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.
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.
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.
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.
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
Real tank tracks can turn in place at very high speed. Crossout tank tracks should as well.
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.
‘is it because they spend all their time in the forum?’
But you commented
I’m watching you
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.
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 just say’n
Luv ya Mud!
i also have the ‘Devotee’ badge
Lol yeah, I don’t have that one.
I wonder who else might have that one?
lol,click my name then click the icon,only 2 other people have it
I have that one too!
I like that the badge right after that is Empathetic.
Nerf fast movement part durability so dewheeling is a thing again. The fastest builds in this game are by far the hardest to immobilize ever since bigfoots. Its become worse since then. Tracks still need more maneuverability and driving mechanics but there is no point in them being beefier if the faster options are still beefy enough to sponge hits in addition to just not receiving them to begin with. Movement parts have become so durable on fast builds to the point where the lower half of a build is always an impenetrable brick relative to everything else.
Tracks should have the fastest 0 to max speed in the game, forwards and reverse. Then they might shine. Im talking goliath 0 to 55 like a hover.
I respectfully disagree. I think they should mimic real life tracks. In the real world, track vehicles do not accelerate very quickly. The fastest accelerating land vehicles are on tires.
Tracks have the best traction and are remarkably durable. That’s how they should be in the game.
Real life mechanical legs are slow and cumbersome. I’ll give them the benefit of the doubt that someday they will be fast and agile. We are getting there now.
Hovers, on the other hand… are the dumbest and most unrealistic movement Parts in the game. Why can’t a hover build fly 500 ft in the air? How about 30,000 feet in the air? What’s stopping them?