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Crossout Miller Codrivers

For the most underpowered car type, trying out the co drivers for any improvements.

Billie: 147 score. Takes awhile to get the perk. Too many things need to be timed right to make this useful.

Grizz: 160. Feels like I definitely survive longer, sometimes last one alive, but that doesn’t translate to scoring.

Phobos: 173. Originally car was on this driver. Had no reason, maybe to escape faster? But at this ps rather end the matches fast than drag on.

Jay: 181. Similar. The damage perk almost never activates. Maybe this requires a very far sniper playstyle.

Yuki: 211. Dies just as fast as others, maybe luck?

Falcon: 221. Best? But might prefer more sniping.

Jay, Phobos & Falcon are the only ones that reached mvp before. Falcon’s on most cars so just find that driver boring. The top 3 look promising so I’ll have a play around to improve it. In any case getting near 50 point raise just by codriver swap is great.

Edit:

Added bit of hp & weight to stabilize this light car. Tried Yuki, Grizz, & Falcon. Yuki gave 274 a big upgrade. I thought extra hp would suit Grizz more but it’s 201, so hp did help versus codriver itself, but seems Yuki’s happier for the hp. Also tried a different WW1 heavy build, had bit improvement vs vanilla light build, but still jitters from miller too much impulse, so I decided not to upgrade it, not worth it. Also happy new year!

Aurora gee

#talk raid, raid cars. aurora/energy

Eyed aurora for quite awhile. Tried a few exhibition cars, different energy guns & combos, but there’s rather few combos I can try properly, like isolate the part to test. Fusions are annoying since I can’t test their baseline ability. Just need vanilla no coolers/reload modules, no buffs to test out is proving hard to find.

Builds here are mostly raid only. I guess they can enter pvp but that’d be trolling with a unsuitable build. Fun part about raids is we can go all out to stack all the best hp parts, the greatest weapons and the ps doesn’t matter as much.

So exhibition aurora cars mostly the dps is laughable. It needs other guns (energy or not doesn’t matter) to make it hit. I finally crafted 1 and it’s ok. It’s like Cheetah, in that they’re both disappointing but they do work.

Master V24: Yes this hard raid only car been thru a lot. It makes a lot of weapons viable. Raids can be a 10-30 minute long sludge where survivable & damage output are both important. Many bots love to only target weapons. Even though master can heal them, any weapons that fly in 1 shotgun or canon ball is not viable.

Raid scoring is specific to hard raid calculation mystery, not comparable to pvp modes, and sometimes they change the mode regularly, obvious difficulty changes, new bots, new AI etc. Here I’ll assume it’s roughly fair to compare hard raid scores over time.

V14 had 4 blue/green mgs, in 8k ps, at 88 score. Near the 8k ps threshold required for hard raid, you’d get more noob teammates who just reached the threshold with the worst builds & no sense of urgent objectives. This causes more long losing games.

V22 had 4 purple mgs + trombone, at 124 score. It’s armor is way buffed both front & back, full spaced armor near 13k ps. Bots get harder here so the armor doesn’t feel that useful either.

V24 1 mg & trombone replaced with 1 Aurora. Started pretty bad, but seems separating Aurora firing key from the rest helps a bit, as they overheat different. Scores 127, decent enough considering it’s 5 energy replaced with 4 energy use. Yes there’s 1 energy wasted for now. Master healing is perfect for the bot waves & heal rhythme, and if time things right, all guns nearly always survive till end.

Old tests not quite comparable:

4mgs + goblin: 136 in hard raid.

Bigfoots replace tracks: 108. I thought slightly higher would get more vantage to shoot, but this sucked.

4 Sinus or 3 wasps suck in patrol.

4 sg: 137 in plastic raid. Amazing, but weak & no range vs Fire/Lunatic.

4 mg: 133 in plastic raid.

3 autocanons: 133 in plastic raid.

4 sinus: 132 in plastic raid. Some sinuses die.

3 therms: 123 in plastic raid.

3 energyruns: 122 in plastic raid. Unsure why this sucks when it’s great on other cabins.

3 wasps: 97 in plastic raid.

Humpback V8: Energyguns + trombone. In V4 was 111 score. V8 mostly had small tweaks, hp rearrange, engine, ammo etc, got to 134 score, at 11k ps. Somehow I can’t raise the ps anymore, either energy or mass limited.

V10 had 1 synthesis replaced with Aurora, both 4 energy so it’s a fairer comparison. But scoring 114 is so bad I reverted to V8. Synthesis wins big over Aurora in this case, and that’s even green vs purple.

It’s a mystery why Humpback always score better than Master. The guns here regularly get targetted & die halfway through the matches, and heavys got 1 less energy than Master. Maybe it’s thanks to humpback’s big gun tower. Master can’t use a tower since the guns need cabin healing.

Older setups, but for reference:

2 miller did 118 score. Some kind of cooler. Pretty heavy had to remove some hp.

3 tempest did 119. Some kind of cooler. Heavy had to remove more hp.

3 tempest + trombone: 121.

4 mg + trombone: 125.

4 mg + coolers: 118.

Energy: Energyguns + trombone too, but a complete new build on photon. Had lots of tower, hp, ammo tweaks. Most issues were balancing, flipping itself over all the time that got fixed with lowering center of mass. V6 at score 126.

V7 Synthesis swapped to Aurora, & got a decent 133 score. 6 energy is all on heating support, low dps, so there’s room to improve.

Energy pvp: a tiny car with no hp, not quite fun but lots of damage. 2 energyguns + 2 trombones on a boring build. V1 went from 200 score, rose to 260, wheels choices seem to have a strong effect but no idea why.

At 1 trombone does 207 score.

