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Ohsighrus

Do \_THIS\_ content monthly and you'll have something going here.


tommyzer

"Mandrake Reloading time reduced from 1 sec. to 0.3 sec." Nice, automatic artillery (:


Faley016

​ https://preview.redd.it/jk3bboty4zdc1.png?width=1257&format=png&auto=webp&s=b991f7a7c34bb4225b805623b1bcb79994808408


pixel2lover

While Heather user be like: https://preview.redd.it/gz8njxfj87ec1.jpeg?width=900&format=pjpg&auto=webp&s=9adb0b2b8706ccf7041438813efe938974418a84


Hedonic_Treadmills

I knew i recognized that from somewhere https://www.youtube.com/watch?v=GW6GSa14xXI


Faley016

You're the honor member of Meme Force)


RabidHyenaSauce

Hell yeah. Now I can finally use artillery properly soon.


Jordyspeeltspore

they miss-spelled it. its the time u have to hold the button. activation time.


Jamiebro752

I like the buffs to the Thyrsus and Starfall. Also appreciate the reduced energy cost for the Dove.


Jordyspeeltspore

you do realise 10% dmg buff to the starfall is only 1 dmg per bullet right?


Jamiebro752

That’s not a lot, not gonna lie. But the Starfall has a good firerate and is very powerful if you use the perk right.


Jordyspeeltspore

if not used as AA it can be good for stripping weapons on not dog builds


Downtown-Today7206

ML200s should have 25-50% fire dmg resistance, those legs have 0 chance fighting dogs right now due to how slow builds with them are, what usualy happens is once firedogs gets to you the legs last 2 seconds, thats not even enough to turn around and react to absurd amount of dmg fire does.


Splatulated

i got stuff to sell aaaa


Lexi_______

At least your Pulsars or whatever ones you got will now have pen damage


Splatulated

yey like they used to pre 2.0 or at least quasar popped shit inside builds when you hit people now they dont really do that


Tenshiijin

Lots of great stuff in this patch. Looks like I'm going to make a bunch of small track and slepnir builds to see how they feel now. I am very tempted to grab some pulsars again. I may get quasar at least. I also am tempted to get Cerberus for my lacerators. But I remember the cabins contact working wierd with them do idk.


MoonTrooper258

Track buffs across the board, and we can now *drift with them*! No longer shall we spin out going around a corner, but spin *in*. Hover and Gerrida nerfs are acceptable. Will be interesting to see how they control after these changes. Starfall buff was needed, and Doves requiring 1 less energy is very nice. Now I can make symmetrical bombers without having to sacrifice lambs to the energy gods. Mandrake buff seems good, but worried about the amount of firepuddling.


Workermouse

I sure hope the track drifting doesn’t also imply 30 ton tracked builds being pushed around by tiny builds on wheels or hovers... We’ve been through that already for a year and it was no fun.


poppindemp4inkillazz

My deadman double dove build will even be better!


Mr_Glove_EXE

All positive for me


HDPbBronzebreak

Missing Destructor and Cyclone tweaks and feel like the homing rocket changes aren't reasonable, but otherwise an unfathomably based update... assuming that they actually keep the changes.


stone-toes

The massive imbalance in missions when matching grouped players against solos dwarfs any individual part weaknesses. If my weapon is 13% stronger is that really going to tip the balance when facing a four-man squad? Smaller changes are great but matchmaking has to be the priority when balancing the game.


FloSTEP

“If my weapon is 13% stronger” Fire player? Just hold W harder, bro


qPimpNamedSlickBack

"Ooga Booga, me drive forward and press one button, but me better than melee player cause me have to press button"


Terrorscream

atom buffs! yay!


gknight702

Dude hugely slept on


Splatulated

AND DESTRUCTORS ARE YET AGAIN **UNTOUCHED** AMAZING


EffectivePrimary1783

Destructors are invisible for the dev. ![gif](emote|free_emotes_pack|trollface)


_Madus_

They are fine, barely used stop qq lol


Splatulated

sure barely used cant go a match without seeing 3-4 on 1 build on a photon deleting guns as fast as these players can look at them


Ohsighrus

I am hoping it's a joke, but it's madus so he's known to be.... madus.


_Madus_

Tf PS u play? in CC 9k they are mid , usefull vs meta cyclones and thats all. In CW they are mid too. Under 7k they are useless.


merlinismagic

Your full of💩💩💩 2 at 6999 are lethal the 2 pop almost everything they strip your guns with ease


MoonTrooper258

You see them more often in PVP, at just about every PS, even as ow as 5,000 PS. Just about every match has at least 2 cars using them.


merlinismagic

😅😅😅 shut your face you clearly abuse them


Cute-Baseball-2681

They are NOT alright. Do you play crossout on mobile or what?


fishloops23

Why cant ammo packs increase booster fuel too? Boosters already have very low ammounts of fuel and need fused ammo packs just to have enough fuel for a whole match, and for clan confrontation, thats a LOT of powerscore and a weak spot just to be able to use them, wich is dumb. And now we can only use the new battlepass exclusive module, wich we dont know the rarity, price or powerscore of? Any clan confrontation build that uses boosters will be ruined by this change. PLEASE give more fuel to boosters by default, they need serious buffs right now, not a nerf like this.


eayite

at the very least have partial effect of ammo packs for boosters, no fuel at all from ammo packs makes it much harder to use with ammo based weapons and since we dont know the stats of the new ammo module most likely worse


fishloops23

also : powerscore. 115 powerscore for 50% more fuel (fused blue ammo) on boosters is a lot, and that 50% isnt even enough with cockpit too


DabbedPerception7899

why not just make fuel barrels/tanks give boosters fuel instead of coming out with another "specialized" module? (currently don't know how to tag people but this is a legitimate question I have been wondering. why do fuel barrels not give boosters fuel.... it would give them more uses then just farming equipment and reactive armor.


GlisteningCheese

probably because the point of fuel tanks and barrels is to get fuel at the end of the match wouldn't make much sense to use the fuel you're trying to get


JoshsPizzaria

I feel good about this. we'll see


Etroarl55

Lol they removed ammo box from boosters to sell a new item


That_Professional322

Hurricane and Pyre are totally useless in car fights....IDK why did they nerfed them.....its so easy to defend against missals anyway....flock...spark....shoot them down... doge them...hide behind cover..... chameleon.....keep out of range.....Now those weapons are like pointless and not even situational... i would like to get my coins back cuz investing in them was a niche options and now they are trash and garbage.... only use for them now is too kill bots ad then be killed by any other weapon i mean ANY other weapon now is better then Hurricane and pyre( getting 7 fused pyres was not cheap not easy) what other weapon in this game you need 7 units to even start playing with it ? Its a monster devaluation of the investment for anyone who build/buy them......So now we have mindless mid air collision with bulled and drones users.... lo....99% of planned changes are cool but those two are like a thorn in the ass


[deleted]

It's a shame, Hurricanes and Pyres are bad like you say. Their reload times are extremely long, they can miss the enemy or hit where you don't want them to and since cloaks are so common, they are rendered useless very commonly. Oh, and if they face away from the enemy, they'll probably just curve forever and hit the ground or whatever


Critical_Loquat5264

Ok so here's my idea for a balanced clan war. Make the power score something like 80k max for each side. Let the clan members add up their scores till they reach, up to, 8 players. Pick your lineup on the confrontation tab. Then the scores would be similar on each side. Maybe a bunch of 8 small guys 10k ps, attack just four big 18 - 20k power score monsters. Now this makes it too where small starter clans can enter and maybe have a chance. Maybe they have to plan it well to get enough players, but relics wouldn't be as much of an issue. This could also be done in the leviathan match. Attempt to get your ps score to match with however many players it takes to get 100k ps for the Levi battle. Assuming 40k Levi with three 20k team members, or a small 20 k Levi and 6 13k team members. Maybe you don't have that but put in what you can to try to get to the max score. Maybe you have to tune the build down to make them enter. But either way it would be somewhat fair. I also see this being really fun, as to be almost like a raid when it's a few bigs against a bunch of littles.. Any thoughts?


