Crossout Gameplay Fixes and Ideas

I have thought about it some more, and i think the best way would be a blue or red circle all around the edges of the area.

it’s more fun not knowing friendly from enemy fire puddles or cold puddles.
if the enemy thinks its your fire puddle then they try to avoid it and vise versa.
:saluting_face:

Fixes:

Matchmaking becomes very unbalanced when you go up in power score,
I was playing today as an 8k car and i kept getting matched up with 16k PS players.
At low PS the powerscores are pretty close to each other but the higher you go the more difference you will get.
I suggest the game keeps the same ratio of powerscore difference from low to high PS.

Ideas:

Self Destruct Module.
Increases the self destruct blast radius and damage by 50% while reducing the self destruct delay by 50%.
Size of a small ammo pack, explosive module, 0 energy, 150 PS.

Oil Spiller Module.
Drops out a large oily greasy area effect on the ground from the center of the module.
Making all players lose traction while in this area depending on their movement parts.
Wheels -75% traction, tracks -50% traction, walker legs -25% traction, hovers unaffected.
oil areas can be set on fire with heat based weapons, making them act as incinerator fire puddles.
1 energy cost, 200 PS, reload time 15 seconds.

Multispectrum Signal Distorter.
Disables enemy radars in a large area when activated for 8 seconds.
0 energy cost, 300 PS. 20 second reload.

i agree about the weapons but in the part of ideas i think that giving players the option of uploading maps could become very messy

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Fixes:

Burning cab zoom.
When your cab is burning the innate zoom ability becomes useless because of the heat blur above your cab.

Doom weapon, its just too strong at 5k PS, i see 4 man seal clubbing hunting parties with this weapon regularly, nobody stands a chance against this.
So. reduce the max damage charge, and chargeup timeout.
PS i use dooms myself, the game is just too easy when you have them.

Rock city map, return the wall.
The oldest map in the game, and the first to be edited by someone who didnt understand the gameplay.
We had to endure this mistake for years now, because tactics dont work on this map, with the wall between spawn points removed.

Ideas:

Blue cloak generator, a 1 energy 4 second cloak generator the size of an expanded ammo pack.

Rear view mirrors, we have them on all real world cars, but why not in crossout?.

Custom HUD element placement like in star trek online.
I think this would be a good addition to the game.

Holographic mirage generator, creates a duplicate of your car for 10 seconds, randomly shooting cars in range for 0 damage and pretending to take damage from incomming fire.
1 Energy, 200 PS.

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r u talking the same thing i did?

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looks like it yep.

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Fixes:

Fix the plethora of weapons the devs overnerfed in the last 10 years, and make them more competitive to todays standards.

Ideas:

Custom wheel suspension.
Giving players the option to heighten or lower their individual wheels by 20%, and choose from soft medium or hard suspensions.

Magnet mines.
Radius 10 meters, curves all projectiles shot through this area slightly towards the mine.
And pulls all enemy cars in this area towards it slowing their movement.

Corrosive Acid Launcher.
Similar to the Incinerator weapon, creates an acid pool 25% smaller than the incinerator fire area, but damage persists after leaving the acid pool for a few seconds.

Specialized Ammunitions.
Choose between incendiary, armor piercing, homing, acidic, cryogenic or electrical Ammunitions.
Each adding a different effect to your projectiles.
Incendiary heats up parts.
Armor piercing pierces 2 additional blocks of armor.
Homing, slightly curves towards the nearest enemy cab or other targetables.
Acidic, gives a small damage over time damage to enemy parts hit, for a few seconds.
Cryogenic, slows down target car and weapon turning.
Electrical, applies a durational debuff to enemy cars hit, giving a 10 to 50% chance for their modules to short circuit when activated depending on how much damage was dealt, failing to activate and disabling them for 1 to 5 seconds.
Explosive module with cost and size same as a small ammo pack.

Laser Point Defense drones.
Flying drones that follow your car, armed with a short range Blockchain like weapon, Automatically shoots at all targetables and Minelayer projectiles like the doom, fortune and porcupine.
Shoots at enemy cabs when no other targetables are in range.
4 energy cost, max 4 per car.

we need a proper elevation for all weapons to deal with rotor cowards

and there should be a penalty for using those

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Fixes:

Increase ML 200 mechanical leg speed from 50 to 60 km/h.
Even the heaviest track the goliath has a max speed of 65 km/h. much more HP, and more than double the tonnage of the ML 200.
50 km/h is just a death sentance waiting to happen on most maps, since the teams always use the circle around strategy.
20 seconds in the game your team is half the map ahead of you, and you are facing 4+ enemies that circled around to hit you in the back because your legs can go only 50 km/h.

Balance the Damn Myriad.
Either make all movement parts in the game Regenerative, or just remove this stupid feature from the Myriad legs, it is so overpowered combined with its speed and godlike traction.

Ideas:

Custom drones.
Choose the weapon your drones use, all weapons up to 10 energy are allowed.
The game already has many custom drone templates from the reocurring ‘Droneapocalypse’ event.
Why not use it to enrich the standard gameplay?.

