I agree to a point. I still think there should be different levels of parts. I advocate for more CKs. Then maybe you can make your BFs look like studded wheels or whatever. Maybe wheel perks should only have to do with traction instead of distance perks. I could see charging wheels for energy weapons but I don’t know what wheels have to do with drones.
Yes please!
And also more access to older wheel CKs that aren’t currently available.
And also some more traditional hubcaps, and not just spinner and hologram ones.
Simple, cheetah cuts the cooldown time of drones, for every 100 meters the engine reduces by 15%, BFs cuts those 100 meters to up to 50 meters , without those perks i have to wait…30 seconds for the drones cooldown.
Many of them gets instantly destroyed.
And the same could be said about other weapons, with other parts. e.g. Oppressor engine for slow turning weapons.
So, depending of your weapon of choice you get stuck with the critical parts that synergise the best.
You can build without those auxiliary perks, but you will end up with a sub optimal damage output.
Or on the Flip side you get stuck with practical same blueprint no matter what twist you do to that build design wise, or if you decide to build from scratch an entire new build with the same weapon you will end up with the same(ish) thing
And it shouldn’t be like that.
You don’t know what wheels have to do with drones, and you shouldn’t know…or mind, that’s exactly my point.
we should be able to slap whatever weapon with whatever parts and go for it, we shouldn’t have to take in account perks while designing and build a vehicle, the perks should appear only in the end depending on type of build we made
The thing is, you don’t need to maximize every perk interaction, so we still have a lot of freedom. And the interplay of perks gives us lots of ways to optimize builds, which makes building more interesting to me.
If everything was the same, our build choices wouldn’t have much performance impact, and building would mainly be about looks. That’s fine I guess, but not nearly as interesting as what we currently have.
It’s not that much for the perk optimization for the sake of perk optimization but mainly for having something new, trying new takes, new recipes of something already existent.
My initial concept of a drone build was something short and thin, hard target to hit, something that would allow me to push, to brawl, to pin down others, and i did it.
So far, i spent most of the time trying to maintain my main builds afloat in this sea of buffs and nerfs, which in this context, has been equally hurtfully, yes, my builds came out on the other side a better build that they were initially…but they are the same as they were years ago…dragging around the same parts over buffs and nerfs over and over again.
I’ve got an oppressor ( it’s perk it’s completely useless for me ) but i would like to use it, i have a colossus didn’t use it yet, cheetah offers more ( mass and tonnage) i made a razor back engine because i like the sound, Dun horse it’s a pretty cool engine too, none of them are being used.
I would like to use again Hermits or studded wheels.
SG builds are simpler, just slap coolers and you are fine whatever the cabs, wheels, engine.
Drone builds can over a rush, fast pacing without any sense of responsibility, and mine, in particular, can afford to be as aggressive as SGs builds are
But i would like to try different designs.
without those parts i have to wait 30 seconds…under fire…it’s too much… to hide, play safe…not me
I did try other weapons but, so far, SGs and drones, close quarters .
I don’t often play drones, but I have been lately. But I didn’t feel like doing the cheetah/bigfoot thing, so I’ve been making drone tanks instead.
Sure, the drone cooldown is a bit longer, but I’ve been dealing with it ok.
I guess what I’m saying is that you might be making restrictions for yourself that you don’t need to.
And while you might currently have items you aren’t using, personally I like having lots of options. If you get bored of drones, give something else a try, and suddenly those unused modules may suddenly come in handy.
I’m not tired of drones, but i’m tired of cheetah and BFs.
I’m using them since my heavy SGs builds but while they weren’t mandatory on them, they are with drones because of the perks.
It’s more than a bit longer, cause i never stop i’m always, always running around even in circles to speed up the drones output, the perk is always ticking.
My build can sustain some degree of damage, enough to have the luxury to be under fire ( from some type of weapons) and stay there if my drones are almost ready, to continue pressing and counter attack with my own build while the drones shoot.
Things reached a point where i could destroy a melee meta build ( saws and such ) before they chew me up.
This regular meta builds got everything against them and they didn’t even know it, while they were pinning me down i had the capacity to hang on while my drones ( full payload ) shoot at them with the co-driver’s perk active because they were close to the build.
with the 30 seconds or so of cooldown, yes, i can play, but not that aggressively , i do have to retire much more often i can remain still, i don’t have to run around all the time and wait, do a lot of waiting and that it’s just boring, not only is boring but can be for nothing…don’t forget those things can be destroyed in a second.
removing the perks of all the parts would free me and a lot of people who are in the same situation as mine ( not just drones users ).
the perks could be in co-driver skills, or i modules, or in whatever, somewhere else but in parts.
Bfs has upsides , in building with them, you have the luxury of making compact builds and so on but i would like to try different designs and maintaining my playstyle.
So far ,Prodigy ( SG), Stubbyl il’ dork (SG), Claymore (SG), Prodigy 2 (SG ), Storm Chaser (drone) Puncher (drone ), all builds that i can play in the same manor .Despite their differences, different time periods.
that’s a thing i would like to keep, my aggressive approach.
Beacon 11 - Starting out with less damage resistance (-25%) and only having +5% at charge 3 does not work in practice, the cabin is not tanky or fast enough to make proper use of this perk and instead of having a damage resistant build, you end up with a more frail build most of the battle no matter how much you try to build up the perk, and by the time you do get the perk into any readings where you can feel the effect (at last 5 and more) your build usually has already lost so much parts/hp that it does not matter
Savior - being a heavy cabin does not work for ram damage, this would need to be a medium cab to make any proper use of it’s perk
Astraeus - long range sniping weapon with delayed fire that you need to fully charge, yet you can’t hold the charge after fully charging and automatically discharge when the charging is done. This kind of firing action makes more sense on a close range brawling gun, all other max charge weapons have a bit of holding time for the charge so you can at least try to land shots
They should have just made the dusk better because now it’s utter dogshit compared, and kept the steppe spider primarily a leg boost cabin. Hated this change
thank you.
Good to know this type of things.
Once i remember seeing a guy with drones and a Catalina, i ended up with the opportunity of watching him in battle.
By the latest stages of the match he managed to have 0 charges.
I don’t care if he had bad luck in that game in particular, or if he had the game of his life, 4k coins for that… nah.
Beacon 11 propositions hit closest to home than Catalina ever did ( not just for the perk but mainly and for most for the weight ).
I don’t want to be like that Catalina guy , investing my time, resources and expectations only to end up with a dud.