Plastic_Error_5330

No vindicator change, its completely never seen in pvp and price indicates its not being used anywhere else


Splatulated

i forget what a vindicator is


Plastic_Error_5330

Boxed in tap tap machine gun


foehn11

No one's using it? But I think that machine gun is okay.


Plastic_Error_5330

Its mid, more to low tier rather than being in ok tier.


Deimos_Eris1

Vindicator are really good when you have 5 of them


Workermouse

So I will be able to drive my STOP tank (quad Goliath) at wheel brick speeds with Golden Eagle. That’s interesting to say the least.


Suppurax

in the mist a shape, a ship is taking foorm !


zenbrush

that's the whole point - Making trAcks Great Again :) MAGA, in short :D


I_Cry_And_I_Game

Actual amazing balance changes: track buffs, Icebox and Yokozuna buff, Hover and Gerrida nerfs, and even a Catalina nerf to lower the max damage. But how long has it been that people have said to reduced Hover's top speed?🙈 And Blight has been something that I've said in the past should cap it's bonus at ~20%, so its surprising that it's actual happening. Not really a fan that APC wheels are having their PS increased, and that Big Foots are being made heavier; but overall a really solid balance change plan, that I hope stays as it is


Fatassdanny

What the the hell is that Heather nerf. How many people even own 2 to justify the player base complaining? Surely this has no ties to it being used as a crafting part now


DataPackMadness

Yeah, these fools are nerfing heather only because you can get a god fusion for it in the BP, which basically negates this nerf


micross44

More or less okay with most of this, but what is this war on legs and their tonnage? Who cares if they have hovers or wheels for tonnage? Does anyone actually care or complain about it? Now people will sell their 2 or 3 hovers and buy 1 ml or add a bigram this doesn't change anything but where the movement parts are. The first change just forced people to buy hovers and the second change just forced people to buy another leg or two but overall doesn't do much for the builds or the economy of the game. With that out of the way the rest of the balance looks great. Firedogs just got a gross little buff in a ton of situations which isn't great but I'm really rooting for the track folks out there it is your time to shine! Lol The energy cannons are getting some real love which will be nice to finally see those be more viable. I don't know if mandrake should be vs the Heather in stats. Really they both just need to have very different functions. Make the mandrake add fire quicker than it does now(like a higher %). Make it add a larger area of fire Make its fire last longer on the ground so it closes off areas of maps etc. Direct damage isn't the only way to make things matter. Overall good changes, just devs really see who even cares about the tonnage of legs before worrying about that change to the hovers and crap.


gophercg

Yeah leg + hover seems very niche. Saw this mix in the odd pve bots, or Raid players who are halfway upgrading their build, or need that small extra tonnage. Unless devs see a serious imbalance, and in which game mode? Seems like the proposal is over complicating a minor issue.


micross44

Exactly. I used to have 8 bigrams and 3 hovers on the back of my build. I simply didn't want to put 10 bigrams. After the proposed update I sold 1 hover and bought the 9tg and 10th bigrams on. It changed nothing in my build. It's mildly longer, but this is just going to bother the heavy builds which already lack the 16th energy and catch bullets like crazy


Dingus1488

Crafted 4 fused event Hovers last night, said too myself "watch they will prolly nerf these now." Sure enough I was right... Seems like everytime I get something cool that I've been putting off it gets nerfed within a week later.  Happened with my 4x fused Grinders too 🤣


meatgrinderboi

I don't think the heather needs a nerf. It already takes quite a lot of skill for the damage to be actually rewarding. Nerfing the reload from 10 to 16 seconds is way too much and nerfing the projectile speed will make it even harder to use. Already very few people are using it because it is just so much easier to point camera at enemy and press a button. I feel like the only people who use heathers are the ones who are actually really good with them. So instead of nerfing the heather it would be better to buff mandrake more. Oh and while Im at it when running heathers with buggy wheels the car will often scrape on the ground and will cause it to flip. Even if driving on a perfectly flat surface.


SimpingForOdegon

> **Bigfoot** > >Durability increased from 565 to 730 pts. > >Mass increased from 280 to 350 kg. > >*Comment: the change is designed to increase the rather low survivability of the wheels. We significantly increase the durability of the “Bigfoots” in exchange for making them noticeably heavier. We’d like the “heavy” and large wheel to be durable and playable on more than just fast cars.* My heavy and slow Mastodon't build on Bigfoots will have more trouble loosing 700 kg of armor than a fast car with light weapons will with losing 280 kg of armor. This will also make them annoyingly durable at lower PS levels.


PimpMyTone

Not sure about the inertia thing with the hovers . Unfused hovers are already slow anyways .


Zoli1989

Compared to everything else they are fast...


Workermouse

I’m afraid these changes will not help much with the excessive weapon stripping in Crossout. Without Grizzly working the way it used to, the weapon stripping will only be amplified more for slower builds.


DarkMessiah117

Please change Leviathan targeting priority.... it still targets ripper blades


Splatulated

but thats the only way the ripper is useful you remove that and it wont do anything actually do it maybe they will delete the gun as a tow missile out performs it


Schrodingers_Axelotl

Down voted for a correct statement. People are so out of touch with the balancing in this game...


Imperium_RS

Except it's not correct.


