Changes in the movement parts physics and controls

If crossout want’s to evolve then the fierce bot ai needs to be solved first before this game can attract a serious amount and retain new players. This game ain’t gonna be taken seriously as long as there is bot/spaced armored spider traffic jams on sector ex. They should evolve the size of the maps first. You can make builds twice the size of some of these passage way’s on some of these maps so they should evolve the map sizes, that’s the change id like to see first.

I was sort of pissed at the forum, and considered letting it just FO, but this is an unusual update. As bitter as the discussion is, I think it needs to happen in full. It’s kinda a big deal. I’m not sure when the last time was that they proposed such an tumultuous change to the game mechanics. It’s a bit radical as far as the controller issue goes.

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I’m sorry to hear all this positive praise, the people saying this don’t have any experience with hovers or strafing. This locked control to relative to camera is terrible, especially for console users. Please don’t implement this change, it’s not fixing the current issue of rush builds. These changes will make rush much more popular, no one will use the omnidirectional movement parts, especially not in clan wars. What can counter the rush meta?

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New vehicle controls for the movement parts with the strafing function:

Probably the worst decision any game developer of any game has ever made in the entire gaming history.
This is literally going kill the game.

And removing sideways hover option after such a long time is a game breaking decision too.

I can’t say this any more nicely but you guys have completely lost your minds.

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If it’s that crushing for console players, they should definitely skip it.

On PC, I found it to be easy to get along with, and something of an upgrade for legs (which they kinda needed, IMO), but I can certainly live without it. I don’t think anybody would be upset if they didn’t include this feature in the update. I personally like it, but I’m not like “wow, that’s awesome. We must have this.” I was fine without it, wouldn’t at all be upset if it didn’t make it to live servers, and if it’s going to cancel consoles due to the controller constraints, then I think it’s probably a no-brainer to just skip it.

The rest of the update is not controversial at all, from what I can tell, and is an upgrade in most every other regard. They should probably just go with that.

So, I’ll be happy to stand in solidarity with my brothers from another mother on consoles and just say no to the wierd controller mod. Nobody needs this, or asked for it, and it sounds terminal for console players.

Slight change of mind. Just tried out the test server on pc using my ps5 controller and here is my thoughts. Special effects is cool but a bit over done. Seems they boosted autoaim for controller so prob give us controller players a unfair advantage. I like the new straffing movements for the hovers but not so much for the legs but that’s just preference. What they should do is keep both schemes and apply them to what ever blueprint you wants. It will definitely save my l3 and r3 buttons cause that do get annoying but i still prefer that layout with mechanical leg builds but it do feel nicer on the hovers but id have to play it for quie a bit longer then a day or two to find out which scheme i prefer so they just keep the 2 of them. I was getting the impression from description you couldn’t go sideways at all so my bad.

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I’m glad to hear it, because I do like the change, myself, but I don’t want to see console players get screwed.

it is gonna take quite some time to get used to but should really expand the lifetime of my ps5 controller. Keyboard and mouse players don’t know the pain of pushing in on the joysticks all day to strafe. Its the equivalent of pushing l3 constantly in call of duty all day to run. I never uses l3 in cod to run shortens the life span of your controller and causes thumb pain so i am all for this change as long as they lets you swap between schemes i’m all for it.

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I made a quick demonstration video of the changes.

I don’t see the problem with the strafing. I think the new strafing mechanic will help players.

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Thanks for the clip!
Have you tried using the “centre” key to aim in other directions than forward? I’m still trying to get my head around how that works, but I think I understand.
I think for console they’ll be able to use the handbrake key for that, since it won’t do anything on strafing builds anymore.

Man, I don’t see a problem either.

I just tried some Hover builds from the exhibition, and I like it a lot better. Heaps. I’m getting hovers if this goes live. It is sssoooo much easier to handle them under these new parameters. IDK WTF people are crying about on PC. I get it if console players are somehow short changed on the joystick controls and all, that shouldn’t stand, but on PC with a mouse and keyboard it kicks ass. I really didn’t like Hovers before, because I thought they drifted about too much, were wobbly AF, etc., but I love what they’ve done to them. I’m sold.
I tried some different wheels, and I like the changes to all of them that I’ve tried. The Camber Wheels actually seem to drift a little (I could hardly tell if they were before), and as a bonus they actually peeled out from the garage, complete with smoked tires and squealing. It’s phking cool, I think. Also,I think I’m hearing a sound effect added to indicate when the wheels actually do drift as well. It sounds a little like the jingle of tools in the trunk sliding about. I don’t recall that being a thing before. The menus for the Exhibition are way better IMO , and in the garage I think they look cleaner, better, easier to navigate.


