The “Jackpot” update features an event of the same name, new and familiar brawls with daily challenges and rewards, as well as a rework of weapons with hitscan mechanics and many other balance changes.
New event “Jackpot”
Attention! The event will be available from November 21 to December 18 inclusive!
Event levels and their corresponding rewards will be unlocked as you complete special challenges and earn event experience points.
Event experience points are needed to unlock levels and receive rewards.
As part of this event, you will receive new challenges: 1 main and 1 additional challenge.
New challenges appear every day. All incomplete challenges accumulate.
Basic event rewards are available to all players. These include:
Coupons for factions’ workbenches;
50 in-game coins;
A number of stickers;
“Outcast’s stash” container with a CK of your choice;
“Scout’s container” with a random legendary, epic or special part.
Resource containers;
A temporary recipe for the production of the new “Hailduck”;
Engineer badges.
All additional rewards (marked with an icon of a lock on a blue background) are available only to those who purchased the “Jackpot” pack (regular or deluxe edition). Purchasing the deluxe edition immediately unlocks the next 10 levels and all the rewards of the already unlocked levels.
Purchasing the pack gives you access to:
Certain already produced parts;
Recipes for the production of certain upgraded parts on the event workbench;
Additional in-game coins;
2 paints, a number of stickers, decors (“Alarm light”, “Kuwagata”, “Light bar”);
Storage expansion;
For each subsequent level, starting from 41, you will receive 120 in-game coins as a reward.
Attention! The “Jackpot” packs will be available on all platforms from November 21 (from 10:00 GMT on consoles) to December 18 inclusive!
“Legends of the exhibition” brawl
Attention! The mode will be available from November 21 to November 27 inclusive!
“Legends of the exhibition” is a PvP brawl in the “Free for all” format, where your only goal is to destroy your opponents and earn the maximum number of points.
Battles with preset player-created armoured cars.
In the course of the battle, you can switch your armoured car to one of the proposed presets after each of your respawns.
The reward for the battles of the mode is batteries.
Special challenges and rewards
Day 1: deal 8000 damage in the “Legends of the exhibition” brawl. Reward: “Engineers Container”.
Day 2: destroy 50 parts in the “Legends of the exhibition” brawl. Reward: “Military reserve” container.
Day 3: destroy or help destroy 5 enemies in the “Legends of the exhibition” brawl. Reward: 2 “Gotcha!” stickers.
Day 4: Complete 2 battles in the “Legends of the exhibition” brawl. Reward: 50 Engineer badges.
Day 5: deal 4000 damage in the “Legends of the exhibition” brawl. Reward: “Humanitarian aid” container.
Day 6: destroy or help destroy 10 enemies in the “Legends of the exhibition” brawl. Reward: 2 “Rare stabilizers”.
Day 7: rank 8th or higher 3 times in the “Legends of the exhibition” brawl. Reward: “Discounduck” decor.
“Wheels of fortune” brawl
Attention! The mode will be available from November 28 to December 4 inclusive!
Battles with preset armoured cars equipped with the “Fortune” minelayer and the “Dash” modules.
The mode has respawns.
The victory is awarded to the team that scored more points in the allotted time for destroying parts and opponents. The battle ends if one of the teams scores 6000 points.
The reward for the battles of the mode is scrap metal.
Special challenges and rewards:
Day 1: destroy or help destroy 10 enemies in the “Wheels of fortune” brawl. Reward: 2 “Headlight” decors.
Day 2: complete 3 battles in the “Wheels of fortune” brawl. Reward: 80 Engineer badges.
Day 3: earn 1500 points in the “Wheels of fortune” brawl. Reward: “Stickers package” container.
Day 4: deal 6000 damage in the “Wheels of fortune” brawl. Reward: “Military reserve” container.
Day 5: destroy or help destroy 12 enemies in the “Wheels of fortune” brawl. Reward: “Constructor’s container”.
Day 6: complete 3 battles in the “Wheels of fortune” brawl. Reward: 80 Engineer badges.
Day 7: earn 4000 points in the “Wheels of fortune” brawl. Reward: “Logistician’s container”.
New brawl “Ice and fire”
Attention! The mode will be available from December 5 to December 11 inclusive!
Team PvP brawl with preset vehicles. One team’s armoured cars are equipped with cannons or flame weapons, while the other team’s armoured cars are equipped with cryogenic weapons.
With the start of each battle, you can choose one of the proposed armoured cars to fight. Once destroyed, you can choose another armoured car to continue the battle.
Bonuses occasionally appear on the map, picking them up will get you a boost: double damage (for 20 seconds), invulnerability (for 10 seconds) or ammo pack replenishment. You cannot pick up invulnerability while having the double damage bonus (and vice versa), but you can still pick up ammo pack replenishments.
The goal of the battle is to fill the score bar before the opposing team does, or to score more points before time runs out. Points are awarded for destroying opponents.
A team wins if it scores 20 points.
The reward for the battles of the mode is plastic.
Special challenges and rewards:
Day 1: deal 8000 damage in the “Ice and fire” brawl. Reward: “Paratrooper’s container”.
Day 2: earn 2000 points in the “Ice and fire” brawl. Reward: “Humanitarian aid” container.
Day 3: complete 3 battles in the “Ice and fire” brawl. Reward: 80 Engineers badges.
Day 4: destroy or help destroy 5 enemies in the “Ice and fire” brawl. Reward: “Oriax” sticker.
Day 5: deal 8000 damage in the “Ice and fire” brawl. Reward: “Paratrooper’s container”.
Day 6: earn 3000 points in the “Ice and fire” brawl. Reward: “Winter camo” paint.
Day 7: destroy or help destroy 10 enemies in the “Ice and fire” brawl. Reward: “Trophy CK crate”.
Operation “Radiance”
Attention! The mode will be available from December 12 to December 18 inclusive!
Operation “Radiance” is a PvP brawl where at first a small team of 2 “infected” players fight against a team of 10 regular players.
The operation takes place on the map “Northern path” created specifically for this mode.
The survivors start the battle on their own armoured vehicles. The first ravager-players and the “infected” players use the preset vehicles.
Ravager visors are their weak point. Destroying the visor will temporarily disable the machine.
Ravager vehicles are equipped with the “Argus” module, which will help them detect and destroy mines and other projectiles.
The goal of the survivors is to reach the final point of the location, completing all the tasks.
The Ravager team should prevent the second team from completing the tasks and “infect” as many players as possible by making direct contact with their vehicles.
After being “infected”, the survivor joins the opposite team. Now his goal is to infect his former teammates.
The total number of points you earn directly depends on how efficiently you played. For example, if you actively helped the team complete tasks for survivors, but at the end you were infected, you will still get a sufficient amount of points, and your efforts will not go unrewarded. Actions for both the team of survivors and the team of infected will be counted.
The reward for the battles of the mode is wires.
Special challenges and rewards:
Day 1: earn 800 points in the Operation “Radiance”. Reward: “Memories container”.
Day 2: complete 2 battles in the Operation “Radiance”. Reward: 50 Engineer badges.
Day 3: destroy or help destroy 2 enemies in the Operation “Radiance”. Reward: “Stickers package” container.
Day 4: earn 500 points in the Operation “Radiance”. Reward: “Military reserve” container.
Day 5: complete 2 battles in the Operation “Radiance”. Reward: 50 Engineer badges.
Day 6: destroy or help destroy 3 enemies in the Operation “Radiance”. Reward: “Paints package” container.
