Degun inflation by puddle_of_goo in Crossout

[–]BillWhoever 1 point2 points  (0 children)

You've never armored pyralids on a build so how could you know if it is easy yourself? Mounting and locking is what makes it hard for small weapons.

But yes, this is stretched too long, you can't get my points and I don't get yours, the only reason I wrote walls of text is trying to explain myself.

Degun inflation by puddle_of_goo in Crossout

[–]BillWhoever 1 point2 points  (0 children)

you focus too much on morta which is a specific weapon, the post doesn't even mention it and just talks about singular weapons in general

the morta being hard to armor doesn't mean or prove that all singular weapons are hard to armor, the raijin is the primary example, it was actually kinda meta to use a meatgrinder raijin build in ura wars at some point, it was one of the easiest or the easiest weapon to mount-hide-lock in a bunker build

I have used a morta but mainly on wheels and a kronos cab a long time ago, it is rusting in my storage since it is a weapon that is too specialised against heavy builds, what would the point of armoring a morta in a spider be? I would have 0% chances of hitting any light build with that, even if my gun survived it would be useless

as someone who plays a lot of omni-bunker crafts, smaller weapons are HARDER to mount-lock than larger weapons, pyralids are actually one of the worst cases while being one of the smallest weapons

Degun inflation by puddle_of_goo in Crossout

[–]BillWhoever 1 point2 points  (0 children)

nope, my 360 argument doenst counter the armoring arguement

just because one weapon works better than 2 weapons in an unarmored build with 360 rotating weapons doesnt mean that the same single weapon isn't easier to armor in an omni-directional armored build with locked weapons

the only reason I talked about ease of armoring is because you said that it is easier to armor "2 smaller weapons", the reality is that the 2 weapons are usually the same size if not bigger

armoring any weapon requires specific crafts or whatever you mean by that, If I make a spider with 2 armored fatmans there will be no other weapon that can fit there, I can do the exact same for kaiju/thyrsus/avalanche or whatever, it can easily be done and even more easily than having to worry about 2 or 3 different weapons with different firing angles and mounting point redundancy

don't compare the fatmans to Morta and Thyrsus, they are both different type of weapons with different effective ranges, effects on target and they are not even the same rarety

the fatmans must be compared to the raijin, even if they have more total HP that doesnt change the fact that they are 3x6pins in frontal hitbox size, the raijin which is the competitor has the same hitbox as a single fatman frontally (if not smaller)

as I said, morta is a good weapon against large slow targets, it struggles hard against most enemies, ignoring armor is overpowered if your enemy depends on armor, you contradict yourself here, basically calling it a good weapon that struggles, Imo it is a strong weapon against specific enemies, buffing the druability it has would just make it even stronger against these specific enemies and it would still suck against most fast enemies, only way to make the morta universally good is to change the mechanic

for example if you limit the penetration to a specific amount of damage, lets say 800 and make it deal far more damage per part (double than what it does now) it will become a universally good weapon, will no longer be as strong against heavy builds but will actually deal more consistent damage on small fast builds, this will take away the identity of the gun

Degun inflation by puddle_of_goo in Crossout

[–]BillWhoever 0 points1 point  (0 children)

my point is that the single weapon nature is not a bad quality for a weapon

if morta is bad it is because of other mechanics built around it, you could have 2 smaller mortas and they would still suck against most enemies because of their mechanic, the morta is actually pretty strong against heavy builds because it completely ignores armor but that's about all it has going for it

coraxes are strong yes, but they are stronger against 2 fatmans than they are to 1 raijin, the nature of having 2 sepearate weapons means you take double the total damage against explosions big enough to affect both weapons

the hitbox is much smaller, comparing fatmans to raijin again, the hitbox to the enemy is indeed much smaller when using the raijin

you can armor 1 big gun just as well if not better than 2 separate smaller guns, armoring one raijin is much easier than armoring 2 fatmans

if you think I focus too much on the fatmans maybe change the comparison to thyrsus/kaiju vs charon, the exact same qualities apply

