Charlie9204

Best Hard Raid build ?

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I am currently testing a variant of the Hard raid build, and I'll post it here very soon.

Basically I think the current build is too high, so a part of the armor isn't protecting any equipment. This was in previson of players adding radar or engine if wanted, but I wish to make something shorter more compact 

Also, a little flaw of this current build is that the build is hard to steer if the front wheels fail, although that didn't happen much so far. Front wheels will be better protected. 

I also now want the build to be able to adapt more cabins easiliy.

 

FInally, since from some expected feedback I received, Sinus-0 are prefered over Defenders, so I made another Growl-Sinus build and I'll need guys your feedback soon.

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NEW BLUEPRINT, NEED FEEDBACK

"Safe raid truck" in Exhibition, see pictures below. Can adapt several cabins and wear all he gear and generator you want/have.

 

Yes the cabin is on front but it's a common thinking that armor protect the cabin - only bumpers, decors, or weapons do. If a bot shoots 100 HP of a part or in the cabin directly, it removes 100 HP from the vehicle's HP bar, so it doesn't matter much. However if a bot shoots 100 HP of a part or in a weapon or hardware, it makes all the difference. So parts need to wrap the gear and not the cabin.

Some sources about that

https://www.reddit.com/r/Crossout/comments/8b3wyi/crossout_tip_you_dont_need_to_cover_your_cab_with/

https://www.reddit.com/r/Crossout/comments/6me9wd/intermediate_guide_to_crossout/

It's old posts but should still be up-to-date. I'll check that again,but still make sense from experience.

---

Quad Defenders mounted on cabin are core. They are durable so don't worry too much on their protection.

Omnibox - Big-G - fused R2-Chill - Ruby: is pretty good.

Pilgrim - PU-Charge - fused R2-Chill - Ruby: is also a fine build.

But you can again fit let's say your Quantum cab + gasgen + doppler + 2x rare or epic radiator + Hot Red. Your PS will of course be over 6000 PS but you have the room for it if it doesn't bother you. The generator slot is well protected so if you like to live dangerously you have the option to.

Build can take gasgen - 2 R2-Chill - Hot red - Doppler, so there's plenty of space and all well protected by 2 layers of scavenger's walls.

1535881288_pjimage(2).thumb.jpg.56cb0325

Hope you guys like it ! 

Edited by Charlie9204
build renamed in exhibition

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12 minutes ago, Charlie9204 said:

It's a common thinking that armor protect the cabin - only bumpers, decors, or weapons do. If a bot shoots 100 HP of a part or in the cabin directly, it removes 100 HP from the vehicle's HP bar, so it doesn't matter much. However if a bot shoots 100 HP of a part or in a weapon or hardware, it makes all the difference. So parts need to wrap the gear and not the cabin.

I wrap the cabin, because if you lose one side of it, you still have armor on the other sides.  This is mostly for explosives, like Fuse Drones, Mines, and Cannon Bruisers (Scavengers) in Raids.  It's not only protecting your cabin from direct fire, but also evenly distributing the Armor so that you don't lose half of it in 1 shot.  Granted, this is more important in PvP, where half the people (/bots) are slinging Cannons.  

Also, direct cabin damage is direct cabin damage.  it bypasses the armor, completely, and comes right out of your Health.  You only have so much health.  However, you're right, protect your other stuff too, especially weapons (Which is what makes Defenders so elegant.  You can put them in front of your Engine to protect that too.)  

I'd say that you don't really have a choice with Pilgrim.  It's one of those cabins like Docker, and WWT.  Huge frontal surface with no real decent way to put something in front of it, so you're basically forced to brick all the armor behind it, and face-tank.  There's advantages to that too, but it's not as if one is intrinsically superior, so never do any other.  

It's just a different build strategy.  I distribute the armor et al evenly around the cabin, so that the handling doesn't change significantly as pieces get blown off.  Which happens a lot in raids, because there's a lot of little weenies driving circles around you, and shooting.

Edited by psiberzerker

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Second blueprint :  it's a growl Sinus build, like "Raid Soldier v2" but improved.

