I like Excel sheets, but I don't know everything

The assembler has a hold fire button to charge mechanic so it should work on it. Similarly check nest, parser and argument there’s a few others lurking with charge mechanics listed in their weap descriptions.

Spread stabilizers with neg spread abilities should work on any rapid fire weapon and or cluster fire weapon. So all mg and mini guns, all shotguns, retcher and it’s relic version, all unguided rockets, and All autocannons. Argument, Swarm, Mandrake, Heather, trombone, nest. Keep in mind min and max neg spread, and neg spread movement all work a little differently but should effect the same weapons.

Spread stabilizers with plus projectile speed would be anything with a plunging trajectory like Unguided rockets, all Cannons, Crossbows, grenade launchers. It should help with auto cannons too.

The Spread stab with plus distance (range) - Should be all weapons not that you’ll notice on some of them especially shorter ranged weapons.

The spread stab that has Aim abilities I haven’t really found what that works with though I thought it should be cannons.

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I started with the ones you mentioned a couple of posts back and I went through every weapon amd tested any that said charge in the description.
A lot of them only made one count of difference, which seems to be the norm, but some where really noticeable. Parser and Assembler specifically I couldn’t see any difference with or without the Starter. If you want to give that combo a try and let me know, you’re more than welcome to it. Nest and Snowfall made a noticeable difference. There was only a one count difference on the nail guns in Uncat. weapons.
Honestly though I forgot to actually test the Aurora so I need to go back and do that lol

I will take the rest of the info you provided for the Stabilizers and do a bit of testing. I appreciate your input on that, I’d rather not just test those blindly cause that’d take a few days with the amount of guns and also four Stabilizers lol

It’s going to vary a bit with the weapons with the longest charge times having the largest difference. i.e a charge time of 1 second is .2 seconds off. Just from the smallness of the elapsed time some of them are going to end up un-noticeable yet still have some effect.

2 weapons I’m questioning on the spool up function of the starter is the shredder new shotgun and the whirlwind. It might be one of the reasons they tossed that little nerf in for the whirlwinds a update or so ago making it take longer to hit full speed.

On the stabs just pay close attention to the abilities both active and passive (I mentioned this before). Since they each are different to some extent you might have to make more columns for it. It’s hard to nail them down to just a single type as for some the active perk is better then the passive but reversed for other weapons.

Synchronizer:
Spread while Moving -20%
Spread while Weap Rotates -30%
Active - Weap tern speed for depleting weap durability: slow turning weapons.

Gyroscope
Spread after Firing -40% - I think this is how fast the reticle returns to default.
Aim Restoration speed +30% - I think this is for cannons and maybe auto-cannons
Active - Range bonus at speed

Harmonizer
Min spread -15%
Max Spread - 10%
Active - Projectile speed @ Low Speeds - generally removes some of the plunging arch from weapons.

Paris
Min spread -15%
Spread while Weap Rotates -30%
Active - Aim hold (2secs) increases penetration

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I haven’t found that it’s great for cannons or any single shot weapons, as their reticles pretty much all return to default before reloading.
It is however very good for any automatic weapon whose spread increases the longer your shoot.

I think I’m going to pick up a second one actually. They seem to work well with shotguns, but also other weapons like autocannons and MGs.

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Aim restoration speed I thought is the amount of time after you stop moving the reticle that the aim settles. I could be wrong on that though. I don’t have one right now but an avalanche might be a good one to test that with. If I remember right that had an long aim time.

Spread after firing is good for the full auto weapons.

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It’s possible that it does that too, but the effect after firing is much more noticeable to me.

I didn’t test with the stabilizers, but I took into account things you guys had said in this thread and payed close attention the info ingame.
Feel free to point out anything that seems wrong.

Newest version here

Starter might work with Cyclone and Shredder. I’m leaning towards that they do but it needs further testing.

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I tried both, they do seem to get to maximum speed SLIGHTLY quicker, for both Cyclones and Shredders.

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…and I just now remembered you did mention that previously lol

I’ll mark it down. I’m gunna test it myself too, just cause I want to know how noticeable it is since I have a Shredder and a Starter.

Newest version.

If everything looks correct on this one I’ll start on the next one Saturday night/Sunday morning.

If you get some editing software, do a side-by-side comparison. It might help. :smiley:

It seems to be noticeable on the dmg meter. I wasn’t moving my garage around though to make sure distance was exact on each test though.

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lol I have a feeling you’re implying there isn’t a whole lot of difference.

It’s not very noticeable tbh. I doubt it’ll help much. It IS there though.

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It seems like the first sheet is done. I’ve kind of been wondering this from the start but… Where in the world should I put it so people can find it the best? lol
Maybe the Game Mechanics catergory on these forums, maybe a dedicated Wiki page for each seet? I have no idea lol

I’ve started a sheet for Co-Drivers, and I already had a huge sheet for everything that fits with everything, but I feel like maybe I should have one more sheet but I heven’t been able to think of one that would be useful.
The Co-Driver sheet is the drivers and which weapons they work best with.
Crossout 2

I’m undecided if I should add a line for cabs just because it’s far a few AFAIK.

Another concept I’d been thinking about was this…but it’s not set in stone.
Crossout 4

This next one is kind of turning into a larger sheet with synergies of anything and everything.

^^ but on this one specifically I think I’ll have to have weapons and equipment on both the rows and the columns.

Theres a lot of this and that in this post lol the next one I plan to focus on is the Co-Drivers… but I’m trying to see where I should take things after that as well.

you forgot to add the yaoguai and vulture drones to microfactory along with the other drones. they do gain ammo from microfactories.

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I knew it did but I have no idea why I didn’t add them lol
The only reason I could imagine I didn’t just leave that square green is cause i’m not sure how it affects Barrier.

you mean barrier 9? it adds ammo to barrier 9 as well as it counts as a drone.
so barrier 9 should be there as well.

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New version