What parts do you guys feel are like that? What perks do not feel like they make much sense or are usable?
I’m gonna open up with Savior, it’s basically a slow heavy cabin that gets a damage boost by doing ram damage. But it’s a slow heavy cabin, so you generally are not doing much ramming with it. It just feels like a worse Humpback for all things considered. Other heavy cabins give a damage boost through much more realistic ways (mars at the push of a button, humpback at taking damage) but most of the time you are not going to do much ramming with a heavy cabin build, or if you are, you usually run something else that benefits the guns way more than the Savior, like the cannon ram bricks using cannon boosting cabins. And you can’t go full meelee that well with it either, other cabins that are not heavy make much more use of ramming as a mechanic with meelee weapons due to speed alone. Even if you are waiting for the perk activating when other players ram into you, Humpback once again does it better, gaining damage boost way before being rammed from weapon fire usually.
Basically a slow cabin with a perk that should be on a fast lighter cabin, doing something that other heavy cabins do, but in a much more convoluted way. Not to mention low energy from being a heavy cab means you can’t really pair up single meelee weapon + other weapons that well, once again not being able to really make good use of the perk
IMO, all perks, as well as fusion, are cancer, but whatever.
I’ll list the obvious, so nobody else has to: The Dusk, and Steppe Spider. I don’t recon anybody needs an analysis. Everybody knows.
My Pick: The Jannabi used to have a decent perk, but once they introduced omnidirectional movement parts, they then immediately nerfed, and continue to nerf, rotation speed and anything related to rotation speed, and it has made this cab’s perk almost impossible to engage because your guns are too slow to find targets, if you are going fast enough to drift. When you are in position to fire with the perk light on, your guns won’t be in position, and by the time your guns catch up it’s too late.
Or they could be less specific, like the arbiter/equalizer. Dependent on the weapon, not anything else. Cabs could be dependent on other things, and perhaps a weapon could be dependent on something else like the Stillwind, just for fun.
Or perhaps they could have two perks, one for general use, and one that gives it a bit more of an edge with a certain item.
I think you might be underestimating how much mass increases ramming damage.
I’m not saying Saviour is a great cabin, but it’s not a bad choice for a heavy close range build. It’s good with Gremlins for sure, and not bad with active melee. I’ve never tried it with flamethrowers, because the Blight perk is still more attractive.
Obviously, Finwhale and/or boosters make it more useable, but my best builds with it have been meatgrinder/gremlin tanks.
Steppe Spider’s current perk is great! But I will agree that it’s weird that the cabin with “spider” in the name no longer has a perk that specifically helps legs.
I’ve found Dusk a lot less useful, but there are a few fun builds that you can really only make using it.
I’m confused by this. They actually buffed rotation speed on a lot of weapons not that long ago, so now it’s actually useful with more weapons, without depending as much on oppressor.
It’s been one of my favourite cabins since it was introduced, and I still go to it often.
I think what all of the cabins mentioned here have in common is that they are intended for fairly specific uses, and are not general purpose cabins.
Jannabi is never going to be optimal for reload weapons, or ones with slow rotation (unless you’re really committed and skilled). But slap some MGs in it and it really shines.
Are you saying I am wrong about them buffing rotation speed? Or some other part of my post?
This is copy and pasted from update notes that you posted back in June:
Rotation speed is planned to be increased for a number of weapons:
“MG13 Equalizer” and “MG14 Arbiter”: by 44%.
“Miller”, “Reaper”, “Spike-1” and “Toadfish”: by 58%.
“AC43 Rapier”, “AC50 Storm”, “AC72 Whirlwind”, “AC80 Stillwind” and “Yokai”: by 42%.
“AC62 Therm” and “AC64 Joule”: by 17%.
“Tempest”, “Whirl” and “Astraeus”: by 60%.
“Cyclone”: by 36%.
“Little Boy 6LB”, “ZS-33 Hulk” and “ZS-34 Fat Man”: by 71%.
“Elephant”: by 50%.
“ZS-46 Mammoth”, “ZS-52 Mastodon”, “Phoenix”, “Synthesis”, “Prometheus V” and “Helios”: by 100%.
“Median” and “Varun”: by 40%.
“Waltz” and “RL-9 Helicon”: by 47%.
“Narwhal”: by 114%.
“Jotun” and “Aurora”: by 25%.
“Quasar” and “Pulsar”: by 75%.
“Trigger”: by 18%.
“Destructor”: by 12%.
“Blockchain”: by 8%.
“Assembler”: by 22%.
Comment: low rotation speed is an outdated weapon balancing mechanic that affects only the vehicles with wheels or tracks. Therefore, many of the weapons that use this mechanic are only used in combination with the “Oppressor”. The increase to the rotation speed of most of the weapons will allow players to utilize them efficiently in combination with other engines and movement parts that don’t strafe. And using the “Oppressor” will now make the rotation of the weapons as comfortable as possible.
We understand that those changes may make the “Oppressor” less popular. We will rework its perk if it becomes too unpopular.
They even restored the Oppressor perk, and appear to have buffed it…however, they have once again picked up the rotation speed nerf hammer with this new update, removing rotation speed increase from the fusion feature on several more weapons, as they did in the past, and with the co-driver Billy (poor Billy). So, round and round we go, where she stops nobody knows.
