This game makes no sense

Forget that discussion about Mad Max in Space, how that’s even possible?
How could exist sci fi BS in a post apocalyptic world where we receive water rations for two days and we use electronic as jewelry
Forget all that, and help me figuring this mess out
Here am i tweaking my raids build for scavengers and Steppenwolf’s, to squeeze the most out of it.

No, you are not seeing double, it’s the same build but it has a difference.

This is the difference.


Now explain to me, if you may, the logic behind of making a engine clearly designed for a light and medium build more suitable for a heavy build than an engine clearly designed for a heavy build. ( It’s not just the top speed, it’s also the reaction time ).

But when comes to generators, e.g., makes sense again


here, we clearly have a gen made for an heavy build, and a gen for a medium and light build, they are essential the same ( medium cabs have 1 more energy point than the heavies ), in the end they end up with the same, light builds may have 1 more point than the other two but they pay dearly for that.

Before either engine i had, an oppressor and before that an cheetah ( the cheetah was what worked the best, but i had to give up to safe the point for a module, which will happen soon ).

Again, why an engine for a medium / light build is better than an engine for a heavy build for a heavy build?
They could simply switch some of the stats between them

oh, one more thing…

The stats are from a medium cab, i’m sure this cab was always a medium cab
So, why it’s categorized as a light cab?

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You didn’t change that build to the one i’ve sent, haven’t you?..

what? i couldve sworn the torero cabin was always a medium cabin?? whys it categorized as a light cabin? :thinking:

i’ve not seen the changed blueprint, did you sent?
doing a major overall from a screenshot , well, it will be hard
But for now, i’m focusing in weapons and modules not the build itself

Because it’s the heaviest of light cabs and not heavy enough(not enough tonnage) to be medium either.
That’s the point of having multiple parts that something is just interestingly off the charts so you can try and see if you can squeeze some results from it.

Just ignore the “heavy/light/medium” dev’s logic. It only goes far enough. For most time engines and generator weren’t at all classified as light or heavy, they just were what they are, and you use what there is.
And to be more on the point - devs just made this “classification” only recently without adjusting enough stats or adding enough prototypes, that’s why it doesn’t make enough sense.
Here’s the basic logic: You use heavy gen for more durability at cost of weight and space.
Here were it breaks - heavy and ligh have different energy. So when I need exactly 6 energy for example to make some meta setup work - I’d pick 6 energy gen and wouldn’t look if it’s light or heavy unless I really need to optimize the weight - which actually only been a case once - Cockpit booster builds where you need to optimize weight as much as possible.
While actually I often found myself using “light” parts on heavy builds because… heavy means HP - so I need to spent weight on structural parts - hence I can’t afford to waste much on crap and have to use light parts on heavy build lol. This game just got too much logic going on that it breaks more often, devs barely track it at all, they just nerf meta stuff. Most of their design solutions is just absurd to ignore if possible.
Clearest example is their pack vehicles - they are just so trash… should be at least something not op and meta, but at least capable, but nope, decorative trash for no reason that gots space and attention like “workable build” which it isn’t. You’re just aren’t used to understanding how mediocre devs are at knowing their own game lol.

screenshot not from now

The reason why i stop playing this build, the co-driver rework. But after that was nerfs and buffs season like crazy, and then, as it went the way of dodo, it returned but with the ruptures hitbox off…at a certain point ruptures had no hitscan, the wrong perk announced and the hitbox like this

Plus the time ( after the implementation ) of the Supercharge thing, where my gremlins caught a bug, they took their sweet time to corrected it.
( Probably was during this phase i turned to my drone builds…i ran out of work horses )

I hate to say but this is kind in the sloppy side of things

Yeah it gets annoying a bit losing a working build and having to get back to figuring out what works now. But that’s the primary game in XO - those who adapt can dominate PvP while meta comes and goes.
Although personally it feels like they are too crazy about changing how everything works like all the time. Like moving physics, collision physics, penetration mechanics, hover movement mechanics… And after all that crazy ass busy reworks they go “try old XO” and surprisingly mostly they didn’t change much, just added few maps and parts, but their reworks didn’t change too much after all. As if devs think there’s something wrong with the game, gotta keep reworking it untill it gets massively popular or something? I don’t even know what’s their problem.