I may never get the chance to see what MW 2005 looked like...
But I can imagine it...
List of mods used:
- Unite Mod (with the Intense Cop extra)
- Unlock all cars (to obtain the M3 GTR Anniversary Edition)
- Most Wanted Mod (for invinsibility)
But I can imagine it...
List of mods used:
In case you're wondering, the npc isn't actually driving. I just have a special locked button and keypad on my boat that enables a microcontroller I made, which makes the boat drive around the main island by itself.
So, last year I switched to a Valve Index after my old HTC Vive died. And while it is pretty fun to use, I noticed one very annoying issue I can't seem to fix. For some reason, the screen seem to reflect itself on the lens in front of it, making everything thats slightly bright completly blurry. I tried lowering the brightness in hope it won't reflect as much, but it didn't make a difference. Unless my in-game environment is completly dark, I can barely see anything and it feels like I have fog on my lens.
Is there any way I can fix this? I dont wanna open it, because im too afraid of breaking something (I haven't finished my technic yet), but idk if there are any other solutions to fix the blurriness.
I spent a lot of time in my garage, and I just noticed these automated turrets laying around, and I got the feeling they weren't there before. Are they new, or am I just crazy?
(If you wonder why im calling them "automated turrets" despite them not being interactible, its because they share the exact model as the automated turrets you can put in your range. They even got the small gimbal camera on them.)
So, here's the thing, I wanna start going for high-PS battles (not clan wars tho, sorry guys). But I have 2 main issues:
For the first issue, I can easily solve it with some grinding. But for the other, I need help. I've been training with a few low-PS weapon types, and im not sure which one I prefer. To give you an idea of what my problem is, I struggle to hit moving targets that are over 150m away from me, but if I go for close range with melee or shotguns, I get instant-killed.
I've focused on using cannons and machine guns for a bit, to improve my aim (and it still suck). I love that cannons deal heavy damage per shot, and the fact they only need one reload module instead of multiple coolers and radiators. But since they're long-range weapons, I obviously can't use them very efficiently. As for machine guns, I have an 8,5k Tackler build that works okay, but having to use multiple modules just to improve the heating and cooling speed is somewhat annoying, as well as the fact I need to maintain my target (unlike cannons, where you can fire one shot and then take cover).
So im not sure what would fit me best. Any suggestions? If it can help, I've posted pictures of the 3 builds I use the most (aka the ones I've had the most success).
And if you wonder how I bend my Aurata like that, lets just say that rocks aren't very soft...
Basically, I got an idea of a type of defence module called "Repulsions". Basically, these modules could generate a shockwave that can protect the user from enemies in different ways. (Obviously, its a reload-based module. So it won't stop projectiles continuously like an Aegis would.) For now, I got 3 modules for this category, each is an evolution of the other one. Let me know what you think!
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Module 1
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- Name: Subwoofer
- Rarity: Special
- Energy: 1
- Size: 2x2x3
- Function: Simply repel all nearby projectiles on both sides of the vehicle, as well as slightly pushing enemy vehicles without damage.
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Module 2
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- Name: Repeller
- Rarity: Epic
- Energy: 2
- Size: 2x2x4
- Function: Same as Subwoofer, but the shockwave is a sphere rather than 2 directions and the repelling effect on enemies is stronger.
- Perk: If the armoured vehicle is going at speeds lower than 20km/h, the module's reload speed is increased by 15%.
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Module 3
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- Name: Soundblast
- Rarity: Legendary
- Energy: 2
- Size: 4x4x2
- Function: Similar to Repeller, but the shockwave radius is larger and the shockwave gives a short speed and power debuff to enemies (around 1,5sec).
- Perk: If there are more than 2 enemies inside the shockwave radius upon activation, the module will increase the armoured vehicle's power by 15% and its maximum speed by 5% for 6 sec. The bonus can stack up to 4 times when 5 enemies are hit, but doesn't affect activation time.
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If you have any suggestions on how I can improve this idea, feel free to let me know! And please keep this post civilised... I dont want this to turn into a bedlam lobby...
I have no idea why this pizza is on the roof on one of the maps. Its just there, chilling.
I honestly kinda like this build. 4 Tacklers, a Kensei, an Averter connected to each Tackler, a Cameleon Mk1, a Cheetha, and a fused Taymyr. And if you wonder why a Kensei, its because I wanted the acceleration boost, and the 25% damage resistance bonus.
I feel like the Omamori isn't really worth the price. Because while 50% damage resistance sounds nice, the damage resistance is gone once the Omamori reach the 300pts limit... while the Averter keeps the 30% no matter what.
The video is just some testing I did. My Thyrsus deals 403 damage normally, and with 2 shots, I can already disable the Omamori.
Talk about a crappy matchmaking... my build is 8.5k with 2 Hulks, and I got sent in a 14k+ exclusive match!
When I started playing Crossout, the game still had the old co-driver system, which was available straight at the beginning. But ever since they updated them, im stuck with a ton of Intelligence I cannot use nor sell, because the new co-drivers are locked at level 30! And even with farming a ton of xp in Awakening, it still feels like its taking forever to achieve that level (im currently level 28).
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So im wondering, is it really worth the effort? Are the co-drivers really THAT powerful, to make it locked at the last level of engineers? Or should they lower them to level 25 or 20?
I wanted to make a functionnal build that uses my Ark cabin, but most of the builds I saw on the exhibition seemed to use long-range weapons, which I suck at...
This will be an interesting battle, ladies and gentlemen!
Pick your challenger! :3
Seriously, most of the post I see on this sub are always about people saying that "X weapon should be removed or massively debuffed because it doesn't require skills"! First of all, skill is purely subjective. Sure maybe one doesn't have the skill of aiming a long-range weapon, but you probably dont have the skill of dodging shots to reach your target and destroy it, or the skill of managing your drones to select when to deploy it and which target you should pick to use them efficiently.
Second, I did my little experiment to see what the game's workbench would look like if we removed all "unskilled" weapons. Bring out the whiteboards, cuz we're doing some math!
Currently, the game has:
This gives us a total of 186 weapons. Now, lets see how many "unskilled weapons" there are. For reference, I counted weapons as "unskilled" if they can be used efficiently by either a) simply ramming into someone and shooting or b) not requiring any sort of precise aiming. I chose these criteria because these are the ones that come up the most often by complaining players.
So far, this is all the weapons that enters this category:
This gives us a total of 105 unskilled weapons. And with a simple formula, we can conclude that 57% of Crossout's weapons can be considered "unskilled".
So, to resume this whole (and obviously too long) post: Let others enjoy the game how they want to.
>!If you wonder, yes I did waste an hour counting each weapon in the workbench and do the math. But I was seriously getting annoyed of this short-minded complain that seemed to have exploded for the past few years. I know this is Reddit, aka the most toxic place on Earth right next to Twitter, but still...)!<
So I took random pics of my new ravager scout. What do you guys think?
There's a hand print on the engine block, the BeamNG logo on the handles, and the funny warning sticker.
I tried making a functionning build with an Ark cabin. I made a version with 2 Hulks, which works great and has a rather low PS. But then, I wanted to make something a bit more powerful, so I went with Corax. But I got the feeling 1800hp for an 11,5k PS won't do well...
Basically, I got myself an Ark cabin, mostly because I love the little drone it comes with. And while im using it mostly for ravager-themed art builds, I wanna make a functionnal build with it. But im not sure if I should wait or not, as I dont know which setup works best with that cabin.
(I tried making vehicles with legendary cabins before, it was always a failure compared to my 8k builds.)
So I wanna know, do you think I should wait before getting weapons for my cabin?
Also yes, I made a ravager scout with it.