Crossout Gameplay Fixes and Ideas

We all love this game or else we wouldnt be here on this forum.

Devs have done a good job, providing this game free to play, good graphics and well optimized.

But gameplay wise, there is room for improvement.

So, this topic is ment for both players and developers, a gathering place of player feedback.

I have seen many topics posted by players over the years with new ideas for crossout.

Wouldnt it be nice and convenient if they all stayed in one place?

Ok lets get started, there are 2 categories here.

Things that should be Fixed, and new Ideas from players to the devs.


FIXES:

Remove the ‘wobble’ of omnis, atoms and augurs while mouse steering, they used to be great for frontal weapons, but some patch inflicted them with crosshair wobble and instability a few years ago, not many people still play them since that.
The devs could change it back and give stability to those movement parts again.

Fix the perfect bot aim and unfair radarless explosiveless bot builds, we play this game to have fun and/or be competitive, and not have computer controlled npc Bots kill us with 0% miss chance.
Give the bots an inherent miss chance about 10-30 % just like normal people who dont use aimbot.

Fix the matchmaking servers, having to play 5vs8, 6vs8 and 7vs8 matches is not fun.

Increase speed and hp of drones by 10-15%, Yes drones suck, but many people still like to play them, and will be a drawback on the team because of this, unless they are buffed in some way, but not the fatum drone that one is pretty strong.
But for the other drones, the speed cap the devs gave them seriously hurts them, they used to be much faster, now your wheel drones or annihilators cant even keep up with a heavy cab with a fast engine, the devs overnerfed them since they have too many counter measures like interceptors, cloak, aegis, machineguns or other direct fast pewpew weapon.

Tritons, the current cancer, needs to be adressed with haste, we’ve had months of trying to survive against them now, with no avail.
They need some asap dev fixing, unless you want every game with atleast 50% triton users.

The Range Game, Crossout Devs seem to favor close range and melee destruction derby bumpercars gameplay, this creates groups of fast moving short range builds on a team that hunts solo slow moving or long range builds every match, unless they drive away fast enough and stay with the team.
Give all long ranged type weapons a damage boost based on range, like the storm, whirlwind or cricket, so they can atleast do some serious damage at range before they are ganked to death.

Artillery Weapons like the Mandrake and Heather, they are unwieldy, clunky and too much impact delay.
The damage is ok, but the miss chance is 80% or above.
Instead of constantly holding the mouse button, give them an activation click that arms them after a second and then the firing arc and area of impact shows for them, it would be much easier for your players hands and the longevity of their mice.
With the current impact delay, people will just drive away before the artillery shells hit them.
Also, give them a small indicator on the minimap to where they are aiming, like in world of warships.

Thresher grenade launcher aiming, for some reason i always have to aim slightly below the target to hit them, wich seems counterintuative for a weapon with a slow projectile and plunging arc trajecory, go fix this unrealistic aspect of that weapon please devs.

Tracks without Traction, what even is the point of tracks that protect against melee, while being pushed around with ease from every other movement part except hovers?, they should be heavy bricks glued to the ground.

Merge the helicopter and robotic legs mode with the standard mode, nobody wants increased wait times, but that is what devs created when they split the playerbase into 2 halves.
The game has been slowly losing players over the years, why divide them into 2 gametypes and increase wait times even more?, not a smart choice if you ask me.

IDEAS:

Community mapmaking contests, let players upload their own created maps to the exhibition, and hold a contest every few months, giving the winning map a spot in crossout’s server maplist, and its creator a big gift in coins.
2nd and 3rd place a small coin gift for their effort but no spot on the server maplist, perhaps they can improve them further for next map contest.

A 1 energy generator, you have energy generators for each number from 2 to 10, but why is there not a 1 energy generator?.

Custom co-drivers, a way to spend your intelligence points, give them a skill tree, something like mechwarrior online, an increasing coin cost for hiring more, and a coin cost to respec them.
Also i would like to note the target decay and target retention skills from that game, i think it would be a good addition to crossout for people running normal radars instead of maxwells and dopplers.

