Booster and impact damage

Firstly, boosters are rarely used, even when paired with the cockpit, only for damage effects, boosters need a buff for people to see it on the battlefield, I think, its propulsion needs to increase, and so does ammo.
Several ways to increase ammo: 1 increase directly 2 Configure them with ammo boxes 3 They will automatically restore ammo
And for the existing two cabins that use them:cockpit and tusk, in order not to affect their capabilities, I think that the cockpit does not need additional ammunition and propulsion,and tusk’s damage needs to be adjusted,that brings me to the second question:
Second impact damage,We’ll see exaggerated damage on high-speed tusks, which are pretty much the highest damage that can be taken at once in the game, and I think this damage is multiplied by a factor multiplied by the square of speed, which depends on the component, which is the damage of passive melee weapons that can be seen, But I think they hit at very high speeds and should not still be sharp to deal such high damage, at high speeds, their damage coefficient should be reduced, and the faster the speed, the more their coefficient should be reduced

This clip is from before the latest Cockpit nerf. Perhaps 10K+ passive melee damage could still be possible, even after all the nerfs that were implemented due to the cabin’s peformance in leviathans, by developers too lazy to do two separate perks for PvP and leviathans, for a cabin that is sold in a PvP pack. But it would now be much harder to accomplish.

I was able to create the perfect Clarinet car, that was also deadly up-close. When in March 2021 it was said in a Garage episode that they’d be exploring high-PS Clarinet cars, I PMed Sipovec, who was then in charge of the Garage. I linked a preliminary version of my main channel video. I also suggested adding a booster fuel tank to the game, with the dimensions of 6x2x1. And I explained a few things relating to boosting. All for nothing. Five weeks later, in another Garage episode, a high-PS Clarinet tank was featured. It had two Goliaths, two Caucasi, in addition to the Clarinet. The narrator even commented that it wasn’t very effective in combat. How is the game supposed to grow and be refined, if those in charge of it don’t care to make it fun? Or, at least, to help them save time? At that time, Sipovec had a “developer” tag on the forum. Later, I found out he works in support - a developer wouldn’t have time for that. So it was also the fault of someone who hired him to manage the Garage. That’s one thing. Do you remember how many times the Cockpit’s perk was nerfed, and how each time the explanation was about its use in leviathans? Instead of having the cabin behave differently in vehicles built in the 80-part slot and in the 160-part slot. That’s an unwillingness to be creative, to listen to the players, and to make the game fun. When there was no damage bonus cap, I was only able to use 7 Hermeses, because I needed 4 energy for auxiliary modules. At +77%, the bonus was nice, but not necessarily OP. And if someone wanted more Hermeses, first, they’d be less effective due to the absence of an essential auxiliary module, and secondly, the way Clarinet explosions work, there was a damage increment drop-off, with the exception of large single parts, e.g., cabins.
Another reason I haven’t been able to promote the Clarinet, and by extension boosters, is because the three Crossout Show submissions I sent in were ignored on purpose. Game-changing breakthrough footage. I assume it’s because I’d often remind the moderators about following chat rules, which they were breaking, so they took some petty revenge. Here, clip no. 2, which happens to be about ramming hovercrafts.

I take it you mean “the load it can push.” A base Hermes can push up to around 1242 kg to still provide smooth boosted accelleration of the vehicle. At 1400 kg, accelleration drops by 1/3. Near the end of my main channel video, in the “Bonus footage” section, I show Firewhip Heavy, which was at 1400 kg/Hermes. You won’t notice, feel it just from watching the video. But you can run your own tests. I used OBS to repeadetly record clips showing the boost times for both loads, until I got ones that didn’t skip frames at the key moments. Skipping forward frame-by-frame in Avidemux would show if a clip didn’t manage to capture those key moments, so I had to repeat until I was able to capture them. This is how I know that the accelleration difference between loading a Hermes with 1242 kg and 1400 kg is 1/3, or 33%.
Upgrading a Hermes for +10% accelleration increases the optimal threshold to 1366 kg.
Different players can look at it differently. Some may say that 4 Hermeses are enough for a Wang car weighing 9000 kg. And so on. I got used to the values I gave above, I enjoyed the smooth boosted accelleration, and at 1400 kg per base Hermes, the car felt impractically heavy. But I believe these conclusions aren’t merely subjective.

