[ Mass Testing ] Planned balance changes, November 2025

Planned balance changes, November 2025

Hello, survivors!

We’ve received a lot of feedback from you concerning the balance, and today we would like to share the changes we planned for the upcoming major update. You can see all the changes for yourself at the special test server.

Some of the changes were implemented based on the results of the last Q&A session.

We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can see all the planned changes in more detail on the special testing server.

Structural parts parameters changes

Left helicopter wing / Right helicopter wing

  • Durability reduced from 42 to 35 pts.
  • Armoured car durability bonus reduced from 42 to 18 pts.
  • PS reduced from 39 to 28.

Left radiator bonnet / Right radiator bonnet

  • Durability reduced from 110 to 59 pts.
  • Mass reduced from 115 to 84 kg.
  • Armoured car durability bonus reduced from 110 to 30 pts.
  • PS reduced from 53 to 38.

Observation compartment

  • Durability reduced from 218 to 182 pts.
  • Armoured car durability bonus reduced from 218 to 91 pts.
  • PS reduced from 154 to 112.

Mounting bracket

  • Durability reduced from 90 to 75 pts.
  • Armoured car durability bonus reduced from 90 to 38 pts.
  • PS reduced from 77 to 56.

Thorax

  • Durability reduced from 25 to 19 pts.
  • Mass reduced from 31 to 28 kg.
  • Armoured car durability bonus reduced from 25 to 10 pts.
  • PS reduced from 35 to 26.

Battle walker shoulder left / Battle walker shoulder right

  • Durability reduced from 176 to 147 pts.
  • Armoured car durability bonus reduced from 176 to 74 pts.
  • PS reduced from 140 to 102.

Saya

  • Durability reduced from 113 to 94 pts.
  • Armoured car durability bonus reduced from 113 to 47 pts.
  • PS reduced from 105 to 77.

Comment on structural parts: the parts listed above stood out due to their particularly favorable ratio of total durability to mass. After the changes, their parameters should become more on par with the other structural parts.

Shotguns

Lupara

  • Energy drain reduced from 6 to 5 pts.
  • PS reduced from 240 to 200.
  • Projectile speed increased by 15%.

Sledgehammer

  • Energy drain reduced from 6 to 5 pts.
  • PS reduced from 390 to 325.
  • Projectile speed increased by 15%.

Mace

  • Energy drain reduced from 6 to 5 pts.
  • PS reduced from 570 to 475.
  • Projectile speed increased by 15%.

Thunderbolt

  • Energy drain reduced from 8 to 7 pts.
  • PS reduced from 1080 to 945.
  • Projectile speed increased by 15%.

Hammerfall

  • Energy drain reduced from 10 to 9 pts.
  • PS reduced from 2000 to 1800.
  • Projectile speed increased by 15%.

Breaker

  • Energy drain reduced from 10 to 9 pts.
  • PS reduced from 3000 to 2700.
  • Projectile speed increased by 15%.
  • The perk now charges in 0.6 sec. instead of 0.8 sec.
  • Perk bonus to damage increased by 2 times.
  • Increased the range with the perk active by 100% instead of 50%.

Comment on shotguns: low efficiency of this line of shotguns. Reduced energy drain will allow more modules to be installed in addition to shotguns, and increased projectile speed will make it easier to use them. Additional changes to the “Breaker” perk should increase its relevance in comparison with other relic weapons.

Plasma emitters

Prometheus V

Durability increased from 213 to 265 pts.

Helios

  • Durability increased from 259 to 350 pts.
  • Additional damage from the perk increased by 2 times.

Nemesis

  • Durability increased from 360 to 485 pts.
  • Damage reduced by 10%.

Comment on plasma emitters: plasma emitters (except for “Synthesis”) have low survivability. The damage change for “Nemesis” is necessary to keep the weapon’s efficiency within normal limits after a significant increase in durability.

Drones and turrets

For the following drones and turrets, you can now manually assign a target (like with the “Muninn” cabin perk):

  • AD-12 Falcon
  • AD-13 Hawk
  • MD-3 Owl
  • Sidekick
  • Grenadier
  • Fatum
  • Fuze
  • DT Cobra
  • DT Python
  • RT Anaconda

Comment on drones and turrets: the change should increase the overall efficiency of drones by giving players more control over the course of battle.

Other parts

Muninn

  • Removed the ability to assign targets to drones from the perk.
  • The perk is now active for 10 sec. instead of 7 sec.
  • Perk bonus to damage is now 70% instead of 100%.
  • Speed increased from 71 to 83 km/h.
  • Durability reduced from 430 to 295 pts.
  • Mass reduced from 2700 to 1700 kg.
  • Mass limit reduced from 15500 to 12100 kg.

