Lazy Suggestion 2: Movement

Or you can combine the 2 along with the flame perk I mentioned and give an option (something like on the omni box) where you can have either a fast top speed that cost energy or a very slow top speed (and I mean meatgrinder/goliath kind of slow) that don’t cost energy and you can switch between the 2 modes. So either 60 kph at no energy cost or 95-105 kph(105 if golden eagle is equipped) at some kind of energy cost, or you can just make it like 40% less damage instead of costing energy.

I have found that on six wheel builds, I have to experiment more with wheel layout. I’m often putting the non-ST in the back, with four ST up front now, and I never did that before.
I haven’t noticed much difference in my four wheel builds, and I’ve always preferred those.
Handbrake system changed, so maybe that’s what’s screwing you up?

The HB doesn’t work as well on the ST wheels in general.

Now handbrake always locks only the rear wheels (I believe it’s all wheels behind the cabin).
Previously, handbrake would only lock the non-ST wheels, except on all ST builds, where it locked all the wheels.

On my double ST builds it currently only locks my rear. I notice there’s less breaking power though on the ST’s then on the normals. I did notice on some of my miss matched wheel builds there is more breaking power on some then others making me wonder if there is any correlation to power drain.

Looking at Kohtupora’s blueprints on PC. I notice there’s a few Sabbath and Claw builds that Could explain some of the excess slides. The frontal wheels are all kind of like that. There’s also some use of miss matched wheel sizes which can cause similar issues too. I don’t really want to chalk it up to just that.

I think hovers need to be nerfed back to like 70km/h, and wheels need the traction that they took in 2.0 back. lastly I think a tracked build should push any wheel build half again the mass regardless of wheel number. ATM the tracks “perk” is a joke, at least fix its current perk if your not going to give them proper ones.
*by wheel traction, I mean Turning speed. It’s like ice all the time and the snow made it even more apparent

I actually find that front facing wheels are much more stable than normal wheels now, before the update using only front facing wheels was absolute suicide, now I find using nothing but front wheels to be much more stable than a build using regular wheels, and any build that uses the setup of front wheels at the back and front and regular wheels in the middle is much more stable to drive and handles better than just using normal wheels. When it comes to a build that handles well, 6 sabbaths > 6 hermits in this supercharged age

Mostly Hermits, and in general I used Array, Hermit and APC wheels, I found those to be the best ones in the game when it comes to handling. Cambers were already a bit too slippery for my taste before the update but I played around a little with them, but now after the update I find them to be near uncontrollable, especially if you loose even one wheel during a battle

Yeah 4 wheel builds seem to handle much better than 6 wheel builds now, but I do hope that the handbrake is not the reason why near all wheeled builds act so wonky, I feel like it is a must for when it comes to maneuvering a wheeled build and making tight turns and whatnot, if they screwed over the handbrake usage they pretty much killed wheels for me. I haven’t even considered not using the handbrake yet when trying out wheels, it’s that integrated part to driving wheeled builds for me

I had a build recently that I was trying to put some tilt on by using Bigfoots in the rear and buggy wheels in the front, and I was getting that glitch where turning sharply sent me into an infinite turn that could only be stopped by slowing down.
Did a lot of experimentation, and it seemed to be happening because the Bigfoots put too much mass in my rear, as that’s where my heavier modules were, and because I wasn’t using heavy plows in the front.
Eventually I got it handling properly by changing to hermits in the rear, and by adding some mass to my front end. But if I lose some bumpers at the front, I start sliding again.

The above issue used to happen to me occasionally before the update, but I used to think it was just about mixing wheel types. Now I suspect it was always about mass balance, but the effect might be more amplified now. Not completely sure that it’s worse now though, need to do more experiments.

As far as handbrake goes, it seems like it’s more of an issue for people that used all ST wheel’s previously, as they were used to handbrake locking all wheels. Now you can only lock all the wheels with the normal brake. But it has also impacted those of us that used to put non-ST in the middle of ST wheels on the front and back. In those situations, handling has changed because it’s no longer your middle wheels that lock, so it handles more like a four wheel build with non-ST in the rear.