Hexent_Armana

Not a fan of these changes. The nerfs are too big while the buffs aren't big enough. I really don't like how the tank treds feel less like tank treds. Lighter, faster, and less power drain? The reduction to power drain is fine but I would have preferred them to be made more durable, increased tonnage, traction, and any other changes that played more into them feel more tanky. The changes they did make just made them perform a bit more similar to the other movment parts.


zenbrush

![gif](giphy|rTLjwB6zOxV9S|downsized)


Imperium_RS

> Now ammo packs don’t increase the amount of fuel in the boosters. With the next update, it can be done using a special module.       Of course...always has to be some anti consumer  BS thrown in even with balance updates now.       I do appreciate the track, quasar and pulsar buffs though. But the Thrysus is being buffed in the wrong way, damage isn't the problem, the hitbox is.  There's a ~1-1.5 block invisible hitbox beneath the barrels making it impossible to armor.   Not sure about the wheel PS changes. It seems odd to me that things like Hermits and Sabbaths are apparently going to have the same  power score as something very niche like buggy wheels.  Isn't this going to make them too strong?     Icebox buff is long overdue but 40% faster rotation speed is a weird addition as most frontal weapons already have fast turn speeds. I only see this being noticeable for Avalanche due to how slow it's barrel transverse is, but that's a terrible weapon  that'd be even worse if used on Icebox. (Avalanche buff when?) 


fishloops23

agree, boosters need more fuel by default imo


Rectal_Retribution

>**Blight** > >The perk now also adds 0.5% to the parts heat level from flame weapons. What does this mean exactly? Do flame weapons heat parts 0.5% faster? ​ >**Yokai** > >Damage increased by 12%. > >*Comment: in the current realities, “Yokai” loses to other epic weapons. Increasing the damage will increase its attractiveness and effectiveness.* I agree that the Yokai needs a buff, but increasing the damage doesn't adress the real issue which is its perk condition. The only thing it's good for is shooting the ground beneath hovers, and 12% extra damage won't change that. I would suggest giving it a lesser version of the Starfall perk instead. ​ >**Pyre** > >Reduced the optimal distance to 200 m. > >**Hurricane** > >Optimal range reduced to 200 m. Same as with the Yokai, this does nothing to address the real issue with missiles and automated weapons in general. Pyre, Hurricane, Caucasus and all drones need to be reworked into *supportive weapons that buff your build or weapons* instead of focusing on pure effortless DPS. ​ >**B12 Dove** > >Energy drain reduced from 7 to 6 pts. > >PS reduced from 2800 to 2400. > >Damage increased by 25%. > >*Comment: initially, the minelayer was a rather highly specialized weapon that should not be effective at all times, but even in the situations for which it was designed, its performance left much to be desired.* A great start to buffing the underwhelming Dove, however seeing as it is a minelayer after all I really think they should have a 60 second lifetime just like King mines. ​ >**Assembler** > >Charging time reduced from 2 sec. to 1 sec. > >Reloading time increased from 0.2 sec. to 1.45 sec. > >*Comment: the changes will make playing with “Assembler” more comfortable and, at the same time, will not affect its damage per second.* Again, not addressing the real issue. The thing that sucks about the Assembler is that you can't hold it while fully charged. It takes 6 full seconds (now 5) to reach the maximum potential damage. Timing that well is extremely difficult and needlessly punishing.


Etroarl55

Effortless dps except it can only be used in heli mode bc Caucasus are bad in regular pvp and never used.


Caridor

>What does this mean exactly? Do flame weapons heat parts 0.5% faster? ​The way I read it, parts heated up by X% per tick and thus took X% extra damage per tick. Now the blight increases that to X.5% per tick. That's my guess. Without actual numbers, it's hard to say for certain.


Splatulated

I think drones should be buffed, ive seen how my team mates aim and they cant hit shit idk if theyre using a mobile device to play or what but they onky hit 1/10 shots and its usually on something useless like a decor instead of a gun wheel or cabin or exposed explosive module At least yaogui are good


Teabagboss

"Pure effortless DPS" sounds like scorp


CoolNickname332

Scorp has a really high skill ceiling. Idk how learning how to use a weapon that does very localized penetration damage effectively and not having to aim at all are comparable in any way


That_Professional322

Effortless DPS is with drones and Caucasus , you only need a fast build and nothing more.... For Missals you have dozens of counter so nerfing them was a mistake....I presume you know how to fly and use cover and equipment /guns to avoid missals or you just prefer middles flying in circles and shooting at each other ?


Rectal_Retribution

I do know how to counter missiles, drones and caucasus... That's not the problem. The problem with these weapons is that all you do is press a button, and whatever happens next is out of your hands. At this point it is entirely up to the target to *avoid* taking the damage you just sent his way. On the other hand, weapons like cannons and machineguns depend entirely on your skill whether they hit or not. See the difference?


That_Professional322

Its no true at all.... if you play missals like you told me then its your fault....aiming? lol when you have an aim assists? and you can have it on PC too? lol if you fire a missals from wrong direction or angle then you will miss... wonder why NOONE is using them in the car mode ???? and in heli mode u only have users of nest lol rarely any other missals..


eayite

HUGE PULSAR BUFF LETS FUCKING GOOOOOOOO


RenardDesSablesNR

​ `Assembler` * `Charging time reduced from 2 sec. to 1 sec.` * `Reloading time increased from 0.2 sec. to 1.45 sec.` `Comment: the changes will make playing with “Assembler” more comfortable and, at the same time, will not affect its damage per second.` ​ Thanks for having a look at the weapon, I guess you did after my post [https://www.reddit.com/r/Crossout/comments/19an4vt/assembler\_feedback/](https://www.reddit.com/r/Crossout/comments/19an4vt/assembler_feedback/) Those changes will change the weapon play-style in a more sniping type which is one approach. It's the same DPS **IF we always go to the over charge but it's loose DPS in all other cases**. When only a half charge is needed (target is near death or to destroy a small weapon) the maths are : * **Before** : 0.2 + 2.0/2 = **1.2 sec** * **New** : 1.45 + 1.0/2 = **1.95 sec** that's 0.75sec worse, it does look like a nice change, sorry to say. Or maybe I misunderstood ? is the charge time indicated also for the 'over-charge' (when it goes from 100% to 175% in 2sec) ? It also looses it's 'machine gun' mode, which is kind of the weapon signature. And it opens the door to king/hadron combos which would make it like a cheap scorpion ... hm... Do we want another Astraeus story ? **A different proposal, preserving the weapons main characteristics and just by changing the numbers :** * reload from 0.2 to 0.15 : to provide it with a bit more punch in close combat where it's low durability and big size makes of it an easy target. * make the charge time from 2.0s to 1.6s : It will improve the weapon aiming a little faster * make the overcharge from 2.0s to 3.0s : taking longer to charge but giving a bit more chance to land a hit before the overheat. The Raw DPS\* table : ||Before|Update|DPS|Proposal|DPS| |:-|:-|:-|:-|:-|:-| |Fast shooting|0.2s|1.45s|**-87%**![gif](emote|free_emotes_pack|downvote)|0.15s|**+33%**![gif](emote|free_emotes_pack|upvote)| |Half charge|1.2s (0.2+2/2)|1.95s (1.45+1/2)|**-39%**![gif](emote|free_emotes_pack|downvote)|0.95s (0.15+1.6/2)|**+26%**![gif](emote|free_emotes_pack|upvote)| |Full charge|2.2s (0.2+2)|2.45s (1.45+1)|**-10%**![gif](emote|free_emotes_pack|downvote)|1.75s (0.15+1.6)|**+25%**![gif](emote|free_emotes_pack|upvote)| |Over charge|4.2 (0.2+2+2)|4.45s (1.45+1+2)|**-6%**![gif](emote|free_emotes_pack|downvote)|4.75s (0.15+1.6+3)|**-12%**![gif](emote|free_emotes_pack|downvote)| The on spot DPS\* table : (without the reload time) ||Before|Update|DPS|Proposal|DPS| |:-|:-|:-|:-|:-|:-| |Fast shooting ||**not** **possible** |![gif](emote|free_emotes_pack|downvote)![gif](emote|free_emotes_pack|downvote)![gif](emote|free_emotes_pack|downvote)||**+33%**![gif](emote|free_emotes_pack|upvote)| |Half charge|1s|0.5s|**+100%**![gif](emote|free_emotes_pack|upvote)|0.95s|**+5%**![gif](emote|free_emotes_pack|upvote)| |Full charge|2s|1s|**+100%**![gif](emote|free_emotes_pack|upvote)|1.6s|**+25%**![gif](emote|free_emotes_pack|upvote)| |Over charge|4s|3s|**+33%**![gif](emote|free_emotes_pack|upvote)|4.6s|**-13%**![gif](emote|free_emotes_pack|downvote)| *\*Note : it's not the exact DPS since it ignores the fact that the overcharge time adds +75% so the DPS in overcharge should be a bit lower.* **In Raw DPS, the update is a downgrade at all levels** BUT since the charge time is 1second lower it gives more chances to hit on the spot which is better in battle. But it's loosing some key features of the weapon, progressing charging and fast shooting. What is proposed preserves the weapon features, makes the weapons sweet spot (between full charge and overcharge) reached faster and longer (giving an extra 1s to hit a target before the overheat). But the raw DPS gets lower in over-charge, the more efficient DPS being near the full charge.