Comment: the changes to perk compensate for the fact that the “Muninn” lost one of its features due to the above changes to drones. The rebalancing of parameters should make the cabin more suitable for armoured cars with drones.

Judge 76mm

Blast damage increased by 10%.

Comment: low efficiency of the cannon.

Corvo

  • The perk now increases the damage of the first projectile, not the last one.
  • Projectile speed increased by 6%.
  • Reduced projectile size.

Comment: changes to the perk will allow the revolver to be effectively combined with the “Manitou” perk. The change in projectile speed and size will make it easier to aim at individual parts.

Astraeus

  • Energy drain reduced from 12 to 11 pts.
  • PS reduced from 1620 to 1485.
  • Damage to own parts reduced from 40 to 30 pts.

Comment: low efficiency of the weapon.

Arothron

  • Durability increased from 280 to 337 pts.
  • Mass reduced from 378 to 287 kg.
  • Significantly increased the impulse of an unexploded projectile.

Comment: the weapon had too low a durability-to-mass ratio in comparison with other shotguns. The additional impulse of an unexploded projectile will help in situations where a light enemy build gets too close.

Note that with the release of the next update, the “Arothron” will receive additional welding points on the base. For technical reasons, this change will not be available on the test server yet.

Kapkan

Added perk: the mine’s cable becomes stronger in 15 sec. after it’s placed.

Comment: the perk encourages the tactical use of the “Kapkan” by placing mines where the enemy is likely to pass.

Jotun

  • Energy drain reduced from 12 to 10 pts.
  • PS reduced from 1620 to 1350.

Comment: “Jotun’s” energy drain does not correspond to its overall efficiency. This change will either reduce the armoured car’s PS or allow additional modules to be installed without increasing the overall PS.

Punji

  • The negative effect of the perk now additionally deals periodic damage to the enemy’s cabin.
  • Effect duration increased from 3 to 5 sec.
  • Energy field damage reduced by 16.6%.

Comment: the changes will make quick passage through the energy field more punishing to the enemy.

Clarinet TOW

The mini-map now centers on the projectile when it’s in flight.

Comment: the change improves the comfort of use of the weapon: now you can navigate using the mini-map when controlling the projectile.

Elephant (cust.)

  • Perk damage bonus reduced from 50% to 35% per 100 m.
  • The explosion now freezes up parts by 15% instead of 25%.

Comment: the efficiency of the custom version of the “Elephant” turned out to be significantly higher than expected. The changes should bring it within acceptable limits, while keeping the weapon in demand. The change in the freezing percentage will add a difference from the regular “Elephant” perk.

AC64 Joule

  • Damage reduced by 10%.
  • The perk now takes the speed of moving in space into account, rather than the speedometer speed.

Comment: the weapon had a high ratio of damage dealt per battle to energy consumed.

Kensei

The perk now also increases the armoured car’s damage protection by 20%.

Comment: unpopular cabin.

Savior

  • Damage protection perk bonus per 1000 durability pts. increased from 7% to 10%.
  • Maximum perk bonus increased from 28% to 35%.

Comment: low efficiency of the perk.

Cockpit

  • Speed required to activate the perk increased from 75 to 125 km/h.
  • Heating rate of boosters now decreases by 30% instead of increasing by 30%.
  • Bonus to booster charge increased from 50% to 75%.

Comment: the change to the perk activation speed reduces the synergy of the cabin with melee weapons, with which it exhibited too high efficiency. Other changes to the perk compensate for this for armoured cars with ranged weapons.

Ajax

  • Shield duration and damage bonus active time reduced from 6 to 3 sec.
  • Cooldown reduced from 12 to 6 sec.

Comment: the duration and, as a result, the cooldown of the cabin’s shield were too high for the mechanics of the shield itself, which assumes that it is activated shortly before the enemy fires.

Beacon 11

  • Additional damage received by the player reduced from 25% to 15%.
  • Damage protection bonus reduced from 10% to 7%.

Comment: unpopular cabin with unstable efficiency. The change will increase its survivability in the early stages of the game, but will decrease it in the late stages.

Gerrida I

  • Durability increased from 450 to 490 pts.
  • Damage resistance to ram damage and melee damage, as well as damage that is let through, increased from 25% to 35%.

Comment: low survivability of the movement part.

