Nerf gerrida

I’m going to have to agree here.

Durability is not an issue.

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Its either that or make them more maneuverable which will instantly lead into them replacing wheels like a couple of years ago.

Or, maybe im wrong.

I would not care if they found another way to make them better to be honest, i just made a placeholder argument for tracks because they feel quite useless atm.

i don’t use wheels anymore,i love my small tracks ‘helps push wreckage out of the way’ :kissing_heart:

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I think tracks could use a bit more acceleration (reduce the power drain), and I don’t think that would make them OP compared to wheels.

I also don’t think they’re as bad as people say. I see lots of tracks in PVP, over a wide PS range. They might not be as strong as strafing parts, but if they were completely useless no one would play them. In some PS ranges on PS4, they’re fairly popular, and are a decent counter against melee.

Personally, I play tracks more than I play hovers. Yes, hovers are stronger, but I have more fun playing tracks. If they were as bad as people on the forum say, I wouldn’t be able to have fun with them.

PvP is not always a good indicator of what is good or not. Most of the time I look around at the builds in my random mission and I’m like “F$&@! Me…”

I have come to the conclusion that most people just don’t have the mental capability to understand this game. With its building feature the game assumes people are smart… or at least have a little common sense.

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I’ve mentioned to the developers about tracks before, (what I posted on the forums in the first place) some indication that they recognised the need for variety in the game, but even then the main point of that article - the change about tracks - still didn’t get through to them, which is why I’m not too keen on talking on the forums these days as it’s almost useless!
Large tracks problems - Discussion - Crossout
I don’t make games, I don’t really know the details of how they are made, I don’t get feedback from the developers, and in that case I can’t be sure if my ideas are viable or not.
I’m losing my enthusiasm.Still, it’s a good game or I wouldn’t still be here

I think there’s a big difference in how people define “good”.
As I’ve said before, I’m more of a “good enough” person. I don’t care if a part is the best, I just care if it’s good enough that I feel like I’m contributing to my team and get the occasional MVP.
And tracks are certainly good enough, outside of high PS. Even in high-mid PS they can hold their own, but they work much better under 10kPS than above.
And yes, there are lots of bad builds in PVP, but that’s not what I’m talking about. I’m referring to well-built DPS tanks, whose role is to punish enemy positions while holding their ground, but able to reverse away from incoming danger while continuing to pound the incoming attackers.
At a certain range, they’re common because they work, and they’re much more able to survive a melee or flamethrower attack than hovers/wheels/omniwheels.

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With the answers that are in the “how much do you play” thread… pretty much most the people here don’t play very much at all.

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Tracks could definitely use increased turning speed on the spot, brakes that aren’t 100->0 in 0.1s, and better acceleration. We know there’s hidden data for accel beyond power drain, and reducing the power drain would again be mostly a shielded spider buff.

All buffs that would help tracks as a movement part only. Also note that I’m mostly talking about the heavy tracks. Hardened, Sleipnir and Small Tracks probably need less work.

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I find the extreme braking useful though, not sure if that really needs to be changed. Good for when you want to come to a quick complete stop to take a more accurate shot.

But yeah, power drain might not be the best way to improve acceleration. I know cabins have a secret parameter determining how much mass slows you down. Not sure if movement parts also have this, but that might be a good place to start.

As far as spiders using tracks as armour and to boost tonnage, I feel like any movement part that doesn’t touch the ground shouldn’t add to tonnage (until it does touch the ground). No idea how easy that is with the game’s physics engine though.

I hate it precisely because unless you’re playing a behemoth with 6+ tracks, the sudden stop just rocks the crap out of your build for 2 seconds, preventing you from aiming, and weapons’ bloom from shrinking.
Gotta say I have zero experience with big and slow tracked builds, because I don’t wanna suffer. My input comes mostly from playing fast tracked cars, which suck, but not as much as Armored Tracks, at least in my mind.

Def a +1 on the tonnage thing. Generally, non ST wheels should probably just no work with other movement parts, it’d solve most of the problem. People won’t put ST wheels on their spiders for half the tonnage and twice the power drain. People would still be able to buil half-tracks and other things if they really want to since ST wheels wouldn’t be affected.

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Allow tracks to coast down in speed, unless opposite input is used. Make them snappy in response and tighten their turn speed a bit.

They have speed caps and arent omni directional. The only way to make them competitive with other parts is to make them accelerate faster and handle competitively with their competitors

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Real tank tracks can turn in place at very high speed. Crossout tank tracks should as well.

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Good clarification. The faster tracks are still usable.

A hand brake of sorts for the immediate braking, but something so you can at least slow down without stopping might make them something better than garbage.

I’ve often said I’m a fan of more realism creeping into the game. Make the parts believable. Hovers, for example, aren’t believable to me, and that’s a big part of why I don’t enjoy them. If they can hover at 3 meters in the air, why not 1000?

The Abrams Tank can go 68kph, and it’s among the heaviest in the world. Lighter tracked vehicles are even faster. Do they magically SLOW DOWN in the future?

Honestly, I thought and still think I play too much. I am rather shocked at how many hours people spend playing games. No judgement… just amazed.

To elaborate on the braking thing, a good analogy would be 2d platformers. Controls in good platformers are anything but lethargic, yet (almost) every good platformer allows you to do a half-jump by tapping the button lightly.

I’m not asking for tanks braking time to be changed from 0.001s to 10 seconds. More like, 0.001s to 0.3s? All I want is to feel some sort of difference when I very gently tap my space key, instead of crashing nose-first into the dirt and starting back from 5 kmh. More intuitivity and versatility = better movement part.

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‘is it because they spend all their time in the forum?’ :face_with_peeking_eye:

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But you commented

I’m watching you :eyes:

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Didn’t they recently change how tracks brake?
I know my auger builds coast now, but didn’t before.

I haven’t been playing tracks much lately, but I always have to relearn how to brake and drive when I go back to them.

But I’m pretty sure that handbrake and normal brake work differently on tracks now than they did a few months ago.

As far as the rocking when changing direction and/or braking, I always try to prevent that through building.

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I fixed it for you.

Hey Mud, did you realize you have the highest read count of anyone on the forum? 36.1k posts read.

I have the highest posts by far, but you even beat me on reading. So “We” is more appropriate.

Don’t mater :slight_smile: just say’n

Luv ya Mud!

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i also have the ‘Devotee’ badge :crazy_face: