No love for wheels , or new season part 2

The people with wisdom you are talking about should be the ones who don’t play this game,They will not make any changes to the game on behalf of the players that would make more players happy

Sounds like a bad hover player who doesn’t watch radar with bad positioning lol

I love these It’s just so simple examples that are just some sort of weird propaganda attempt, so desperate, so funny and so sad all at once

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Shotguns currently work well against hovers, and have always worked well against hovers.

I don’t get this idea that it’s impossible to kill hovers. I almost never play hovers, and I’m not struggling against them when playing shotguns. I’m not even particularly skilled.

Shotguns currently work well against hovers, and have always worked well against hovers.

I don’t get this idea that it’s impossible to kill hovers. I almost never play hovers, and I’m not struggling against them when playing shotguns. I’m not even particularly skilled.

Yes, firedogs/shotguns are mostly anti-hovers. There need be some otherwise 100% but not 80% players would play hovers

No. I disagree.
The situational set for the perk on the new cabin isn’t going to be up 100% of the time like the Master.

Master is good. just like Master, this cabin will be good but there will be 10 choices that are better.

I would never depend on a perk that depends on already dead players to charge it.

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The problem with Master (beyond the stats) is that it heats up your cabin when healing. Doesn’t sound like this one does, which is a big advantage.
Also, it sounds like the new cabin charges the perk gradually through proximity to wreckages. If that is the case, you should be constantly building a charge as the battle progresses, which means you shouldn’t have to hang out around a wreck for too long.
Also, as someone else pointed out, this cabin should work great for close range builds. It’s got the speed, and the perk should charge each time you kill someone, putting you in a better position for your next victim.

Don’t get me wrong: I’ve probably tried more builds with Master than most people, and it’s not as bad as people say. However, this new one should work better and be useful for more builds.

Putting perks on movement parts sucks.
Instead they should put perks in modules.
E.G.
I have to put BFs on my drone build to synergize with Cheetah, so that build has to have that kind of wheel to be optimized.
It’s tied to BFs.

I bought Hot Rod to replace the BAT, it went from Medium to Light, from 750 to 1100 or 1300 ( i can’t remember now), And now What?
With what i’m gonna replace HOT ROD?

I love the way this new cabin looks.

It is sad that the Master Cabin didn’t get any love.

Hopefully this cabin is useful.

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Track buff is nice

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The more I look at the new cabin the more I see “We have Hadron at home”
But I like it, it has the deadman vibes of being an asymmetric weird tumorous blob, and I like that

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Um. so you think driving near wrecks that have already been killed is smart?

If I am walking along, and see a pile of dead bodies at the corner in front of me… I’m not hanging out there at all. It’s a kill zone.

why is this a problem? it’s built for astreus. You fire, hide, fire, hide/heal, fire, hide, fire, hide/heal…always at full health and rarely exposed while heated.

Why don’t they make some muscle car themed cabins featuring muscle fenders etc.

And I still want fender skirts that can be removed if I use shivs etc. Like on old Pontiac Grand Prix (think mid 60’s models)

Edit: eh. nvrmnd. I just re read what I posted. master is only good for one build. It’s pretty sucky.

Exactly.

Also I like any cabin that reinforces the idea that the cabin is a control pod meant to be built inside the build, With screens wrapping around the drive on the inside to see. I love it.

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It’s the only creative thing they do right. Aside from maps. And some events.

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Yeah, that’s the only weapon I’ve been successful with on Master.
As far as the new cabin goes, the rate of charge is the big question.
If it’s a fast charge when you’re next to a wreckage, it will work quite well with close range builds, as you should be touching a wreckage after killing your victim. Assuming you don’t have to hang out too long to charge it, you could trigger the perk right after disengaging from your victim.

If it’s a slow charge, it will play out differently, but should still be useful for close range builds.
I’m definitely not suggesting “hanging out” around wreckages (although there’s nothing wrong with using them for cover). My assumption is that just driving by them should gradually charge the perk.
I don’t know about you, but when I play close range I’m constantly in motion and travelling all over the map. It’s normal to be encountering wreckages when doing that, and many of them are far from the action by that point.

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I think a big question is the rate of discharge of the health pool into the guns. If its something you can turn on while you are fighting baddies to double the durability of your guns and it heals them quickly then it is probably better than an Omamori.

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I’m finding this a bit lame imho…

I’m looking forward to the projectile changes. I don’t mind the cab changes but I generally don’t like when they downgrade weight classes on them. The track perks are nice with the exception of tank tracks and goliath. Not a lot gets mounted outside of a goliath track that has the quantity of durability to make good use of a durability bonus. As far as the tank track bonus goes why only make it work if there are no other movement parts mounted on the car. I see that as very limiting.

The cab is pretty much another master cab with more hoops to jump through to get the perk to work. I think that’s really lame. I see the synergy that it has with the new corpse harvesting gun and find that even lamer. If a gimmick isn’t attractive from the get go you don’t double down on it, you back away gracefully and figure out why it didn’t go over as well as anticipated. Super lame…

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Looking at this, love the cabin changes, and the track changes.

But uh, the Master will die with that new cab, it is already dead but now it won’t even have a small use outside of art builds.

Overall, this update is not bad

First of all, the warhead, I know this armor will still exist and used for pure explosive damage, for the weapon to give most of the shooting angle design may still be unfriendly, but must have improved, let us wait and see

and then the track improvement, my views on the reddit almost the same Large tracks problems - Discussion - CrossoutI still maintain the point here that the devs still need to give the design extra damage resistance. not all of it, but having the perk is a good start

Then about the cabin changes, this has good changes and bad changes, blue cabin quite a lot and green cabin only three, the blue cabin changes to green can make lower PS and higher PS transition area has more options, which is good, but the problem is that the developers should have done the new cabin in order to be lazy , directly blue cabin into green cabin players can no longer use them with the original PS, equivalent to Change their nature, like the original nature of the players will certainly feel dissatisfied, in addition to these pods do not have their own capabilities? And torero change, in order to look uniform to increase the ps which is stupid

Finally, new items, I believe that these things do not screw up our game environment, like master and kaiju, but I long for a brand new thing, not another master and kaiju, although I have said that it is okay to design some items similar to the original items, but not all, in addition, I have not seen rarity in new items other than epic and legendary for a long time, to make the game active need to make the developers themselves active first, do not just create gimmicks for players to fool players

I think this is one of the main ideas of this change.
If you make less options at the bottom then more people will move out of low PS and play the rest of the game.