Day 7: earn 400 points in one battle in the Operation “Radiance”. Complete 2 times. Reward: “Logistician’s container”.
Changes to weapons with the “hitscan” mechanic (those that deal damage instantly, without launching a projectile)
Why?
We decided to remove instant damage dealing from weapons with this mechanic for the following reasons:
Hitscan is not demanding on the player’s skills, as it does not force the player to lead the target even a little bit when firing, which is exacerbated by the high rate of fire of these weapons.
Hitscan is not the most fair mechanic from the enemy’s point of view, as it does not leave even a minimal chance to dodge.
Hitscan cannot work in conjunction with penetration ability mechanics.
Machine guns with hitscan use an unnaturally large spread and a fairly tight range limitation only for balancing reasons.
Hitscan will remain only for laser weapons (for which it is quite reasonable) and drones (since adding “real” projectiles to them will not change the game experience in any way).
For all other weapons, except for shotguns (because they would be minimally affected by the change due to the low range, which we do not plan to increase), we have added compensating changes related to maximum range and accuracy, which should improve the game experience while increasing the requirements for the player’s skills.
Changes
A number of the guns below have been switched from hitscan mechanic (instant damage dealing) to firing fast projectiles, and have undergone additional changes:
SM Hornet, LM-54 Chord, Vector, Sinus-0, Spectre-2, Aspect, Punisher
Maximum range increased from 300 to 500 m.
Min. spread reduced by 42%.
Max. spread reduced by 45%.
Rate of spread increase reduced by 43%.
Added 70% penetration ability.
Range upgrade replaced by projectile speed upgrade.
M-37 Piercer, M-38 Fidget, M-39 Imp
Maximum range increased from 200 to 350 m.
Projectile speed increased by 9%.
Min. spread reduced by 28%.
Max. spread reduced by 44%.
Rate of spread increase reduced by 43%.
Added 60% penetration ability.
Range upgrade replaced by projectile speed upgrade.
MG13 Equalizer, MG14 Arbiter
Maximum range increased from 400 to 450 m.
Projectile speed increased by 8%.
Min. spread reduced by 25%.
Max. spread reduced by 12%.
Rate of spread increase reduced by 25%.
Added 60% penetration ability.
Range upgrade replaced by projectile speed upgrade.
Gungnir
Maximum range increased from 350 to 550 m.
Spread reduced by 40%.
Added 80% penetration ability.
Rotation speed upgrade replaced by projectile speed upgrade.
Nothung
Maximum range increased from 350 to 550 m.
Min. spread reduced by 42%.
Max. spread reduced by 40%.
Rate of spread increase reduced by 40%.
Added 80% penetration ability.
Rotation speed upgrade replaced by projectile speed upgrade.
Rotation speed upgrade replaced by projectile speed upgrade.
Corvo
Maximum range increased from 300 to 500 m.
Added 65% penetration ability.
Rotation speed upgrade replaced by projectile speed upgrade.
Caucasus
Min. spread reduced by 20%.
Max. spread reduced by 20%.
Rate of spread increase reduced by 43%.
Added 60% penetration ability.
Range upgrade replaced by projectile speed upgrade.
Limited ammo reserves
All weapons (except melee weapons and “Skinner”) now have limited ammo reserves.
Comment: before, some weapons had limited ammo reserves, and their owners had to control the consumption of projectiles and install additional modules to increase the reserve, while other players could shoot indefinitely without worrying about wasted damage. The purpose of limiting the ammo reserve is to ensure that owners of different weapons are in more or less the same conditions and can reasonably manage the ammo they have, as well as to avoid situations when one player has little or no projectiles left, while the other can shoot endlessly. We think this is unfair and want to put all weapons on the same footing. In most cases, the base amount of ammo for each weapon is set to be over the needed minimum.
Cannons
Little Boy 6LB
Reloading time increased from 4 to 6 sec.
Damage increased by 45%.
Spread increase while turning reduced by 2 times.
ZS-33 Hulk
Reloading time increased from 4 to 6 sec.
Damage increased by 50%.
Spread increase while turning reduced by 2 times.
ZS-34 Fat Man
Reloading time increased from 4.3 to 6 sec.
Damage increased by 44%.
Spread increase while turning reduced by 2 times.
ZS-46 Mammoth
Spread increase while turning reduced by 2 times.
ZS-52 Mastodon
Spread increase while turning reduced by 2 times.
Avenger 57mm
Reloading time increased from 3.5 to 6 sec.
Damage increased by 71%.
Judge 76mm
Reloading time increased from 4 to 6 sec.
Damage increased by 50%.
Prosecutor 76mm
Reloading time increased from 5 to 6 sec.
Damage increased by 12%.
Executioner 88mm
Reloading time increased from 5.5 to 6 sec.
Damage increased by 9%.
Comment on changes to cannons: rebalancing the damage and reloading time parameters should change how it feels to play with cannons below epic rarity inclusive, shifting the focus to dealing high but rare spikes of damage. Reducing the spread increase while turning will make playing with turret cannons more comfortable.
Other balance changes
Ammo pack
Bonus to max ammo of weapons increased from 30% to 40%.
Comment: the change is due to the introduction of limited ammo reserves for all weapons. Even if you need additional ammunition, you will often get enough from the common “Ammo pack”, the bonus of which is now increased.
Tempest
Damage reduced by 8%.
Cooling rate reduced by 9%.
Comment: the last change was too extensive, making “Tempest” too effective at a wide range of PS (3500–10500). The change will reduce the weapon’s damage output per battle, while leaving it higher than it was before the last change.
Hot Rod
The perk will now additionally increase spread stability by 25%.
Comment: low efficiency of the perk in comparison with other cabins.
Raijin
Energy consumption increased from 22 to 23 pts.
Ammo reserve reduced from 13 to 10 pcs.
PS increased from 2970 to 3105.
Reloading time increased from 2 to 3.3 sec.
Maximum accuracy is now achieved when fully charged.
Perk bonuses reduced from 12% to 10%.
Comment: an extremely effective and comfortable weapon. The change in power consumption will prevent the “Raijin” from being mounted on a “rare” cabin without the use of a generator, which, combined with the change in PS, should take it out of low PS battles. The other changes should lower the overall efficiency of the weapon.
Varun
Energy consumption reduced from 14 to 13 pts.
PS reduced from 1890 to 1755.
Comment: the reduction in energy consumption should increase the variety of builds that use this weapon, most of which are currently represented by the “2 Varuns + engine” formula.
Astraeus
Damage increased by 11%.
Penetration ability increased from 55% to 70%.
Comment: low efficiency of the weapon.
Phoenix
Added bullet damage (50) and 100% penetration ability.
Blast radius reduced by 29%.
Added a perk that increases crossbow stability by 10% for each hit. Stacks up to 3 times, but completely resets on a miss.
Comment: adding bullet damage would give the projectile the ability to destroy parts before attaching to an armoured car, and the perk would help improve the weapon’s low survivability. The blast radius reduction is due to the fact that dealing damage is now made much easier.
Yongwang
Slightly increased the height of the collision model.
The projectile amount penalty now applies to weapons positioned sideways as well.
Added a check to prevent the weapon from firing through an opening smaller than its projectile.
Comment: high efficiency when mounted under the cabin. The change will barely change the weapon’s hitbox, but will remove the ability to mount other parts close to it. The other changes should limit the options of mounting the weapon deep inside the vehicle.
MG13 Equalizer
Enlarged collision model.
Comment: the previous collision model allowed you to armour the minigun so much that it became almost out of reach of enemy fire.
