Steppenwolfs are ready for battle. New features of the major August update. Part 2

https://www.reddit.com/r/Crossout/comments/1mqtdu8/steppenwolfs_are_ready_for_battle_new_features_of/

since i cant post the thing here then heres the reddit post for part 2.

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@ Quaero_et_tego
can we get a fix sometime soon so we can post the dev blogs and update posts here without having to be stopped by the system? i tried posting the update here earlier and it wouldnt let me because of “certain words” and whatnot. are you all working on a solution to that?

’ i clicked the link in the launcher and it opens in Microsoft Edge’
copied n pasted, works fine, maybe its Reddit ?

Steppenwolfs are ready for battle. New features of the major August update. Part 2

Hello, survivors!

Let’s continue to learn about the new features of the upcoming Steppenwolfs season. In this entry, we’ll talk about the legendary revolver and rocket launcher. Let’s dive in!

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.

Legendary revolver

Everything in life has two sides. Take revolvers, for example. Their good side is that you can fire many powerful shots in a short period of time. Their bad side is the long reload time. It’s especially frustrating when you didn’t use up the entire cylinder at once, but still have to reload to regain the full firepower. Then you’re basically wasting ammo. But the Steppenwolfs have a solution for both drawbacks.

The new revolver has three projectiles in the cylinder, but the trick is that it can be loaded without ejecting unused ammo. Fired one or two shots out of three possible? You can add ammo without completely emptying the cylinder. Just be careful: each subsequent round loads slower than the previous one. Loading one of three doesn’t take long, but two of three is more time-consuming. And if all three projectiles are used, the revolver goes into a full and slow reload.

The revolver’s perk reduces the time for both full and partial reloads if you are the most accurate shooter in the Wasteland. One hit on an opponent gives you one charge. Each charge increases the speed of all types of reloads. If you miss, you lose one charge.

Legendary rocket launcher

The motto of the new Steppenwolfs’ legendary rocket launcher is simple and to the point: more rockets is better than less rockets. Nice and sweet.

The shooting mechanics are the same as for other course rocket launchers. The perk makes it so that if more than half of the rockets in a salvo hit the enemy from a certain distance, the number of rockets in the next salvo will increase. If only half of the rockets (or less) hit the enemy, the weapon loses one bonus charge. Simply put, if you often hit with most of the rockets, you will have a lot of rockets. It is advisable not to miss.

Structural parts

That’s all for now. See you in the next entry, coming soon. Stay tuned.

ah i dont have microsoft edge. thanks for posting it though mud!

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On top of trying to decipher most of how the revolver works…it sounds kinda bad? And how on earth will this convoluted reload/shoot balancing work with the Manitou cabin for example? Talking of Manitou, and very weird gimmicky parts in general, fiddling around with reloads already is not that great mid-battle. On paper it just sounds kind of frustration inducing to use or play. Like it does A but Also be aware of B but also juggle C and D and E, shooting and keeping up reloads and manual reloading and also slower reloads but also slower/fast full reload+ also…jesus, sounds like too much busy work for something that is most likely a glorified Nagual. It might be much more simpler and better in use and practice but I know just how pants-on retarded things can get in this game and this gun sounds like one of those megabrainfarts that just causes frustration and headaches and gets rebranded and reworked multiple future balancing moments, like this time next year this could be a completely different gun from what it initially was.

Rocket on the other hand, cool a legendry Locust gun. But at the same time, I now see that instead of fixing the entire Locust/Wasp lien of guns last balance changes out of the enjoyment of the players, they just did it because a legendary locust is coming out. Sounds neat on paper, might be good, might be bad. Sounds like you need to get the perk going a little bit before it becomes effective, kinda like how old Varuns were bad at no charges and deadly when at full charges, so basically first few shots will not do much anything and only after you build up the perk you do some good damage, but good luck trying to keep it up all the time, you’ll get frustrated sooner or later. Sounds 2frustrating4me in general, but at least it sounds better than the revolver

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:shushing_face: key point in Cussout :rofl:

it sounds really bad to me.
3 ammo in the chamber.
reload speed is based on how many charges you accumulate.
miss a shot and the charge depletes. hit a shot and you get a charge.
reloading 1 round is fast
reloading 2 rounds is slow
reloading all 3 rounds is very slow.
dont want slow reloading? hit all your shots.

it probably wont, that or itll break the manitou giving it 1000% damage like game bugs usually do and happen.
all jokes aside though i think its going to be a really messy gun to deal with.

I just hope that in this Battle Pass they have more mech legs. Yes, I know that some are not a fan of mechs, but I love them! Wish they would have some cool arm like structure parts!

I dig the new structure parts that they have so far. Not sure about the weapons. I don’t use either of the ones shown so it’s a pass for me.

Cheers

-MC-

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:wave: Hey,
Take a screenshot of the error and post it. Without it, I cannot provide any assistance.

Best regards,
Quaero_et_tego

it was basically “you cannot post (insert string of numbers and a few letters)”
if it happens again ill screenshot it. mud posted what i was going to post so i dont want to double post.

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I’m kinda hyped for the new legendary rocket launcher.
The Revolver tho? Honestly i’m not very interested. Doubt it will be good tbh but we’ll have to see!

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I would just double post it in the bugs section and label it test for forum bug. Since you know it happens with this particular post it’s better then just waiting for it to happen again later.

I had to edit all the numbers and spell out all numbers to post. I had to edit the screenshot name to eliminate numbers to add it.

They really just need to fix the reload cycle for revolvers rather than make it a feature of a new weapon.

i cant post in the bug section for some reason.

Try in the subsections: Website and forum - Crossout Last time I checked we weren’t able to post in the main bug section but some of the subsections still get posts.

I’m curious how this revolver will work with Manitou.
I’m probably one of the few that actually like that cabin, but I’m not sure how it will interact with this new perk.

The cabs neat it’s the reload system for revolvers that’s kind of funky. With the new legendary revolver they pretty much are describing how normal reload should work. They shouldn’t have them dumbing live ammo to reload. However instead of fixing revolvers in general though they are using it for a new weapon.

I don’t really see the new revolver working well with the Manitou, as the perk on the cab depends on changing out the live ammo, so your talking about partial reload followed by an ammo dump followed by a second reload to make it work. That’s going to be potentially a really long cycle for each time the perk is used.

i like the cabin to but the perk is dog water. it needs to be changed cause its pretty much unusable…

For some reason, I was assuming that the Manitou perk wouldn’t necessarily dump the ammo for this gun, but I fear you might be correct in your interpretation.
And yes, all revolvers shouldn’t dump their ammo when reloading. And Manitou’s perk should work when all the chambers are empty.
The ammo dumping mechanic makes no sense in any revolver situation.

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