The "Raid Soldier v2" was made with low level basic factions parts to make it accessible, and the cabin is unnecessary surrounded by parts. Now the new version has mainly Lunatics parts (level 10 will probably be required to assemble the blueprint) and the armor is essentially protecting gear and weapon holding structure.

 

I NEED A NAME FOR THIS CAR, SUGGESTION ARE WELCOMED ! 

It's a car made mostly from a Lunatic junkyard. It's cheap, made from garbage and available second-hand parts.

It's a 5 wheeled car, because that's all there was at hand's reach when it has been builded. It's a economic and cocky raid car for drivers who like to live dangerousely.

The car has very good HP pool for it's PS and well protected weapon structures, so it is hard-raid viable, I myself did some already with it. We can remove decors and add/modify wheels, while still being under 6K PS.

1195953422_screenshot-200412-145909(29412001583503_screenshot-200412-145842(3741

I'll put in exhibition once I have a good nickname for it. Waiting for your imagination !

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21 minutes ago, Charlie9204 said:

I NEED A NAME FOR THIS CAR, SUGGESTION ARE WELCOMED ! 

...

I'll put in exhibition once I have a good nickname for it. Waiting for your imagination !

The first word that comes to mind is Skew.  Maybe askew, or something like that.  A benefit to that shape is that you basically can't flip completely over, unless you do something seriously wrong.  Try to hit ramps and drive off cliffs straight on, and as fast as possible.  (Easy with a Growl, and Hot Red.)

On the top deck, it helps to have the guns mounted between the Buggy Floors, so they can shoot off one, and the other still supports the gun.  You can butt two 2x4s together ion the ends, with a 4x4 in the center.  This also reinforces the structure (Wale tails) underneath it.

Edited by psiberzerker
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I almost lost the blueprint so I just named it "Raid Sunflower" and put it on the exhibition.

It's a raid and art build, 5 wheeled car, for broke and bold drivers !

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Today I checked the exact damage for the usual MGs :

 

 

1 vector = 7.60 damage

4 vectors = 30.41 damage

1 defender = 8.00 damage

4 defenders = 32.00 damage

1 Sinus-0 = 8.05

1 Sinus -0 + full perk = 9.66

4 Sinus-0 = 32.20

4 Sinus-0 + full perk = 38.64

 

See details from combat.log below.

 

1 Vector
12:43:11.744| ====== TestDrive started ======
12:43:41.603| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare', damage: 7.60 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:41.741| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare', damage: 7.60 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:42.206| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare', damage: 7.60 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:42.345| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare', damage: 7.60 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:42.756| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare', damage: 7.60 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

 

1 Defenders

12:28:36.932| ====== TestDrive started ======
12:29:01.054| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:01.192| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:01.439| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:01.577| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:01.727| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:01.918| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:29:02.059| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 8.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

 

1 Sinus-0
12:39:12.522| ====== TestDrive started ======
12:39:32.126| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.05 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:32.279| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.21 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:32.446| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.37 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:32.692| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.53 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:32.842| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.69 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.049| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 8.85 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.184| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.02 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.334| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.18 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.484| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.34 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.717| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.50 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:33.867| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.66 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:34.086| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.66 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:39:34.221| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 9.66 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

 

4x Vectors

12:43:47.766| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare:BoundItem', damage: 30.41 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:47.903| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare:BoundItem', damage: 30.41 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:43:48.054| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_rare:BoundItem', damage: 30.41 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

4x Defenders
2:37:04.401| ====== TestDrive started ======
12:37:24.793| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 32.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:37:24.930| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 32.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:37:25.280| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 32.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:37:25.421| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Frontal:BoundItem', damage: 32.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

4 Sinus-0
12:34:14.122| ====== TestDrive started ======
12:34:37.398| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 32.20 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:37.546| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 32.84 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:37.778| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 33.49 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:37.927| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 34.13 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:38.077| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 34.78 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:38.331| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 35.42 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:38.481| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 36.06 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:38.860| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 36.71 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.009| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 37.35 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.332| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 38.00 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.479| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 38.64 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.629| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 38.64 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.832| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 38.64 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE
12:34:39.982| Damage. Victim: TestDriveCar6       , attacker: Charlie9204         , weapon 'CarPart_Gun_Machinegun_Preepic', damage: 38.64 DMG_DIRECT|HUD_IMPORTANT|HIGH_FIRE_RATE

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On 4/10/2020 at 4:25 PM, Charlie9204 said:

About the bigrams making up for the tower, I'd say not entirely. Yes the guns are elevated, but so is the cabin which is the AI's target.