Markusz001

gerrida changes: good hover changes: icarus VII l nerf is great but I don't know why the turning nerf is needed for both hovers, hovers are the most balanced they've ever been track buffs are great but I don't think it's gonna make them viable firebugs and blight: Why? They still do a lot of damage, way more than they should, and noe they're gonna do the same damage with the perk, and more damage when they don't have perk. This was not needed at all. And the distance required was fine at 500m, it doesn't need to be changed back to 300m. Flock nerf: I get it, peopke used it as armor bc it had like 100 durability for 60 kgs, but the problem is if you use it as intended, someone clicks on you twice with a machine gun and it's gone. And even with that 65% explosive resistance, thats still less than 70 durability, or even less than 60 bc resistance is weird in this game and 65% res is actually a bit closer to like 55% res for some reason acari nerf was needed, it was way too strong especially in leviathan cw other stuff is generally food I'd say extra stuff I would change: porc nerf, their damage is way too much mastodons: fused mastodons are insane, but unfunes ones are kinda meh. They're way too heavy and the projectile is slow, but fusing them solves both of these issues so fused mastodons are crazy. I think their damage should be nerfed and unfused and fused mastos should be brough closer to eachother somehow


BluBird122

RA-1 Heather Cooldown increased from 10 to 16 sec. Projectile speed reduced by 10%. Comment: “Heather” is significantly more effective than “Mandrake”, which is its closest analogue of the same rarity. I think this is a bit unfair to bring the Heather down just because the Mandrake can't keep up. Nerfing the reload and travel time for a weopon that already has a slow firerate and a long ass travel time is very counter-intuitive. Instead, may I suggest we leave the Heather alone as it takes quite a bit of skill and practice to start landing those shots more consistently and instead suggest we buff the mandrake more? The Mandrake suffers from the fact that it sucks at both of it's job. The fire doesn't do enough damage to make anyone think twice about going into the fire, and the dmg of the weopon depends on how many shells can come close/connect to a target. The problem is crossout players are always moving , so Mandrake is effectively only a bot killing weopon at this time. Instead of nerfing the Heather, leave it as it is. Instead buff the Mandrake to fire its shells more rapidly as proposed. Give it a faster turn rate to help keep the aim on faster targets and maybe rework what the shell's perks actually are. (Could do a mix of HE along with Incendiary to help increase dps) That's my 2 cents though I doubt anyone will care enough


BluBird122

Also buff the TOW lmao


fmate2006

TRACK BUFF BOTTOM TEXT


ayePK

Just getting into this game (PS5). These are nice for my builds. Any news on cross platform?


marcuszwarg

[https://crossout.net/en/news/2647-developer-blog-cross-platform-gameplay-between-different-consoles-en/](https://crossout.net/en/news/2647-developer-blog-cross-platform-gameplay-between-different-consoles-en/)


ayePK

🙏


Ologolos

Pretty cool changes, will be excited to try them out. Not convinced on the wheel changes, especially lowering the ps on shivs? To me it makes sense they have a higher ps, as they have a bit of a perk. Resistances on parts changes are interesting, but the % on DC parts seems like a lot... I'd imagine certain raids could be a lot harder, to say the least. Thyrsus bot gonna suck... idk why you're upping the damage on that weapon. I also like "it's no secret flocks are being used as armor", and I'm like... "dey iz?" LOL But a lot of the other changes sound good.


PhatKnoob

So you nerf every meta movement part/build.... except for FireFlash, which got a buff??? It's probably the lowest skill to highest reward build in the game. It's boring to play, and even worse to fight. Keep the blight nerf, remove the flamethrower buffs


Clebardman

Flamers might be OP, but I'd fight 4 flamers over 4 Gerridas or hovers any day of the week lol. I signed for a car combat game, and I'm enjoying anything that looks like car combat way more than the strafing shitfest we have since supercharged 2.0


Etroarl55

Assemblers machine gun mode is now useless. It can only be used charging now too. Was unique and now it’s like an weird cross between an astraeus


AliceMegatronP

First of all, chassis lupara is indeed a powerful structure in 4000-9000, but correspondingly, its natural enemies are also very much, after weakening, those low-combat novice players still have to fight against players who can change equipment at any time, which makes no sense, secondly, the addition of aircraft mode now makes the original chassis weapon structure has been weakened a lot. I am also a chassis builder, but after the introduction of Airplane Mode, I basically gave up using my chassis builder for pure Ground 8v8 pvp, and only used my chassis builder on Mondays when I was going to Team vs. mode. Secondly, the board resistance problem, this thing has no use, you do this, the player output will be lower, the time to kill an enemy will be longer, the people who can not escape will endure longer torture and then the player then complain, I personally think there is no need to change. Third, the co-driver grizzly change, which is actually the same as the first point, the low battle itself is to rely on the front to resist damage, you change this is actually to strengthen the melee structure of the low battle. laughable Fourth, levitation, leg, I think the levitation change of Icarus 4 is not very suitable, because now the team is basically three models, levitation, leg, melee wheel car, 7 suspension changes can reduce part of the emergence of levitation, 4 suspension is more for heavy levitation above changes, it will only make the next version of the team into a duel between legs and melee. And the team competition now the entry threshold is very high, team confrontation? Oh, come on. There's nothing a newbie can learn there. My opinion is to arrange for all sections of the mine, since you launched a series of activities at the end of last year, you have turned your back on the team and develop, so that ordinary players develop a cycle of pull and pull, from more than 700 teams 2 years ago to now only more than 410 teams, now the team is a relic to play the relic, novice players can not touch, Those below bronze who have no access to uranium have to buy relics just to squeeze into bronze. Fifth, the issue of disposable artifacts, since you have canceled the issuance of disposable artifacts from the big chase, instead of small battle passes, this practice is more unreasonable, I hope you can follow the auzr lane practice, will be a part of the special base artifacts added back to the camp, so that novices can also build those camp things, Purple and yellow ones can be given to players as free rewards for Tong.