Torero
The perk now additionally increases spread stability by 50%.
Comment: similar to the “Hot Rod”, the cabin perk looked weaker in comparison with other available options in other cabins.
Steppe Spider
The perk now affects all weapons from the “rocket launchers” category, except: RA-1 Heather, Clarinet TOW and ATGM Flute.
Also, the perk now increases the maneuverability of homing rockets.
Comment: the perk was too narrowly focused. The changes are aimed at expanding the list of weapons for which “Steppe Spider” would be useful.
Dusk
The perk now affects all weapons from the “rocket launchers” category, except: RA-1 Heather, Clarinet TOW and ATGM Flute.
The perk now gives +25% to damage, but instead increases spread and reduces projectile speed. Homing rockets have reduced maneuverability.
Comment: the perk was also too narrowly focused. The new perk is designed to be the opposite of “Steppe Spider” for close range combat.
Buggy wheel
The perk now reduces speed requirements to 30% instead of 40%.
Comment: the perk had too much efficiency, as it not only made speed-related parts’ perks easier (redundantly so) to use, but also made them much easier to use on slow armoured cars.
Oppressor
The perk now additionally increases the speed of projectiles. Max. bonus is 15% at the speed of 80 km/h and above.
Bonus to speed reduced from 22% to 20%.
Comment: after increasing the rotation speed of many weapons, the need for the engine has decreased. To keep it relevant, as promised, its perk has been improved. The speed bonus change is related to the current problem of easily achieving high speeds. As we answered in the Q&A session, we have plans for a full rebalance of speeds and speed bonuses next year, but for now we would like to slightly reduce the largest of the bonuses.
Meat Grinder
PS increased from 600 to 850.
Comment: thanks to the latest changes, this movement part was able to become relevant at high and medium PS, but shows too much efficiency at low PS. The change should correct the situation.
Swarm
Blast damage now does not decrease with the distance from the center of the explosion.
The rocket launcher now increases the enemy detection radius up to 150 m.
Comment: low efficiency of the weapon due to the small explosion radius. When hitting an enemy, the full damage was only dealt on the part where the rocket hit, and nearby parts took very little damage. After changing this dependency, the damage output will be more stable and higher. The addition of the built-in radar will keep the gun operational after an external module is destroyed and make it more self-sufficient.
Slaughterer
Explosive projectile damage increased by 10%.
Piercing projectile damage increased by 20%.
Perk now increases damage by 3% for every 2 parts hit instead of 4%. Maximum bonus reduced from 32% to 21%.
Durability increased from 525 to 629 pts.
Comment: weapon efficiency was too unstable and depended heavily on its perk. The changes should fix the situation and make the weapon more stable in isolation from the perk. And the increase in durability should solve the problem of low survivability.
Lucifer
Durability increased from 414 to 455 pts.
Perk now gives 3 projectiles for every 4 destroyed parts (instead of 6 projectiles for 8 parts before).
Comment: low efficiency of the weapon. More frequent activation of the perk will make it less dependent on the durability of enemy parts, and increasing its own durability will improve survivability.
Destructor
Base damage increased by 20%.
Perk damage bonus reduced from 800% to 400%.
Heat bonus from perk reduced from 10% to 5%.
Comment: high weapon efficiency due to significant damage to a single part. The change reduces overall damage while reducing perk dependency.
BC-17 Tsunami
Durability increased from 821 to 903 pts.
Comment: compared with other weapons, the cannon’s survivability was noticeably lower.
Mars
Mass limit reduced from 22000 to 21000 kg.
Bonus to own damage reduced from 30 to 20%, to allied damage increased from 15 to 20%.
Perk recharge time increased from 20 to 25 sec.
Comment: high efficiency of the cabin in many modes. The mass limit was a bit excessive, considering its speed and its own mass. Perk changes will make the cabin less effective when used on its own, but more useful for allies.
Griffon
Perk active radius increased from 25 to 40 m.
Comment: the perk’s range was too small when compared to the perks of other cabins with a team bonus, which made its implementation quite problematic.
Fin whale
Speed bonus reduced from 23% to 21%.
Comment: the speed bonus change is related to the current problem of easy availability of speed increases. As we said in the Q&A session, we have plans for a full rebalance of speeds and speed bonuses next year, but for now we would like to slightly reduce the largest of the bonuses.
Jackie
Reduced perk bonuses:
to damage from 20% to 15%
to speed from 7% to 4%
to power from 20% to 15%
Comment: for its power consumption level, the module provided an extremely high efficiency boost to many armoured vehicles.
CC-18 Typhoon
Increased upward aiming angles.
Co-driver Grizzly
The talent is now activated after 3 hits on the armoured vehicle (instead of 2 on the cabin before).
At least 3 seconds must now elapse between hits from one enemy (instead of 1 second previously).
Talent charge starts to decrease 5 sec. after the last hit (instead of 10 sec. before).
The passive skill that reduces the penalty to the power of movement parts has been replaced by a 5% increase in their durability.
Comment: we returned the co-driver’s talent to its old mechanics, but significantly slowed down its stacking from hits from one enemy and speeded up its reset. The change restores the talent’s versatility in terms of building an armoured vehicle to suit its use, but at the same time makes it less useful in one-on-one battles.
The co-driver greatly increased the overall durability of armoured vehicles while also giving a bonus to mobility, which is redundant. Replacing the passive skill should remedy the situation by focusing all skills on increasing survivability.
Co-driver Yuki
The distance for talent activation has been increased from 35 to 50 m.
The passive skill that increases the durability of movement parts has been replaced by a 15% reduction in the penalty to movement parts power.
Comment: lack of efficiency of the talent, increasing the activation distance should make it easier to use. Changing the passive skill will increase the mobility of armoured vehicles with Yuki.
Co-driver Billie
The talent now additionally reduces spread by 20% and no longer increases the damage received by the weapon.
The passive skill that increases self-destruct damage has been replaced by a 10% increase in time to overheat.
The “Directional fury” passive skill now reduces the spread increase rate by 20% (instead of 10% previously).
Comment: unpopular co-driver. The changes should increase his relevance.
Co-driver Phobos
The passive skill that increases the speed of an armoured vehicle now also affects the maximum speed of movement parts.
Comment: the change will make the skill equally useful for all types of armoured vehicles.
Co-driver Atitlan
Active skill now increases damage by 15% (instead of 10% previously).
The passive skill that increases the radius of fire puddles has been replaced by a 25% increase in the speed of heating up parts with thermal damage.
The “Compact mixtures” passive skill now works with all ammo types, and the bonus value has been increased from 15% to 25%.
Comment: the changes to parameters will increase the co-driver’s efficiency, and replacing the passive skill will make the co-driver more useful for all fire weapons.
The “Dead Highway” and “Lost coast” maps were adapted for battle walkers.
Updated the images of the “Dead Highway” and “Lost coast” maps.
Removed the “Terminal-45” map from rotation. It is still available in the “Game center”.
You can now see the number of “Likes” your brawl has by selecting it in the list. The number is displayed in the bottom right corner of the screen.
Improved page switching area of the current season/event.
Improved the displaying of announcements in the “Coming Soon!” banner.
Improved the sounds of “Vector” and “Sinus-0” machine guns.
Improved the speed of machine guns sounds. Now it is close to the real rate of fire. Earlier, due to a number of reasons, the number of sound effects and real shots could be unaligned.
Improved the sounds of machine guns at a distance.
Fixed the balance of sound volume between different weapon groups.
Improved the sound volume of music tracks in the game.