Is it a net gain? IDK, but they are still at it (nerfing rotation speed).
*Very edited and redacted version of a long and irrelevant rant. You’re welcome.
I agree that it’s disappointing that they are considering removing all ways of buffing rotation speed, in favour of just increasing the base speed of everything.
Being able to selectively boost rotation speed with Oppressor or a co-driver is a nice way to allow us to play some weapons in more exciting ways, and there are still a lot of guns that rotate slower than I would like.
But I stand by my opinion that Jannabi functions just as well now as it did on release. If anything, it’s easier to drift now than it used to be, and wheels are more relevant now than they were back then.
Not to mention that the engine sound is gloriously obnoxious.
Well, maybe I’ll give it a test spin. It was one of my favorite cabs, right up until Supercharged 2.0. I’ve built next to nothing with it since. I can’t remember the last time I built anything with it.
With the specter of another massive overhaul of game mechanics on it’s way, it’s hard to get motivated to build anything serious though, especially with the new energy set up. I fuckin hate it, but whatever.
I’m the opposite of you on this. I get really into building whenever there are major changes, because I get obsessed with testing out everything that I can.
The energy rework was great for me, because suddenly I had reason to use a bunch of special engines and special/rare modules. Gave me so many more options
For me it destroyed almost every cab I had by nerfing medium cab energy output (by 1 godamn point). I could no longer just use any of them. I now have to use a cab plus an explosive energy module. One that typically and purposely has an inconvenient energy modifier, like the cab itself. I find it disparaging, not liberating. I think it was a total dick move.
I am no longer very anxious to grind for anything, and much less anxious to buy anything here, because every time I manage to have any success at what I see to be an at least moderately difficult game, they…do what they do.
Now I need more equipment (explosive too) I don’t want, and didn’t used to need, just to get in the same queue (which are now often 3 minutes or longer) to play basically the same build I was before.
It doesn’t feel like an expansion of opportunities to me, but more like an added difficulty and requirement to play, all on the canvas of a game that has always been somewhat frustrating to begin with, and is sort of always having major balance issues, like it is now.
I didn’t need anymore trouble. In fact I don’t even have room for it, and maybe that’s the real problem and underlining issue; my inventory is full. Not only do I not want anymore stuff, but I have nowhere to put it if I did.
This game makes itself a problem too often, IMO.
*This is essentially the rant I edited from my previous post, haha.
I’ve always preferred light cabins, so not much changed for me.
I’m kind of surprised you’re a big medium cabin user, as I assumed you’d prefer high speeds to heavier armour.
I think one of the big reasons that the devs are making builds more explosive through the energy rework, new modules that go boom, and the upcoming ammo change is that Crossout has become almost completely about degunning. Unfortunately, strafing builds are much easier to protect your guns on, as the competitive metas show.
By making builds more explosive, we have more options in terms of ways we can kill our victims, as well as more risks to ourselves.
Of course our perspectives are greatly influenced by the PS ranges we play the most. The metas are very different outside of the range I typically play (9k-13k PS).
More complexity gives me more possibilities, because I feel like I’ve exhausted most of the simpler building options. I guess I like problem solving?
Well, I wasn’t, but they changed that too and made at least one of my light cabs a medium cab, and nerfed their speed as a result, along with the other medium cabs, which didn’t used to be so slow.
Also, when they initially hella-nerfed rotation speed they ruined my ability to use nearly any gun I had on a light cab due to how badly the cab out paced the guns. I mostly stopped participating in the carrot chase at that point and have been running almost exclusively drones ever since (no more carrots). Drones are about the extent of my level of commitment to the game mechanics these days, whatever those mechanics are or turn out to be, if they ever decide on something.
That’s probably a good observation, and hell, maybe it’ll work too. I hope so.
Whatever my present criticisms of the current game mechanics are, they won’t matter after this next update. I can’t imagine this update not shaking the tree pretty hard. I expect to have some advantages due to not relying on many of the mechanics involved in the ammo-update.
On the other hand, the amount of damage and the accuracy of all guns has been massively buffed too.
they should strip all parts from perks.
Case and point, my drone builds, i would like to go back to studded wheels, a different engine, but i can’t cause how the drones works and how a specific part synergize with them.
Having a specialized co-driver gives me the freedom to use whatever cabin i want.
The same goes for all type of builds.
In retrospective was a good thing they nerfed the FAV regarding SGs ( i always used SGs )
The old FAV perk should be a skill in a specialized co-driver, or module not in a specific part. ( resistance to damage, weapons, turning speed and so on )
That way we could build whatever we wanted, how we wanted without constrains on creativity because perk issues.
In that sense, the r2-d2 co-driver is one of the well accomplished co-drivers they ever made. How he influences the weapons he work with making redundant the cab’s perk
The only thing that engines should add to a build it’s acceleration, power and mass limit, all the rest should be co-driver skills.
Same goes for the wheels, i’m just fed up with BFs, they are a source of problems no matter if they are buffed or nerfed, i always have to tweak my builds, i only wish the devs leave them be.
Now that i own both, i can say for sure i prefer hermits over BFs…by a mile…a nautical mile ( it’s longer )