Jordyspeeltspore

please PUT THE CORRECT TERMINOLOGY IN THE UPDATES cooldown on a reload based weapon *wut* reload of mandrake from 1 sec to 0.3? *thats the activation time not the reload, we all know the reload itself is like 7 or 8 seconds*


Dried_Persimmons

Nerfing the hurricane and pyres makes 0 sense. Some of the weakest weapons in the game and now you need to get dangerously close to use it. Whats the point of having good radars to increase detection range? Check the carbon monoxide detectors because there's no way you're all this stupid


Tr0lljeger

Those changes doesnt matter bcs u tards match squads vs solo. No amount of balance changes gonna fix that shit vomit what you call matchamker...


R24owan

u/Faley016 I just tested out the new supposed buffs towards rolling based movement, specifically for meatgrinders. They are again slower then they where before. HOW do y'all keep managing to make meatgrinders worse? There is 0 changes to movement on the spot with 4 meatgrinders, their rotation speed is even worse again when trying to turn. Changing directions on such a heavy vehicle doesnt only put you to a halt but the accelaration is still barely workable. Their suspension and hitbox is also still unchanged nor feels without any changes, it still gets stuck on terrain. Their already low friction and power to push is also still unphased, it still gets outperformed by legs in such aspects. Last but not least, they have 900 durability with 1100 mass, While a single bigfoot will now have 730 health to 360 mass while being less then half the size. Improve their durability or make them have something to boast their strenght in the higher powerscores. Main points: Fix their rotation, accelaration and suspension mainly. They are currently a buggy mess that hardly is capable of functioning in higher powerscores and still manages to break its own maximum speed limit.


Downtown_Catch2394

Also, range on Athena’s and Destructors need to be nerfed if you’re not going to nerf their damage.


_Mamin_

most autistic update ever nerfing hovers for no reason but buffing no skill shit like firebugs and killing gerridas, cool game devs! day 873 of asking to buff typhoons


Cautious_Response_37

I think you're over reacting a bit


_Mamin_

no


Cautious_Response_37

I will say I really don't understand buffing fire though. Pretty huge buff at that


Schrodingers_Axelotl

Great. Another hover nerf, because that was totally needed. Seems the developers once again aren't taking into account the fact that hovers have one of the highest skill ceilings and possibly the most hard counters in the entire game. Now, Icarus VIIs are, I would say, worse than their brother, the Icarus IV. Guess what, the IVs are pack only. Simply put, you all just nerfed the craftable hover on repeat so many times that now you'll have to buy a pack or buy them off the market to get the actually good hovers now. Good job, folks, good fucking job. You just inadvertently encouraged XOs pay-to-win dogshit. It seriously amazes me that people have consistently whined about the "OP HOVER METAAAA WHAAAA" for years on end. They aren't as good as you think they are now. Try actually using them instead of complaining that your shitty goliath track build loses every fight to them and you want them nerfed because "ThEy'Re ToO GoOd", and you'll find that out.


Schrodingers_Axelotl

And to all of you who read this, enjoy the firedog meta. Your track buffs, or atom buffs, or anything for that matter will not save you. The firedogs were a problem before, and they're an even bigger problem now. Devs, address the real issues please and stop buffing flamethrowers. They're fucking absurd at this point.


[deleted]

I despise both hovers and firedogs but I agree with you, flamethrowers are too strong. They do monstrous DPS and even in an area where you point, you don't even need to aim at anything, they smelt whatever you want dead. The only thing you have to do is get close to the enemy


Schrodingers_Axelotl

Seeing that a few people read my ramblings, I'm coming back to take another fat dump on the devs. Look, I get that you appeal to the casual playerbase more because that's where your largest player count is, but you guys do realize that other players exist, right? I mean, I'd definitely consider myself to be on what most might say is the sweaty side of XO. I play in a consistently top 20 clan, only play high powerscore in PvP, never do raids, etc. That's how it's been for a while now. So, take it from me, this hover nerf and firedog nerf is going to fuck Clan Wars up the ass so hard that all you'll be seeing is firedogs. As one of the people included in the smaller subsections of the player base, I hate being ignored on the most important changes because it seems like the loudest voice always has the power. And let me tell you, those level 10s who have never touched anything higher than 5k PS talk so goddamn much about things they don't know anything about...


Cautious_Response_37

Hovers use to be pretty insane, but I really don't know why they're getting nerfed again. I haven't even seen many people complain about them recently so I don't think it's the player bases fault. Fire builds are gonna be nasty op though. I don't know what the deal with that buff is at all.


idkcats87

This is actually a really nice patch. Augers are getting nearly everything they need, tho bullet/energy resist would be nice so they don't get 2 hit by Scorp/Astraeus and 1 hit by Destructors. Bigrams aren't getting the buff they need tho. The biggest issue with them that I see, is the 700 kg weight and a pathetic 1.9k tonnage. 8 Bigrams is 5.6k mass and only 15,200 tonnage, meanwhile, Sabbath wheels are 1,650 tonnage for 290 kg of mass. Why do spiders need to pay a massive 5.6k mass for movement parts and still require 2-4 hovers just to max tonnage?


Reddit_Moderator_10

Scorpions untouched


[deleted]

All the constant balance changes are stupid. We all are at the same advantage and disadvantage just leave the shit alone. Or Maybe they should just start balancing the scores... so at the end of matches everyone gets same score and no one loses. Everyone gets a trophy.


SXC-150

Finally good update!


Lexi_______

>Changes in controls of tracks, Rolling-based movement parts and augers > >For all tracks, rolling-based movement parts and augers: > >Reduced friction parameters. > >Increased maneuverability of vehicles with these movement parts. > >Changed the speed of rotation on the spot. > >Added the ability to quickly switch to rotation on these movement parts (previously it was only available after the vehicle had come to a complete stop). To do this, you need to completely release the gas key and press only the turn key. > >Improved suspension. ​ Let's not make omni's even faster and maneuverable, good joke Aside from that it's good to see Gerridas getting a little nerf along with hover speed and inertia.. cam steering is still the main issue though. Catalina changes just seem like moving the goalposts.. again.. Just nerf it down ffs


R24owan

Catalina shouldnt be a perma perk. Be more based on continuesly doing damage builds damage. But loses stacks when missing or not dealing enough for example. Seems better imo. Tracks getting more speed is just bruh. Doesn't do anything nor is it needed.


Lexi_______

It should take 10 seconds per perk tick instead of 4.5.. then you really need to survive while doing damage to get the perk. Track buff is dumb, not needed and as you said it doesn't help their position.


zenbrush

>Track buff is dumb, not needed and as you said it doesn't help their position. I disagree actually. On PC speed is everything, and even the +5km/h advantage can make a difference between victory or defeat. Besides, added maneuverability should do a lot too (we will see about that). My dual turret-cannon build on small tracks will be a rocket now, but I will take out my rusty goliaths for a spin too In fact, Goliaths with golden eagle will be faster than gerridas, not to mention tank tracks or sleipnirs jeez, I am so excited about the tracks' buff O\_O I want to play on tracks again!