Yeah, well I came up with a solution for that:

9582538FCF98D5B7E6547010FAFA3144995F4807

It depends on the map, Wrath of Khan has the best terrain to play Sniper, but even on the flat, and level, the top 2 guns are plenty high enough.

If you do have a hill, then you don't need a Tower, but if this:

46794B73AB5D7549586FF4BF05B168A142F76D92

Is all they see...

2C5469022CC5D017C0466ED3F74BE43BC1E86AE0

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Okay, I played your game by your rules:

1D9E9AAA924E18DA21D4088CBFE53B45108F26D3

I am not giving up my Pipeteeth. If you don't have them, stack Small Plows, or something.

5C9AC279C371EF92B65D96EE96C962EA2F7C1D7B

I <3 this thread, bye the way.  So, consider yourself bumped.

Edited by psiberzerker

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A lot as been going on for the past couple of days for me on that subject, and here are my lasted thoughts

First of all, I renamed the  "raid robotcar" defender build to "Safe raid truck".

Second, this defender build was supposed to be safe (and it is) without wasting fuel and repair kits, but it actually demand to spend coins on a specialised gear (special cabin Pilgrim, or epic cabin), so it can be a too important investissement for the benefit.

Third, I realized (better late than never) that the raid reward are related to your PS but also to you performance/contribution. So in order to have a better score and have more ressources as reward, the better the weapon the more we get from the raids (among other factors like again your PS and your teamates PS). See the related post here:

So a defender build might not give as much rewards as a let's says a Sinus build, so the economy we are trying to get from a safe raid build can be diminished compared to a less durable but more powerful weapon.

Because we are aiming for a best raid build, We'll try to make a vector build upgradable as Sinus build as safe as possible without little investment.

Because we take Sinus as weapons, we'll need the pass-through structures to hold the weapons as safe as possible.

Because we use pass-through structures, we can't use an epic or a special cabin anymore for the build since the PS will be higher than 6000 PS or with a similar durability than a rare and cheaper cabin.

Aslo, an epic cabin doesn't give much benefits for the price since the required gear is only be 4x Sinus and radiator (13 energy points).

So the Growl would be the best cabin (rare,11 energy, popular).

Because Growl doesn't have much mass limit, and because PU-charge is heavy and isn't the most popular generator, and because we need 2 extra energy points, Ampere is the best choice.

 

So it seems to me that the best build would be the classic Growl-Ampere-Vector/Sinus combo with a ruby. Now we need a build with high tower in order to protect weapons from lost bullets, with HP>1000, PS<6000, stable and well-protected generator.

Edited by Charlie9204
typos
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In the interest of continuing the discussion:

How much Durability is a good number, for you?  (Keeping in mind that different players will take more, or less damage, on any given raid/map/faction.  Also, Bumpers, Frames, et al don't apply to Cabin Health, and raise the Power Score about as bad as Shout Through parts.) 

With a little extra to CYA.

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Bump:

B22623A74C0D0CBE0633EA12A46165D0389DC7C4

Spoiler

F38C98D432FCF256D73475E053395FE1B01142EB

Yeah, I know.  I used advanced parts, but I made one by your Criteria too!  ^this one, I feel fine going into Hard Raids without any repair kits.

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5 hours ago, psiberzerker said:

In the interest of continuing the discussion:

How much Durability is a good number, for you?  (Keeping in mind that different players will take more, or less damage, on any given raid/map/faction.  Also, Bumpers, Frames, et al don't apply to Cabin Health, and raise the Power Score about as bad as Shout Through parts.) 

With a little extra to CYA.

Thank you for coming back on topic. In my opinion, 1000-1200 HP is a fine durabililty for hard raids. More is better unless you sacrifice firepower, since your amount of received ressources depends of your performance.

Until now, I didn't really realize that, so I used the defender's low PS, durability and the fact they don't need pass-through structure to benefit of an epic cabin and increased durability up to 1600-1800 HP. Now that I know defenders might give less rewards than Sinuses I'm turning toward them and see what best we can do with it.