Voicepacks, Voip and expanded voicemenu.
Remember that game tribes? with its male and female voicepacks and many emotes and commands you could do with it?, crossout could benefit from this if they implemented even a small fraction of this into the game.
The current system is so lackluster, like it was made to compensate for limited button controller users.
Crossout is a PC game not a console game, so give us expanded voicemenus.
Also Voip would be funny i think, its funny in all multiplayer pvp games ive seen with this feature.

Playerbase tracking, it would be nice to see where the majority of players are, at wich powerscore, so you can join games at that powersscore and have reduced wait times, something like this:

Hover overdrive module, wich temporarily increased hover altitude, making them act like boosters for a certain amount of time, with players controlling the boost with a button.
They are jet engines after all, why not give them a boost upwards?, and maybe heat the hovers up while doing this.


I invite you guys to post your own fixes and ideas here, to keep it all in 1 place for convenience, and i ask you to be civil and respectful to each other in this topic please.

Below here i will post links to forum topics that are trying to post new ideas or fixes.


https://forum.crossout.net/t/rework-s-suggestion-s

https://forum.crossout.net/t/an-extra-game-mode

https://forum.crossout.net/t/what-are-your-weapon-ideas

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Cant you make your own topic with this? *sigh
You just contaminated this post with nonsense wich took me 2 days of work to create, thanx guy.

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you said “Fixes and ideas”
fix my dam gpu setting and my idea is to turn it back on,
they did this with ’ Fullscreen mode’ and never fixed anything.

Alot of good ideas! Just wanna add a few comments.

What would the impact on performance be? Would the sound lag as badly as the game sometimes does? Do you want to hear 12-year-olds singing Barney songs, teens saying “F U” every 5 seconds, or immature 20-year-olds making sex noises? :astonished:

These weapons could be useful if they had a special “Siege Mode” event, where Team A defends a position with mandrakes (maybe the castle on the fortress map?) and Team B has to move into position to siege the position, using heathers. Half of each team is artillery, the other half an assault force. I think it’d be fun if worked out properly. :smiley:

I used to spend hours generating 3-dimentional maps for games I wrote years ago! I love the idea, but for it to be practical in a mapmaking contest here, though, contestants might need access to whatever application the devs use to create maps, and then you might have licensing issues, etc. Just using PC Paint wouldn’t be very helpful for anything except 2-dimensional maps, and trying to show elevations etc would be lackluster. :man_mage:

We’re told the devs don’t read this forum. :confused:

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for the first time in crossout history, add a playable gamemode with a usable map

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i’m not going to retype everything i wrote before so, as far as ideas are discussed here’s where i posted my ideas…

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Fixes:

Aegis shield becomes pretty useless above 8k, the damage of enemies is just too much for it to be viable as 4 energy drain and 800 PS, something must be done because higher PS cars get degunned very easily through the aegis shield.

Daze module is very underpowered, too big and 5 energy is way too much for it, also turning into explosive when used is a big drawback, make it smaller and more useful devs.

Ideas:

Bot command module.

100 PS no energy cost.
Gives the user 2 commands to the nearest bot, follow mode or attack mode, wich can be toggled.
Only 1 bot can be controlled this way per bot command module, maximum 4 bot modules.

Caltops.

Throw down a small area effect field of caltrops behind your car, wich damages cars passing through and slowing movement for a short time, deals increased damage to wheels. 1 energy cost, 10 second cooldown.

Directional shield.

A 90 degree directional shield like the nova cab perk, absorbing damage up to 200 hp, then goes on cooldown for 4 seconds after that it recharges 50 shield hp per second, 2 energy cost max 4 modules placed in different directions.

Recon Drone.

Throwable recon drone, with an RD-1 Listener radar range, cloaks after 2 seconds and stays active for 30 seconds and relays information like a normal radio, 0 energy cost 100 PS and 5 uses per match and only 1 allowed per car.

Smoke Generator.

Creates a cloud of smoke, obscuring vision in a large radius but not radar.
1 energy cost, cooldown time 30 seconds.

