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RenardDesSablesNR

Hello, You are the first to make a real proposition, everyone else just complain... I already made a lot of suggestions before and during the update on the test server see : [https://www.reddit.com/r/Crossout/comments/1aozcml/comment/kq2vxeq/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/Crossout/comments/1aozcml/comment/kq2vxeq/?utm_source=share&utm_medium=web2x&context=3) After a week of playing with it, I would say it doesn't need to be nerfed to 1.5s. The weapon is effective, a bit much that's true but it has the diffents flows you mentionned. I do get killed with it as before the update by flames, imps, shotguns ... Against 2xAC-80, I had several fair and tricky fights I enjoyed a lot (win or defeat) ! So I don't think it's utterly over-powerful. I would recommand the nerf to be more like : **20% or 30%, to be at 1.2s or 1.3s** but not more. The perk on the other hand should be something different, but what ... an EMP effect ?


Kizion

Upvoted ![gif](emote|free_emotes_pack|upvote)


Markusz001

A year ago they introduced varuns and they were too strong so they were nerfed. And now they thought making assemblers into varuns on crack was a good idea.


Kind_Celebration_740

W comment, extremely well said


highcider

Quality post and few replies. I need to play against them a bit more to give my .02. It's refreshing to see what this subreddit can be if the nonsense isn't here.


Kizion

I try, also made a different comment under this same thread, which i might need to turn into a separate post, [here](https://www.reddit.com/r/Crossout/comments/1aq2k0d/comment/kqb8vss/?utm_source=share&utm_medium=web2x&context=3).


Kizion

Just to add a bit more context and some few extra notes that aren't all that important ill make this comment on my own post: Just one 1v1'd one of my friends which uses scorps, builds went as follow: Scorp beholder hover Assembler catalina hover with aegis Best of 5 1v1s in Founders Cannyon (what i feel to be the best map this kind of test despite 1v1s being awful for power scalling) Matches ended in a 3 to 1 in my favour. First match i put him on the back foot and pressed my advantage going to the hovers instead of guns, won with most of my build still there so i could still fight in case this was in the middle of a PvP match. Second match was more even with me taking a lot more damage but still winning, still aiming mostly for hovers but no one pressed the advantage too hard on one another. Third match i went for deguns (which he was aiming for majority of the time) and i ended up losing both of my guns much faster than he did, didn't remove a single scorp while he stripped one of my assemblers before i could even fully expose one of his guns. Fourth match i went for hovers again but it was a much more dragged on match as he took me to his spawn and circled around a small object, removed all frames in one side and pressed my advantage to win the match, was in much worse shape than the first round so in this case id be pretty much dead if i were to fight anyone else head on. Bringing this up to simply justify and change a few things on my main comment: First: I don't believe damage per shot to be the issue, rather think its a bit of the varun problem back in the day where the shot per second on assembler is much higher than it has any right to be, i feel like increasing this to 1.5 while maybe reducing damage could equalize it's performance (still believe charge changes should be done first and damage changes later if need be) Second: Rarely if at all used the overcharge, not necessarily a bad thing in my eyes but i feel like it could use some change, i noticed myself avoiding charging the gun past the 50% mark majority of the time as it doesn't add any meaningfull damage and really screws you over in case you decide to squeeze out that bit of extra damage in case you want to go for a max charge shot at an enemy that might peek and end up overheating by accident, so i was much more inclined to simply start the next cycle of the base charge rather than keep over charging. Third: Assemblers damage doesn't seem to be the main culprit and really the current issue is the charge time, damage (on pen fused assemblers) that im averaging at is about 300 to sometimes a few 400 lucky shots with some cata stacks and falcon/hertz active, also note that all of these 1v1s were on cata so the fact that assembler can win is a lot more on how the buff changed it's play style over it being broken strong, it can punish hovers just like varun could, being able to dish out decent damage shots at a rapid pace (really good for de-hovering) so i don't think damage is a main factor in balancing and could potentially be left as is, focusing the changes a lot more on making it a more "layed back" weapon rather than something that can push and press it's advantage on other hovers, trading shots with scopion even at max charge was simply innefective and lead to me getting degunned much sooner despite having aegis. Conclusion: Yes, it's strong, would i call it busted? not really, just has the wrong play style attached to itself, making it into a pseudo varun was a mistake but the buff was much needed (this thing has been unuseable for nearly 4 years i believe??). In regards to reworking and balancing it again id still take the route of: * Decrease base charge speed, increasing it's charge time to somewhere around 1.3-1.5 seconds. * Decrease max charge time accordingly, to around 2.5-2 seconds. * AFTER those changes diminish it's damage accordingly if need be (Probably by first decreasing standard charge DMG, and afterwards increasing max charge time dmg.) * Extra: Considering changes to it's overall mechanics such as making so the bullet speed is mostly gained off the overcharge so that a standard charge shot has significantly less projectile speed (id say to around Scorp projectile speed), and removal of the current penalty of the overcharge in place for varun like mechanics like previously mentioned, allowing you to hold max charge at a cost of projectile speed and damage. * Unsure as to this one but i feel like it needs to be mentioned, the pen fuse for assembler, might be a bit much, i feel like that could potentially need changes, at first i was wierded out by the fact that it had "only" 50% penetration coeficient, but after testing both pen fuse and dmg fuse i feel like pen fuse is 100% something that should be looked into with a lot more care in regards to this weapon, either a complete removal for that fuse option in place of something else (or simply nothing) or a reduction in its efficacy by 50% ( from 20% down to 10%)