“Omni” and “Atom”

Added 25% damage resistance to melee and ram damage.

Comment: insufficient survivability of the movement parts when colliding with enemies.

Uwabaki (and its ST version)

  • Power bonus per enemy increased from 50% to 60%.
  • Damage that is let through increased from 15% to 20%.

Comment: low efficiency of the wheels.

Sleipnir

Changed perk: as the armoured car is driving, increases its power up to 250% at 1800 m travelled.

Comment: the old “Sleipnir” perk was not relevant in comparison with other parts and had little effect on the efficiency of armoured cars with it.

Widget (and its ST version)

  • Speed penalty in the first mode increased from 25% to 40%.
  • Power bonus in the second mode reduced from 50% to 35%.

Comment: high efficiency of the movement part that has both high mobility and survivability.

Myriad

  • Acceleration reduced by 10%.
  • Legs durability recovery time increased from 7 to 10 sec.
  • Tonnage reduced from 1660 to 1430 kg.

Comment: high efficiency of the movement part. The previous regeneration time allowed the legs to restore durability when fighting an enemy. Reduced acceleration should affect how the armoured car with this movement part pushes other vehicles. The tonnage change will reduce the overall durability of armoured cars with these legs.

Verifier

  • Reduced the time it takes for enemies to become visible from 3 to 2 sec.
  • Cooldown reduced from 35 to 30 sec.

Comment: low popularity of the module in comparison with the “Oculus”.

AR-27 Morgan

  • Reload time increase within the cylinder reduced from 18% to 13%.
  • Perk now speeds up reloading by 7% instead of 4%.
  • Mass reduced from 616 to 524 kg.
  • Reduced projectile size.

Comment: low efficiency of the revolver. The perk change will make its impact on gameplay more noticeable, and the reduced projectile size will make it easier to aim at enemy parts.

Charybdis

The perk no longer reduces weapon damage.

Comment: unpopular weapon. After a series of changes, the implementation of the perk has become more dependent on the player’s skill. We decided to make it more rewarding.

Narwhal

  • Blast radius increased by 25%.
  • Perk bonus damage increased from 100% to 125%.

Comment: low efficiency of the cannon.

Draco

  • Damage that is let through increased from 20% to 35%.
  • Damage increased by 7%.

Comment: the changes complement the previous changes to “Draco” and should increase its efficiency to normal levels.

AM-5 Avalanche

  • Energy drain reduced from 24 to 23 pts.
  • PS reduced from 4800 to 4600.

Comment: low efficiency of the mortar. Reduced energy drain will make it more efficient when used in combination with heavy cabins.

Skadi

  • In addition to reducing damage, the perk also reduces the enemy’s power by up to 35% of its original value.
  • Maximum effect now lasts 43% longer.
  • Effect duration reduced from 5 to 3 sec.

Comment: unpopular weapon. The updated perk affects the enemy’s mobility without directly limiting their speed, which will provide a unique benefit and versatility to the weapon.

Thyrsus I

Maximum number of perk charges reduced from 10 to 6.

Comment: high efficiency due to recent changes that significantly reduced the perk’s charge consumption.

Parser

Damage reduced by 12%.

Comment: high efficiency due to recent changes that significantly increased total damage.

Triton

  • Damage from barrel tips explosion reduced by 25%.
  • Charge accumulation delay increased from 6 to 8 sec.

Comment: high efficiency of the perk.

Kronos

The perk now accumulates if a wreckage is within 30 m of the cabin, instead of 45 m in front of it.

Comment: low popularity of the cabin. The change should significantly simplify the accumulation of the perk. Now its mechanics are the same as of similar parts.

Absolute

  • Added permanent 20% increase in the blast radius of projectiles to the perk.
  • Activatable bonus to the blast radius reduced from 40% to 30%.

Comment: low efficiency of the cabin perk. Now, the partial bonus to the blast radius will be active permanently, and the maximum bonus will be higher than before.

Yokozuna

  • Ally speed bonus increased from 15% to 20%.
  • Perk cooldown reduced from 25 to 20 sec.

Comment: the change is intended to increase the relevance of the cabin in team play.

Jormungandr

  • Pellet damage increased by 41%.
  • Extra shot now deals 50% of the base damage.
  • Extra shot pellets now heat up parts by 1% instead of 5%.
  • Extra shot spread is now the same as the base shot.

Comment: without the perk, the shotgun was less efficient than its legendary counterpart. At the same time, the extra shot from the perk is only activated when shooting at parts with high durability. The changes are aimed at solving both problems.

