Taking away their stability and autojack and increasing the recoil of all weapons in the game by a large amount would help a lot. Funny you say cannons would send hovers somersaulting backwards. When I ran sealclub cannon hovers I would mount the guns higher and closer to the vehicles longitudinal center because this gave them the most leverage to tilt my hover backwards. When this happens, the hovers max speed goes to 125 or so, and I get to literally fly 50-70m back with every shot. Without ever risking flipping unless I fired while reversing off a cliff, which is THE ONLY way to force flip a full durability hover
Lots of words that don’t respond to the main point of fast builds having too much damn durability on their movement parts, which makes them impossible to immobilize or frame while they also get to blast around the map with no speed cap.
Hulks are perfectly accurate if you’re standing still. If anything, what made turret cannons viable on hovers was Targem randomly reducing their spread on the move.
Every ranged weapon should have increased spread on the move, period, I fixed hovers by forcing them to get a bit closer (logical considering their maniability) while legs will be the sniper movement part.
Yeah, but standing still is not only incredibly boring, but it also makes you infinitely more vulnerable against any enemy. Especially given the slow acceleration lots of builds have. If it takes your heavy build 18 seconds to reach its miserable max speed, getting stopped involuntarily sucks, stopping by choice is suicide. Making all weapons less accurate on the move would affect hovers the least, since they can stop and accelerate much better than anything else. It would benefit camping spiders and hovers while further pushing wheeled players towards the melee meta.
Also, if hovers are to be the superior weapon platform, they need to loose their utilities. Make hovers less stable, more affected by recoild and all of their weapons half as accurate. Unless they use a new 1 energy gyroscopic stabilizer module that makes them as stable and accurate as they are now.
This is mostly because acceleration curves are way off in regards to speed caps. You don’t have to be fast for a long run to do a good quarter timing.
dunno about you but i land my shots pretty accurately even if they run pretty fast builds. still it takes no time to strip my cannons off soooooo i guess its a bad thing.
arbiters bumper huggers??? those things are frail dude. a good shotgun blast take them off pretty fast.
yeaaaaaah sadly shotguns are the meta next to fire builds even with the nerf. nothing can really compete with them cause of their high dps and whatnot. even with their nerf to coolers and rads its still a bit much to handle for me. slow builds are especially vulnerable to them like legs and treads.
agreed. in most cases you accelerate when turning which makes no sense to me. its a slight speed boost but meh. still the old mechanics need to apply.
HAHA no they wont. shotguns will still drive up your backside and hold the trigger till your degunned and dead.
i feel the ram damage is a bit… to much in some scenarios. like yeah i get dewheeled if someone hits me, but in some cases when a bot hits me it takes off my wheel and does damage to the underside as well. like to my ammo crates. but even then ram damage on everything is a bit awkward cause you have melee weapons that deal tons of impact damage , bumpers that deal meh damage and smaller parts like shivs that deal to much damage.
Few people use shotguns now and the arbiter builds will become bumper huggers if there is no hitscan dps build to counter them.
They won’t be driving anywhere when they over commit with too much aggression and end up ramming their own frames and 4 wheels off.
It’s obvious to me that the devs have spent the last couple years trying to make small fast cars more viable. Given the artwork of each season, they obviously want cars-that-look-like-cars to be more common in the actual game, and they’ve given us the tools to do that.
Are fast builds too strong now? Possibly, but I still see more big monster machines than small art builds, and I don’t feel like I suffer too much when I park my fast cars in the garage and play big and slow vehicles.
Regardless, in a motorized combat game, speed changes everything. This isn’t WWII, where opponents are just pounding each other with long range shells. As we can see in some current real life conflicts, small mobile forces with modern weapons can be very deadly to tanks and heavy equipment. I don’t think it’s unfair or unrealistic that speed is a huge advantage in Crossout.
They nerfed the maximum speed of most cabins. They killed drifting, especially on PC. They changed one of the Legendary light cabins into a medium instead. And they are still to introduce “welding strength” to make cars-that-look-like-cars more viable. They effin nerfed the Bat of all cabins, lol. All in the name of “tactics”. The way I see it, they hate light and fast builds, it’s just that the art department hasn’t been informed yet.
Here’s what I’m basing my theory on:
-hermits
-buggy wheels
-heavy armour rework
-averter
-omamori
-engine rework
-co-driver rework gave fast cars their speed back, while keeping everyone else slower (Phobos)
-interceptor
All these changes have allowed me to make far more effective art cars than a few years ago.
Fair point with the Hermits, but I’m still doing fine using those with a heavy cab too. Buggy wheels were the worst epic wheels for a long time and they only improved them in the last update and that was after more than a year of players pestering the devs.
Heavy armour was aimed at heavy builds though, wasn’t it?
Averter and Omamori are kind of universel I’d say, maybe the omamori is more useful for light builds I guess.
Do you mean the engine rework when they seperated engines and reloading modules? Didn’t really change much for light builds, pretty much just prevented heavy builds from running Argus/Interceptor to be honest.
Phobos gives back some of the speed that shouldn’t have been reduced in the first place.
Interceptor is cool, but it’s really just a bad counter to a turret/drone/cuckpkan plague rather than making small and fast cars more viable.
My art cars are just the same they used to be, only slower and they don’t drift as much. And I don’t like it.
Nah man, back then 12tonne builds couldn’t keep up with 4tonne vehicles like they can now for some dumb reason, they’d slide while turning and accelerating out of made a big difference