super heavy cabin, and had no Engine.  Maybe not no engine, but barely any Engine power, so it was all but useless to hovers (Or gave them handling like a Goliath tank) 

Another way it might could work is if it had those, but to a lesser degree, and only 10 Charge.  (Like Icebox.)  That's great, but you can't mount as many weapons, with an Engine that gives you good Reload, Cheetah takes forever to get to bet the 100m to charge, and Oppressor just never gets up to 80Kph.

When I'm troubleshooting ideas like this, I look at what we already have, and see what it's going to replace.  This cab is basically designed to make Bastion, and Icebox completely worthless.

  • Upvote 1

Share this post


Link to post
Share on other sites

Hi. I'd been playing XO since OBT and throughout this entire time, one issue has always bothered me. Most of the time, firing angle of weapons with 360° rotation is blocked if another part/weapon is attached close to it (duh) and it can only be avoided by placing them in a "specific" orientation. This has given rise to many favorable "build layouts" based on what weapon you are using, but to me, this doesn't sound like a solution.

From my perspective, a rotatable gun-mount, which rotates along with the camera, can solve the issue. Some features, if included, can prevent players from abusing this proposed module. Some suggestions are-

1. No (direct or indirect) attachment of weapons with limited firing angles. This also includes missiles, chainsaws, and explosive spears. However, Clarinet TOW can be an exception.
2. All structural parts, decors, modules, and free rotation weapons can be (direct or indirectly) attached. Same goes for passive melees, as some of them provide good armor.
3. Rotation speed has to be moderately slow. Different weapons have different turning speed. If the gun-mount rotates too quickly, it will ultimately buff the slow-rotation weapons.
4. It has to be hard to achieve. For example, it can be awarded at prestige Lv 5 in Engineers faction. Just 1pcs. "Basic" or grey/gray rarity. Not for trade. Cannot be purchased with packs.

Please be advised, if such module is made, both the gun-mount and weapon rotates at the same time, so things will become more dynamic. There can also be collision of parts while rotating the gun-mount.

I sincerely apologize for writing anything inappropriate (

Share this post


Link to post
Share on other sites
6 hours ago, ALPHA_CEPH said:

Hi. I'd been playing XO since OBT and throughout this entire time, one issue has always bothered me. Most of the time, firing angle of weapons with 360° rotation is blocked if another part/weapon is attached close to it (duh) and it can only be avoided by placing them in a "specific" orientation. This has given rise to many favorable "build layouts" based on what weapon you are using, but to me, this doesn't sound like a solution.

From my perspective, a rotatable gun-mount, which rotates along with the camera, can solve the issue. Some features, if included, can prevent players from abusing this proposed module. Some suggestions are-

1. No (direct or indirect) attachment of weapons with limited firing angles. This also includes missiles, chainsaws, and explosive spears. However, Clarinet TOW can be an exception.
2. All structural parts, decors, modules, and free rotation weapons can be (direct or indirectly) attached. Same goes for passive melees, as some of them provide good armor.
3. Rotation speed has to be moderately slow. Different weapons have different turning speed. If the gun-mount rotates too quickly, it will ultimately buff the slow-rotation weapons.
4. It has to be hard to achieve. For example, it can be awarded at prestige Lv 5 in Engineers faction. Just 1pcs. "Basic" or grey/gray rarity. Not for trade. Cannot be purchased with packs.

Please be advised, if such module is made, both the gun-mount and weapon rotates at the same time, so things will become more dynamic. There can also be collision of parts while rotating the gun-mount.

I sincerely apologize for writing anything inappropriate (

I already posted an idea similar to this but a bit different, althought im waiting for the post to get aproved by the moderators:popcorn:

Edited by antitankbazokaa

Share this post


Link to post
Share on other sites
On 12/19/2019 at 7:01 AM, ALPHA_CEPH said:



From my perspective, a rotatable gun-mount, which rotates along with the camera, can solve the issue. Some features, if included, can prevent players from abusing this proposed module. Some suggestions are-

1. No (direct or indirect) attachment of weapons with limited firing angles. This also includes missiles, chainsaws, and explosive spears. However, Clarinet TOW can be an exception.
2. All structural parts, decors, modules, and free rotation weapons can be (direct or indirectly) attached. Same goes for passive melees, as some of them provide good armor.
3. Rotation speed has to be moderately slow. Different weapons have different turning speed. If the gun-mount rotates too quickly, it will ultimately buff the slow-rotation weapons.
4. It has to be hard to achieve. For example, it can be awarded at prestige Lv 5 in Engineers faction. Just 1pcs. "Basic" or grey/gray rarity. Not for trade. Cannot be purchased with packs.