Improved aiming of weapons when firing at a certain area around armoured aircraft.
Updated bullet flight effects for machine guns and shotguns.
Added unique patches for helping a developer in combat or destroying them.
Fixed a bug that caused the “Goliath” perk to continue to be active even when the track was in the air and not touching the ground.
Increased the active time of the upgraded “Tachi” and “Tempura” melee weapons. This fixes a bug that caused the upgraded versions of these weapons to not deal more damage despite the increased active time.
Fixed a number of bugs that caused incorrect display and scrolling of nicknames.
Fixed a bug that caused the “Epic workbench coupons” to not be taken into account when crafting “CR-2 Petrel” and “Hummingbird” rotors on the Engineers workbench.
Augers are no longer affected by damage bonuses from modules, cabins and co-drivers.
Fixed a bug that caused the “Jackie” module to increase the damage of the “ZS-52 Mastodon” by only 10%.
Fixed a bug that caused “Fortuna” projectiles to sometimes disappear without exploding and dealing damage after hitting an enemy.
Fixed a bug that caused armoured aircraft to not be able to descend after using stabilisation mode.
Fixed a bug where accuracy modifiers did not work with the reduced spread of the “Breaker” perk.
Fixed a bug that caused the “Muninn” perk and “R-Type 52” bonuses to not affect the “Fatum” drone.
Improved a number of in-game texts and icons.
Results of “Find a treasure!” Contest
It’s time to reveal winners of the “Find a treasure!” contest. Congratulations to the lucky winners:
Intelligence reports that the locals tell many legends about valuables that were buried here long ago. This is your chance to get rich! Let's go on a quest!
Now let's go searching!
Rules:
This game is a variation of the well-known “Battleship” game, where participants need to name the coordinates of the point where they think the gift is located.
These coordinates are located on the intersection of the two axes of the playing field. For instance: G7 or E10.
Each gift occupies 1 cell of the playing field.
Targets can be located on ANY cell of the field.
In order to find a gift, you need to write the coordinate of the selected point as a comment to this post. Each player can write 2 coordinates in one comment. You can post only one comment!
The game will last until 19.11.2024, 09:00 GMT.
We will reveal gift locations with a winners list.
The player who first guessed the gift’s coordinates in the comments is the one who found it. All subsequent comments with this coordinate are not counted.
If the participant guesses the coordinates of two different gifts, then he will receive both rewards.
Don’t forget to write your in-game nickname and the platform in the same comment.
You can find:
5x Upcoming Event pass
5x 7 days of premium subscription
5x 3 days of premium subscription
Good luck!
Начался «Пернатый замес»!
Hello, survivors! With the next update only a week away, we would like to invite you to have fun in the new “Feathered mayhem” brawl! Choose one of the preset “pigeons” with a beak full of tools of destruction and create chaos on the battlefield. And, just like in real life, beware of pigeons flying over you!
Attention! The mode will be available from November 14 to November 20 inclusive!
“Feathered mayhem” is a team PvP brawl where players fight on preset armoured cars that look like pigeons.
The team that scores the most points in the allotted time wins.
The mode has respawns.
At the beginning of the battle and before each respawn, you can choose 1 out of 5 available armoured cars that have different weapons and modules.
Special challenges and rewards
Day 1: deal 4000 damage in the “Feathered mayhem” brawl. Reward: “Humanitarian aid” container.
Day 2: earn 1000 points in the “Feathered mayhem” brawl. Reward: “Into the fire” sticker.
Day 3: complete 2 battles in the “Feathered mayhem” brawl. Reward: 50 Engineer badges.
Day 4: destroy or help destroy 8 enemies in the “Feathered mayhem” brawl. Reward: “Paints package” container.
Day 5: deal 2500 damage in the “Feathered mayhem” brawl. Reward: “Military reserve” container.
Day 6: complete 2 battles in the “Feathered mayhem” brawl. Reward: 50 Engineer badges.
Day 7: earn 2000 points in the “Feathered mayhem” brawl. Reward: “Logistician’s container”.
What to expect in the upcoming November update
Hello, survivors! Halloween celebrations are over. While you’re enjoying your “Shaman’s cauldron” purchases, it’s time for us to share the latest information about the next update. It’ll bring the new “Ice and fire” brawl, the return of some familiar game modes, the reworked second part of the “Operation” brawl series, and a new event with a reward scale.
We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all.
Brawls in the update
What happens when cars wielding fire weapons clash with vehicles armed with ice cannons? Let’s find out! The “Ice and fire” brawl features preset armoured vehicles in two teams that fight at a location packed with various useful boosters. May the strongest element win!
The “Legends of the exhibition” brawl will allow you to fight using the wildest player creations, which we have selected from the Exhibition to bring you the most exciting and fierce battles.
The update will also bring back the “Wheels of fortune” brawl and continue the release of reworked “Operation” brawls.
The “Jackpot” event with a reward scale
November will bring a new event with a reward scale, which will feature various useful prizes.
More and more strange things are happening in the Valley every day. Rumour is, the Syndicate has convinced the Khaganate to make a deal, and together they are now preparing to fight back against the Scavengers. Such tumultuous times are a real jackpot for Mary, Jane, and the survivors! While everyone is distracted, it’s mostly safe to “explore” an interesting storage facility near the Red rocks....
We would like to note that active development of the improved Blueprints tab is underway. Soon, we will launch a test server where you will be able to try out the new interface and share your impressions with us. We will publish details later. Stay tuned.
In addition, a number of other improvements are planned in the upcoming update, as well as fixing some known bugs and releasing balance changes.
That’s all for today. See you in future developer blog entries and other news!
Treacherous Wasteland: places with the highest destruction counts
Hello, survivors! Once again, let’s have a look at the thermal maps that show the places where your armoured vehicles get destroyed most frequently in the fierce battles in the Wasteland. This time, we’ll analyse the “Marble quarry”, “Crater” and “Rock City” maps.
Only real players are marked on the heat maps with no PS limits. AI activity is not reflected on the maps.
The “Marble quarry” map and the never-ending mining
The good thing about the marble quarry is that there is a lot of white. There’s not much dust from mining the glittering rocks, and it’s easy to spot the careless (and brightly coloured) survivors!
This compact map was created for the “Encounter” mode. The survivors are rushing at full speed to the centre of the location on the deep level of the quarry. Interestingly, unlike many maps where we’ve seen heated battles (and piles of red dots) in the centre, player activity is spread evenly across the lower level here.
Although quite a few players prefer not to descend from the advantageous heights of the quarry rim and remain there to wreak havoc from above.
The “Crater” map and the artillery heaven
Speaking of a bunch of red dots in the centre of the map, another battlefield of the “Encounter” mode is the “Crater” location. It invites survivors to look at the crash site of a space shuttle. Although the Nomads doubt that the crater was formed due to the crash of the ship. In any case, the forgotten technology has attracted everyone’s attention.
We can see that not many survivors like to drive around the crater and stay away from it. Most of them are racing towards the centre. The battlefield is as open as possible, making it a paradise for artillery weapons like “Mandrake”. The only place to hide from the fire from the sky is in the southeast of the map, under a bridge. Anywhere else, you can only hope for the best.
The “Rock City” map and the ones who love jumping the gun
Finally, we have another one of the “Encounter” mode maps. Have you ever experienced that on this map, instead of the seemingly logical path to the capture point in the foothills of an abandoned military base, the survivors start moving in a different direction and go straight to the enemy spawn point nearby? Judging by the activity markers, this happens too often. Relatable.
