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Crusader in the Garage


Marcus
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i'm not arguing at all . I 've just thought they introduced that op thing ( even they advertised as a "cheat" joking   in the preview )  with the intention of attracting buyers/ lovers of novelty  for nerfing it afterwards .Then they introduced more "normal"  hover ones and they lost me . Simply , many do not play rgb and so on after that , me included.
it need a lower energy gauge/  lower armour to compensate for it . an hopper with the right turret and drone  takes down a juggy alone . With that armour.
MAYbe ( i say maybe) if client was more performing  i could gauge it better , like it is is impossible . ( when tanks are close to enemies is a complete "frame fest" ..and not my pc cause also i have a 1080 gtx with dedicated  11gb just in the videocard , is the client definetely and his inner lag) .

notthe end of the world , just more casual gaming

 

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I should be stoked, but it's just such a janky hull, I doubt I will ever use this lovely XT skin.  Still, way better than getting more mines.  ?.

 

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I wish I could give this to someone that would enjoy using it...too bad we can't transfer equipment somehow (I completely understand why we can't though).

 

 

 

Edited by Joeguy
trouble with insert
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I'm not really sure if someone has put this question/comment in the forums in, but here it is.

 

Crusader is a great concept. slap on a striker, and you can get nearly instant kills on the juggernaut. however, that is not what i'm writing for.

I am writing about the way the overdrive charge is returned.

I am sure there is a mechanic that when you die halfway during a overdrive, it gives you back some of the charge.

Crusader's overdrive acts quite differently from differently from all of the other overdrives.  it is a 100% shot based and should not have the same mechanism with the others.

It is very frustrating when someone kills you, the shot isnt even done, and you get like 20% of the overdrive back.

Put  your opinions in the comments :)))

However, I have a concept that can be considered

Make it so that if the shot is not fired in the 1st place, make it so that you get 60% charge (im trying to be reasonable here :D)

Then, if your shot doesn't hit anything at all, return 45% of the charge

you guys said that it is supposed to pick off standalone targets at a range, and I have to say that the crusader does not deliver very well. trying to pick off a moving target is incredibly difficult (if possible) at a range is more like picking a needle out of a haystack. in short, good luck hitting one. 

crusader overdrive should be actually viable in long range combat, but in it's current state, it isnt. if you guys think my above suggestion is "bad" I have another suggestion. remove the crusader splash (its literally useless) and make it charge up at the same speed as the hopper's overdrive. I can clearly see that you, the devs, are trying to create a "versatile" tank, and I think some changes could make it more balanced.

another way is to give the icicle some better characteristics. give it a very, very garbage homing capabilities and it could be a heck of a ton better.

Hope all yall tanker agree

:D

 

 

 

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4 hours ago, die3458 said:

I'm not really sure if someone has put this question/comment in the forums in, but here it is.

 

Crusader is a great concept. slap on a striker, and you can get nearly instant kills on the juggernaut. however, that is not what i'm writing for.

I am writing about the way the overdrive charge is returned.

I am sure there is a mechanic that when you die halfway during a overdrive, it gives you back some of the charge.

Crusader's overdrive acts quite differently from differently from all of the other overdrives.  it is a 100% shot based and should not have the same mechanism with the others.

It is very frustrating when someone kills you, the shot isnt even done, and you get like 20% of the overdrive back.

Put  your opinions in the comments :)))

However, I have a concept that can be considered

Make it so that if the shot is not fired in the 1st place, make it so that you get 60% charge (im trying to be reasonable here :D)

Then, if your shot doesn't hit anything at all, return 45% of the charge

you guys said that it is supposed to pick off standalone targets at a range, and I have to say that the crusader does not deliver very well. trying to pick off a moving target is incredibly difficult (if possible) at a range is more like picking a needle out of a haystack. in short, good luck hitting one. 

crusader overdrive should be actually viable in long range combat, but in it's current state, it isnt. if you guys think my above suggestion is "bad" I have another suggestion. remove the crusader splash (its literally useless) and make it charge up at the same speed as the hopper's overdrive. I can clearly see that you, the devs, are trying to create a "versatile" tank, and I think some changes could make it more balanced.

another way is to give the icicle some better characteristics. give it a very, very garbage homing capabilities and it could be a heck of a ton better.