Having 1600-1800 HP is a good comfort but we don't need that much HP if we play hard raids well. So using Sinues means somehow trading durability for damage according to my reasoning on my previous comment.

 

The bumpers have a good PS/HP ratio, but are heavy, while the pass-through structures are quite the opposite, high PS, light, low durability (putting aside their pass-through feature). The biggest frame 4*8 has 40 PS, that's the triple of a gun mount, so bumpers and frames are not really a PS problem.

Remember that the goal is not to have the lowest PS possible, but to use your "6000 PS pool" wisely. You can have as much as bumpers and pass-through structures as you want as long as the PS is lower than 6000 PS so you can get more rewards with lowest difficulty (provided your car is good enough to win the raid).

Edited by Charlie9204
typos
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7 minutes ago, Charlie9204 said:

You can have as much as bumpers and pass-through structures as you want as long as the PS is lower than 6000 PS so you can get more rewards with lowest difficulty (provided your car is good enough to win the raid).

I just prioritize Damage/PS on my Bumpers, which is why I'm grinding for my last Pipe Tooth.  14 Power Score for full bars, and the 2x2 footprint means you can cluster them together, and hit with all of them pretty easily.  

Efficiency is basically what you want to Minimize, and what you want to Maximize.  One of the things I minmax is ramming, because it's otherwise free.  Whatever's left goes into Cabin Health.

Edited by psiberzerker

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On the latest news I'm working on a Growl Ampere 4xSinus R2-Chill Ruby build, which I believe now is the best option. It's cheap, efficient, with popular PvP cabin and generator.

I'm also thinking of what weapon structure would be best (tower, plateform, upside-down staircase, etc), if you have a very good raid build with very low frequency of weapons being destroyed, let me know,  I am interested, as I have being doing hard raid only with defenders since almost forever. at the moment I believe a high upside-down tower is the best option to avoid weapons to be destroyed.

I'm also doing identical raids with identical build except the weapon, one is 4x Sinus and the other is 4x Defenders, to see if the score and reward difference is similar or not. They're not thorough tests but It 'll give us an idea if the Defenders are still viable at getting the most out of raids or not. If it gives similar amount of resources, Defenders will still be on the table since they are 3x cheaper and 1.5x more durable than Sinuses. 

Edited by Charlie9204
typos

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"raid CORKSCREW" in exhibition, see capture below

2128167068_screenshot-200418-170853(3981

 Growl Ampere 4xSinus R2-Chill Ruby build, 1100 HP, PS < 6000

Cabin in front and with little parts, since parts don't actually protect the cabin (A bot shooting down a 100 hp part or 100 hp on cabin will decrease the vehicle's HP from 100 HP in both cases).

Generator well protected behind cabin, radiator below generator.

Weapons in a high tower, less vulnerable against missing bullets. Build has good balance.

Ruby below cabin, also protected.

Common medium and small wheels, usually enough but feel free to replace them by yours.

Enough PS room and parts limit room to add decors.

 

Need Engineers faction level 19, Lunatics level 5 only.

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1 minute ago, Charlie9204 said:

parts don't actually protect the cabin (A bot shooting down a 100 hp part or 100 hp on cabin will decrease the vehicle's HP from 100 HP in both cases)

If you're not more specific than "Parts."  Those bumpers are Parts, I just assume you put there to protect the Growl from impact damage.  Right?  

Regular Structure parts protect the cabin about as well behind it as in front of it.  However, there's other parts to protect, like the wheels.  Hence the fenders around them.  The frames, and so forth.  You don't want to over-simplify to the point that players get the wrong idea.  Just "Parts" in front of the cabin is just such an over-simplification.

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@psiberzerker I already developed that subject on a previous post, and added sources explaining this mechanic in details 

On 4/12/2020 at 2:51 PM, Charlie9204 said:

Yes the cabin is on front but it's a common thinking that armor protect the cabin - only bumpers, decors, or weapons do. If a bot shoots 100 HP of a part or in the cabin directly, it removes 100 HP from the vehicle's HP bar, so it doesn't matter much. However if a bot shoots 100 HP of a part or in a weapon or hardware, it makes all the difference. So parts need to wrap the gear and not the cabin.