However, the former military facility, now a settlement of sun worshippers who like to trade charged batteries, attracts more survivors than the opportunity to enter the battle and finish the match in 20 a few minutes.
That is all for now. We have many more interesting thermal maps that we will share with you next time. Good luck in battles!
The developer team answers for the Q&A session about balance in Crossout. Part 2
Survivors! Recently, we held a Q&A session with the development team to answer your questions and address your suggestions regarding balance in Crossout. Here is the second and final part of the answers.
Spelling and punctuation of the questions is preserved. We would like to add that we tried not to publish duplicate/repeat/similar questions and answers in this collection. You can see the full versions of the questions and answers on our discord server in the “QA-session” channel.
Note that the second part consists of questions and answers is from the English version of the Q&A session. Therefore, some questions and answers may overlap with the previous part.
Q: Weapons do too much damage overall, which causes armor to get destroyed too fast.
We spend time designing elaborate armor structures, but it doesn't make our vehicles last much longer. There are also items amplifying damage, such as the Catalina or the Jackie.
Reduce weapon damage. Or at least make stacking armor add bonus armor part HP depending on the % of occupied attachment points. E.g., +50% HP at 100% occupied attachment points. Which would especially benefit sloped parts - and that would add a little realism, because sloped parts are used in tanks to deflect projectiles.
A: We do not plan to reduce the average damage in the game, the current values of build survival time in battle are satisfactory for us and suitable for dynamic and fast battles. Not so long ago, we experimented with increasing the resistance parameters of structural parts, and it had almost no effect on battle time. A significant increase in durability of parts will result in hits having no visible effect on the enemy. If some combination of parts severely stands out in terms of average damage in battle, we make adjustments.
Q: I believe the lack of frequent balance changes is a problem with balance.
I'm going to keep this as short and sweet as possible. Each subpoint could be developed further, but I don't want to take up too much of your time.
Firstly, the problem presented by the infrequent balance changes we receive is how stale the game gets after over a month of playing the same sort of things. No one likes it, and you see people complaining non-stop across all forms of social media. While you could argue that you're waiting for enough data to be gathered to make more informed decisions on how to nerf something or to see if anything pops up in relevance in these metas, I would argue that after the first two weeks of any balance sweep, the meta is settled and does not change until the next patch. The next part of this problem is that players know the balance patches are infrequent enough that they simply join in playing these metas. This perpetuates the issue of staleness in the game even further, as more people are obviously going to play whatever is strongest, knowing that the amount of time this build type will be strong is long enough to recoup the initial investment and then some. As I already stated, this is a problem because it hurts build diversity. Lastly, with the current format of balance changes, it's extremely difficult to make the correct adjustments. Since they are infrequent, the changes often do one of two things: either the change is not enough and does nothing but make the build a bit weaker or changes the wrong parameter due to lack of understanding, or it completely guts a build to the point where it becomes unplayable.
I believe a good solution to all of the above problems would be to make more frequent, minor balance changes to the game. I think that every two weeks is a pretty reasonable timescale. This would be beneficial for the game for the following reasons:
More frequent changes allow for finer tuning of balance adjustments. There will be fewer instances of something being under- or over-nerfed, and if you miss the mark with the first round of changes, it's only two weeks until you address it again. These changes should almost never exceed a 5% adjustment to a couple of parameters at once, unless it's absolutely and obviously necessary. Players, knowing these changes are coming, will also think twice before jumping on meta bandwagons and may instead choose something they are good at and enjoy playing, compensating for their build being weaker with the additional proficiency they gain from playing their build more frequently than others. This would further build diversity. I would love to go more in-depth with everything, but message character limits are preventing me from doing so. However, I look forward to your reply and thoughts on this. This developer question format is great for the longevity and health of the game, and I appreciate you taking the time to interact with the community on these matters.
A: We have no plans to significantly increase the frequency of balance changes. Gathering statistical data, designing changes and their initial testing takes time, and can’t be done in one week.
Q: “Bricks”, ground vehicles with over 7500hp going 80km/h is a problem It requires zero skill to move forward and bump into others. It is everywhere. We can no longer play legs and hovers as before. People are leaving because of them “bricks” being everywhere. Making a change to speed depending on the weight of vehicles (for every 5000kg, -5 km/h) or unlock the limit cap of hover speed AND make legs unable to be pushed around (with more power). What do you guys think and do you have any plans to adress this issue?
A: We are aware of the problem of speed inflation, which is exacerbated as new parts and mechanics are added to the game. We have plans in place to comprehensively rework both base speeds and their bonuses from various sources. Don’t expect these changes in the next few updates, we are planning them for next year.
Q: Grizzly perk nerf will make perk NEVER load in "some games"
It is big problem, because many enemies like 3x Firebug will hit and kill cabin in 6 seconds directly shooting so Grizzly perk will NEVER load. (at max 1 time lucky if avoid cabin hits)
Similary many weapons, when vehicle is heat-up ,will be able kill that vehicle shooting just cabin before even Grizzly perk load. (example Aurora-machinegun) As example some weapons like Devourer Will make FULL shot at cabin 3000+ damage(more with jackie + mars/cata) and GRIZZLY will NOT load and decrease charge before next Devourer shot. This means Devourer can KILL any 6000 or 7000 HP vehicles shoting cabin with 2 bursts and GRIZZLY will NEVER LOAD Nerfing from 10 to 5 sec to decrease charge is ALMOST FINE because no cabin-hits only, but its too short, 7 seconds would be compromise. Example is devourer reload or any enemy slower shooting weapons that Grizzly will never load perk. Nerfing from 2 to 3 charges is FINE because no cabin-hits only Nerfing from 1 sec delay to 3 sec delay is BAD and it will kill Grizzly co-driver perk. Buff by hitting vehicle instead cabin is keeping other changes balanced, but this 3 sec delay is too long. I understand that before it was working similar, by hitting any vehicle parts, not cabin, but it still its not like Grizzly was too strong. ps. Clan War Lategame wheel Bricks have 8000/9000 HP due ultra-low-wheel-mass-high-tonnage..., but SLOW Spiders have just 6000/7000 HP this change make Spiders even more weaker. Legs need buffs like grinders Problem is also Traction of wheels, they do not need many wheels for tonnage and big traction/push
Keep all other changes/nerfs to Grizzly, but make 1 or 2 sec delay, instead 3 sec delay, also instead 5 seconds, make 7 seconds for perk-decrease cooldown. delay is too big as 3 seconds, it need to be 1 or 2 second per charge.
A: “Grizzly” changes are aimed at weakening the so-called “bricks”, which repeatedly activate its perk due to the front location of the cabin. At the same time, the co-driver will become more useful on hovers and mechanical legs, because the cabin is hidden behind parts on such builds.
Q: Question: will there be more anti-air weapons/ hardwares?
Why: Previously the whole combat mechanic and game balance are based on ground battles. Helicopters are, let's say, totally out of the framework. They can attack from the above and can be really nimble. Although AA starfall and many other necessary weapon balances have been introduced to the game, there are still not enough ways to counter helicopters. I like the idea of air battle. It is an innovation but I really don't want it to be wasted by poor game balance.