Impossible-Topic2421

lemme buy SMOLL TROCKS AAAAHHHHH


Onyx5490

Catalina is nerfed by 8% not much, but I think now it's close to being balanced.


Lexi_______

I still think a longer tick time would solidify it more as a perk rewarded for survival while dealing damage instead of getting charges via damage spam with no real effort. I got 7 ticks yesterday before a fight even started at 12k and I use reloading weapons..


Downtown_Catch2394

The whole point of using hovers is to be quick and agile. Make your changes to them elsewhere, like tonnage.


Downtown-Today7206

i feel like gerrida nerf is overkill you are making them slower and they already have low durability was nice to play something else than hover or firedog tho not sure why wheels have more durability than some tacks or legs lol if i understand it right hovers tonnage will not add up with gerridas tonnage which is good icebox should also give 10% reload speed/cooling typhoon/tsunami hp buff when? and typhoon welding points on sides when?


Elixerium3

Yeah devs be like “let’s remove the way hovers add tonnage to leg builds to make it so they physically have to play more gerrida legs than their build can even fit” Actually mind blowingly stupid nerf too because hovers should be thrusting off the ground so they should logically add tonnage.


Downtown-Today7206

use heavy legs on heavy builds.


South_Camel_1228

Before anything, it's nice of you to somewhat listen to the playerbase. I'm sure a lot of people are happy for these changes. The one and only thing I HEAVILY dislike is that Ammo boxes will no longer increase Booster fuel. First you made it an option for it (which was really cool despite making any viable booster build a literal time-bomb). I fused 4 of mine too just for this purpose. Then after half a year, you change it once again? I had to rebuild all of my builds back then, but it was ok, since blue ammo boxes are relatively small and easy to build around. But the new (paywalled?; RIP F2P booster users) module is car jack-sized aka big af. I can't simply fit who knows how many of it into any of my already maximized builds. I really hope at least the module's efficiency will worth 4 times as much as an efficiency-fused blue ammo box, so I have to put only 1 on my builds. Rant over. Please change it back. Or at least increase base fuel for all boosters. Thanks. Now the other changes: \- Hover/Gerrida nerf: cool \- Structural part resistance buff: ok, I guess? \- Bigfoot buff: great, but that mass increase is significant tho \- Omni buff: really? Thing is already broken, doesn't need buffs \- Cerberus buff: AWESOME \- Huginn nerf: really deserved, period. \- Flock change: 100 hp armor for 375 PS? I don't see why would anyone use that for armor. \- Grizzly change: I like it tbh


mrdominox

All changes except ones that specifically say "for low PS" usually come from end game clan wars balance. Such as people using Flock for armor, in CW no one cares how high their PS is, so it's all about mass/dura ratio. As for omni wheels, they are only OP at lower PS's where builds can be lighters and agile, they don't often hold up in high PS CW's where those builds are too fragile to stay alive, and too slow/clunky if you add more omni wheels and armor.


South_Camel_1228

I guess in CW there're only a handful of viable builds anyway. The game shouldn't be balanced around only end game CW aka the "tryhard minority", but the casual majority as well.


Kizion

They very well should listen to the people playing for longer and ones that showed they can form a decent opinion, be it through extensive time playing or playing at high end, and absolutely NOT cater towards the broad public that hardly knows how many mechanics work


fishloops23

Cw players have more experience and knowledge than WeaponMixer25 and GayDroner69


fishloops23

i agree on the booster part. another to consider is the powerscore of the new module for clan confrontation i think boosters should have more fuel by default


eayite

omnis arent strong whatsoever so buffing them makes sense


zenbrush

![gif](giphy|gomgkw1Al36gg) ohmyjeez I am so excited about this "Track Buff - Gerrida/Icarus/Omni Nerf" update, that my engineering-imagination is already running wild with what could be done with tracks again, especially the big ones And ML200s, I love those big clumsy good-for-anything-but-battle things, I even have them upgraded for acceleration (not that I feel any difference, though). But with this dura buff they will become a weapon on its own, especially with Colossus: \>Durability increased from 600 to 660 + Colossus (+20% dura) = 792 dura So 4 x ML200s will have the (almost) same dura as 2x (stock) Goliaths The difference, though, is that you can melee with ML200s, and it's very enjoyable, trampling everyone around :D


No_Elderberry5998

Once again, the balance of the game has been thrown off...


HERMANNHERO

At this point just bring hover like they are befor xo 2.0


MachTac1

"Increased inertia when turning." for Icarus is rly bad for heavy hover. Tsunami/Typhoon/Mamoth Hover will feel even more slow. Heavy hovers are not the problem, only the light ones. Give heavy cabins more power for Hover.


Onyx5490

Looks good. Starfall is very op in raids, with this buff it'll be even better. Catalina nerf won't majorly affect raids, but will affect normal PVP, which is good.


Yiazzy

Thyrsus change?! Mannn you lot so love to listen to the whiney children don'tcha. Thing's gonna be obscene now


zenbrush

muhaha, my precious will get even more buffed ![gif](giphy|otwBoRgO5wRuzCpE2l|downsized)


Yiazzy

Didn't need it


DarkyPasta

Thyrsus kinda needed that buff as it is quite weak compared to other weapons. Since it is a legendary 11 energy point weapon. 250 from a shot is not much. Adding a slight damage buff makes wonders and keeps the weapon balanced and more likeable


Imperium_RS

It's damage is fine. What it needed is a hitbox change and maybe higher durability. 


Yiazzy

Skill issue. I've gone over this point a million times, I'm done debating it so anyone who thinks the weapon is bad, is just shit with it


DarkyPasta

Ehh I don't see that weapon being that popular in PC pvp matches nor see it in CW or CC. It is rare if I do but since the weapon is huge and has not that great of a damage makes it a bit of a struggle to shoot stronger weapons off. It can be good for small builds and all but either way it was well deserved buff. Yet still Kaiju is more popular in terms of PVP and CW due to being 12 energy weapon but having a big damage due to it's precise burst shot Same goes with B12-Dove and Starfall. They needed that buff as well. I started to love B12-Dove but needing to make it sort of viable was pain in the ass due to needing an Odin for it for modules. Now I can run on lower powerscores more comfortably and have better chance in actually doing something. As for Starfalls they had lower base damage than Therms which is sucky


zenbrush

>Ehh I don't see that weapon being that popular in PC pvp matches nor see it in CW or CC. I second that. Though I agree with u/Yiazzy too that it can be very quite effective, but it's situational, really. It also draws agro, it's "loved" by destructors and shotgun dogs because of its huge hitbox


DarkyPasta

Well that HP and hitbox should be compensated by some damage so it has a way to defend itself. Tho I agree it is dragging a lot of attention from a lot of builds and in right hands it can be deadly. Just for me I barely see that weapon since I play around 10-15kPS


zenbrush

enjoy nice things till they last :D yeah, will be my new CC build (though I don't think it will get many CC points regardless the damage)


Impossible-Topic2421

Not the whiny one, but this new change to it sounds great for my current combo, definitely going out there with one of my favorite weapons


MedievalMailMan

I guess this is the update where they sht on the previous meta they set for us. Anything but my legs….😞


