There is a big problem in crossout that always been there : Big and rotational weapons must be used as frontal weapons with a lot of armor around them to not loose them too quickly. By this logic, too big weapons with low durability and options to protect them are just never used (or too weak) in Players versus player missions. This concern (but not limited to) : Spike, Cyclone, Retcher, Toadfish, Jormungandr, Nidhogg, Pulsar, Quasar, Yaogai, Jubokko, Caucasus, Whirl, Arothron
To fix this issue, we can :
- Reduce their size (best solution for Spike, Cyclone, Toadfish, Nidhogg, Jormungandr, Arothron, Yaogai, Jubokko,Thyrsus)
- Increase their durability (Best for Retcher, Caucasus, Whirl)
- Increase their efficiency to compensate, wich mean increasing damage or reload time (Best for Pulsar, Quasar, Thyrsus)
BALANCE CHANGES SUGGESTIONS :
---------- WEAPONS CHANGES ----------
SPIKE, TOADFISH : Model Size significantly reduced
(Those weapons are too big and weak, and loosing one of them is too punishing. With a decent size reduction we can cover them better and they will take less damage)
CYCLONES : Model Size reduced. (Same problem : Too big, loosing them too quickly. Even with the recent changes, the weapon still feel too weak to be used.)
NIDHOGG, JORMUNGANDR, AROTHRON : Model Size reduced (Too big, other small shotguns are always better (hammerfall, breaker…)
WHIRL : Model size reduced OR durability increased
RETCHER : Durability increased
CAUCASUS : Durability increased
YAOGAI, JUBOKKO : Model size reduced
QUASAR, PULSAR, ASSEMBLER : Damage increase (Those weapons are under-performing for their rarity while also suffering from their big size. They really need more damage output.)
CORVO : Damage increased by 15% (The weapon is not effective enough and show too low popularity)
HARVESTER : Require shape changes and durability improvements. (The latest changes to harvester has been decreasing it’s efficiency instead of increasing. We understand the idea of making it less depending on perk, but the weapon still require an option to slow down the enemy to actually hit fast targets wich are tesla emitters, and the perk change has been decreasing it’s efficiency when running those tesla weapons. But the best solution for the weapon remain to change the model and removing the non-damaging part that often make the blades not damaging the enemy, wich will make the weapon remain in contact more often, wich will use the new bonus perk way better that way.)
THYRSUS : Damage increased by 30%, reload speed increased by 10%. (OR : Reduce model size and reduce energy from 11 pts to 6 pts, then reduce damage by 15%)
---------- CABIN CHANGES ----------
BLIGHT cabin : Active perk time reduced from 8s to 4s. (The efficiency of the bonus is too strong when used with Firebug, Draco, wich are overused and ruining experience in clan wars. Reducing it’s active time will fix the problem while not impacting other weapons that can use the bonus.)
MASTER : Removed cooldown time (The cabin show very low effifiency in battle due to too long bonus activation, with another 10 seconds to wait for another activation. The cabin is already heating while being activated, and not helping a lot in combat to keep the weapons safe due to low recovery ratio. Removing the cooldown will help performing better.)
MACHINIST : Durability bonus of weapons increased from 10% to 15% for each 1000 points of durability. Maximum durabilty bonus increased from 35% to 60%. (This cabin show very low efficiency and popularity. The bonus is not strong enough to compete with other heavy cabins)
YOKOZUNA : Bonus recharge time reduced from 30 seconds to 15 seconds. (The bonus is just a speed and power boost. The recharge time is too long to make the cabin performing good enough)
NOVA : Shield durability increased by 15% (The shield is too weak, even if it can comeback faster after being destroyed)
JANNABI : Bonus remain active for 2 second after drifting. (The bonus is too hard to use in combat. Making it remaining after activation will improve it’s efficiency)
---------- HARDWARE CHANGES ---------
AEGIS-PRIME : Shield durability increased by 10%, cooldown reduced by 10%, Shield radius increased by 20% (The module still show low efficiency and popularity even after the energy reduction. The shield radius is too small to protect larger vehicle, the shield does not absorb enough damage, and many build cannot afford sacrifice other harware/weapons for it’s current efficiency)
Note : If you agree with those changes, or at least some of them, you can copy this and send it to the suggestion page for devs to make it happen faster. Here is the link : Suggestion for Crossout future development