Personal solution: I was using Nest missles a few weeks ago in the Next Step mode. It is not an effective weapon against ground builds but I found it quite effective against helicopters. I wonder whether we can remake/balance some old weapons that no one ever played, into some kind of anti-air weapons. They can be balanced by effectively counter/ distract helicotpers while not so effective when against ground builds. btw I saw today's mass testing annoucement. It is hard to say how it would affect anti-air weapons, but AA really needs a ton of ammos. (
A: There is also the “Starfall” anti-aircraft weapon, and we redesigned the aiming angles of some standard weapons upon introduction of armoured aircraft into the game. We are working on creating new types of weapons with wider aiming angles to more effectively fire at armoured aircraft. We cannot significantly change the mechanics of weapons in a single game mode, or create individual parameters just for that mode alone.
Q: Goliath today drives in 60 km/h and have a dura that lets mg's and all fast dps shoot them off, and now we even got jackie and Mars cab that boost dmg.
They do deserve more durability and we are fine with higher ps if that would come to it.
Goliath perk is also usless because the track themselfs are so big so if you put a part to them, the track is still visible and all parts attatched to goliath fall off like water applied to glue once track is shot off. PLEASE.... Do something about Goliaths!
Change perk into dura for guns atleast so we can have guns that stick up over goliath track without being degunned cuz golis drive in 60 and todays finwhale bricks or hovers zoom by and unfairly degunn. They are NOT fit for todays gameplay.
A: We will consider your suggestions for changes to “Goliath” as part of balance changes.
Q: Fin whale is destroying game balance
Fin whale is a very large part of the cause of the current (very unfun) meta. You guys nerfed shotguns because of "brick" type builds, but they just switched to other weapons. It wasn't the shotguns, it wasn't the cabins, it wasn't the wheels. It was, and still is, the fin whale engine. 50% effective weapon durability and +25% speed to heavy cabins is too much, and people are leaving the game because of it. Remove the resistance from the perk, or massively lower the speed increase. Just do something to nerf this engine.
A: We believe that the problem with these builds is not the “Fin whale” alone, but a combination of factors (part placement, co-drivers, perks, high speed), which we are gradually fixing. For example, the current changes aim to solve the problem you described by fixing “Buggy wheels”, co-driver “Grizzly” and reducing some speed bonuses.
Q: Fix the significant speed decrease when using legs on slopes
Greetings! I have conducted to all my abilities tests that show mechanical legs have difficulties climbing uphill.
Something that other movement parts (like hovers or wheels) don't suffer from that much. In order to clearly visualize it, I prepared a spider with 14 Bigrams and additionally, one ML that slows down vehicle to 50 km regardless of their mode. The test have been done before Bigram nerf, which made them even worse at traversing hills. Also, from what I've seen, the "speedometer" doesn't show the actual speed but rather how much speed the vehicle is "accelerating" to move (say, when going uphill with 50 km, the vehicle doesn't actually move at such speed, but once it reaches the top, assuming there's flat terrain forward, it will in fact move 50 km). Despite legs being already slower than most movement parts and having a huge hitbox making them very susceptible to damage, because of their slowdown on hills, certain maps like Fortress give unfair advantages against non-spider builds, while other movement parts don't have much difficulty climbing hills.
A: We will review this problem and, if deemed necessary, make changes to the mechanical legs climbing small slopes.
Q: Balance problem: Impeller's perk doesn't provide any benefit to coaxial rotors. I've done several tests with a timer, and it does not affect yaw at all, or at least not noticably. That includes when placed both close to and far from the center of mass.
Why it's a problem: For a part that players must pay to acquire and also that adds 430 power score, it should provide very noticable benefit when having it on your vehicle.
Solution: Increase the yaw rate bonus that the perk provides to at least double of what it currently is, but maybe more than that.
A: We will study the effect of “Impeller” on the behaviour of coaxial rotors and increase the effect if necessary.
Q: ML Legs deserve perk buff from useless one to usefull - needed balance - useless perk problem They need buff, because this perk add nothing for this forgotten movement part. ML-200 vehicles already use HVY cabins mostly and are stable for impulse/recoil so perk is useless.
Like community already voted for suggestion for buffing their perk, they need buffs. Community already voted they need buff. Do you plan buff them by changing their perk to usefull for durability/resistance similar to Meat Grinders?
Change ML-200 perk for some resistance based one or any other good perk, also little more tonnage is needed so no need 10+ of this massive bad-mass-hp-ratio legs. (cause if loose any leg tonnage/push is too low already to fight bricks)
A: We will consider changing the perk of the “ML 200”, as well as increasing their tonnage. This may require adjustments to other parameters of these legs.
Q: Raijin balance
Raijin is being "rebalanced", not "nerfed".
This time, the "Destructor" nerf is representative, and only the obvious nerf list is confirmed. Important specifications were nerfed significantly, and there is almost no compensation.
However, Raijin's actual nerf is adding 1 energy and increasing the reload time. This is not a big nerf. Raijin's energy consumption is so low that adding 1 will barely change anything. (PS also hardly increases.) There is not much difference in the reload time if you upgrade it, and the benefit you get is a damage boost that is several times greater. This is not a nerf. To get this level of compensation, there should be a clear nerf, such as adding 2 or more energy or reducing the bullet speed. Raijin is still very unfair.
A: We have decided against implementing the damage increase and made additional changes. More details will be described in the next announcement of balance changes.
Q: Balance problem in your opinion: I think SD-15 Vulture needs to be re-balanced.
Why do you consider it a problem? With its current condition, I think SD-15 Vulture does not deserve to be a Legendary weapon. While Yaoguai seems to be balanced enough already, SD-15 Vulture in comparison, does not, I guess that's why it is more common to see Yaoguai in use than SD-15 Vulture. In terms of damage, it has less damage than its little brother Yaoguai. In terms of efficiency, it is less efficient than Yaoguai; while Yaoguai able to resume shooting old enemy or shoot a new enemy after it has lost track of old one, SD-15 Vulture will be lost forever; it can also be avoided if it missed the enemy and stick on environment or on friendly vehicles, while Yaoguai won't make such mistake.
What is the solution for the problem in your opinion? There are multiple solutions for these problems, and I believe you (devs) are smart and wise enough to choose one (or more) of these solutions to be implemented. They are: a. Lower the SD-15 Vulture rarity to Special (since it is less effective than its little brother Yaoguai). b. Increase the SD-15 Vulture damage (probably 200% to 300%), ammo (200%), and reduce the reload time (to your own discretion). c. Give it a better homing AI (so it won't stuck on environment objects or friendly vehicles easily). d. Give it an ability to track explosive devices, homing in onto that, and the ability to bore through 2-5 pins of armor/parts, before it rest on the final part to do damage and explosion.
A: We believe that the efficiency of the “SD-15 Vulture” is within the medium efficiency of all AI weapons in the game, which we do not plan to increase in relation to regular weapons.
Q: Some weapons are OP. Examples: The Stillwind - too much damage that's not related to the perk. The Whirlwind - the perk that adds bonus damage up to its full range, which is some 800-850 meters. It's particularly noticeable in helicopter battles, as well as Crater raids. I've been teamed with up to 3 tower vehicles that park at the edge and stay there for the entire raid. Even 1 Whirlwind or Stillwind user parking at the edge messes up the raid for those that fight close to the tower. The Arbiter and the Equalizer - they're OP on helicopters, due to being hitscan weapons. Thank you for today's announcement on removing hitscan. But maybe the Arbiter's damage output will still be a bit too high without hitscan? I don't yet know either way. The Cyclone seems OP. Autocannon explosions a bit seem OP.