Porcupine

Mass reduced from 720 to 440 kg.

Comment: low ratio of durability to mass.

Destroyer

  • Durability increased from 511 to 562 pts.
  • Projectile speed increased by 25%.
  • Perk now accumulates for every 4 hits instead of 6.

Comment: low efficiency of the grenade launcher.

Devourer

Added the display of the burst length and reload time to the aim.

Comment: the change will make using the minigun more comfortable.

Punisher

  • Damage reduced by 10%.
  • Perk bonus damage increased from 50% to 65%.

Comment: partial reversal of the previous change, which increased the efficiency of “Punisher” beyond the intended level.

How to get to the test server?

If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.

  • Download the launcher from one of the links below, depending on your publisher. Running this launcher will automatically start the installation of the version of the game client used for mass testing.
  • Choose a folder to install the testing game client and decide if you wish to create a desktop icon for it.
  • After the installation is complete, and all files are downloaded, run the game client using either the desktop icon or launcher.exe in the test game client folder, and then log into the game using your username and password.
  • The whole progress of your main account will be transferred to the test server (including parts in storage and levels of reputation in factions).
  • If you had not already done it before, you will need to transfer progress from your account after logging into the test server: press the “Esc” key and select “Copy account data”.
  • Please note the schedule of the test server:
    • Saturday, November 1, 2025: from 13:00 to 19:00 (GMT)
    • Sunday, November 2, 2025: from 13:00 to 19:00 (GMT)
    • Monday, November 3, 2025: from 13:00 to 19:00 (GMT)
    • Tuesday, November 4, 2025: from 13:00 to 19:00 (GMT)
  • Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).

The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.

3 Likes

once again the sneaky F****** russians (Targem Developers) have to keep on nerfing… this time its the joule…
it also looks like the squall has been left alone though and not even tweaked…
well that’s Targem logic for you… retardedness in abundance…
It’s times like this when i remember why i stopped playing crossout for 4-5 years…

While giving some drones the ability to designate targets does sound kinda cool, I don’t think this is it for making turrets any more popular or better. In fact I think that turrets and to some extent fuzes are going to suffer form having to designate targets because that is not how they’re really played, you generally do not want to stay around near your turrets after dropping them.

Same with the Muninn change, now without the ability to designate targets you can make use of the damage boost with a lot more of drones turrets etc that you did not before, but you did not use Muninn before with those things because you did not need the target designation, it worked against the guns, and now those guns come with it form the stock so it’s just still as unusable as before. Especially with turrets. This ain’t it chief/10 for trying to make drones or turrets more usable.

I did not use Muninn with turrets before and now I get the negative target designation aspect no matter what cabin I use, while also still not using the Muninn anyway. This is just straight up fumbling around without any clue as to how things work in this game and hoping they struck gold eventually, or they have genuinely ran out of all ideas, either way what a fumble

Kensei change seems neat might make it slightly more usable, I still dislike the current perk over the previous one, feels like playing kensei = repeatedly tapping the perk button hoping it activates. I liked when the perk lasted longer while also taking longer to reload, I do not need a speed boost for 2 seconds every 2 seconds. Just too chaotic and spastic for my taste and I can never make good use of trying to get away / close in on enemies because it just lasts such a short while no matter how fast it reloads for redeployment

I’m not sure I understand your complaint. With Muninn (and with this change), you don’t need to designate a target if you don’t feel like it.
So if you don’t want to use that feature, you don’t need to.

they polished a turd and and made it shinier but its still a turd. this changes nothing about the cabin as its still useless. they gave it 3 seconds of additional time but reduced the damage by 30%… when are these devs gonna take the hint that this cabins a rolling turd?

remove the damage perk entirely.

3 of these on my car? oh you shouldnt have! evil cackle

1 Like

Been wanting this for a while!! :open_mouth:

This used to annoy me, having the gen on a heavy cabin pop and the ava was useless. I might try the ava again!! :open_mouth:

As a Kronos user, I hated having to ram my bumper into something to repair, made escapes harder. This rework might be kinda nice!! :smiley:

My only complaint rn of the stuff I use are the structural parts, I used a lot of those to make big quadcopters so I could mount my rotors on heavy shoot-through parts. :sob:

Everything else is stuff I don’t use, so IDK how to feel about it.

1 Like

Somehow Muninn gets a NERF?? I’m in disbelief

this too lol.

Jotuns are literally better than incins as it is what are the devs doing? Oh yeah getting wasted 24 7 on us.

good change, joule ktm’s are op. Cyclones can’t win.