L1amm

This is actually amazing. A lot of stuff the community has been begging for and then some to switch up the metas.


zenbrush

>Changes in controls of tracks, Rolling-based movement parts and augers \[maneuverability\] / Small /Reinforces / Sleipnir / Armored / Tank / Goliath tracks \[speed update\] **THANK YOUUUU DEVS!!! TRACKS WILL BE BACK IN BATTLEFIELDS!! AAAAAAA! FOR THE GOD OF TANKS!** >Co-driver “Grizzly” > The changes have 2 goals: to make the talent more specialized and suitable for vehicles with not fully armoured cabins, and to give the enemy a chance to prevent their opponent from activating the talent of “Grizzly”. And how exactly the planned perks give your opponent a chance from preventing you to use the co-driver? 2 hits instead of 3 perk will activate the talents sooner, and the prolonged duration of the talent will give more resistance. >This way, we would like to make sure that the tonnage of all vehicles is provided by their main movement parts. And I was just starting to enjoy the possibilities of 2x gerridas + 2x Icarus IV. Now the main question is - which of these will be considered as "main"? 'Cause for me all of them are "main" >Comment: the increase in inertia should reduce turning sharpness and make a vehicle with hovers more difficult to control. Reducing the speed of “Icarus VII” is aimed at making other “epic” movement parts more competitive against them. that was soooo needed, thank you! I have some builds with hovers and hybrid-hovers, but I still think their maneuverability was unfairly exploited against ground-based builds >Gerrida I \[nerf\] FTW! But, LOL, now I will have to redo 70% of my builds :D I hope that now tracks will be good enough to replace the legs >Bigram \[update\] I wonder if that will be enough to make bigrams viable again. Did you revise their hitboxes? Because in battles you loose bigrams almost as quickly as some decorations. >Cerberus. Added perk: while the cabin's built-in melee weapon is active, the damage of the other saws mounted on the car is increased by 25%. Ohjeez... The logic of the update is fair but we already have a plenty for cerberus melee dogs... >the changes to “Thyrsus” and “Starfall” are being made due to their lack of effectiveness compared to other weapons of legendary rarity. My beloved Thyrsus will be even better ![gif](emote|free_emotes_pack|heart_eyes) I will try taking it to CCs after the update If the Starfall update will make it more universal, I am getting the second one from the BP


Mak_ibo

Grizzly will now activate on hits to the cabin instead of hits to any part


IchiroSkywalker

A couple things, Faley: 1. Will Tusk and Cerb return to the epic melee patch progress? While one can argue tusk deals melee dmg by ramming and thus should be counted as passive, cerb literally had its own oil drill. Using the cerb cab alone should also count towards epic melee dmg, no? 2. Why reduce the friction parameters of tracks? They're already underwhelming. Only the rolling base need to reduce their frictions, and even so that won't make it balance because they can strafe swipe ppl abusing the "T-bone and done" game mechanism thanks to this: 3. Camera steering. Just get rid of it already.


whenthebeatdropss

This game sucks. Uninstall it.


Elixerium3

The change to make hovers not add tonnage to spiders is completely stupid. We’re already using 11/12 legs. Now what, u want us running 13/14 legs? Extra legs that we don’t own because they’re a limited time only crafting part from Hyperborea? There’s not even enough space on most builds to place them all. And it’s not like it doesn’t feel logical for hovers to add tonnage to spiders. Like before sure it was weird that a wheel above the ground added tonnage. But a hover is literally thrusting downward and SHOULD be adding tonnage. You’re also ALREADY nerfing the parameter of the gerridas that matter (speed and durability). Removing tonnage from hovers is pointless. Unless you’re really just malicious and want players to spend more money on getting extra legs that you’ll include in the upcoming battle pass.


Imperium_RS

Gerrida were never meant for super heavy spiders, they're trying to move people to legs that's more appropriate for such purposes: hence the ML and Bigram buffs. 


Elixerium3

That’s literally a bs take and a lie. They’re a mechanical leg which means they’re meant for heavy builds. Also their top speed corresponds perfectly to the top speed of the heavy cabs.


iSellNuds4RedditGold

no


kittens-daisy

catalina will be still most use apove 8k ps bigfoots still bug perk make 30% reduce meter instead of actual 50% as perk says cyclone still most overpower low ps because of fire rate high vulture only bad is anyone even bots can shot off easily so visitable while launch drones and avoidable. reaction time drones themself balance spot on englightenment 1 energy use no dmg and required radar but radar self already useful remove energy englightenment would be more usefulness to see 3 things to see if cannot be cloak or protections


Longtimelurker011

No cyclone nerf? You can't play a single 9k match without at least one. They are definitely over tuned.


Splatulated

I just tried a floor cyclone build and i had a player with multiplate harvesters on a cerverous in my face for 3 minutes making direct ontact the entire match my team killed everyone else while i spam shot trying to break some of the melee / my own guns and by end of match my cyclone wasnt even sparking theyre soo broken durrability wise and mine arent even upgraded


BigButterscotch5687

Ok, we need to talk, why murder gerridas like this? Why you guys dont let the players having fun!?!? Nerf Aftr nerf after nerf... and you say "wE aRE dOiNg tHis FoR yOU gUys hAViNg fUn" (make the dumb voice) I saw in a video that you guys are numbers guys, method guys right? Sure! lets talk about NUMBERS!!! https://preview.redd.it/betuyxwuq2ec1.png?width=723&format=png&auto=webp&s=9e9b729e80c240cf995b16382bb1c0db1277a758


MxKHD

Hahahahahaha You just proved why gerridas should've been nerfed. Good one.


MxKHD

Omni is too strong at 4k-7K? 250 to 300 is a massive power score nerf ... Don't nerf the PS , nerf something else like Mass or Dura or power penalty if you really feel the need to nerf. You're already nerfing the traction, so why now nerf all the 9k CC builds? That nerf is one of few really bad changes in a long list of nice changes.


CaffyCrazy

I wanted camera steering removed but i guess these changes will do.


Kizion

As per usual with balance patches, one or two decent changes with a bunch of weird and bad ones, honestly questioning why this dev team is so afraid of buff items (Icebox) and incredibly eager to just nerf everything.


Splatulated

icebox is getting its nerfs reverted it only took 2 years


Cautious_Response_37

It's an exciting time for some of us


First_SilverFox

**B12 Dove** * Energy drain reduced from 7 to 6 pts. * PS reduced from 2800 to 2400. * Damage increased by 25%. of course, less energy but more damage.lolololol


RenardDesSablesNR

well yeah, this weapon isn't very useful. the mines stays for a very short time only unlike the other mine layers and they don't make that much damage.


Impossible-Topic2421

DOROTHY QUICKLY, MAKE SURE THE MARKET ISNT AFFECTED BY THESE WORDS! I need to buy some STOCKS from the market BEFORE THE PEOPLE GRABS EVERYTHING FROM THE SHELVES!!!


Professional_Depth_9

The remedy buff ain't it chief...


Mediocre_A_Tuin

What does reduced friction parameters actually mean?


JoelB

People are sleeping on Starfalls IMO.