Some sources about that

https://www.reddit.com/r/Crossout/comments/8b3wyi/crossout_tip_you_dont_need_to_cover_your_cab_with/

https://www.reddit.com/r/Crossout/comments/6me9wd/intermediate_guide_to_crossout/

It's old posts but should still be up-to-date. I'll check that again,but still make sense from experience.

 

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Some observations of my lasts hard raids : 

  1. 4x Sinus is fine, no news about that, crafted via vectors and rapiers:
    • Cons: Still fragile, not specially easy to last hit. not really viable in PvP due to low durability, need quite a lot of pass-through structures to make it relatively safe.
    • Pros: Very good DPS, fast turn rate
  2. 3x Nailguns is pretty good, crafted via defenders and borers. :
    • Cons: Slow turn speed, relatively close range weapon (for a load of nails to fully hit) so good HP pool needed.
    • Pros: Easy last hits, durability, viable on PvP too.
  3. 3x Storms very good too, crafted via defenders and rapiers
    • Pros: good durability, good DPS and good score, long range weapon so pretty safe to play compared to nailguns, last hits possible since strong DPS with range, viable on PvP.
    • Cons : slow turn speed, strong recoil, so a build not too light is better, weapons placed not too high, ideally behind cabin (weapons protected, recoil minimized, storm distance perk maximized).

 

Those combinations were used with a Growl Ampere R2-Chill build, except Nailguns used with Growl Big-G build.

Those 3 options are viable, fit a Growl <6000 PS build and are craftable through a rare weapon step also viable in raid.

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Just 1 further point on Storms:  The blast radius also gives you more peripheral damage, which can give you more points.  I say can, because you have to be pretty good with them to maximize for this, where you aim is crucial, and it really helps if you can do it on fast moving targets at "See that dot?'' range.  Fortunately, all the weenies of a given faction mount their guns in the same place.

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Today I'll share a small tip not really related to raids : How to do daily challenges pretty fast.

  1. Craft a small wheel or sell it, depending the day (once every second day you have to craft, then next day to buy/sell). The selling doesn't have to be a quick sell nor to be sold before playing. Just place it to sell. day 1: craft the small wheel, day 2: sell it, day 3: repeat, etc
  2. Check what weapon needs to be used for the day's daily challenge (ex: Win 3 battles in mission or raid using a shotgun) and equip a 3000-4000 PS car (or any other fast PS matching range) with the related weapon. My suggestion : use faction blueprints : Quickdraw for shotguns, Armadillo for cannons, Adventurer (or your raid build) for machine guns.
  3. Do 5 Patrol games with this weapon
  4. Do 3 raids with your usual raid vehicle.

That's it, all your dailies are done, you already have 365 scraps minimum (dailies + patrol).

Edited by Charlie9204
typos + details

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About the question: "What is the best hard raid build ?" Without surprise I came to conclusion that the best build is the best build YOU can make, meaning it is the one you have the parts and gear to assemble. For example 8*1 light frames are good but accessed level 8 lunatics, and not mandatory neither. Same for Balloon tyres, they are more durable and lighter than medium wheels, but not everybody has 6x of them and it might not be worth the investment. might be better to get rid of some parts or switching them to lighter parts like Lunatics parts. 

 

First I started to revolve around defenders and PU-charge and big HP Pool because I thought safety means less expenses in fuel and repair kits due to destruction or defeats, but if you have to buy a PU-Charge just to save couple of rare repair kits you would have spent with an ampere, then it's maybe not worth it. Also, i realized that the better the score the higher the resources collected at the end of the raid, so safety isn't enough and defenders although being an excellent weapon, seemed not the most efficient one for scoring anymore, and they are a side-investments for many as this weapon isn't popular.

 

That being said, there is still some builds and weapons that are doing pretty well and aren't end-game material:

Growl Ampere + R2-Chill and 4x Vectors then upgraded as 4x Sinus, or 3x rapiers then upgraded as Storms, or Defenders then upgraded as Summators.

They all are decent and affordable combos and that's not a full list.

