Some of them don’t have an engine at all. But any two-auger build at 9k will suck, only 3 (or more but that depends on the build) are viable
I am surprised by this.
I’ve played a lot of augers since the very beginning, and I’ve only made a small handful of triple auger builds. They were ok, but I didn’t feel like the extra auger was worth the PS.
I’ve never found that two isn’t enough at 9kPS.
For me, it’s either relatively nimble dual auger builds, or tanky quad builds for higher PS. I’ve tried a bunch of six auger builds, but always found them too sluggish.
I’ve never had too many issues with being disabled from losing an auger, otherwise I would be using three.
But all the ones you posted are heavy builds, which requires different approaches than medium or light auger builds.
I’m not saying your examples wouldn’t be effective, but I also have never seen anything that looks like them in console CC. It’s funny how the metas are sometimes significantly different between platforms and regions.
For context, the dual auger builds I would typically play in CC are often either the classic gremlin sandwich or triple whirl builds. With both approaches, I find it too easy for enemies to escape if I can’t hit 70kmh, and I also want the extra power for pushing victims around.
I know neither of those are part of the current meta, but they work fine for me, and I’m used to them.
Edit: I’m really surprised to see a double whirl build in there. It’s never even occurred to me to not run three of them. How are you going to kill people quickly enough with only two?
Two aren’t enough. You can’t reach the amount of mass required to get some extra resistances, and if you lose one, it will be basically impossible to move properly. Obviously if it works for you then that’s great, as you’ve said, region and platform matters.
Console players have much less metas. Euro region has less meta players than RU, and US region has even less meta players than EU.
Augers are typically used in groups of 2-3, plus one/two hover / fast wheeled build. 4 auger builds can also work too
Whirls have way too much damage. Two is enough, but obviously three would be better
It’s besides the point… If you want to discuss which is the best engine this is the wrong thread.
And that’s what I was trying to say about the difference between heavy auger builds and medium/light.
For the builds I’m talking about, two augers is enough to max out my tonnage, so adding a third is redundant. And then Golden Eagle’s mass limit boost becomes useful.
For heavy auger builds, I used to use Red Hot more often, but now I’ll be using the legendary version more. But that’s more about energy.
This is true, but I’m ok with more risk. I don’t lose them often enough to care.
I would love to see more comparisons of these things on the forum. Your posts have given me a few new ideas that I don’t see being used much in my games.
For example, omniwheels were pretty dominant for a while in the CC matches I play, but doesn’t sound true in other regions/platforms. Things have shifted more recently though, and it doesn’t seem like the CC meta has settled in to anything in particular right now (at least in my region/platform).
I only play solo, so I’m never able to depend on my allies being complimentary. Instead, I just focus on identifying what I’m most likely to be fighting against, and figure out how I can counter that with my limited skills.
I was also surprised when I started seeing dual gravastar builds in CC, but with the right build they can be quite effective. Another example of how the PS restrictions of CC has led to new metas.
But maybe because I’m always playing solo, I prefer being able to output a devastating amount of damage in as short of a timespan possible.
One of the things I like about whirls is that I don’t find I need a lot of modules. They kind of suck at full auto, unless you’ve pinned someone, so I can manage my overheat with tap firing more than modules.
By the way, I’m glad to see you posting regularly on the forum. You have a lot of knowledge, especially about higher PS and CW. I may not agree with all your opinions on 9kPS, but I respect them, and I can follow your logic.
I can’t drive 55.
And for PC EU / RU omnis are worthless x)
I probably can make a video comparsion between RU and EU meta (obviously RU region doesn’t only has Russia, it’s basically for the CIS countries too).
Crossout is more popular in CIS than any other country, and we are generally more competetive, so meta here is a must. I suspect that it’s because in the late 90s and early 2000s PCs weren’t as widespread in the CIS, so we had a surge of “computer clubs” (sorta like internet cafe minus the cafe part), so you’d have a incentive to play better than a chump that’s sitting a few tables away from you, lol. A bit of fun trivia. Sadly, i haven’t visited these computer clubs, since when i’ve reached the “gaming maturity” they fell out of favor with the affordability of hope computers.
Plus, some RU players can play on EU. Ukraine, Belarus and a huge chunk of Russia gets a playable <50 ms ping on EU.
Naturally. Crossout has a huge powercreep in terms of HP. In 2020, you could deal 14k damage and this was enough to obliterate an entire pack of spiders in CW, 5k cab hp was an insane number. A few parts had resistances and it wasn’t too much either way.
Now? 14k damage will be barely enough to destroy one CW spider lol. You can get 10k hp with a new cab, plus it’s possible to stack DMR. Formulas are complicated but it will be about 70% DMR with the new cab at 3500 dmg recieved + allied cohort + averter + grizzly. So this spider would have about 25k cab hp (obviously a 70% DMR can’t be achieved constantly because grizzly and allied cohort can’t be active all the time, so let’s say 25k instead of 33k). Still an insanely huge number.
So, there are basically 3 crits: cab, gun, wheels (or chassis in general).
Because of this MASSIVE HP buff over the years it’s easy to make the cab more durable. You can have so many HP at only 9k PS that this amount was nearly impossible for CW builds in 2019.
That only leaves 2 crits. Stuffing your guns under your big fat beer belly eliminates one crit. And it’s hard to de-wheel someone if they’re pushing you and destroying your chassis in a matter of seconds.
BTW, this is why avalanche on tracks is so OP at 8-11k PS.
You can’t dewheel it easily, the gun has lots of HP and blocks the cab so it can’t be damaged.
I think tracks are underrated right now. The quick pivot thing is amazing once you get the hang of it, and the speed disadvantage can be mitigated now with Phobos and various engines.
And yes, the armour changes have really shifted how the game is played.
I’m getting the feeling that North American console 9kPS is a lot more oriented around speed that EU/RU PC metas. We get tanky builds too, but smaller light builds are very popular in CC, and it sounds like you guys don’t see as much of that.
Tons of cyclones on omniwheels with light cabins, although not as many as a few months ago.