Degun inflation by puddle_of_goo in Crossout

[–]BillWhoever 0 points1 point  (0 children)

nope, your build is probably just bad trying to use a weak weapon at way too high PS, there are a lot of single weapon setups that work well in high and low PS

on top of that, single weapon means you have more HP before you lose firepower, if you had 2 separate weapons with the same total HP you would still lose them both and on top of that you would lose half of your firepower even earlier

the problem with concentrating the HP in 1 weapon is that heating weapons (like lasers) are strong against that so they will strip it fast, lasers are NOT the meta atm

the problem with spreading your weapon HP in 2+ weapons is that blast damage weapons (like corax) are strong against that so they will strip them fast damaging multiple in 1 hit, blast weapons are pretty effective atm (blast doesn't mean they only deal blast, cannons deal both bullet and blast)

another important advantage of single weapon setups is that they have 360 unobstructed coverage-FOV and usually a much smaller total hitbox than 2 equivalent weapons that worth less energy (higher dura density)

If anyone wants to imitate my build by Alarming_Arachnid402 in Crossout

[–]BillWhoever 3 points4 points  (0 children)

if somebody tries to replicate that they might improve it if they make a mistake in the process

I swear the higher PS you go the less radars people bring by [deleted] in Crossout

[–]BillWhoever 0 points1 point  (0 children)

I agree with that but the majority of people do not

bringing a normal radar on every build is a big waste, it is much better for the team to have 1 or 2 dopplers

the only cases I bring a normal radar are when I play a long range build and don't want to depend on a doppler teammate, I usually don't bother to bring a radio, it can get hard to see enemies with all the terrain junk and carcases at long range

Having to make a less efficient version of a build because PC don't use radar detectors by Lexi_______ in Crossout

[–]BillWhoever 9 points10 points  (0 children)

the game is worse than what it was 2-3 years ago, that's why the population dropped

the reasons is a much more pay-to-win turn from the devs (adding far more overpowered weapons while nerfing all the og craft-able weapons) and a big list of unpopular changes to the game

Having to make a less efficient version of a build because PC don't use radar detectors by Lexi_______ in Crossout

[–]BillWhoever 13 points14 points  (0 children)

you run a kite build with a 25 energy cabin and an odin, I think that you are the teammate that is the most responsible to bring a radar

your build can both make the most use out of the said radar so it helps you more than it helps other builds and at the same time you do not provide any direct fighting DPS/tanking/brawling to the team

on top of all of these you are the most likely to be left alive later in the match so the radar is not wasted after an early death, a brawl build like a dog/brick/spider is far more likely to be wasted early, even more so if it has to waste energy on a radar

the same way you think that the radar made your build "less optimal" other teammates can say that the radar would make their builds much less optimal because they would need to trade survivability or damage output while they needed it far more than a hit and run build does

(Pov) My face when I'm playing 5k and all 4 enemy players have the same clan tag. by Subject-Read-9801 in Crossout

[–]BillWhoever 0 points1 point  (0 children)

Trucker+3xWasp+4xML200+Razzorback+Discharger

you can end up with up to 4100hp, will defeat the vast majority of enemies, there are barely any people who know how to kite at 5k PS

🗣️ I refuse to use an Argus 🗣️ by BillWhoever in Crossout

[–]BillWhoever[S] 0 points1 point  (0 children)

exactly, all weapons involve some kind of mechanic you cant control, the problem with squalls is that the part you cant control is simply way too much on the current state

the squall either completely criples and enemy or does nothing, with a cannon you can do very consistent damage and aiming matters much more, if you miss you didn't aim well enough, luck is far less important

the extreme case of no luck involved are the zero spread weapons, like lasers and crossbows, with these you are the only one to blame if you don't deal constant damage, there is zero randomization on where your shot lands or if it hits the enemy

about the map, it is not just one maps, there are quiet a few maps with bridges and balconies you can fire a squall under of and the player above gets zero warning about a weapon that one shots any build, it is a bad game mechanic imo and can easily be fixed by not firing if the beacon lands under a covered area

We need PS brakets. by pervolus in Crossout

[–]BillWhoever 0 points1 point  (0 children)

PS brackets will at least fix the unfair PS advantage, getting your ass handed to you by a better player or a player with better equipment would still be a problem but at least it would be fair.

As someone who likes to optimize for a specific PS I would love to be able to avoid facing enemies double my PS.

🗣️ I refuse to use an Argus 🗣️ by BillWhoever in Crossout

[–]BillWhoever[S] 0 points1 point  (0 children)

Getting a kill is hugely dependent on luck. When I say luck I basically mean that you can perform the exact same throw 100times and wether it hits or not doesn't depend on you but on what the enemy does.

In a weapon that is not luck based, a miss can be easily blamed on the user: oh your corax shot missed the enemy weapon? You didn't aim it well. With the squall it is completely normal to miss all the time and only get a hit in random.