I need 400 Hermes fuel units to be comfortable in any location, especially the Crater. I mentioned this value in the PM sent to Sipovec.
Consumable booster fuel was implemented to rein in flying Hurricane cars. I don’t have a firm opinion on that. I’ve never used one, but it seemed fun, even being on the other team.
When I started a battle with 150 units, I used up to 25 to arive at a firing position. This allowed me to occasionally blow up a pristine hovercraft with just one missile before it could do any damage to my team, or in the first 25 seconds of a battle. My record times are: 12, 13 and 14 seconds, shown near the end of the main channel video. It’s still a Clarinet car, so I’d often had to run from enemies, which would use up dozens of fuel units per escape. It was frustrating to lose a battle just because I couldn’t activate the perk to buff my missiles’ damage, or couldn’t run away, having used up all the fuel. Just because of lazy, short-sighted, uninspired developers.
The solution I mentioned to Sipovec was to make the fuel consumption rate depend on the vehicle’s travel angle, with vertical boosting using up to 4x as much fuel as horizontally. That would be a simple, elegant solution which would improve the capability of boosted cars, at the same time keeping flying Hurricane cars in line. But - no. Not interested.
With Bigfoots, I would use up 2 or 3 fuel units per shot. After the Buggy wheels were released, I was able to reduce that to 1 unit. And spinning of the car was no longer necessary. You can compare videos form different season. The car used in Season 7 is posted on the exhibition as “Firewhip Secrets.” I later upgraded all 8 wheels for +25% grip, which noticeably improved its performance when trying to outmanoeuver enemies in close quarter, but overall handling as well. A boosted car needs all the grip it can get. Reducing the grip of ST wheels in a recent update made no sense, as it’s the same rubber, and was a noticeable blow to my Firewhip cars. BTW, by placing a pair of non-ST Buggies closest to the center of gravity, I was able to reduce the number of wheels from 10 to 8. The Buggies are the best wheels for the Cockpit, as they reduce the perk activation threshold to just 45 km/h. So, no more spinning to stay in cover, unless I really wanted to.

Based on my experice with boosted Cockpit cars of two years, I do believe 400 fuel units are needed with the Hermes. If you mean that the increased booster fuel reserves shouldn’t be managed by the cabin, that’s an interesting idea. But in that case, any other cabin would have the same amount of booster fuel as the Cockpit. Do you mean to say that the Tusk needs that extra booster fuel? Maybe it does, I don’t know. Would such a change create balancing issues with some other cabins?
As for the value of its acceleration, or ability to push load - I was able to build light enough, while driving around with a face full of bumpers, and sufficient basic armor, especially after upgrading the Hermeses. I can agree that a boosted Cockpit car shouldn’t be able to haul too much armor, thus having to rely on its speed and the driver’s skill for survival. Which should be extensively tested in various configuratins, at different power scores. Which will probably never happen. In the summer of 2022, a news post announced recruitment of testers. But it only appeared on the Russian version of the website. I’m probably not imagining that there are noticeable differences between popular playstyles of players from Russia and most everywhere else.

I can’t reliably comment on the Tusk in this, or most other aspect, as I’ve used it very little.
You don’t mention the Cockpit here, so I’ll add that I believe that passive melee damage with the Cockpit should remain high, because:

  1. It’s not easy to carry out such manoeuvers, at these speeds, often in terrain with obstacles.
  2. Actually high damage begins at around 130 km/h, which is tricky to do, and is a balancing factor.
  3. A boosted Cockpit car with a lot of bumpers will be very specialized. The more boosters, the fewer energy points to spend on weapons and auxiliary modules (a Doppler, a Verifier, a Chameleon, an engine). So it should be able to make extensive use of the few options that it has.
  4. Bumpers get used up much more than it could seem. My Firewhip cars only had enough bumpers to sensure 2 or 3 high-damage hits. I was never able to keep blowing stuff up after just a few hard strikes. So that’s a balancing factor. The way it works now seems properly balanced. You can test it yourself, by using the Firewhip Secrets from the exhibition.

One thing I have to say about the Tusk and the Cerberus is they seem to get damaged too much by ramming. But my experience with these cabins doesn’t allow me to draw reliable conclusions. I know an Omamori would definitely be of help.

The developers’ knowledge about practical aspects of boosting is quite limited:

  1. They didn’t know how to properly balance flying Hurricane cars, even though the solution with a 4x fuel consumption rate for vertical boosting wasn’t hard to come up with.
  2. They didn’t know the optimal loads for the respective booster tiers. I know this after an update increased the bonus from a single Hermes from 11% to 15%, with reducing the maximum Cockpit damage bonus to 40%. That meant they didn’t care about having enough boosters for smooth boosted accelleration. A 16-energy car would usually weigh at least 8500 kg (now, with the Thor, it’s less). Incindentally, by making the full bonus easier to unlock, they made the cabin more sealclubing-friendly.
  3. They removed the Fortress and the Ship Graveyard from rotation some month after releasing the Cockpit. Two expansive locations with enough room to run around in a boosted Cockpit car. They didn’t care to give us that comfort, instead confning us to more cramped environments, with the exceptionof the Crater. It was a noticeably worse experience for that duration, after having driven in these open spaces prior to their removal.

I’ll round this exposition off with some more examples of how the Cockpit allows a humble Clarinet car to turn into a raging melee beast :smirk_cat::

There was a while when boosters had unlimited fuel it was changed to having a set fuel amount on the boosters

But I do agree the common and rare boosters need a good buff as with the common ones even with a few on your build they give you like 10 extra km
The rare ones aren’t all that of an improvement either.

I think this is stupid, they just need to change the fixed booster energy increase damage to the booster energy as a percentage of total energy increase damage

Perhaps now this pattern will not be very strong, and they should retest whether vertical placement affects balance

They consume energy, which affects combat, and if a part of the player chooses boosters in Extra Firepower, Extra Features, Boosters, to put them in the right position.they should be given enough propulsion

They certainly do, no ones arguing about that

My whole post was saying exactly that … did you read it?