4/18/2023 0 Comments Crossout newsFrom a personal standpoint, I would reduce all offensive bonuses to 25% of where they are now - Ravager drone bonus would be 5% damage bonus rather than 20%, for example. In some aspects, the talent activation is at times like having a second cabin to choose from - 25% bonus damage when near targets? I can hear the Ghost cabin sobbing in the corner again. Adding a co-driver previously was the final few tweaks you added to the build, and not a huge power boost as it is now. ![]() I know for sure that I am in the minority when it comes to this opinion, but the main thing I liked about the previous iteration of the co-drivers were that the numbers were very tame in comparison. The bonuses, especially when it comes to damage, is just far too high. Running into a pile of Rogues and you're not Tankman? Well, you're dead then. I can see Aggressor having to make the absolutely awful choice between eating grenadier shots while near talent activation, or running into the drones to kill them, which might proc the talent anyway and get you stripped for doing so.ĭepending on the strength of the bonuses, it becomes more likely that you load into an "impossible" match due to how co-drivers are distributed. These are the features I don't like or dislike:Ī lot of talents that require you to hit a target are going to have a really tough time dealing with drones and deployables. ![]() However, it only seems to work in the testing garage and not in-matches currently.Ĭo-driver effects are definitely more unique and clearly defined - it was immediately obvious to me which co-driver I should pair with which weapons. to build up your talent is easy to understand and very useful. The "appropriate target" pip over enemy vehicles that change in appearance to let you know that said vehicle is at the right range / position / etc.
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