Solutions: Reduce the damage of the Stillwind. Reduce autocannon explosion damage. Reduce the effectiveness of the range-related autocannon perks. Make the Arbiter and the Equalizer non-hitscan. Great! And maybe examine the Arbiter's damage output? In Crater raids, add an outer 'danger ring' with either some poisonous fog, or random artillery shelling, so AC users would stop parking outside of the crater, thus messing up the raid for others. Make the players resurrect by the tower, after the turrets and the first raiders are destroyed. Maybe these changes wouldn't apply when there's a group of 4 players with each having either 1 Whirlwind or 1 Stillwind, or 1 Storm (or 1 Rapier?) on their vehicle - obviously, all 4 of them would prefer to park outside of the crater and do the entire raid from there.
A: “Stillwind” and “Whirlwind”: these autocannons are statistically medium and do not require changes to their parameters. We will consider changing or replacing the “Stillwind” perk with a more appropriate one.
“Arbiter” and “Equalizer”: we will monitor the efficiency of these weapons after the hitscan changes are released, and make adjustments if necessary.
Q: Tracks have no space in game outside of armor for spiders They are not used at all while there is 6 types of them
3.1. you have to kill their use as armor, so if build with strafe movement mount heavier track, it should be send to ground and disable ability to strafe (same as u tried with hovers and wheels in past) 3.2. Second you have to look at hitbox : durability ratio in game since for example Goliath is 27x7 hitbox with 1600 dura so 8dura per box while Titan is 4x4 with 810 dura so 50 dura per box thats nonsense. Such a huge hitbox with such low dura is weakness while it should be complete opposite, tracks should work like dmg spoonge and whole meta for track user should be catching hits into tracks, but its not possible with low dura tracks and low acceleration 3.3. Tracks should be top acceleration movement so ppl can play move in->shoot->reverse kind of game.
A: After the recent changes, the efficiency of the tracks has improved. We believe that the current durability of the “Goliath” is sufficient, as it also has high resistance percentages and can be used for vehicle armouring as the main movement part, unlike the “Titan”.
Q: Balance problem: Aggressor's perk is very odd in that it requires you to drive in a straight line. Why it's a problem: The perk does not reflect any beneficial in-game skill or good battle tactic. When a player is playing well and circling or dodging enemies, the perk resets close to zero.
Solution: The perk should be modified to something more logical, such as the perk losing charge only if forward is not being pressed. That way players are encouraged to always be driving even if that includes turning. This modification would also fit the name Aggressor very nicely. To compensate for this, the distance to one charge activation can be 50 or 75 m.
A: We consider the “Aggressor” to be an underrated cabin that requires the player to have a certain driving style and design the build properly. We have no plans to change the cabin perk at this time.
Q: missile drones and turrets need to be buffed, they are the weakest weapons in the game, bar none
i tried any way to use them to do enough damage to get enough points, and they have little impact on the battle
Increase the accuracy and flight speed of their missiles, as well as their damage, because other versions of them hardly lose their targets with machine guns, and if they do it's even worse than the lower rarity versions, and the damage is due to the fact that the damage inflicted is much lower than with other weapons.
A: We believe the efficiency of drones and turrets is within the medium efficiency of all AI weapons in the game, which we have no plans to increase in relation to regular weapons.
Q: 1) absurd damage creep
2) nearly every single item released in the past 2 years has had some sort of damage buffing feature. even with the total ehp of builds going up over the years, the average ttk of builds has been decreasing drastically. this leads to extreme balance disparities and makes weapons extremely hard to balance since damage is being amped so much even without self buffing weapons, this is extremely evident with raijin which self buffs itself twice (perk and charge) AND can support running multiple damage buffs (codriver cab and jackie).
3) every single external damage buff (non self weapon buff) needs to be drastically reduced. self buffing weapons need to have their numbers shifted around as well, especially ones that are overperforming. reduce base damage of overperforming weapons by a decent amount, ie raijin by 33%.
A: The average time it takes to destroy an enemy has remained virtually unchanged in recent years. We are lowering the efficiency of all the parts and their combinations that stand out. For example, the “Raijin” weapon and “Jackie” module will be changed in the next update.
Q: The Adapter may be underpowered, especially in light of the upcoming balance changes to the machineguns.
The range and projectile speed may need adjusting to compete with certain machineguns, especially helicopters using the Adapter or the Equalizer. I've recently been trying to use an Adapter helicopter to counter Arbiter and Equalizer helicopters, and it's not going so great. Part of it may be due to my poor skill with the Adapter, but maybe it's also underpowered in some way(s). And When the range and accuracy of the various machineguns get increased, the Adapter should be able to compete with their improved parameters. I would at least like for it to have the same range. Currently, the Arbiter has more maximum range than the Adapter.
Increase the Adapter's maximum range to match that of the Arbiter and the Equalizer. Compare its projectile speed and accuracy with the new parameters of the machineguns, in particular the Arbiter and the Equalizer, to see if these parameters of the respective weapons are balanced.
A: We do not plan to make changes to the “Adapter”, as its efficiency is at a satisfactory level. If it decreases significantly after the balance changes are released, we will fix it.
Q: Universal modules as Omamori/Jackie and powercreeps like Mars/Raijin
Its stupid powercreep what everyone and his mother have to use
3.1. Just stop releasing universal must have things, where is legendary power unit only for plasma weapons?, where is module for shortening charge for charge based weapons like Kaiju/Assembler? 3.2. Omamori should have been module only for heavy durability items, nothing else. 3.3. Jackie should have not exist, bcs once you release "inc dmg done" everything must have that, since every weapon deals dmg (minus acari) and on top it fkup your structure design since you increase dmg done so your balance going to plummet, You dont have healers or crowdcontrolers in game who would prefer different module to increase their healing / cc ability so its stupid releasing stuff like that.
A: We try to avoid power creep and lower the efficiency of parts that stand out, including the “Raijin”, “Jackie” and “Mars” you listed.
Q: 1)I think the balance of the game is a problem now 2) 1, the high hp board makes a small car have 8000-9000 hp, while Leviathan only has 12,000 HP. 2, the official will inexplicably introduce some mechanisms, even if the majority of players are opposed (such as today's ammo limit and hitscan mechanism). 3 Developers pay little attention to player feedback, and large scale testing of the test server is almost useless, even if the test server players are against the balance but the developers will do it (such as hovers cut height) 3)The solution is: 1, all balance content should at least be tested on the test server, I am currently very annoyed by your developers' unreasonable balance and mechanic updates. 2meta weapon should be cut, raijin devourer, this weapon itself has almost no natural enemies, I do not understand you do not cut the destructor.
A: It is not reasonable to compare an armoured car and a Leviathan based on cabin durability alone. Because of the Leviathan’s firing logic, normal armoured cars need a lot of durability for their cabins, while the Leviathan’s weapons can be shot down and you don’t necessarily need to fire at its cabin. When two Leviathans are fighting, they are on equal footing.
We justify and explain all decisions and changes to balance and mechanics in our balance changes announcements, as well as review player feedback, reports from our internal balance testing department made up of volunteers with deep experience in the game, and data from our testing within the development team.
As we said in the first part of our answers to your questions, the changes to hovers have had a negligible impact on their efficiency and have not reduced their popularity among players.
Q: Some Rockets not competetive Pyre,Trombone,Nest,Hurricane
I was testing some helicopter builts with Rockets like Pyre,Trombone,Nest and hurricane. At their current State they are not competitive,especially in Next Step Arcade Mode, there are too many ways too defend Rockets like Flock,Argus,Chameleon, They can easily been shot with Mgs, Autocannons or spark. Griffon Cabin can make them not Target anymore! There is no Chance fighting against other Helicopters even a Simple Drone Helicopter can Take you out of the Game using some of the above tools.