Also the shotgun energy changes are good but will it be enough?

ok ok now I’m happy. My fav cabs getting some love :saluting_face:

cab wasn’t very good, rarely ever see any. And when I do, meh. Doesn’t seem op?
Maybe i’m wrong.

cool i have 11 fused ST Uwabaki wheels

Morgan… I’ll take it but it desperately needs more Durability.

Buffed when it definitely didn’t need it. See avalanches daily, usually clans of them. SMH…

needs to have more manoeuvrability.
More power?
More speed? Even though the new wheels are op, not everyone can get them. Or want to only use them with yokozuna
I like helping teams tho so i’ll take it i guess.
I just got a mars cab. Dmg or power? Obviously dmg right?

jorm bots Shredddd. Not as bad as retcher bots tho :crazy_face:
I have nothing negative rn tho.

I fused 1 hammerfall. Might have to craft a 2nd. Might be worth running.
My cyclones feel so garbage i’m considering using hammerfalls.
I’m serious when I say Cyclones need a buff.
Durability.
Or accuracy.
Or dmg resistance. Anything.
Heck maybe just make Cyclones hitbox a bit smaller? Nothing I suggest would even be a problem.

My solution for Muninn would be the perk gives a permanent dmg boost all the time.
( to drones only of course) even if it’s 5%, 10% heck would 20% be op?
No 10 secs before all drones destroy themselves faster lol…
Drones are bad why would I want them gone quicker tbh…

i think its a very good thing to have the weapon be 23 energy instead of 24. an extra energy point will make it so you can add more stuff to.

yeah +3 seconds to the active time of the buff but -30% damage is awful…

the problem is muninn only effects certain drones, those being fuze drones.
using them with any other drones is… not recommended… sure they give a buff to reload your drones quicker but even then thats completely useless. drones are so weak that literally any weapon in the game can obliterate them in little time. they do such little damage to, heck fuze drones should be a rare because of how much they suck…
some other drones cant benefit from the boost either, the fatums have such a low life time that they might as well just last 10 seconds before they go poof.
also try using the owl or anaconda with that cabin lol…

Guys, adding three seconds to the Muninn perk increases the time by almost 50%, so even with the 30% reduction to damage it’s still a buff to the overall damage boost.

I’m probably one of the only people here who has spent much time using Muninn, and I am confident this change will make the cabin more effective.

The trick with the perk is to time it right so that you’re triggering it towards the end of the drone lifecycle. That way you don’t actually reduce the time they’re active, plus you get the damage boost, and then you also get the reload boost. Once you get the hang of it, it definitely makes drones more effective.

The targeting mechanism was nice to have, but not that useful in many situations. Makes sense to make it a feature for all drones, and let Muninn be more about boosting damage and reload.

1 Like

’ IS A DEV ’ :wink:

1 Like

I read your changes and all seem fair with the exception of 2 things.

  1. I understand the Cockpit is a problem when used with melee, but making this change dramatically affects everyone’s Leviathans. A lot of people use it in that application and we love the way it plays. Its not overpowered in that application at all, it can be beaten by the Kami in current configuration. Plus, with many players packing on 8-10k durability, the damage is necessary to fight back with a maneuver play style. Cockpit are good support killers and Kamis are good Levi killers. Its fully balanced.

Please make an exception to allow Leviathans to keep the 75 kph activation. Its already tough enough to get to 125 on most Levis. Make the changes relevant to all other vehicles.

Ive been a loyal player for years and this is my favorite part of the game, please dont make 90% of my Levi builds that I absolutely have loved over the years become less effective.

  1. Shoot through parts. These parts are what keeps hovers and light wheeled shooter builds relevant to their much more durable and difficult to kill medium and heavy opponents. They’re necessary to keep guns mounted and stay in the fight where most guns can’t all be mounted to a cabin on the light cabin class. Shoot through abilities are also countered with cryo weapons, giving them a hard counter and balance. Reducing their stats serves to directly degrade the balance and optimization of the game for every single player in the game. From Leviathans to regulars, cars to hovers and heavies - nobody, except outlier players with little understanding of why these parts function the way they do, wants this.

Please receive my response and consider it in your future release. I love this game dearly and want to see nothing but success from it. I think my propositions are reasonable and this is the first time in my 5 years in the game I’ve ever struck up a true rebuttal to balance changes.

True I really haven’t used my fused muninn from my first battle pass, polar lights.
I will try it after. (a few dozen times only really)
I just hate my drones leaving early. If anything it should INCREASE the drone deployed duration.