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i wrote smt similar, glad we see things similarly
:grin:

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Genuine full randoms pvp where you can’t que up in pairs/groups
Give us get resource but no groups allowed

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Fixes:

Caucassus stop firing on mouse double click when it is locked on, so ppl can use cloak with this weapon.

Add the armored track 25% blast resistance to all tracks, tracks are supposed to be tougher than wheels, but only armored track has blast resistance.

Ideas:

Camera drone that flies up and cloaks itself after a second and hovers above your car, and increases the max zoom out distance by 200% and heightens your camera viewpoint, 0 energy, 300 PS, 4 uses, 1 minute duration 10 second reload, only 1 allowed per car.

Sound based detection, showing an open circle on the minimap in the general area where enemy cars fire their guns, like the oculus does for cloaked people, perhaps not make it white, but a different color.
No radar required, just a driver with ears.
450 meter range not obstructed by walls or line of sight.

Magnetic field module, 2 modes: mode 1, when activated with a mouse click detaches all enemy projectiles currently attached to your car, 10 second reload.
mode 2, when charged for 2 seconds creates a strong magnetic field around your car that reduces incoming projectile damage by 25% for 5 seconds, 20 second reload.
400 PS, 2 energy.

Mechanical leg climbing module, makes all your mechanical legs be able to climb walls and ceilings.
25% reduced speed when climbing walls, and 50% reduced speed when upside down on a ceiling.
400 PS, 2 energy.

isnt this already a thing

You mean like this?

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Fixes:

A rework of the light, medium, heavy cab speed limit.

Partially based on cab, vehicle weight and number of movement parts.
Instead of capping max speed of heavy cabs to around 60 km/h, and medium cabs to around 80 km/h.
Make them faster, but with slightly reduced turn rate and increased drift based on how heavy they are.
It just doesnt make sense to see a heavy truck cab like the trucker with max 55 km/h speed, when basic trucks are driving much faster than this on the highway in real life.
I would know since my dad was a trucker and took me on many road trips in his truck.

A forum problem not related to gameplay.

When you are in a forum post with alot of linked videos like this one: What's your go to song you play when you enter battle
After you watched a few videos and scroll upwards, suddenly all your previously watched videos start playing, and you are in a sonic hellscape until you quit the page.
I suggest the Devs go fix this asap.

Ideas:

Structural integrity generator.

Gives extra damage resistance to parts chosen per unused energy.
1 part per unused energy, and 15% damage resistance to a certain damage type per unused energy chosen by the player, max 3 parts and 45% resistance.
1 energy cost, 2x2x4 size, 300 PS.

Directional Cannon Turret.

A 120 degree version of turret cannons like the defender machine gun or the spitfire shotgun, but with reduced enegry cost, slightly smaller size and reduced range.
10 energy cost, HP and PS same as fixed frontal cannons of same rarity.

Inherent Damage Resistance of Weapons.

Just like structure parts and wheels have an inherent damage resistance to certain damage types.
Why not extend this gameplay mechanic to weapons aswell?.
It would be nice to see heavy cannons and turret cannons with some kind of bullet resistance.
Cold based weapons with a heat resistance, heat based weapons with cold resistance.
And perhaps some blast resistance to certain frontal facing weapons.

Machine guns.

I dont know if i should put this in the fixes or ideas category, but machine guns blow since the nerf awhile ago.
With the removal of their hitscan then have become pretty useless and almost nobody nowadays uses them.
All i see is autocannon builds now since they seem to have the same bullet speed of machine guns, but are much tougher and hit harder.
So my suggestion is make the bullet velocity 50% faster more close to hitscan. so they can regain a semblance of their former glory as the the best degunning weapon.

PS, i was never a machine gun hitscan user, but with theyre absence the game has changed so much.

As a first gameplay fix, how about being actually able to play ?
I literally had 15 minutes of waiting to find a game and just alt+f4 at that point, how is that possible ??

I’m playing below 3000 score and i know that there aren’t a lot of players but how the hell am i supposed to grind if i just can’t play the game ?