I’ll try to go through these later tonight. Most of my wheel builds are are 4’s or 8’s, so I’ll try doing some 6’s with the wheels your mentioning. I think some of it might just be personal preferences; but I like to try to understand other peoples positions on things though.

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I’m sitting here going through them starting with your blueprints first.

So on your Toin Yokai build the mix Claw hermit Claw is really similar to my raid build but the mix does produce a lot of extra slide. I do Hermit ST, Claw, Claw, Hermit ST. The thing with these is there is a huge difference in how these two wheel sets handle hills. The problem is with them in combo is how they have traction the Hermits are actually slightly larger so the Claws only get traction at some points at the crest of hills and it messes with steering.

With your Pyredusker build: the middle hermits again don’t contact the ground until the tops of hill crests making it so that steering is inconsistent. This is similar to the issue with the claws in that respect. The center of mass on the build is also heavy to the back so it will swing the rear (fishtail) easier then a balanced car.

Your Oppress Em Fat build works well with the cambers and buggies wheels but those wheels are really closely sized together. Which I think might be a lot of your issue.

I notice on a few of your other builds your also using really long wheel base lengths. When width and length of the wheel base is out of ratio this also causes steering issues. Do you find when your mixing wheels the issue is more apparent? If it is then they might be able to allow the suspension to settle more and that might fix the issue.

This is going to end up being multi part.

I need to build an extra set of APC and Array for testing. Doing this now but might not get back to them till tomorrow post special build times. I don’t mind though as I just work it into something or other. Better to have parts started then not. Most of the 6x I thought were fine but I’m not done testing. With handbraking only the rear most wheel stops it doesn’t matter where you put the cab. A change to that HB I might not have noticed before so it would be difficult for me to say much about it.

That’s a good combo actually but they have to be spaced well. Originally I did that with my sports buggy miller build and ended up putting extra bumpers in the front to fix some of that but I ended up putting hermits in the front because the wheels weren’t guarded by anything. I like the interplay between their perks though.

@Kohtupora_69 The other thing I notice is your not under armoring any of your builds much either which could impact mass distributions too. I didn’t want to re-edit what I already wrote but under armor can significantly alter how a build drives too.

I’ll get more into this tomorrow when those wheels are finished though. The other thing I wanted to ask were if those were the wheels you say you like which are the wheels you think are really problematic?

Probably should have also clarified that the builds in my exhibition are not the ones I was using, they’re just there since they had some likes and I never cleaned it up properly

My main wheeled builds I was using were a Corvo build with 4 Hermits, an arothron build with 6 hermits and a 8 wheel humpback Tempest build with apc and arrays. But my main go-to builds always were 6 hermits

I’m wondering now if width is what causes some of my problems, as I only seem to get the infinite drift glitch on long skinny builds. It would make sense if that’s the problem, as long skinny hovers also don’t work well anymore.

I just went through those first because they are easy to show you where some problems come in to play.

I should have all the parts to check the other tonight if this install ever finishes have been waiting on it for 2hrs already… At worst I’ll do it tomorrow.

Is there anything notable about how you have your wheels set up on the few wheeled builds that your using currently?

It’s super possible. I’ve noticed there are different ratios in length and width that handle better then others. Interior and reverse mounted wheels (wheel sits wheel to wheel with axels outward) also have some very different handling issues too.

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I would love if we could assign what wheels handbrake locks.

Was working on a six wheel build today, and confirmed that all wheels behind the cabin get locked by handbrake now. So if you want more stopping power from handbrake, move your cabin forward. If you want to slide more, move it backwards.

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That’s odd when I checked last night I gradually moved the cab forward but only the rear most locked on ST, Normal, ST. Was it the same setup? At one point I had the cab forward of all of them. I wonder if something’s different from me being on PC.

Were your middle wheels mounted behind the cabin? Edit: just re-read your post. Maybe spacing of the wheels matters? My rear four were close together, with a gap before the front two.
Weird that it wouldn’t be the same on all platforms.

I lined it up multiple times. so one position had 1 set behind, the next had 2 sets, then finally all 3 sets were behind. These were equally spaced.

Did you test in match, or just the garage?
I’m going to do some experiments tomorrow and see what I discover.
Maybe it’s more about centre of mass than where the cabin is?

Just in the garage as a basic frame out, cab, frame, and wheels.