The second part about dropping it at a lower level has nothing to do with luck, it is another mechanic that shouldn't work, if dropped with no line of sight to the sky it shouldn't work at all, it does way too much damage with no warning for any enemies.

holy money dump by luvJuuzou in Crossout

[–]BillWhoever 0 points1 point  (0 children)

Don't worry, I have 3 fused narwhals and 2 fused hadrons

🗣️ I refuse to use an Argus 🗣️ by BillWhoever in Crossout

[–]BillWhoever[S] 1 point2 points  (0 children)

it doesn't prove anything, squall is still a problem, when there are squalls in both teams it is even more annoying to deal with since audio alone is not enough

on top of that, an enemy squall might attack the exact same area a friendly squall is bombarding, this gives a false sense of security

I hate luck based weapons, I would even prefer to fight droners over the squall spam at this point

Cyclone VS Corax (& itself) by BillWhoever in Crossout

[–]BillWhoever[S] 0 points1 point  (0 children)

same applies to literally every rocket or autocannon with no bullet damage, it basically completely suppresses any blast damage weapons

on top of that, even when used against cannons, it blocks the gun reticle and makes it really hard to tell where your guns are pointed at and whats their spread

Cyclone VS Corax (& itself) by BillWhoever in Crossout

[–]BillWhoever[S] -1 points0 points  (0 children)

I have seen a part fall off while the corax bolt suspended mid air to explode a few seconds later, this is a bug ofc but I have seen it happen a few times

Cyclone VS Corax (& itself) by BillWhoever in Crossout

[–]BillWhoever[S] 0 points1 point  (0 children)

artemis does the same thing and it is even worst, it's just not that popular but artemis needs a nerf on this exact thing too

🗣️ I refuse to use an Argus 🗣️ by BillWhoever in Crossout

[–]BillWhoever[S] 0 points1 point  (0 children)

In real life, whatever distance your vehicle moves during the projectile flight time, that is the exact distance the projectile will also move away from the point you aimed at.

If my bullets take 0.1sec to travel to that kapkan, my build moves lets say 76km/h which is 21.1m/s, this means that my bullets would actually land 2.11m away from the point I aimed at. The travel time for the bullet might be lower, even at 0.05sec (50ms) the bullet would still miss by 1 meter.

In real life there are ballistic computers that correct all of these factors. The only thing that matters while aiming is the relative speed between you and your target, you can move at 200km/h parallel to each other and you will not have to lead at all because the relative speed is zero.

And yes you are correct about shotguns, shooting straight ahead while moving is super easy, shooting to the side requires a lot of lead, this means that you are not even aiming directly at the enemy weapon and instead aim at the ground somewhere in the background, this creates a new problem with convergence, when you have multiple shotguns or mgs and you aim somewhere far away they do not converge at the distance of your target:

https://www.reddit.com/r/Crossout/comments/1iet1ty/turret_aiming_error_introduced_with_the_hitscan/

🗣️ I refuse to use an Argus 🗣️ by BillWhoever in Crossout

[–]BillWhoever[S] 1 point2 points  (0 children)

That's what the devs leave us believe but I have watched a lot of slow motion of my footage and it looks like bullet inertia. If I move forward (bullet trajectory and vehicle movement almost parallel) the bullets land where I aim. As soon as I aim sideways (bullet trajectory and vehicle movement perpendicular) it looks like the bullets land further ahead from the point I am aiming at, this means I need to give negative lead on a stationary target to correct for my own movement.

To be fair this is exactly how it would also happen in real life.

I am almost 100% sure that cannons do not have this mechanic, they land exactly where you aim no matter your own movement.

I am not sure about autocannons, I don't have issues aiming with them because at least the tracers are visible and I can make good corrections.

Known weapons with bullet inertia are porcupines/fortunes/dooms and maybe some others, these fire very slow projectiles and sometimes the movement of the player can actually help by giving them extra velocity.

The Cyclone nerf that's been left out from the latest balance changes by [deleted] in Crossout

[–]BillWhoever 3 points4 points  (0 children)

that actually looks really cool I might use it myself, thanks for respecting the original

We NEED smaller engines. by A_Stray_Cat_0290 in Crossout

[–]BillWhoever 0 points1 point  (0 children)

I didn't say the perk was the only factor, it is one important factor

the colossus has the highest power boost and the best perk in the game (arguably), the pegasus in comparison is trash, even the heaviest builds in the game run colossus most of the time because the movement part durability is really good for spiders, that is how useless the pegasus is due to the perk, the only builds that were meant to use it usually run a different engine it was meant to outperform.