I think they all should be upgrade with more aiming Range if Radar is gone it doesent make sense to continue and for each: Pyre: 20 % more Agile, more durability (current 52) > around 80 , 5-10 %faster speed Trombone : more Damage around 30% Nest: Loosing focus on Enemy all the time getting blocked by Mates or Bots or else , Aiming should be much quicker ! Hurricane: 10 - 20 percent more agile These are my “recommendation” for these rockets to make them more competitive There are no other Weapons which can be defended in so many ways as Rockets so "if" they Hit they should at least do some Damage! Best Regards
A: We believe that the efficiency of the weapons you listed is within the medium efficiency of all AI weapons in the game, which we do not plan to increase in relation to regular weapons.
Q: The tsunamis perk is underwhelming
It's an incredibly unimaginative and boring perk. Standing still for a few seconds to get a free 30% damage boost? No skill, no nothing, just stop moving for some time to deal more damage. Not only that, but it isn't even that helpful, as the tsunami still feels underpowered even with it active. Overall, not a great perk, doesn't take skill and isn't very helpful.
Give it a different perk, for example, 20% more damage for each 100m of distance. This is not only a much more useful perk, but it also incentivizes people to utilize the increased projectile speed to snipe at a distance, and it rewards them for hitting difficult shots. Also, if this ends up being too strong at longer range or abused by helicopters to deal massive damage, you can add a cap to the perk, for example, +60% max damage.
A: The “Tsunami” perk has enough of an effect on the weapon's efficiency, so we have no plans to change it at this time.
This concludes the Q&A session. Thank you all very much for your questions and good luck in the battles!
The “Big races” brawl is already available!
Survivors! It’s time to get behind the wheel of a racing car and show the whole Wasteland who is the fastest, most skilful and daring driver! The locations you all know and love have been transformed into racing tracks ready to accommodate everyone from across the Valley! Just don’t forget that this time, the race is in the first person view.
“Big races” brawl
Attention! The mode will be available from November 7 to November 13 inclusive!
“Big races” is a brawl where the player needs to outdrive all opponents and be the first to complete 2 laps around the racetrack.
Players take part in the brawl on preset racing cars.
The main difference from usual racing modes is the camera position close to the first person view.
Special challenges and rewards
Day 1: earn 600 points in the “Big races” brawl. Reward: “Warm twilight” paint.
Day 2: complete 1 race in the “Big races” brawl. Reward: 50 Engineer badges.
Day 3: place at least 7th in the “Big races” brawl. Reward: “Speed” sticker.
Day 4: complete 2 races in the “Big races” brawl. Reward: 80 Engineer badges.
Day 5: earn 400 points in the “Big races” brawl. Reward: “Military reserve” container.
Day 6: place at least 5th in the “Big races” brawl. Reward: “Eternal racer” decor.
Day 7: earn 1000 points in the “Big races” brawl. Reward: “Trophy CK crate”.
Weapons upgrades at a reduced cost!
Hello! If you had plans to upgrade the weapons on your armoured vehicle or change the bonuses on the ones that you’ve already upgraded, now is the best time to do so! During the event, you will only need one additional part (the same as the one you’re upgrading). Don’t miss out on this opportunity!
The event is available from 12:00 GMT on November 5 to 23:59 GMT on November 10!
Please note that some parts are NOT participating in the event:
The reduced upgrade cost is not available for parts from the reward scale of the current season and/or event.
A number of other specific parts also can’t participate in the event. Please check the in-game list of eligible parts.
The next “Battle for uranium” stage is already available!
Hello, survivors!
Once again, we invite you to join the fierce battles for uranium ore! The rules have slightly changed, so please take a look at them before rushing in to destroy enemies!
Attention! This “Battle for uranium” will last from November 4 to November 10! The “Clan confrontation”, “Clan war” and “Clan war: Leviathans” will be unavailable during the “Battle for uranium”. Please note that this time you can take part in both the 1st and the 2nd stages of the “Battle for uranium”. Participation in one mode will not affect your rating in the other. Both modes will be available during odd hours.
Developer comment: right now, as part of redesigning and improving clan activities, we are testing new modes and formats to address the “Clan war” issues in the future. To test engagement in the new modes, we need to temporarily disable similar gameplay. This will ensure that players’ focus is not diluted and will reduce waiting time in queues.
We would like to emphasize that the “Clan war” rating will not be affected.
Battles in the “Clan confrontation” format
Attention! This stage will be available from November 4 to November 10 inclusive!
Armoured cars with 8000–10000 PS can take part in the battles.
The battles are held in the same format as in the “Clan confrontation”.
By taking part in battles, players earn personal rating points and move up the leaderboard.
Leaderboard
For moving up the leagues, the player receives the following rewards:
Iron: 50 Engineer badges
Steel: 125 Engineer badges
Bronze: 5 uranium ore
Silver: 15 uranium ore
Gold: 20 uranium ore
When the stage ends, the best players in the “Legend” league will receive additional rewards according to their placement:
1 place: 300 uranium ore
2–3 places: 250 uranium ore
4–6 places: 200 uranium ore
7–20 places: 150 uranium ore
21–60 places: 100 uranium ore
61–100 places: 60 uranium ore
101–250 places: 40 uranium ore
251–500 places: 20 uranium ore
Battles in the “Clan war” format
Attention! This stage will be available from November 4 to November 10 inclusive!
Armoured cars with 12000–13000 PS can take part in the battles.
The battles are held in the same format as in the “Clan war”.
By taking part in battles, players earn personal rating points and move up the leaderboard.
Leaderboard
For moving up the leagues, the player receives the following rewards:
Iron: 50 Engineer badges
Steel: 125 Engineer badges
Bronze: ability to earn uranium ore as a reward for battles. The limit is 25 ore per league.
Silver: the limit of ore earned for battles is increased to 50. When moving up to the “Silver” league, the limit from the “Bronze” league does not reset.
Gold: the limit of ore earned for battles is increased to 100. When moving up to the “Gold” league, the limit from the “Silver” league does not reset.
When the stage ends, the best players in the “Legend” league will receive additional rewards according to their placement:
1 place: 200 uranium ore
2–3 places: 150 uranium ore
4–6 places: 120 uranium ore
7–20 places: 100 uranium ore
21–60 places: 80 uranium ore
61–100 places: 60 uranium ore
101–250 places: 40 uranium ore
251–500 places: 30 uranium ore
Stage 2 special challenges
During the second stage, you will also have access to special challenges, for which you can get additional ore. They are only available to players that are members of a clan.
Win a battle in the “Battle for uranium: Clans” 2 times while having at least 1500 rating points. Reward: 2 uranium ore.
Win a battle in the “Battle for uranium: Clans” 3 times while having at least 1600 rating points. Reward: 3 uranium ore.
Win a battle in the “Battle for uranium: Clans” 2 times while having at least 1700 rating points. Reward: 2 uranium ore.
Win a battle in the “Battle for uranium: Clans” 3 times while having at least 1700 rating points. Reward: 3 uranium ore.
Win a battle in the “Battle for uranium: Clans” 3 times while having at least 1800 rating points. Reward: 2 uranium ore.
Win a battle in the “Battle for uranium: Clans” 7 times while having at least 1800 rating points. Reward: 3 uranium ore.
Win a battle in the “Battle for uranium: Clans” 10 times while having at least 1900 rating points. Reward: 4 uranium ore.
Win a battle in the “Battle for uranium: Clans” 16 times while having at least 2000 rating points. Reward: 5 uranium ore.