Machine guns have disappeared from pvp

Puh-lease, i can count on one hand the times a cannon player shot my guns off. Aim center mass and every hit is a good hit. Landing hundreds of shots is a far cry from landing 5-10 shots literally anywhere, while strafing to safety while you reload

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youre dead before you ever land 10 shots. cannons dont onetap builds, you still have to aim for weapons

bot cannons do , since they use aim assist they mostly hit you out of literaly every angle there is

also there are no rules for bots unlike for players so you see 6k bots in a 2k skirmish and single weapons do more damage then your entire deck

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Double cannons do alot of damage especially when you are on fire.

anything does a shitton of damage when youre on fire

Fire. Good.

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Cannons have been popping my ammo boxes on my light builds relatively often since the ammo/hitscan change.
And cannons are one of the main metas in CC currently.

From what I see, itā€™s shotguns that suffered the most from the hitscan/ammo rework, and I expect them to address that soon.
It was bad timing for me, since I had just decided to spend more time honing my shotgun skills, but wedges were meta for far too long, so Iā€™m not complaining.

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Hi, executioner 88 user here, so i have used cannons a lot. First off, shooting guns off of other vehicles is NOT easy. If they are at mid range and have a large weapon it can be shot off, but sometimes take more than one volley. At close range If you are in a pushing match it can be done somewhat easily BUT you usually take damage from your own guns. Sniping ammo boxes is hard at times But if they are not hidden under the build it can be done rather easily. It is really hard to hit light builds when they are moving quickly at medium to long range, and sometimes if they turn unexpectedly at close range. When you do hit them however it usually does decent damage, but they definitely have a lot of fight left even after the second or even sometimes third volley. I know that this is mainly and executioner problem but then they hit they only deal like 45 damage sometimes, because of it perk it will over penetrate and not explode near the vehicle. I would like to see that fixed soon. Over all I played mgā€™s recently and while you have to adapt your tactics some, they are pretty good if you get used to how to lead them. Also for those complaining about server lag throwing off your shots, all other weapons suffer from that too, especially cannons. I feel like itā€™s not a bad thing the cannon meta has finally returned, but they definitely are not overpowered.

This is kinda a semi-unrelated rant that i had to get off my chest, thank you to those who put up with reading all this nonsense.

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i got the feeling the performance going up or down is made deliberately.

im using 3x Chord on my Jockey semi stock build ā€¦ got a few matches with a streak

steamrolling left and right despite the shitty firepower

other matches are a Autolose with no chance to win with full burst on target with only 70 damage in total instead of 600 ā€¦ or shots simply dissapear a meter after leaving the muzzel never make it to the target.

had also been hit with big bores countless times like Big Boys , Hulks , 88Ā“s without getting damaged.

in other matches got Obliterated with a single hit

Be sure to pray to targem and the snail and you will always have luck lol.

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You say you can count on one hand the instances of a cannon player degunning you, yet argue they have an easier time than you. You can walk your fire onto his guns after missing your first shot and dial in your aim perfectly. I know this because I was stomping with joules for a year, it cannot possibly be worse to aim with machineguns that have near infinite traverse speed.
Meanwhile cannoneers get to either miss, or aim center mass which is a waste of a shot as a cannon player. I would rather hold my fire and wait for a better shot than get center mass hits. Literally wasted damage. Do you know how incredibly difficult it is to aim at specific parts of people traveling horizontally with cannons? Yet there are loads of Typhoon players who will strip guns off of people 150+ meters away while they are driving sideways at 70+, while not getting ten chances for aim correction like MGā€™s and ACā€™s.
MG players are just bad at aiming compared to the rest of XOā€™s playerbase. I have come to agree with the position that droners are not the worst players in Crossout, hitscan players are. Especially the Catalina variety.

In order for a ballistic reload player to snipe your guns he has to deliberately aim high enough above you to whiff, then aim down until he sees his crosshairs probe your guns, then he needs to aim up taking his barrel crosshairs off of you to compensate for drop. He now has no visual indication that his one and only shot will hit you. Yet theres Typhoon players that will lead a player 150m away and snipe their guns off. MG players never developed the neurons to make those shots.

Yeah, i played mgā€™s and it does take some getting used to but they can still be used. It would be nice to have tracer round though. typhoons are a different story from most cannons though, they have excellent projectile speed and not much drop. you can strip guns with cannons but it takes skill and if you get unlucky of mess up you are doomed.

I bet thatā€™s coming in some form or other, like a fancy ammo box, a new cab, perk, or gunā€¦something.

That would be cool, maybe they would have a heating effect?

I would suggest they handled it like War Thunder does; optional tracer rounds, regular rounds, and silent roundsā€¦I think thatā€™s how it goes over there. I donā€™t remember if the selection nerfs or buffs the weapon performance any, like in damage or range, but I think there is a mild trade-off presented with the mechanic there.

Some people think this is a terrible idea. Iā€™d be fine with itā€¦maybe a co-driver could offer this mechanic?

or an ammo pack, or even a cabin.

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It would probably sell, so I canā€™t imagine why they wouldnā€™t introduce this mechanic.

Premium ammo would probably sell too, although I think that sort of mechanic tends to ultimately be the death of a video game.

They sort of already have this mechanic in the artificial decay of the weapons of the day we get with Battle Passes. The net result is the same as deprecating ammo. The player always has to ā€œrefreshā€ their account with the latest greatest. This isnā€™t significantly different than selling premium ammo. Itā€™s a softer and less profound version of it, I suppose.

Tracer rounds would be fun, though. I think the hushed rounds (sniperā€™s choice) would work pretty good too.

Probably putting this perk on a cab would allow the developers more control over patching things if it somehow became a problem. You never know what these wastelanders will do with this stuff they create. They donā€™t always use things as intended. Iā€™m not sure how this feature could be abused, but who knows?

Sounds like a good Teal tier cab perk?

Just picked up a Catalina cab for my machine guns. I canā€™t wait for the MVP patches to roll in.

ā€œsilentā€ rounds wouldnt make any sense to beginn with , first off this effect is achived by subsonic speed therefore slower round with less range.

the audioble area in this game is already very short so any random caliber and round appears to be silent form even a relativly short distance

also there is no advantage i could think of having this kind of round seperatly