Hope all yall tanker agree

:D

 

 

 

 

Hmm, perhaps Crusader could do with a slight buff but I think it is best to let players get used to it for a while and see how it will be once people get better at using it. It doesn't seem to be overpowered and I'm very glad about that, I think it is good that they have introduced a new item to the game that is for once not overpowered (a bit like Ares) but interesting to use - and of course it has a very important purpose for a medium hovering hull for mobile players.

If Crusader could do with any kind of buff I think perhaps I would give it a better vertical auto-aim, it seems the angle that you can hit from above and below is a bit low considering that hovering hulls don't rock much, but generally I think it is fine.

Hunter suffers from the same problem which you talk about with the overdrive firing and "doing nothing" if you die before it activates, and only getting a minimal amount of charge back - or sometimes nothing at all. So I think if you want to buff Crusader in this respect Hunter could do with the same buff.

I definitely don't think Crusader's projectile should have any more auto-aim than it has currently - this would make Crusader far too easy to use and possibly a bit overpowered (as you could not try to counter the Crusader by throwing their aim off). I think it is fine the way it is now, you need to have good timing and a good aim to land the projectile and that will differentiate a good Crusader player from a bad one, making it auto-aim will remove the need to be skilled with Crusader and make it less satisfying to play with no skills to learn to master. I like the fact that you can knock off the Crusaders aim to counter the overdrive sometimes, and it is good that this is possible so other players have a way to counter the overdrive.

Crusader's overdrive is generally good at mid to long range, and against stationary targets at long-range such as an aiming Shaft - but I don't think there is any reason why it needs to be totally viable at very long range.

Edited by DestrotankAI9
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Having played with Crusader a bit on my alt accounts, and also against it I think it is a great addition to the game so far - seems interesting to play and not overpowered. Had some very satisfying overdrive hits, and yes it is awesome with Striker in TJR mode. In terms of the meta it is perhaps a slight nerf to Defender drone, and a slight nerf to Titan with its armor penetration - neither of which is a bad thing with Defender being strong overall and Titan strong in Siege.

I really like that the overdrive scales with upgrade level, this needs to be done for other hulls too - Wasp bomb should also increase in damage/impact force depending on upgrade level, and possibly vary in activation time or range also, and Ares overdrive should scale in terms of damage and healing. Crusader fills the gap with a medium hovering hull for mobile players and I definitely think it is a good and fun addition to the game from what I've seen so far.

Edited by DestrotankAI9
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@DestrotankAI9

I do agree with you comment said above, that Crusader is an epic addition to the clan of hovering hulls. This hull does fit in perfectly nice and neatly between Hopper and Ares. Crusaders overdrive is a fantastic opposite to the hot and burning overdrive of Hopper. Crusader's overdrive ice shard icicles do great damage and are great for armor piercing abilities to take down any enemy hull at any distance and range.

I will buy Crusader when there is a discount. Whatever the discount, I promise you that I will buy Crusader because I cannot resist on not having it yet in my garage. I have enough crystals in my garage to buy Crusader at any time. I will but it on the next upcoming discount for sure.

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I think Crusader's OD should get a rework. Right now, it's not particularly interesting or unique. It's sort of like a secondary shot that gets fired likes Ares' ball but moves faster and applies AP and freezing effects. Instead, It'd be cooler if it works as follows:

Once you press shift once, all targets in a 200 metre range in front of you are highlighted and marked with a red crosshairs. When you press again, the single icicile splits into multiple parts and targets the enemies (with the same statistics as now) except it has a homing ability. Sort of like the singing birds in mandalorian's gauntlet, or the projectiles Iron man Fires at the Hydra workers in Avengers Age of Ultron. I think this would be much more interesting for crusader users to use, and would make the OD more dangerous. I don't mean it should be nearly as powerful as Hooper, but in its current state it's not really that competetive.

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Crusader is the most recent addition to the vast amounts of  hulls. (thx for doing this)

the balancing is pretty great for the most part. 

however, it's overdrive is kinda underwhelming. personally, i only ever use this hull is when I play TJR or JGR mode. 

strap on a striker, and yeah. its pretty broken. (its too fun, plz dont nerf)

however, this is the only thing i can really say about the hull.

