r/Crossout
I tried to push him onto the booster... I killed us both.
I'm sorry, buddy. We'll get him next time.
10 years pass people still use Drill as cover
Everything has changed: Energy, Power, Penetration, PS scale, Rarity, Physics, Graphics, Factions, Coins, Movement parts.
But there is still something there to recall the old memories from the past and haunt you forever.
New part and CK ideas, sorted by factions.
My usual repost with some updates.
Operation Blackout PSA: Let the survivors win
If you start as a ravager, let the survivors win. Just let them kill you for points. The plastic payout is based on how far the survivors make it, not how high your score is.
I started as a ravager and did exactly that, and the survivors escaped. I didn't kill a single survivor, and got 22 plastic. In matches where they don't even make it past the first gate, my payout is 6.
"Well-designed maps with bases as points of contests? Nah, fuck you and your Assault bases in particular."
The enemy team would've stand a chance if the storm wasn't a thing. they could've tried to capture ours.
I hate the storm, because:
- It happens too quick in the match (quickest that I can remember was 30 seconds in so when you usually have the beginning fights)
- You don't have a clear indicator (the mini-map helps, but we all know average Crossout players can't look at that while also trying to hit/dodge enemies) for either about to or taking damage from the storm since you are close to it or in it.
- The shrinking rate is too fast, causing long range play to be obsolete when it happens because you have no room to be away from close range vehicles and not die to the storm. This will further narrow down the already oppressive meta into favoring brawlers like triton track bricks and high DPS, short range vehicles such as firedogs.
- Since it can start at any moment (to be a surprise), it can (and will) make base capture obsolete as you suddenly are forced to leave it and be forced to deal with the reason you are capping instead (in the context of domination/team bases, middle point base does not have this issue as they are (usually) in the same place).
- The storm occurring (as it is now from previous points) is more likely to make a worse situation rather than a good one because it tries to do the same thing as base captures as a surprise "Woops, new objective parameters" but with huge damage penalties if ignored.
Does this mean the storm is bad fundamentally?
Not necessarily as its purpose (according to what they say it's supposed to be) is to add deviation from the usual flow of matches (though, as it is now, it's just a too high speed up for the slaughter and ignore base capture entirely).
However, any healthy games should make the decisive factor an option. You should be provided with the option to either try taking out the enemy on the base, or risk it by rushing in and defend it. A Storm setting removed the choice, as now you're being penalized for "making the wrong choice (a.k.a. get into the zone)".
Bases already perform their job of narrowing the parameters of conflict just fine for years. if anything, we can shorten the base capture time requirement and increase the capture reward to incentivize players for an more aggressive option (keyword is "incentivize". you're not forced into the bases by an environmental hazard that penalize you for not going in).
A lot of the Crossout players are more of a casual player rather than competitive, so any settings that further pushes them into being competitive is just repulsive.
Credit to u/WhiteSpikePT for the discussion points, He's doing a much better job explaining than I could've been.
best way to counter w-key melee/shotguns morons without extra energy?
because of this game amazing physics, the moment any of theese monkeys pushes you, you are STUCK, nothing will help you, there is a little chance to circle around him with omni-directional movement, but even so you will probably be stuck. There is literally nothing i can do
When you do a random fusion
IT SHOULD NOT FUSE ANY STAT TO THE EXACT SAME FUCKING ONE YOU'RE TRYING TO CHANGE!!!
ASSHOLE DEVS!!!
Just ranting.
Genuinly this community can be so complete ass, get a super fun mode? you get dumb fucks that min-max everything, or like the storm brawl for example it was a really fun brawl it was the players that made it ass, rinse and repeat over and over. I find that nowadays I’m rarely pissed at development and more so players making the game so unfun to play. wanna play operation blackout? well too bad cause cornball clans are all just running the same Deloris machine gun trash cube. it’s just frustrating as fuck since it happens every. single. time.
Nox
Is nox mass limit upgrade useful or do we need power upgrade only? 🤔
Weapons that need a slight Buff
- Morgan
- Anaconda
- Pulsar
- Phoenix
- Fuze
- Dove
- Jotun
- Yokai
Thank you devs for the Storm in normal PVP
Lotta kills, but the impact of the storm is not as obvious as this one.
New player trying to get PS up 6k+
Just started a week or so ago. My buddy and I play almost every day. We’re still leveling up factions, building up our coin bank as best we can and getting good deals in the marketplace for incremental upgrades.
But we really want to participate in all the game modes, like clan stuff, and higher tier raids, but some are locked behind 5k - 8k PS. And best we can do is low 4k car, 6k mech is a stretch. I’m wondering what items we should be going for to get our builds to be effective between 5-10k.
Are there any cabs, weapons, wheels or modules that we can invest in now that would stay with us for a long time as we upgrade other things around it? Like the rare ammo box for example (?).
Also, what are the most important things to get first?
