A casual player's feedback after 200h+

Inherently related, those things are two sides of the same coin I think. But also considering you haven’t played since 2023 maybe you haven’t seen the recent state of crusher balancing. 20 on screen isn’t rare currently, as a result of the powercreep, and their HP got bloated hard to counter OP weps. It definitely needs adjusting from that end as well

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It shouldn’t be in the game at all. I want absolutely zero Dev resources spent on implementing that. Even if it only takes them ten minutes, that’s ten minutes vastly better spent on implementing any number of other mods.

Suggesting that as a necessary feature is pure cope.

i’ll call crushers pokemons from now on.

Crushers are a problem, because of their design. No weakspots of different armour type and a lacklustre moveset, etc.

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Bingo, crushers being fully kitted out in carapace was an extremely questionable choice. I remember talking with an early streamer trying to convince me that they have gaps in their armpit and neck that’s not carapace, because having no weakspot whatsoever seemed too dumb to be true.

Little did he know…

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It would be fine and make sense if there were very few of them, almost like mini-bosses. Then full armour would be cool.

In a big balance shake-up I would make them even tougher but reduce their numbers SIGNIFICANTLY.

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I mean in this context isn’t this one and the same thing

In VT2 Chaos Warriors don’t have superarmor (what would be considered Carapace armor) on their head, but DT Crushers do

Honestly I always agreed this was the best way to solve Crushers, either make their heads Flak or considerably increase their headshot damage taken (so + Carapace doesn’t become a waste of a Perk)

From there just nerf or rework uncanny strikes and voila

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It’s not, and here’s why. Let’s say Fatshark nerfs Crushers so they have 1hp and any weapon can 1-shot them regardless of the armor type. Is the issue of build diversity solved? No. Because there will be a new “Crusher” that becomes the main source of complaint due to whatever armor type it has causing players to be forced to bring specific weapon types. I believe it would be Bulwarks based on another recent thread.

Crushers are a symptom of a bigger issue and “treating” that symptom doesn’t fix the issue. It’s like breaking your arm and cutting it in the process. Putting a band-aid on the cut will help that problem, but your arm is still broken.

Edit: feel like I should be clear and state that I recognize that Crushers are still an issue. But the discussion started around build diversity and pointed out Crushers as the problem. I’m arguing that they’re not the problem, they’re a symptom of a bigger issue. If they provided better balance around armor types then even with full carapace and no weak points the issue wouldn’t be as pronounced.

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i bet he talked with lots of confidence.

To be fair I’m pretty sure they DID have unyielding spots on their hands and neck in the early access. This might be a fake memory but I do remember unyielding popping up on crushers in the psykhanium almost randomly because of it (because fingers and neck gap are very hard to hit)

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might have been good to keep those gaps.

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Yeah it feels like that was an intended way to balance them out but the hitboxes were too finnicky so they just scrapped it

The design definitely represents this concept. Not sure hitting fingers to kill something makes much sense but the neck being a weak spot would be downright sensible given their size.

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Indeed at the Neck and when they raise their arms for overhead, they should expose weakspots in their armpits.

Oh and not ice skate around with some mad autotarget that kills you from 3 rooms away… or spawn as mass of 12 out of players’ arses… or out of thin air mid swing animation… or be able to teleport so they don’t have to finish pesky climbing animations…

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