Old mechanics that need changed

Power Drain and acceleration from touching: legs, wheels, and tracks

  • affect only movement parts that are in contact with an object
  • not all movement parts, engines, and cabin power should be affected by contact; arguably engines and cabins should not be affected at all
  • tracks should only be slowed when contact is made with the treads of the movement parts, with an exception to small tracks
  • ML 200 legs should be able to push stationary objects away from them with exception to builds with high traction (I.e. tracks or other ml 200 builds)
  • Legs and tracks should have ability to easily climb over objects and builds with lower profiles

(It might be helpful to add a traction indicator to each movement part)

Speed based on time of holding accelerator, and not on: momentum, inertia, or current speed

  • Currently speed is based on how long you hold down your ā€œacceleratorā€
    example: If you are Skinnered to a Leviathan and you are being towed a few thing can affect your speed and in turn the Leviā€™s.
  1. If you are holding the accelerator
    - you keep your ā€œspeedā€ but slow the Levi
  2. Not holding the accelerator
    - Levi keeps its speed but the moment you detach you have to gain speed from zero, ultimately slowing you down
  • we need an RPM gauge with a ā€œrealā€ speedometer with a gear indicator

ā€œHardā€ Speed cap (120k/h)

  • one of the only advantages a light cabin has is its speed and the game is nerfing these builds by not allowing them to reach their actual speed potential
  • leviathans and booster builds are already exceeding this limit and are disproportionately stronger
  • in reality based on current speed mechanics, all builds move really slow

Limited range of bullets, coarse rockets, and projectiles

  • bullets should be able to travel long distances and should have damage drop off the further away they are from target not just disappear. This makes most machine guns and shotguns Ineffective against helicopter builds
  • rockets should continue moving until they are out of fuel and then begin to fall out of the air, not just disappear
  • other projectiles should also continue to move until out of inertia and not just disappear

Limited gun elevation and depression

  • with the recent additions of legs and helicopters to the game the angles guns can fire need to be increased

Limiting the number of deployments of drones, turrets, and mine layers

  • limiting the number of deployments at any given time is not only unrealistic it also hinders strategies and effectiveness.
  • allowing more deployments forces players to run more hardware. In the past before there were counters for these weapons, it made sense to limit deployments.

Having a time limit on drones, turrets, and mine layers

  • it doesnā€™t make any sense that deployments from a mine layer would have an Expiration date on it. They should only disappear when they are triggered or destroyed
  • drones and turrets should only disappear when ā€œrecalledā€ or destroyed

Leviathans Target Priority

  • Leviathans should always prioritize players over other objects
  • Leviā€™s should prioritize targets in 5 point conditional system:
  1. 90 degree cone where driver is looking
  2. 90 degree cone left or right of where the driver is looking
  3. 90 degree cone behind where driver is looking
  4. Mines and other objects ā€œclose to Leviā€
  5. Mines and other objects ā€œfar from Leviā€
    (Note: weapons that cannot see targets in a particular cone should prioritize objects in cones they can see)
  • mounted weapons should shoot at fullest extent of their range and not be limited as they are currently

Horns, scopes, self detonation, and other controls

  • please allow us to completely customize our controls and even allow us to remove items from our controls (horns, lights, and scopes are not as important as another weapon or function)

Speed of mounted movement parts

  • if parts do not touch the ground they should not affect the speed of the vehicle; if they donā€™t give you tonnage, they should not affect speed or power consumption until they come into contact with the ground
4 Likes

Revert Caucasus elevation nerf!

They feel the most like they should be an anti-air gun.

did i really just read this? did you really type that? :man_facepalming:

a few more is bots should not target drones / mines immediately after launching them. ive had instances where bots targeted a king mine i dropped immediately after it left the launcher, im talking as it was mid air about to touch the ground a bot targeted it and destroyed it mid air. (this wasnt in a heli build this was a ground build.)
the fact that bots so heavily target drones and mines just makes them not worth playing. i see sometimes people throw some drones into an area only to be immediately targeted and destroyed before they can do anything. it also feels like bots can hit things alot closer to them then we can, i witnessed a breaker bot hit a kapkan not to far away from it when the breaker couldnt aim that low.
this is the case for all drones though. fuzes, sidekicks, turrets, drones, etc. all of them are immediately targeted. its such bullcrap because sometimes the bots will just immediately destroy your only defenses and they just stalk you and harass you with gunfire till your dead, even if you pop out a few drones theyll just destroy them immediately. its really unfair.

1 Like

Explosions/explosive damage all together

Itā€™s just not effective

2 Likes

All I can say is go bird huntingā€¦

birds and aircraft are two different things. ones made of flesh and feathers and the other is made of metal. i dont see someone with a shotgun taking down a helicopter :face_with_peeking_eye:

2 Likes

Trueā€¦ but there is history of shotguns being used as anti-vehicle weapons in war. So they have their place. The point in my post isnā€™t so much that they are ideal for anti air in Crossout as much as ā€¦ shotguns would have absolutely no chance of doing anything to airborne builds with the limited range they have

1 Like

if youre talking realism then there are probably bigger problems in crossout

2 Likes

no Brainer! next!

im playing an unrealism game for a reason,i dont want realismā€¦ :crazy_face:

Shotguns need a total rework. Make them way bigger with more recoil with a lot of range, much better accuracy and ballistics like the summator. They become semi auto for the most part. They go from being a totally skill-less weapon to being extremely versatile, weaker at close range but much more capable at range and thus a better weapon overall. There should not be 12 gauge automatic shotguns wrecking in this game as hard as they do.
The ā€˜sniperā€™ autocannons need new perks and to be semi auto. Their turn speed is way too slow as well. They are excessively situational trash rn.

1 Like

ā€¦ neither would tsunamis and the typhoon? they have limited firing angles, if you get above them they are useless.
same goes for alot of weapons lol. can you imagine launching a porc into the sky smashing into someone with the force of an atom bomb? :rofl:

1 Like

They are still accurate high velocity cannons, not shotguns firing small arms buckshot.

that maybe true but they cant aim up now can they? :smirk:

Simple model change. On principle they are more viable as anti air weapons than shotguns dude.

I would disagree that shotguns should do less at close rangeā€¦ the damage they currently do at close range is fine by me, but the range they currently have is garbage. This is where shotguns ( and others for that matter) need more range with damage drop off based on distance. I feel trying to use hard caps on range is an old stale balancing mechanic in the game that needs to go away.

how is doing 1hp damage per hit from a higher distance different from a hard range cap?

I would say 1 is better than none

i would say that it doesnt matter in the slightest

Decloaking.