It's pretty much useless after that. I can add this to my list of overdrives that need to be buffed.

the crusader pretty much has a part that is pretty useless. it's splash. the radius is so small it can't even do anything. 

the auto aim is garbage too, as it doesn't calculate for lead and if you try to do it yourself, you dont get the vertical aim.

I would suggest that AOE get buffed.

this would make it useful, maybe just a little more. right now, I see more ares than the crusader... which means we got a problem (BUFF THE ARES)

yeah. other than being a little TOO powerful in TJR, its a pretty much under average in evertthing else. why would we choose this over the viking? it is slower, it has the same amount of hull health, and a slower turn rate (I get that the turn rate is intended) and a worse overdrive. mind me, this is after yall nerfed the viking's speed. remember when it was the fastest medium hull? 

oops, got a little off topic

anyways, if you agree or disagree, leave something in the comments 

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Wow Nice, I can't wait until I will upgrade that to Mk8, and will play in the Mobile Version. Because the hovering hulls are the best hulls for the Mobile :D

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14 hours ago, die3458 said:

Crusader is the most recent addition to the vast amounts of  hulls. (thx for doing this)

the balancing is pretty great for the most part. 

however, it's overdrive is kinda underwhelming. personally, i only ever use this hull is when I play TJR or JGR mode. 

strap on a striker, and yeah. its pretty broken. (its too fun, plz dont nerf)

however, this is the only thing i can really say about the hull.

It's pretty much useless after that. I can add this to my list of overdrives that need to be buffed.

the crusader pretty much has a part that is pretty useless. it's splash. the radius is so small it can't even do anything. 

the auto aim is garbage too, as it doesn't calculate for lead and if you try to do it yourself, you dont get the vertical aim.

I would suggest that AOE get buffed.

this would make it useful, maybe just a little more. right now, I see more ares than the crusader... which means we got a problem (BUFF THE ARES)

yeah. other than being a little TOO powerful in TJR, its a pretty much under average in evertthing else. why would we choose this over the viking? it is slower, it has the same amount of hull health, and a slower turn rate (I get that the turn rate is intended) and a worse overdrive. mind me, this is after yall nerfed the viking's speed. remember when it was the fastest medium hull? 

oops, got a little off topic

anyways, if you agree or disagree, leave something in the comments 

I haven't used Crusader at max rank, only at relatively low ranks - but I've certainly been dominating battles with it.

Personally I think the balance is fine, the only thing I would change with it is 1)Slightly more vertical auto aim on the overdrive and VERY importantly 2) The overdrive should deal 3000 damage at Mk1 up to 6000 damage at Mk8 - UNAFFECTED by double damage and drones.

It is nice idea to have an overdrive affected by double damage/drones but personally having considered it more I think it is a bad idea - because this forces you to use certain drones with Crusader (namely Booster and Crisis) and also creates potential imbalance issues with the power of the overdrive with those drones.

Crusader seems to be to be a true all-rounder hull - just the fact it is a medium hull, and also a hovering hulls makes it good to start off with. Medium hulls have the best balance between health and speed, and it has the "unflippability" of hovering hulls combined with their strafing properties, which enables you to strafe side to side firing in between to do great "hit and hide" tactics just as with Hopper.

Its overdrive is useful in every mode that I have seen - very useful offensively and defensively, if you want to kill defenders in Rugby when trying to score, kill targets in Siege, kill attackers in ASL defence - it is a great multi-purpose overdrive. Sure the Viking overdrive is more powerful, but it also has a much longer charge time.

Crusader is a great counter to Hopper since it has the same overdrive charge time - the one thing that can stop Hopper is raw damage. Fire a bolt at an incoming Hopper and with the damage and armor penetration you are almost certain to stop them in their tracks. Even if they have AP protection, you will still slow them and can hopefully get a kill before they can cap a flag/ball thanks to that slow effect.

Getting multi-kills with the overdrive is mega satisfying. The only thing that could be overpowered is the huge damage the overdrive can do with Booster/Crisis.

Personally I would put Crusader in the middle of the pack balance wise, from what I have seen so far.  Stronger than Wasp/Mammoth at Mk8 level I would say, around equal with Ares/Hunter, but weaker than Viking/Titan and the mighty Hopper all round.

Edited by DestrotankAI9

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