Weapons first, wheels first, an epic generator?
The lighting in some Garage is shit
Who thinks it is a good idea to build in such a lighting environment?
My thoughts on the Sandstorm during PvP missions
After two days of playing PvP with Sandstorm setting (which was introduced from a previous brawl "Squad Battle") to which, according to the developers, under "Game modes" section and "Classic missions" subsection:
>We aim to add variety to the usual flow of battles in missions. The sandstorm will become an environmental factor that must be taken into account during battles, and it will also add an element of surprise, since it can start at any moment or might not start at all.
which adds the following aspects:
- "The sandstorm can only start under certain weather conditions at a location. You’ll understand everything when you find yourself in such a battle."
- "Pay attention and be careful: the storm deals damage to all armoured cars that enter its area of effect."
- "Use the sudden change to your advantage and don’t let the enemy do the same!"
- "Once this small experiment is complete, we will launch a special in-game survey. Please take part in it and share your feedback with us."
I think I'm in a position to give an opinion about it that I don't really think a survey is gonna catch it completely.
Many people (including me) found out the hard way that this was gonna be a thing during 2nd July to 8th (inclusive). Well, maybe without the part that it was gonna temporary and thought it was a permanent thing. Regardless, this detail shouldn't really be another entry in a battle pass update but rather its own announcement (like the "Dangerous Cargo" in PvP with legs) but I digress.
So here's my opinion about this sandstorm setting:
- The circular form of the storm is more fair than the straight line one.
- If you are on the unlucky part of the map where the line immediately starts (due to either being a long range build or forced by the enemy team), you will have a horrible time trying to bring the situation back to your side without consequence of avoiding the storm (either too late to avoid it and take some damage or getting shot by the enemy waiting for you to come to their lovely arms).
- With the circular, while you can still have the same situation as before, both teams have to move to the center if they do not want to take damage from the storm, allowing both to shoot each other while trying to get to safety.
- The minimum time required in a match to start a sandstorm is too short.
- The lowest time I remember from my matches was 30 seconds in which is usually when the fights start.
- This makes it difficult to read the situation and where to go if you are immediately pressured to go deal with the enemy this early on.
- There is no clear indicator for when you are about to or taking damage when you are about to enter the storm area or you are in it.
- Yes, the minimap highlights the zone in which the storm is occupying. This however can't be only source of information (outside of looking at it, in which what are you doing facing away from the enemies) telling you that the storm is coming towards you.
- A simple notification telling you that the storm is getting closer or you are in the storm taking damage on the top of the screen (so much empty space below the timer...) could have been more than enough to resolve this particular issue.
- The shrinking rate of the playable map is too quick.
- This causes long range play to be obsolete as this type of builds have no breathing room in staying away from close range builds and staying away from the storm to not take unnecessary damage.
- A slower rate allows these builds to still take advantage of being away from enemies and their respective perks while also being forced to get closer to their enemies.
- The sandstorm occuring does not work very well in the team and domination bases mode.
- Base capture is one of two ways to complete a battle, the other one obviously being to kill the enemy team. Some do it since this game was originally a team-objective-based game and others do it because it's more of hassle to deal with the enemy (long range builds while you are close range, tankier slower builds while you are faster and glasscannon-like, etc.).
- When a storm happens, it removes the base capture objective entirely (if you do not have enough time to capture it before it kills you), forcing you to deal with the reasons to why you were capturing in the first place. Sure, the enemy also has to go there but what hope do you have against a 2k health build when you have less than 500?
- This is not much of a problem in the middle point base as the storm usually restricts the zone to be in the same place as the base.
- Due to previous points mentioned, the storm occuring during your match is more likely to make a worser situation rather than a better one because it is essentialy a base capture (restricted to a playable zone) disguised as a suprise "Woops, new objective parameters" but with damage penalties if you decide to ignore it, giving you less of a chance to win.
With all these points, does this mean the Sandstorm setting is bad fundamentally?
Not necessarily as the purpose described by the developers is to add deviation from the usual flow of battles/matches. We can see this intent when it happens, however due to how it is implemented, it looks too much like a too high speed up to slaughter of the teams and base capture becoming immediately irrelevant.
However there is room for improvement for this setting to become enjoyable rather than annoying. If the issues I have mentioned before can get some resolve, we won't have a feature which eviscerates a whole range of weapons/build ideas whenever it decides to appear in a match.
Even though we are at the lowest of faiths that the developers take our feedback seriously and are only interested in the profits, let's hope like usual that this gets to someone's eyes and make the game more enjoyable.
This opinion is from a person who plays the game more casually than competitive as I enjoy more when playing with friends to mess around with silly builds so take this take about the sandstorm setting with a grain of salt.
This post is essentialy more detailed version of a comment I have made earlier in a post.
What happened when I was AFK
What do you mean by there are non-buyable and non-exchangable structural parts?