Keep the copter battles as a brawl

That wouldn’t be bad either. I remember an old leak that never came out can’t say if it was real or not but it was a fuze drone with a propeller on it.

I’m sure there are ways some of the weapons that don’t fully function correctly can be fixed to work. Others I’m not so sure about.

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I don’t think so. I like the brawl better without homing missiles, for example.

I don’t see a problem with that. It’s not been an issue in the past. Like, melee on legs never really worked, at least not as a primary weapon. I don’t see joust builds on Hovers either.

The car flies. Tough luck then that you can’t be effective with drones and fly, or whatever, I say. The car flies. That’s plenty. Enjoy it. There’s no problem. It doesn’t need drones…or homing missiles, but that’s just my thing. I know, you guys love your missiles. I’m not suggesting they ban those. As long as I can play under them, I don’t care. The system works. Play whatever.

Integrating choppers into PVP, as that mode sits, seems like it won’t work. I think the objectives in PVP are the problem, not balance. Obviously, choppers work well in this brawl (I think it does), because the objectives are different. Land vehicles contribute significantly to wins, but I think the map needs to supply more cover than High Cathedral does, probably.

I’d like choppers to continue as they are being implemented currently. Maybe if they offered more diverse rewards like copper or scrap, it would be better. Maybe not. IDK. I don’t care, frankly. I have flying cars. I’m not seeing a problem with that, nor do I feel compelled to create one where it doesn’t exist, like complaining that I can’t use drones effectively with them. So what? The car flies. Who needs affirmative action for drones?

Keep the Copter battles a brawl, but keep them please.

EDIT:

I’m for this. It sounds fun. Little helium balloons would be great too, as long as I can paint them. Dropping Mine-Scat onto victims below might be amusing too.

They could make mines float too.

EXTRA EDIT: They could just take these new “flight Controls” under water and go submarine with it. It would work the same if not better. Drones with little tiny propellers would be pretty adorable, at first. I’ve been wanting bubbles for a while. This could be that excuse.

And, when do we get boats?

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Anyone who knows the difference between flight and broken.

They aren’t the best per capita but they are the best as a team comp/ strategy for farming points. If you do not harass guided missile players and distract their fire from bots or your teammates, they will rack up points faster than anything else in the mode. The only thing that kills evasive pyre pilots is caucs. With everything else pyre users can just evade 90% of incoming fire while whacking your team/bots for 600-1200 damage a volley. They do this every time I get on them with joules, I shred everything except tacklers and caucs with my dual joule. They start rolling around on their keyboard while opportunistically shooting a bot or stationary teammate while I’m sitting there spending 30 seconds to do a couple hundred damage to them. I cannot counter them when they do this. Only caucs can deal with that. Another pyre cant deal with them, cause they are always evasive.

If this mode stays as a brawl they have to do something about lockons and caucs because they are completely overpowered. 1v1 they aren’t, but as a team strategy pyres are meta ASF.

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How come only the pyre players can dodge incoming pyres?
Seems weird, but maybe it’s a PC thing?

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Dude’s tripping. He’s not very good or well armed and he’s projecting that the entire gamemode is exactly like his experience, speaking in absolutes. He’s dead wrong on most of that to my experience.

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I agree that he’s tripping and it’s not as bad as portrayed.

I also agree that you’re not going to shoot cannons with great results while dodging, unlike with, lets say, Pyres.

Anyway, I’d rather see the PS of the propeller upped from 500 to 750-1000 rather than fiddle with weapons. And symmetrical bots…

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This seems fair to me.

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It will probably have to be higher than that to help balance out the play experience between air and ground. The air advantage is pretty big especially when players minimize their PS via negating adding wheels and engines.

I do think they should fix some of the weapons at least the ground drones which could be fairly simple in most cases. There are some where the concept just is too far from dual use though, and that’s fine alternative versions could be done too. I just wouldn’t want to see every single one being pushed out as alternative versions for air especially if it’s something that remains as a just a brawl.

I made a fast fuse drone ground build in the Heli mode a day or two ago. Just built something super fast.

Played one match and we won :slight_smile:

I only got 249pt, but they “can” be played.
Now… should you play them? Well No. but I wouldn’t want to see alternate flyings versions.

Some weapons should not work in the air.

You can’t deploy them in air to the ground right now from anywhere above 5 altitude from a drivable surface structure. As much as I was slightly joking about tiny parachutes some of the ground drones could then at least be fielded as an airdrop then. (This is what I’m talking about fixing.) Similarly if you jump from the second floor in Sector EX you can’t deploy them while mid-jump same with turrets. It would be a little different trying to get everything to work from ground to air though but that’s not impossible either.

Alternate flying versions of fuzes wouldn’t bug me much. They have parts to counter them after all or you could just shoot them.

The Crossout virus comes with a slight fever, doesn’t it?

The new feature is a lot to think about.

I am using plasma and dodging incoming Pyres.

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Well, that make sense.

I was on a ground build, and they do work. The Heli mode supports both ground and air combat.

Also, if they feel from a large distance I would expect them to break as they hit the ground.

That’s why I suggested a tiny parachutes but seriously they get toss out of ground vehicles going upwards of 120 as well as hit by some going that fast sometimes too. So I’d think they could survive a little fall. A turrets can even stop a tank lol…

I really rather not see stuff in new buildable modes that stifles the diversity of builds. We don’t get many new ones so might as well make the best of it. So I’d still say fix stuff as needed but all those fixes don’t have to happen right away.

This is another thing that needs fixed.

But if turrets died as soon as someone hit them, then they would need a considerable buff to compensate.

I’m not really for being able to drive through them.

Aynone else noticed that even the lightest copter can easily have 2k HP in hard HP though in part HP they tend to only have aroung 6k?

Where as a ground vehicle may only have 1.5k hard HP but 9k in part HP. makes copters look more durable when actually being less durable.

no frames, no wheels

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I actually had an idea about drones and turrets might be interesting why not make them rechargeable so the player launching them or a ally player with the same equipment can pick one back up when it’s finished it’s duty cycle and then relaunched after a cooldown. Similarly the micro-factories could be reworked a little to rebuild destroyed drones (maybe 2 destroyed drones equates to 1 functional one.) Just pick them up like scrap finds in the awakening zone. That would make it possible to let them be destroyed a little easier.

There is no good way to handle turrets after all this time. If rn devs made turrets pop instantly when an ally touches them, with a complete ammo and cooldown refund to the turreter, you bet your ass I’d still chase my allied turreters and pop everything they try to drop on the ground. PAYBACK TIME

At this point when I get maxi-stuck on a stupidly placed turret I just leave the game and let the allied droner handle the situation alone. He’s more used to losing than I am anyway, he’ll do just fine. I ain’t got time for that shit.