Drones are in such a rough spot, shame because a drone play style interests me.

But, the solution might be to significantly buff all drones.
But people once complained drones were op.
I doubt anyone would in today’s meta tho.

uhhh no it isnt?
30% damage reduction isnt a boost its a nerf. so how can you sit there and call it a buff?
even if its 10 seconds that the fuzes have to run at someone it doesnt make any difference, they lost 30% of that damage and people can still out run them. that 3 second added time doesnt mean anything. it just means they have 3 more seconds to do 30% less damage. :rofl:

dude ive used this at 10k ps and its such garbage. i even used it on the old build i used to run and its not usable even with the 7 seconds and 100% damage buff, the cabin is trash.

so many things wrong with what you said here.
1: the end of the drones life cycle will likely never see the light of day. drones are so weak and are instantly targeted by bots as soon as they hit the ground, they wont get any damage off before they are obliterated and even if they do its not very much.
2: damage boost on what exactly? owls and anacondas are useless, sidekicks and grenadiers wont do anything with that buff, fatums have incredibly short lives and dont need a damage boost, other drones like the annihilator and other drones wont make use of the damage boost either.
3: are you going to babysit your fuze drones to make sure they are near their target before mashing that ability button?

while this is true the muninn deserves better then that awful ability. it needs to focus on ALL drones rather then one single category of drones.

no, people complained GRENADIERS and then annihilators were overpowered, then the devs did the stupid thing and nerfed all drones across the board. if anything is to blame its the grenadiers and annihilators.

Based lol.
I laugh running from fuze drones. Or shooting em.
Heck i had 3 not even explode while touching me lol! They wanted a team mate ig? :joy:
Fuze needs to be faster. All drones tho need buffs

Thing is i never remotely thought that tbh. Annihilators are annoying i guess.
Certain things are weak vs drones tho i guess

Buffs ML boy, nerf stupid meta hover.

I’m actually happy they moved the targeting off to the drones it should have worked like that in the first place.

As far as the cab goes, it still does stuff like extend radar coverage and similar. They should work on this a little more as the tactical side of drone usage is really low. I want to be able to interplay how close I am to them with my radar or detector to what they pick up for targeting when not manually selecting a target. I should also get radio signals back from them that transmits from them to me to the team. I can use this on larger maps to scout.

The concept of Overdrive = faster drone death needs to go away. Just leave it as a straight boost.

I’d also like to see things like drone shields such as when deployed they have a small shields if you are close to them they can recharge faster and if they are further away they recharge slower or not at all if too far away. This plays within the formatting that is already in place.

I would also look at mirroring modules on the build to broadcast to the drones. If there are anything from cloak to targeting that they can use that you put on the build the drones should be able to use them too. This is the next best thing to mirroring weapons. It’s just an extension of rules that already exist like if a turret cloaks let it uncloak when shooting and have it’s own cool down time. If the drone already has cloak then let it shoot a few off or take a hit or two before uncloaking.

There should be more targeting options too. If I play mixed weapons with drones, I should be able to tell it target what I target by default this will allow things like cloaking. Things like only shoot when uncloaked or only shoot when I shoot.

Get rid of the explosive charge on the genesis unit and let it savage drones from destroyed builds. I would also look at letting drones just have a long life span too. Perhaps also increase the amount per deployment if necessary and variable per rarity. If modern warfare has taught us much it should understand the fact that drones are dangerous.

I’d also like to see battlefield interaction if there is a generator on the field and I drop drones there they should get a life span bonus. These become positions that drone players can take control over even though they don’t directly effect the capture of the base while they do hold influence on the travel between the cap points. Points could be awarded for holding that type of property on the battle field too.

Play with the ideas don’t just dismiss them.

I didn’t say it’s a particularly good cabin, but I’ve spent the last month experimenting with it, and the longer boost time will definitely buff it.

At the moment, the boost is too short to make much of a difference. The reload buff is more useful than the short damage boost. Making that time longer will make the damage boost more useable.

I’ve actually been using it with the flying drones, since I never really used them before and had some free ones sitting in my station. They work ok in raids, as the bots don’t target them the way they do with turrets and wheeled drones.

The problem with the short perk time is that it’s often over before the drones have had an opportunity to do much. Extending that time will make it much more likely that you’ll actually be able to deal some boosted damage, which is an improvement, even if it doesn’t boost as much.

I do think that they could have extended the time without nerfing the damage, and hopefully they’ll agree once they see some testing data.

We need an Epic Version tbh

1 Like