Muninn is useless

Most of you probably don’t even know what Muninn is. Its the legendary drone cab. Fuze drones are the only thing that works really.

But i haven’t used my fused Muninn cab once. There’s literally no reason to.

I say just completely change the perk. Anything else would be better.
Heck i’ll take no perk but just buff the stats or whatever.
But i don’t have the answers. I’m just sharing my thoughts on the cab.
Anything would be better than it currently is.

Oh also I can’t say I’ve ever seen it used either.

for the next dev comment response I hope Muninn is mentioned.

the muninn was made for fuze drones specifically to boost their strength to bring them up to par from before they were nerfed. it… didnt work…
the whole ability of the muninn is completely useless on anything apart from fuzes but even then people can just outrun the ability.
the whole ability to poof your drones after 7 seconds is so worthless. sure it gives fuze drones a boost to damage but thats nothing. i can get more damage and aoe from using the harpy cabin. even with the 35% reduced cooldown on the ability its still useless.
i think it needs a rework if anything.

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People seem to be forgetting that the main thing about Muninn is not the increased damage but at the cost of faster SD/recharge of drone, but the ability to designate a specific target for your drones/turrets and making them lock on to a specific enemy, giving all drones the same “aiming” ability as Annihilators basically

Sadly the cab does not work very well with the latest/more used drones (Fatun, when locked onto a single target with the Muninn struggles to shoot at all due to how the spider drones move, it just does not work like it should be working compared to how great they are when allowed to do their thing by themselves, and Annihilator drones already being able to lock on to an enemy even without it) and the other drones that could make use of the Muninn suffer from any faults of the drones themselves that have forced the drones to be played completely differently than a Muninn build (fuze drones being played as stealth droppers that are as far away from the battle as possible, flying drones like falcon and owl needing a super high speed build just to be able to keep the drones alive enough to maybe shoot once or twice)

About only drone being played on a more beefy build and in the middle of a battle kind of style that the Muninn is good for is the Fatum and sadly currently the Fatun just struggles to aim/shoot when using the Muninn cabin. It feels like they always try to walk the wrong way and alwasy position themselves so that no matter what you do, your own build is blocking 2/3 Fatum drones form shooting at all times. And then when you run any other cabin, they’re suddenly 50% smarter and faster and deadly rather than fumbling around

Most success I ever had with a Muninn build was an abomination with totally random drones (I think 1 annihilator, 1 fatum, 1 hawk, 1 wheeled drone can’t remember which one) all with basically different reload rates, and then driving in a circle around an enemy while spamming the drones/perk whenever possible

Drones in general, especially the kind where you need to be actually fighting rather than driving at the edges of the map and dropping fuze drones, also suffer greatly from the current day matches where you always have bots, and bots just insta-delete any drones no questions asked

If they were to buff drones themselves, the Muninn could work again as-is. Otherwise they’d need to change up the secondary perk (more damage, faster death of drone) to something else, in current this day crossout, I’d personally give the drones a small aegis shield for like 2 seconds or something because the biggest struggle for all drones is survivability and insta-deletion by bots or just people driving normally

Another big thing is that the most used drone, Yaoguai, is the kind where the Muninn does not work with it as far as I know. And yaoguai is used mostly because they can survive much more longer than any other drone and can be deployed from a distance. So biggest drawbacks on drones as a whole is survivability and how close you have to be to enemies to even use them

its not just that. drones are prioritized as targets for bots meaning they dont last very long when deployed.

anacondas: suck as a drone, they fire far to slowly, the damage is laughable, they are big targets, the rocket often times faceplants into the ground and they are just useless.

owls: same as anacondas.

sidekicks: they are… idk decent i guess? but they need to be better with the ai.

fatums: suck with their ai, moving around and shooting a target. they also do not last very long at all, they are the drones with the shortest life span at the expense of being able to drop them down more often? to me this is a bad thing for a drone. fatums have only 6 ammo on them, for a drone that lasts half as long as a normal drone having 6 ammo is a crime. fuzes have 6 ammo, take forever to recharge and do below average damage.

pythons: stationary target, dont move, easy to kill, low damage. they are just sitting ducks.

DT-Cobra: lumping these in with pythons to.

hawks: decent to use i suppose but they rely on being close to you and they can easily be erased in one blast.

falcons: same as hawks but do less damage.

annihilators: no. just no.

vultures: HAHAHAHAHA!! wait… i have to say something about these? … fine they suck. and they can be countered by the flocks which is a bad thing.

yaoguai: they are ok, the only thing that stops them from being good is they can be erased in one blast when they are close together. they have a huge weakness which is bots prioritizing them as targets so they tend to get erased quickly.

Muninn sucks mostly because the drones themselves suck. In order to make Muninn relevant, drones need an overall buff, mechanism overhaul, even.

The first thing is that the ai of the game need to stop putting drones/mines as their top priority over real player enemies. right now every mine/drones are being treated as an individual enemy instead of an extension of the real deploy-er. If you ask me, this should be the proper priority sequence for the ai:
Enemy vehicle (full function) > Enemy vehicle (immobilized) > drone carrier > enemy vehicle (disarmed) > drones > mines.
Until the ai stop putting drones and mines over enemy with functional guns as their priority, drones will always suck.

Then it’s the mechanism of turrets. Its effectiveness is solely based on the position (and timing) of the turret deployed, it should be reload-based just like Yaoguai and Vulture. I’ve tested the turrets in the range, Anaconda (and probably Owl, too) has the same base detection range of 80m as the other machine gun turrets, this is pathetically short for a drone that shoots homing missiles; their missiles are also the dumbest among all homing missiles with the worst maneuverability. The base detection range of turrets and drones should be 100 to 150m from rare to epic.

Next, the rest of the non-sentry drones. all of them should have the option to target any enemy within radar range, including through walls if Maxwell/Doppler the Radar Detector is involved.

After all these mechanism changes, we can finally review Muninn. It’s active benefit is fine, but you’re sacrificing max dps (30s) for a temporary burst (7s of double damage, i.e. 14s total damage). The duration of active should extend to 15s so that the maximum damage is not lost, and some smart players can sqeeze an extra 15s worth of damage by only activating the cabin perk at the back half of the drone’s duration. As for the new passive after all drones are given the target ability? I’ll say give 100% bonus drone damage resistance. It will still take only 2 potshots instead of 1 to wipe them, but it should at least partially mitigate it’s low survivability.

like i said, anacondas, they take forever to reload and fire another missile. you could have a five course meal before they finally fire another missile. the missile often faceplants into the ground as well. the damage of the missile is laughably bad, they are large targets, they are targeted as soon as they are within eye sight of a bot, etc.
they need to fire a bunch of missiles, at least 2 per volley. the damage of the missile upon hitting a cabin is only 75… thats stupidly low. i mean it might be fine for very VERY low powerscore matches, but this is a fricken epic weapon! it needs to have some damage to make it usable or even some reload speed for the missiles or something!
same goes for the owl. they are so bad. surely the devs see this.

One instant way to fix the Anaconda is to make the missiles fly like TOW missiles (travel along the terrain at set height) rather than using the same algorithm as the Owl

I swear the times I tried to use these things they tried to shoot the missiles like they were an owl drone and made them just hit the ground all the time rather than flying at the enemy. Like the turrets need to be set to higher ground than the enemies to work, if they’re on even ground or below the enemy it won’t work