Replace 2 trombone with 1 Aurora does 276 score. Massive upgrade might be the sustained heating, and Trombone’s weak vs ceilings & short distance. It’s weird a car I mindlessly slap together does way better than builds like growl miller that took weeks to tune.

Looking back, looks like Master + energyguns is worth a retry.

Crossout Canon

It’s well known canons been underpowered for months or maybe years. Still saw mastodon clanwar videos maybe half a year ago then they went extinct. I still kept 2 slots dedicated for canons.

Hadron V8 car. Spent much tweaking but it’s still a fairly generic dual canon car. It didn’t matter which canon combo they all suck.

Grizzly codriver on a decent hp helps, but usually these big canons falloff so fast it doesn’t matter with a slow duck of 73kmh. It’s still worth exploring other codrivers. Jay & Bill are no go since I can’t aim. Yuki/Phob aren’t canon specific not sure. Falcon maybe, but it prefers a radar which I can’t afford since hadron build the ps is too tight already. Lan is specifically anti canons, pro fire/rockets. The only buff is maybe ammo, think this was a later addition.

Older versions got fuzzy records. Much tweaking probably was to avoid exploding or deframing. There’s also bunch of issues if canons are too far forward, and car’ll flip if too much back. Said Prosecutor did better than Avenger but unclear how much. V7 scored 144, truly worthy of the underpowered name. During V8 it rose to 163, and tweaked to 190. V8’s biggest improvement was remove purple ammo, and lower hp, both to lower ps and that had the single biggest help.

This stat up had real compromise too. 26% matches emptied all the ammo, so a quarter the matches I’m can’t help at the end just being a bystander.

Growl Canon, this missing versioning, and it’s my older canon build. It went thru many cabins, and canons. It’s unclear if past combos were good or not. And comparing scores pre engineer 30 is useless now. Believe the former build was Wyvern & it had no issues, growl didn’t improve it as I lost wyvern so had to sub an existing cabin. It’s now on Hulk & impulse combo, no idea why… maybe an Avenger pun, but impulse isn’t even a canon.

It’s on Phobos codriver I’m not even sure why, as it normally moves slow & stays still most its time to improve aim. This got ammo so there’s no record of ever running out. Impulse is even hard than canons to aim, might explain the 184 score.

Turns out both canoners score bit better than dual miller, the true garbage. Maybe my build needs more tuning since forums kept raving on “amazing millers” during that battlepass. For now canons can be a struggle, but at least not holding the last place.

New Decors?

Just got 5 decors, don’t see them on the market yet.

Toilery somewhat big and bit beefy at 34hp, let’s hope clanwars doesn’t abuse these parts.

Rocket (is that bland title a placeholder?) has the coolest animation of steam, sparks & fire from several outlets.

Siren makes a proper slow siren sound.

Chainmail (tracks) is shiny like smalltracks with somewhat hardentrack pattern, but way more detailed, with numbers on each plate visible. Wish we had longer or a bunch of them as they look great.

Crossout Drone Car

Drones in the game are seen as useless, or usually the last survivor in a lost game. I’ve finished the latest round of optimizing V9 vs V10, and drones aren’t that bad, maybe average or even above. It’s also known yaoguai can 1v4 defeat all enemies and win matches, at least I’ve seen a few players able to, though I don’t have those yet.

Oldest record found was a V7 build around high 5k ps. There’s mixes of ground turrets or flying drones, and seeing what variants help. PVE made slight less coin, but way more points gained.

Seems V7 had cobras, hawk, maybe some booster or engine, and Trombone. A horrid score of 110 (but I got that for melee too so not that bad).

V8 used cobras & python. Flying drones require more space, much harder to armor & build (connects to bottom and no sides), and die faster. I noticed things in the air everyone can see, so everyone shoots them. Turret got other disadvantages tho, it has low viewpoint, so can shoot less targets, or shorter range. Stuff on ground, teammates, dead cars, hills etc all block turret shots. Score PVP 125 ok improvement.

Codrivers: the new codrivers I maybe tried R type, Yuki, Phobos & Grizzly. Don’t have the records so might need a retest. It’s on Phobos for now, and each likely needs a different playstyle.

V9 armors the wheels, and removed Trombone. Saw other droners who are tanky & last long, seems a good idea, tho makes the car bit obese. PVP score 199 very good rise. Biggest help might be trombone, it doesn’t mesh with drones. Also realised despite what the tips say, you don’t need to stuff a car to use all the energy. The ps cost of trombone as support is too high for matching the lower tier weapons. Maybe trombone plus high orange or brown weapons is better, but those cost a lot. Car now low 5k ps.

Edit1:

Noticing V9 very inconsistent scores, at times near the 150 range, at times at the 200 max range.

V10 add a cobra, remove booster. Higher ps, scoring 174. Lowering armor, like 200hp less? to match ps of V9 gets score 171, about same.

Revisit to make V9.1, to retain both engine & booster. Break below the 5k floor to high 4k ps by armor tuning, and using the bad radar. It gets score 173.

Make V10.1, high 4k ps to compete with V9.1. Feels booster proves decent, so use booster & remove engine. Gets a whopping 342 score. It’s odd & rare to get a 2x boost suddenly. Engine’s supposed to add max speed, acceleration, and speedup drone reload, but all these great features lose against a modest booster lol. There’s 15+ samples of this setup so don’t think it’s a fluke. One game I did get a surprise 2400 score mvp, and of course we lost. Even without this outlier it averages 322.

These tweaks likely only makes sense to this exact car at this ps configuration. But seems like more drones the better, and exactly which modules perform is very particular. Just because an engine stacks with drones doesn’t mean a higher score. I’m finding high rarity levels often feels like a handicap rather than upgrade.