Balance issues

It’s a odd position though as many of the weapons that deal with them really well at longer range are the same ones that can’t deal with them at close range. This covers a fair amount of the general weapons in the game though. Basic MG’s to cannons. I do think we need more turreted rockets though rockets are really nice against hovers. I’d love to see some epic and lower versions come out.

With the slowness of rotation some of that should be able to be worked out but it’s hard to say if every user would be able to control it well too. It’s also multi parted too rate of rotation of treads and weapons has to be dealt with. It’s a handful of issues in this.

Shotguns vs hovers though are not quite as disadvantaged once they get into range though. Unless there is some massive user error they can keep tipping and shooting a hover disbalancing it and causing it’s aim to go astray. This is often how I die in my hover.

Mini’s vs hovers do not have it quite as harsh either. Some of it comes down to build and aggressiveness of players.

I am having great difficulty trying to understand your punctuation. Mine ain’t the greatest either especially my spelling and grammar but I tries and you probably are too but I am having difficulty trying to understand what you said in the last post.

Not trying to be rude but I have no idea what point you were trying to say there

[quote=“Dirty_Hamster, post:128, topic:8604”]

Epic and lower version of what?

did you mean to say This covers a fair amount of the general weapons in the game from basic mg’s to cannons

People will be able to control it, all they got to do is adjust their sensitivity options

I got to disagree there. If it is something like a arbiter mini gun spider than the hover can run circles around him. I tried a mg spider build today and it was horrible trying to control it and turn fast enough to face the hovers especially on hills which causes the movement to get very sluggish and thus causes your aim to get wonky. Ktm’s might have a little bit easier time because they got full range of motion with their aim so they will have a easier time targeting the hovers but any other build that is not a ktm will just get their guns shot off way to easy and the only way to properly armor mini guns besides ktms are thru frontal facing builds which can only be done with either ml 200, bigrams, omnis, meatgrinders and lastly hovers. All those movement parts can’t turn fast enough to make frontal facing mg’s viable anymore besides hovers.

I had to look up the definition so grammar is what I am referring too not punctuation (I couldn’t even remember what grammar means). Punctuation refers to the symbols like apostrophes. Your punctuation is good but grammar is what I am having big difficulty trying to make sense of.

I know you are simplifying, but you are skewing your percentages in favor of the hover/arbiter (showing a falsely large number). You are assuming a single weapon combination which is far from any “baseline”.

There are thousands of combinations your simplification does not include that would raise the overall percentage representation of hover/arbiter combinations. (IE King/Kapkan, mace/borer, harvester/lance/tesla, wheel combos for rake etc).

The larger your sample size the less this is an issue though.

I appreciate the work and effort you are putting in.

Have you ever built a pancake spider for Aspects? Basically build two pancakes attached at the center, that form a slit and place the guns in a triangle so 2 can always fire any direction. Only way to build a spider that might take a hover in the current state of the game.

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yes, they all have the same machine gun and the same design. because they are all copies of each other. If you visit the “Bedlam” map, you will see that everyone has the same vehicle there. They use Hover and punisher because they don’t have the ability to play and they fail.

The funny thing is the game still hasn’t balanced that. It’s like they’re doing it on purpose.

Hover maneuverability, durability and speed should be reduced.
In addition, the damage of machine guns and shootguns such as the punisher should be reduced.

So maybe it could be a slightly more balanced game.

The last thing you mentioned about the aggressiveness of the players got me thinking about my own experiences, and I think that’s a bigger factor than people realize.

I think a lot of ground players are too scared of hovers, and that’s part of the advantage they have. I often find I do better against hovers when I’m playing a heavy tanky vehicle, because I’m more willing to push towards the enemy and get close. In theory, that should be a bad move, because hovers should be able to circle around me, but if I’m big and can strafe (legs or augers), I can often block their escape routes and pin them.

It’s smaller fast vehicles that hovers can float over top of that I end up in more trouble, unless I mount some kind of hover catchers above my build.

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Tracks (treads) lol…

Turreted rockets… The multiple shot volleys work really well against spaced armor as they don’t make contact at the same time.

That’s an added complication from from the direction follows aim system. Legs are essentially hovers with different characteristics. You have a turreted gun and are basically reducing amount of rotational follow speed you could actually have. If you didn’t have that on you could leverage the additional turn speed of the weapon.

When I’m in my cerb shotgun build I often go after hovers. I normally try to target the bottom edges of the overs while getting under them. They can’t shoot me while I’m under so I just have to get back under before they reorient themselves. The hovers themselves don’t have any contact resistance too so any part that can make contact will work but a little bit of passive melee on top of a aggressive build can do a fair bit of damage. It doesn’t have to be one of those larger catchers that players like to construct.

That’s a good idea, I haven’t seen that. What I see a lot of is boxed in MGs and miniguns on spiders, but that was true before the update.

The thing about turreted weapons on augers or legs with the new movement controls is that the pivoting still helps you track enemies, as your guns will still pivot completely to the side until your movement pivot catches up.

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This is one of my strategies, as well. I don’t bring it up much because the anti-hover people are sometimes too toxic to communicate with. But, if you see a hover pre-occupied with another target, cloak up & get under him… I mean literally UNDER him with a shotgun build, you’ll tear him up. The game is just to keep him literally ON TOP of your build so you’re shooting directly behind his spaced armor.

Plus, too, and also, I don’t always go for the kill. I just rip 'em to pieces, then dart away leaving him crippled for someone else with longer range weapons to finish off. A half-dragging hover is pretty useless.

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Hovers are a lot easier to disable now. Lose a couple hovers and some armour, and you can flip yourself or get stuck spinning in a circle.
Targeting the frames and hovers is definitely the way to go.
Thinking of getting some of this Yokai cannons, as I’ve seen them turn a lot of hovers into pancakes lately.

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Shhh. We don’t talk about Waltz, Yokai, Locust, Snowfall or Pyralid being good on the forum where developers can read. Acceptable topics include: Rockets are terrible, they need more bullet speed, buff rockets and like conversations.

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Oooh, you just reminded me that I haven’t tried my Snowfalls since the update. I bet they feel really good on omniwheels, augers, or legs now.

Search ‘Ol Flakey’ on the PlayStation exhibition for a steppe hover snowflake build. I dialed it in pretty good, spaced armor, omamori, firing angles perfected to fire no matter what.

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Its hardly even worth playing this shit now because of how far above everything else the op stuff is. If its not hovers and catalinas, its meta builds almost entirely made of fused BP items. If its a close range build, aegis just doubles its cancer rating. If its none of these things its the CW players running their fully fused meta build type at 9k in a squad 3-4 deep when 3 players on each team are bots.
I’m just trying to play solo with an astra omni and I can’t do that without getting shit all over by metathot squads.

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Aggressive play styles have always been king of Crossout and you can not balance a play style.

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