If you go for Vector or Sinus, you'll need this kind of build to put the weapons out of reach of missing bullets, highly recommended against Lunatics, a high T-tower:1075257983_Annotation2020-04-24034851.th

 

And for Defenders, Summators, Autocannons, this kind of build is usually enough, against just be careful with Lunatics as they can still destroy the side pass through structures. 

451091604_Annotation2020-04-24034755.thu

They are under the name of "raid Gauntlet v1" and v2 if you are interested.

 

But the quest of the best hard raid build doesn't have to end here. On PC, all the battles and raids have their information (players, damage received, deaths, points, PS, etc) stored temporary on a log located in C:\Users\username\Documents\My Games\Crossout\logs\YYYYMMDD hh-mm-ss\combat.log.

With enough of those raids logs and a script, it should be possible to retrieve plenty of information at once, and determinate for example what weapon is best at what PS bracket. I don't have the skill to make that kind of script unfortunately, although I have made simple script before, but if there's someone who know how to retrieve datas from files in mass that could be interesting to do.

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Quick side note about drone builds in raids, I just crossed one in frontier defense hard copper that went Champion, so worth mentioning :

Random Epic cabin 12 energy (Photon in this case), gasgen, 5x hawks, hot red, ruby. 7300 PS - perseus co-pilot

2 groups on keys, 2 and 3 drones.

  1. It's tricky to play drones in raids as bots destroys them if players aggro. It requires team cooperation, I assume to tank the bots damages.
  2. Bad raids for drones : Data theft, war of fire. Best raids, Frontier defense, convoy raids.
  3. Lunatics bots are best targets, I presume because they have low health, but again aggro must be on something/someone else.

Overall the outcome can be good or quite low, depending if the team can cooperate and aggro the bots for you, from what I understood.

 

Thanks you drone-guy for those information !

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17 minutes ago, Xbox_M_420 said:

Started using 2 retchers onmy favourite cab build, 2 fused epic radiator, cloak and cheetah.. Started beating the annoying porc no-skillers by just foing to steal all the kills faster.. Works for every raid really i got 51 plastic with 1 raid due to premium the other day.. 

That is indeed an excellent loot, efficient build and on top of that good looking car ! You nailed it. Would a couple of extra wheels help to keep mobility, or are those 4x wheels usually enough ?

I wish I had your budget, but your prestige level also indicate you have been playing for a longer time than me, so it make sense.

Does your build have some cons, except the price ? I So far the only thing I believe you may improve, is the co-pilot, I'm actually surprise your Masterjack is only level 3 considering your engineer prestige level.

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@Xbox_M_420 Yes that's a pretty sweet car you have here ! It's usually hard to have both aesthetic and efficacy, so hats down to it ! 

 

 

In other news, I was looking into the faction blueprints to see if there would be a car that would be good for raids with some modifications, and I found one (among the one I have unlocked) : the "Worker" from Founder's faction.

Omnibox, 3x Nailguns, 6x common wheels, around 2K HP (fused cab), 5636 PS, there's even 24% rep bonus in decors already put.754935297_Annotation2020-04-25204451.thu

The default blueprint is already hard raid eligible, although shooting would be easier from the side instead of front. The back nailgun is solded into 4 sturdy parts, but the side one might need to be put on a more durable part (on cabin in place of exhaust for example, or same spot but on a more durable part, just in case) 

Now there's enough room to put any gen below cab, + 1or 2 R2 chill. add a pass-through structure, switch weapons and wheels, and you have a raid build at around 6500 PS :1456468194_Annotation2020-04-25203728.th

I did a hard raid (frontier defense, hard copper, lunatic "Naukograd" I think) like this without even filling the extra energy point and without relevant co-pilot: I finished it in one piece with (barely) all my 4x weapons.

1943685177_screenshot-200425-171052(1199911206853_screenshot-200425-171057(1199-

The condition to assemble it is Founders level 75 (I'm lvl 109 without trying after 75, but did ALL but couple challenges until 75) and Engineer level 23 I think, but some parts especially 1x8 heavy frames can be replaced.

 

I only did this raid to test so far, but it's enough to say that it's a pretty fine out-of-the-box raid build option, specially for battlepass owners and for Lunatics raids, since it has high HP pool, so can tank more damage and one-shot bots with durable nailguns.

Edited by Charlie9204
typos

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