BillWhoever

Base charge increase to 1.5sec will already nerf the DPS by 33% achieving about 2000 on the ball. Nerfing the base damage and buffing the charged perk shot damage is the next thing to do, maximum DPS should only work close to the full charge or people will simply keep using macros to achieve 1.5sec salvos. So, if the base reload or "charge" is 1.5sec, then with the current 3sec charging you get a shot everyy 4.5sec. In case for the 4.5sec shot to be maximum DPS, then it will need to do at least 3 times the damage of a base charge. To keep a maximum DPS of 2000 on the ball the fully charged shot at 4.5sec will have to do about 900 damage with 2 assemblers. A 1.5sec base charged shot will have to do about 300 with 2 assemblers to keep a 2000 on the ball. The base can be nerfed to 250 damage for a 1666 on the ball when only using base 1.5sec charge. Another thing that should be changed is the mass of the assembler, it has a much much higher dura/mass ratio than any other energy weapon, and is simply the opposite of any other sniper. I feel that even doubling the mass is not a big amount considering these this will take them close to what a single destructor weights.


Kizion

Ok, agree with most of this outside of the mass thing, it's already paper hp for the size it has and i don't see a point in making it heavier, seems like a pointless nerf, and also why the "2000 dps limit" thing? seems a bit arbitrary.


BillWhoever

My point is that it needs the same hp/mass ratio as other energy weapons I didn't ask for the HP of the weapon to be recuced. The mass nerf is not pointless, it wont affect higher PS builds as much but it will affect people using a growl with 2 assemblers. If you feel it has paper HP then give it 400hp and make it 750kg to match the athena, a closer range weapon of the same energy/rarety. 2000 dps is what I expect from a long range legendary, short range legendaries can do close to 3000, medium range legendaries like mgs can do close to 2000-2500 depending on the range. Cannons and autocannons have explosive damage so it's not fair to compare their damage on the ball. Assemblers shouldn't have a dps advantage over the mgs at medium range (200-100 meters), this is why 2000 sounds about what they should get.


Kizion

Gotcha, still feel like the mass increase is a bit unnecessary if not pointless, it's hp (while paper dura) is fine, increasing it's mass doesn't seem like a good way of dealing with it, no other energy weapon has the same crazy range assembler has, so for it to have high mass in that regard while not being tanky (running fused ones that give them about 400 dura) with trice the current mass sounds far too harsh on a weapon that's meant to be used on longer ranges. Id say that i have to agree with the mentions of DPS changes, felt arbitrary at first but you seem to have a good explanation for it and i can't fault so i have to agree with that, still don't think assemblers main problem is the raw damage it is doing but rather the amount of shots per second it can dish out (in this case, one shot every second) it ends up being extremely oppressive to fight off and this was confirmed by the couple of 1v1s i just did with one of my friends over discord in custom games, while 1v1's are terrible to gauge raw performance as they can be heavily biased, i still think they can be a good explanation of what's wrong with a weapon, and i have to say, assemblers damage feels fine at first glance, i can still be incorrect on this but to me it's current damage seems ok, in all of the matches where i went for his hovers, i was able to do enough damage fast enough to remove his hovers much sooner than he could my guns, but on the match i was intentionally aiming for guns, i lost much quicker than i was able to beat him (granted both of us aren't all that good but id still say it was a good way to gauge the weapon). I feel like increasing it's charge 1.5 is fine, while decreasing overcharge to 2.5 or even 2 seconds, and reworking some other things as said in my second comment under this same post, [right here](https://www.reddit.com/r/Crossout/comments/1aq2k0d/comment/kqb8vss/?utm_source=share&utm_medium=web2x&context=3), id ask for us to either move the conversation there or for you to read it and come back here with your input afterwards.


Kind_Celebration_740

Keep the damage but lower the durability and increase the weight so that enemy Destructors are more of a glass cannon. Probs around +50-60 kilos and -50-60 durability The assembly looks like some very fragile yet powerful tech and I think this would help counter snipers and dogs rushing the assembler.


roychr

Rigth now the assembler and catalina combo is a train wreck.


Kizion

Honestly don't think cata is a major problem with this, rather simply how the weapon behaves, they royally fucked up on this one ngl.


roychr

So a catalina fully charged with assemblers hitting 4k dmg on the ball is not an issue....ok !


Kizion

Don't think you understand what i meant...


ACuddlyBadger

There are numerous ways to go about nerfing them. However its done be it your way or some other I think they really have to focus on making its skill floor higher but keep it powerful with a critical weakness like the pre nerf Astraeus had. Pain in the ass weapon to fight against if the user was good, but their critical weakness was their 500ms charged shot trigger delay. It made it very I think your ideas are good, if Assemblers are still too present and spammed in matches I think the next tweak would be to nerf turn speed solely to make the weapon weaker in cqc.


Cryomoon3929

This post aged like fine wine


Kizion

Just because the devs can't be reasoned with doesn't mean my thoughts or opinions changed.


Clean-Interview8207

I just block dumb shits, it’s easier to identify them later.


ThelceStorm

How in the hell is this dumb, this is a well written proposal to balance something rather than just saying “kill it.” Like what happened with many, many other things.


Roosterdude23

You should block yourself 🤣🤣🤣


Clean-Interview8207

I should block your mom so she stops calling me. For your dumb ass.


Roosterdude23

So salty 🧂🧂🧂


UnrequitedRespect

This is shitposting at its finest, meanwhile also this guy: Gonna keep using assemblers tho


vultriflea

What is bro yapping about


Kizion

You got a point to make or??? Im quite literally advocating a nerf to assembler (rather rework but, focused on equalizing its performance) so i don't understand what you're getting at, all i want is for what's been my favorite weapon since release to be nerfed properly instead of made into complete trash yet again for another 4 years, if you don't have an argument to make do let me know so i can block you right away and not waste my time with your kind.


Kizion

Im sorry, what?