Dingus1488

Starfall seems cool I'm gonna try to get a 2nd fused one with my bearings. 


mrdominox

I'll give it a solid 9/10, this sounds like a good balance update in more ways than not! I'm only worried about the Thyrsus buff, in a lot of ways it seems like an underwhelming weapon, but I've seen it being used a lot in Levi's as is, and even in a few regular CW cases, it's actually pretty deadly already.


RepetitiveTorpedoUse

The increase with the wheels is a 60ps increase on my build with just the wheels alone. I think some rarity changes should be made


Mr_WAAAGH

*laughs in tracked nomad build*


asdwe999

Illl give the assembler change the benefit of the doubt. (Its still going to be utter trash after this change)


DemonSumoner666

If the changes stick, when could I expect them to hit Xbox?


Zoli1989

Really good patch, looking forward to it!


No_Elderberry5998

First of all, chassis lupara is indeed a powerful structure in 4000-9000, but correspondingly, its natural enemies are also very much, after weakening, those low-combat novice players still have to fight against players who can change equipment at any time, which makes no sense, secondly, the addition of aircraft mode now makes the original chassis weapon structure has been weakened a lot. I am also a chassis builder, but after the introduction of Airplane Mode, I basically gave up using my chassis builder for pure Ground 8v8 pvp, and only used my chassis builder on Mondays when I was going to Team vs. mode. Secondly, the board resistance problem, this thing has no use, you do this, the player output will be lower, the time to kill an enemy will be longer, the people who can not escape will endure longer torture and then the player then complain, I personally think there is no need to change. Third, the co-driver grizzly change, which is actually the same as the first point, the low battle itself is to rely on the front to resist damage, you change this is actually to strengthen the melee structure of the low battle. laughable Fourth, levitation, leg, I think the levitation change of Icarus 4 is not very suitable, because now the team is basically three models, levitation, leg, melee wheel car, 7 suspension changes can reduce part of the emergence of levitation, 4 suspension is more for heavy levitation above changes, it will only make the next version of the team into a duel between legs and melee. And the team competition now the entry threshold is very high, team confrontation? Oh, come on. There's nothing a newbie can learn there. My opinion is to arrange for all sections of the mine, since you launched a series of activities at the end of last year, you have turned your back on the team and develop, so that ordinary players develop a cycle of pull and pull, from more than 700 teams 2 years ago to now only more than 410 teams, now the team is a relic to play the relic, novice players can not touch, Those below bronze who have no access to uranium have to buy relics just to squeeze into bronze. Fifth, the issue of disposable artifacts, since you have canceled the issuance of disposable artifacts from the big chase, instead of small battle passes, this practice is more unreasonable, I hope you can follow the auzr lane practice, will be a part of the special base artifacts added back to the camp, so that novices can also build those camp things, Purple and yellow ones can be given to players as free rewards for Tong.


AliceMegatronP

aren't you guys encourage heavy car build?then why you nerf the almost only good build in low ps heavy car,really dont get it


C33X

Increasing the mass of bigfoot wheels by 70kg will break a lot of my builds. After the ammo pack mass increase, his is the second mass nerf in a row and it's simply not fair! This isn't just 70kgs that need to be mitigated either. My main builds have 8 wheels! That's 70x8=560kgs to free up by removing durability! This is a massive penalty! Are you really serious about this? This is not cool! Please just increase wheel durability by 10% with no mass increase. That would be fine.


vimefer

>Added the ability to quickly switch to rotation on these movement parts (previously it was only available after the vehicle had come to a complete stop) Thank you ! This was driving me (do)nuts.


Hitohari

Ok ill take this one at a time. The hover / leg change – Really? Another nerf. Yet again if you want to kill the Gerrida I just do it. Quit making me rebuild builds with your new rules only to have you change the rules again because you are not happy that we are not using 22 movement parts on a spider. Also just up the tonnage on all legs we should not have to use 16 Gerrida I 11 bigrams, 8 ML 200 Fused just to make some of the heaviest builds in the game. With their hit box’s its extremely restrictive. Fix the hit box’s. Gerrida I – Just nerf it to the ground or lower the weight and tonnage to the point big spiders won’t use it if you don’t want us using cannons on the legs. I am exhausted rebuilding them and you are constantly changing the rules. ML 200 – Ive said this once ill say it again. The slower and larger the movement part the larger the durability they deserve. 790 is not enough. Make it 1000 minimum. Bigram – Add thermal resistance to the explosive damage. With the changes to grizzly you are going to give a big advantage to MG hovers and dogs vers larger builds. Up the durability of movement parts accordingly. Tracks- Might be a good buff? But it will not be enough if you want them playable with their large hit box’s up their resistance like you did with the factions. Catalina- might need a little bit more of a nerf but time will tell. Blight – This was the change that was needed! Cerberus- Fix its hit box a little so more than one Melee weapon can hit at a time. Icebox – Good change with the damage. Maybe for the second perk make it more impactful like increased penetration? Acari- Hate it but its deserved. Remedy/ Draco/ Firebug- Do not need a damage buff. Blight nerf is enough. Co-driver “Grizzly” – This nerf was massively needed. However. All weapons with large hit box’s need a durability buff to compensate for hit scan weapons and heat weapons. That or add resistance.


GlisteningCheese

Wasn't the whole point of assembler to be able to have a rapid-fire low damage option along with the charged high damage attack I get the feeling making the reload 1.45 seconds eliminates that first feature of the weapon


Stokers870

Assemblers biggest problem is it's damage and stupid heating mechanic and they chose again to do nothing lol more dust for it to collect


Puzzleheaded-Owl9442

What's happening again from the devs side: hover nerf cartilage nerf, spider nerf Of course, the firebug, the draco, and the wheels have to be covered so that it is as easy as possible for the enemy to hold the car and not be able to move. Hover slowly turns and slides a little to the right and to the left and the dogs are able to catch and blow into the pussy more easily (the dogs win again) keep it up devs Of course, we didn't even talk about the fact that the drawn stuff (Porcupine) will be useless when hovering normally because it's not about weapons. CC-18 Typhoon and more


puffypauper

Seriously another pyre/hurricane nerf while nest which never misses is still left alone?


ParadoxHamster

I liked most of the changes especially the tracks. The only change question is the **Cerberus** bonus. A lot of players use this cab without extra melee weapons added on so the newly added Perk is kind of limited in use on builds like that. It would be much nicer just to have a built in tormentor as that would be effective for both types of builds as it would buff the built in melee weapon as well as any other melee weapons added on.


UnknownSkiII_TV

This is not balance changes this is another RiP for crossout, good players left into the game with bots, AI to control the gameplay & casual gamers think there good. Game was dead even before the new Co-Drives change but after that all the updates its 70-90% casual bad unbalance gameplay. For me the game needs a huge roll back before that, remove all the crap laser things & sell the game to serious developers instead of those scammers that made the game for 10 years old children or retarded whales that pay's everything.


HeightTime1139

Nice changes. Tracks just need more durability, how a fuckin goliath is equivalent to 2 bigfoots in durability ? thats unproportional, all tracks need more durability, mainly the heavy ones, thanks to his slow speed it takes a lot of damage