I don’t think there is anything I don’t like about this update. It looks better, sounds better, plays better, the movement feels more kinetic, Legs got a buff I think they needed, and it isn’t any more taxing on my GPU than it ever was.
Gddmn, Devs! Good job!
I hope Console players can work out whatever controller issues they have, because I like this update a ton.

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Don’t listen to console players who are complaining: we can’t access the test server, so it’s all just speculation. Also, strafing on controller in the old system was not good: having to push in your joysticks to go sideways is a major strain on your hands and controller. The new method pretty much eliminates this, as it seems you’ll only need to use r3/l3 to do minor rotation moves, which most strafing builds won’t even need to do.

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…Oh, and one more thing, I tried a small-track/wheel combo, and it’s like it’s got the best of both worlds. The response time from driving, stopping ,and then rotating in place is awesome. The transition between modes (wheels and track) is fluid, and near instant. It’s a lot better than it was before.

Ya? I might be done with that then. I really like this update.

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I don’t mind this update at all, in fact I like this update. let it be pushed to the main game! :smiley:

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Well, i didn’t understand what you were showing until the wheel part.
That’s probably i only knew what to look for in the wheel part.
And…i’m confused because of all the changes announced.
In garage or PVE I didn’t notice any difference in
. suspension behaviour
. vertical obstacles and invisible walls

Maybe in the turning speed of the wheels, it seems my build accelerate and it’s snappier when exiting a turn.
My build doesn’t tilt either side when in a turn like your fast yellow test build did but even then, wasn’t anything that special.
I can still drag bigger builds than mine (like spiders), so no difference in traction.

Maybe this changes only affect or affect more lighter builds?

Because, so far, i don’t notice any or any major difference.
i run a ST-STD-ST wheel configuration

In PVP
BF seems to fall off easier than before

Are you on the test server?

I’m not so sure.

I’m not seeing any difference from before and now.
it feels just pointless, a placebo and i’m ok with that but …

This seems the way to go, I don’t see the point in improving the inputs of consoles.
Sorry Pooney4u, i play on the master race.
it’s not an argument against consoles per say, i just don’t see the logic in giving “weapons” to another platform other than a PC.
E.g.
The Brits always used the others to put on the front lines, to be a buffer

I didn’t think of that.
You’re welcome.

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That is a relief seeing as I run Crossout at 4k on a half-height ddr6 gtx 1650. :grinning: I don’t think it would appreciate any more strain on it lol.

I got into the test server today, I forgot I was in a new time zone so my relative window of access was shifted. Derp.

It was basically exactly as I anticipated, all of the changes in general are “Meh, whatever” to “Alright, this is actually quite nice.” The new banner graphics that fly across the screen I could care less about, wrecks being left behind is interesting and the fact they can still soak hits can add some new strategy. Explosive modules applying impulse to the host car when they blow is also a neat dynamic.

And then we have the new change to strafing movement parts regarding camera orientation…

**** THIS CHANGE.

It takes away a lot, and makes it pointless to use quite a few weapons on basically anything that isn’t wheels or tracks. Forcing you to turn to face your opponent limits your options in combat, you can only facetank damage and can’t bring a fresh side of your build to face the enemy, you can’t fire a turreted weapon backwards on someone without coming about and disrupting your movement. I also found mounting just one of the “strafing” movement parts imposes this control scheme on the vehicle regardless of otherwise being tracked/wheeled, which rendered a few builds completely unusable. It never felt intuitive, it felt like the machine was constantly resisting my attempts at complex maneuvers, it felt dumbed-down. Limiting creativity and strategy both in building and fighting is never a good direction to go.

And for all my complaints about it, it seems like it does nothing to limit meta-hover builds. Which I suppose are resistant to my complaint of feeling limited when all you do it “Face enemy, press weapon button.” Spindly, spaced-armor hovers mounting the usual weapons still dominated the matches I had which actually had a number of human participants.

Aside this, I feel it would be a great patch and refresh the game in a good way; and I’d eagerly welcome it. Instead this camera-coupling will make me consider quitting the game instead. It’s that unpleasant and detrimental to my experience. It could be added, but make it an optional control scheme. I combed the menu to see if there already was one, I ticked and unticked any box I thought might control it, nothing changed it.

Again I’ll state it here for TL;DRs, if the camera-forward orientation of strafing parts was a togglable control scheme, then I’d no longer have any complaint about this update. But as it stands, I find it being imposed as standard ‘game-breaking’ and it just renders the experience unenjoyable and frustrating.

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