Frontal energy weapons.
There are frontal versions of almost every weapon except energy weapons.
Why is this not a thing?, just give them like 50% more hp and a 45-90 degree firing arc.

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'are u saying we buy a blank drone and use any wep we have in our inventory to put on it?

that sounds good, i want to see that.

:saluting_face:

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…or… :grin:

…had to add a few clarifications and word a few things better…
:rofl:

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:metal: :+1:

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Just make it easier for free to plays to progress the game, instead of being locked to not even 1/10 of the cabs and weapons provided :frowning:

Перк Маниту НЕ ВИДНО

Сейчас при перезарядке револьверов с помощью перка кабины Маниту происходит короткий звуковой сиграл и кабина начинает испускать из аод капота еле заметный дым, после чего НИЧЕГО не говорит о том, что револьверы получили бонус урона от кабины. И да, это критично. Ты можешь попросту забыть что прожал перк Маниту или не услышав сигнал/не увидев дым (В остобенности в пылу сражения), начать перезарядку снова зря потратив боезапас или выехать на противника беззащитным в процессе перезарядки. Все остальные кабины с активным перком имеют хорошо заметную индикацию, а Маниту имеющая уникальный перк для не самого популярного типа вооружения - лишена понятной индикации. Это легко решаемо и вот пара идей:

  1. Добавление иконки дыма или полупрозрачный череп оленя поверх значка револьвера получившего бонус урона от перезарядки с помощью Маниту
  2. Добавление визуального эффекта сизого дыма вокруг физической мадели самого револьвера получившего бонус урона от перезарядки с помощью Маниту
    Уважаемые разработчики, большое спасибо если вы это читаете и буду очень признателен если вы обратите на эту проблему
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Translation.

Manitou Perk NOT VISIBLE Now, when reloading revolvers with the Manitou cockpit perk, a short sonic play occurs and the cockpit begins to emit barely noticeable smoke from the hood, after which NOTHING says that the revolvers received a bonus damage from the cockpit. And yes, this is critical. You can simply forget that you squeezed the Manitou perk or without hearing the signal/without seeing the smoke (Cautious in the heat of battle), start reloading again, wasting ammo, or drive on the enemy defenseless in the process of reloading. All other cockpits with an active perk have a clearly visible indication, and the Manitou, which has a unique perk for a not very popular type of weapon, is devoid of a clear indication. This is easily solved and here are a couple of ideas:

Adding a smoke icon or a translucent deer skull on top of a revolver icon that has received a damage bonus from Manitou reload damage Added a visual effect of bluish smoke around the physical mud of the Revolver itself, which received the damage bonus from reloading with the Manitou Dear developers, thank you very much if you are reading this and I would really appreciate it if you would address this issue

Fixes:

The Jubokko cloaking bug.
Its been over 3 years since this bug started, many people have reported it on the correct channels, and nothing has been done.
Many new packs with new weapons and parts have been released since then, but nobody on the dev team seems to want to fix this Jubokko weapon bug.

To clarify, the Jubokko shoots dual mines with electrical slowing beams.
The bug with this weapon is, when your mines start damaging enemies, it decloaks your car as if you were manually attacking with a weapon.


Ideas:

Rotating Weapon Platforms.
A 1 block height durable rotating platform to place your limited angle weapons on, so they can act like full 360 degree weapons.
1 energy cost per platform.
2x2, 3x3, and 4x4 versions, bigger versions rotate slower and are more durable.

Consumables.
1 use per battle items.
Many things can be added here, like a repair kit, 20 second damage boost, recon drone to reveal the map, EMP to block radar for 10 seconds, cooling items to reduce weapon overheat, the list can go on…
The point is that it is a 1 use power, pretty powerful in the right circomstances but not too over powered in general.

Scavenger module.
Repair damaged parts on your car while close to an enemy wreck.
This feature is already in the game in a certain way with the “Titan” wheels
Lets expand it to the whole car instead of just wheels with a specialized module.
Something like repair all damaged parts by 10%, when staying close to an enemy wreck for 3 second.
1 energy cost 2x2x3 size.

New decor Idea: arrow light sign with a chasing light effect.

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Will be good if mechs legs havent rocket jump that is so big advangates against players using normal legs like geridas or normal wheels. Will really drastic but better solution disable invisibility in game.
Matchmaking stop bot substitutions for players after 10s start match = happens players in front attack with bots and they dissapear and whole attacks of enemies concetrate in 1s on players :smiley: its really annoying.

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You want a fix to the Player Base/Game… EASY…

Put a Price Tag on the game, join Gamepass/steam/etc. through contract to provide extra revenue, and immediately remove the extra Currencies.

The game should not be a Pay to Win free game…

and it should not take years to progress through the game.

Add more parts…Weapon Parts

This really isnt difficult at all…its basically a matter of greed…

or just be happy with a 1k player base… Smh

Greed has made you all fools.

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