Please be advised, if such module is made, both the gun-mount and weapon rotates at the same time, so things will become more dynamic. There can also be collision of parts while rotating the gun-mount.

 

honestly, I'd see this working better as a module. make it a module that costs two energy and take out the "no limited-angle weapons" restriction and this would feel alot more useful.

Edited by lord_Ripandtear
  • Confused 1

Share this post


Link to post
Share on other sites

@Woodyrojo Still no activity whatsoever from the moderation team here since you moved that thread from General Discussions to Suggestions. Not a single view on any of my threads.

Not gonna lie, this evening I'm copy-pasting my suggestions and making new ones in General Discussions. That's the only way to get them opened here.

Edited by Clebardman
  • Upvote 1

Share this post


Link to post
Share on other sites
On 12/22/2019 at 9:07 AM, lord_Ripandtear said:

take out the "no limited-angle weapons" restriction and this would feel alot more useful.

Many will think the same, and there is nothing wrong with it (no sugarcoating). Aiming will become so much easier.

But, without this restriction, what is the point of having free-rotation weapons, when limited-angle weapons (incorporated with a module) can serve the purpose? Limited-angle weapons sacrifice their rotation to obtain some specialty(e.g. fewer energy cost, more hp, more damage, distinctive perks). Some requires experiences, too. I don't think this idea will have any chance of approval without this restriction.

Also, I've posted an idea for a new type of drone (yesh, self-branding). Please click here to redirect.

 

Thank you for reading.

Edited by ALPHA_CEPH

Share this post


Link to post
Share on other sites

Another thing with Limited-Angle weapons is, if you have 2 weapons that rotate 360°, they're going to restrict each other's firing arcs to some degree anyway.  I'm sure you've seen the dual Fat Man with one built into the nose (Before they fixed the clipping issue)  

The lower Energy cost is honestly worth it for me, when I mix, and match cannons, for example.  Little Boy, and Judge, specifically.  The Little Boy mounted high, (And painted Blue) so it has a full arc of fire, including over the Judge, and the Judge up front where the recoil doesn't flip me up to expose my frames every time it fires.  (Seriously, why do people do that?)  That's 11 Energy, which means Growl, Icebox, or Humpback with Hot Red, or any 12 Energy cabin with a better Engine.  (I use the Golden Eagle, because Tracks, and Augers.  Don't @ me.)  

Yes, I know, they have different firing arcs, but you know what?  I don't fire them together.  You adjust your aim every time you fire anyway, so it's just not all that hard to remember which gun is on which trigger.  TBPH, I use a cooldown gun with a reload gun on Cannon day, and believe it or not, it actually works.  It was a little tricky to learn first, I learned how to handle it, and now it works.

Edited by psiberzerker
  • Like 1

Share this post


Link to post
Share on other sites
21 hours ago, AlphaCeph_529 said:

Many will think the same, and there is nothing wrong with it (no sugarcoating). Aiming will become so much easier.

But, without this restriction, what is the point of having free-rotation weapons, when limited-angle weapons (incorporated with a module) can serve the purpose? Limited-angle weapons sacrifice their rotation to obtain some specialty(e.g. fewer energy cost, more hp, more damage, distinctive perks). Some requires experiences, too. I don't think this idea will have any chance of approval without this restriction.
 

without it being compatible with limited angle weapons i don't really see much of a reason for this to be added to the game, alot of weapons (machineguns, miniguns, autocannons, etc) are already capable of  rotating 360 degrees and therefor wouldn't benefit from having this module, limited angle weapons are the only ones i could see being able to make use of it. i suggested making this module cost two energy because i think that would make it balanced, it would make you have to think more about what guns you put on your build.

Edited by lord_Ripandtear

Share this post


Link to post
Share on other sites
On 12/30/2019 at 11:32 PM, lord_Ripandtear said:

limited angle weapons are the only ones i could see being able to make use of it. i suggested making this module cost two energy because i think that would make it balanced

image.thumb.png.cfbb1eb77845aa0533d0d24a

 

I hope you've found the answer. I'm sorry, man. I gave up my hopes on limited angle weapons long ago.
Sourcehttps://forum.crossout.net/index.php?/topic/288834-questions-to-the-developers-summer-2018/page/5/#elComment_5150991

 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.