The previous announcements can be seen here and here.
Hello!
We continue the testing of the new system of energy consumption and energy supply of parts! We have taken your feedback from previous testing phases into account and would like to make the transition to the new system as convenient and seamless as possible for all players.
Therefore, we decided to drop some of the most controversial points and focus only on changes that were proven to perform best or are necessary for the transition to the new system.
If we are satisfied with the results of this testing, we are going to implement the transition to the new system in the next major update (the final version may have additional changes).
It is important for us to move to the new system because we currently cannot use energy as a balancing unit (1 unit of energy is too much at the current scale). The new system will make it easier to further balance the increasing number of parts and allow for more fine tuning of energy consumption and energy supply in relation to efficiency rather than just changing the efficiency of a part to match the amount of energy it consumes or provides.
We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!
Energy supply
Cabins
According to the results of previous testings, the changes to the energy supply of the cabins have shown good results. This means that we will keep the system of energy supply parameters increasing by rarity and depending on the type of the cabin. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
[table] [tr] [td]Rarity[/td] [td]Light[/td] [td]Medium[/td] [td]Heavy[/td] [/tr] [tr] [td]Common[/td] [td]21 (10)[/td] [td]20 (10)[/td] [td]19 (9)[/td] [/tr] [tr] [td]Rare[/td] [td]22 (11)[/td] [td]21 (11)[/td] [td]20 (10)[/td] [/tr] [tr] [td]Special[/td] [td]23 (11)[/td] [td]22 (11)[/td] [td]21 (10)[/td] [/tr] [tr] [td]Epic[/td] [td]24 (12)[/td] [td]23 (12)[/td] [td]22 (11)[/td] [/tr] [tr] [td]Legendary[/td] [td]25 (12)[/td] [td]24 (12)[/td] [td]23 (11)[/td] [/tr] [/table] Since “rare” and “epic” medium cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:
Wyvern
Tonnage increased from 3500 to 4000 kg.
Bear
Mass limit increased from 9000 to 9500 kg.
Tonnage increased from 4200 to 4500 kg
Power increased by 7%.
Fury
Mass limit increased from 8500 to 9000 kg.
Tonnage increased from 4000 to 4300 kg.
Power increased by 7%.
Quantum
Mass limit increased from 10000 to 11000 kg.
Tonnage increased from 5000 to 5500 kg.
Power increased by 11%.
Photon
Mass limit increased from 13000 to 14000 kg.
Tonnage increased from 5000 to 6500 kg.
Power increased by 8%.
Omnibox
Mass reduced from 2100 to 1700 kg.
Mass limit increased from 12500 to 13000 kg.
Power increased by 4%.
Favorite
Maximum speed increased from 80 to 83 km/h.
The Call
Maximum speed increased from 77 to 80 km/h.
Howl
Maximum speed increased from 80 to 83 km/h.
Tonnage increased from 4500 to 5500 kg.
Generators
The changes of the energy supplied by generators remain the same and complement the changes to cabins.
Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favorite generator in each “light/heavy” pair and use it much more often than its counterpart. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
[table] [tr] [td]Rarity[/td] [td]Name[/td] [td]Energy[/td] [td]Explosion damage[/td] [td]Explosion radius[/td] [td]PS[/td] [td]Extra[/td] [/tr] [tr] [td]Rare[/td] [td]Big G[/td] [td]2 (1)[/td] [td] [/td] [td]+25%[/td] [td]130 (150)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Ampere[/td] [td]4 (2)[/td] [td]-50%[/td] [td] [/td] [td]380 (410)[/td] [td]Durability: 65 (45)[/td] [/tr] [tr] [td][/td][td]PU-1 Charge[/td] [td]5 (2)[/td] [td]+71%[/td] [td]+50%[/td] [td]475 (410)[/td] [td]Mass: 576 (445)[/td] [/tr] [tr] [td]Epic[/td] [td]Gasgen[/td] [td]6 (3)[/td] [td]-54%[/td] [td]-33%[/td] [td]810 (870)[/td] [td]Durability: 105 (72)[/td] [/tr] [tr] [td][/td][td]Bootstrap[/td] [td]7 (3)[/td] [td]+71%[/td] [td]+50%[/td] [td]945 (870)[/td] [td]Mass: 765 (600)[/td] [/tr] [tr] [td]Legendary[/td] [td]Thor-6S[/td] [td]8 (4)[/td] [td]-36%[/td] [td]-33%[/td] [td]1600 (1600)[/td] [td] [/td] [/tr] [tr] [td][/td][td]Apollo[/td] [td]9 (4)[/td] [td]+67%[/td] [td] [/td] [td]1800 (1600)[/td] [td] [/td] [/tr] [tr] [td]Relic[/td] [td]Odin[/td] [td]10 (5)[/td] [td]-22%[/td] [td]-17%[/td] [td]3000 (3000)[/td] [td]Mass: 715 (874)[/td] [/tr] [/table] The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.
Energy consumption
Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.
The PS values of some parts that don’t consume energy were also changed. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption:
Enlightenment
Now consumes 1 point of energy instead of 2.
PS reduced from 275 to 135.
Barrier
Now consumes 3 points of energy instead of 4.
PS reduced from 550 to 405.
Acari
Now consumes 7 points of energy instead of 8.
PS reduced from 1100 to 945.
Also, the Yongwang perk’s bonus for energy spent on modules is now reduced from 12 to 6%.
Modules
Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:
“Dun horse” and “Razorback”
Now consumes 1 point of energy instead of 2.
PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.
Oculus
Now consumes 1 point of energy instead of 2.
PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.
KA-1 Discharger
Now consumes 1 point of energy instead of 2.
PS reduced from 190 to 95.
Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.
Yeti
Now consumes 3 points of energy instead of 2.
PS increased from 400 to 600.
Invisibility reserve increased from 30 to 45 sec.
Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.
Omamori
Now consumes 3 points of energy instead of 2.
Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.
B-1 Aviator
Now consumes 1 point of energy instead of 2.
PS reduced from 85 to 40.
Boost reduced by 30%.
Now gives 3% bonus to damage with the “Cockpit” perk.
Blastoff
Now consumes 2 points of energy.
Boost increased by 21%.
Now gives 10% bonus to damage with the “Cockpit” perk.
Hermes
Now consumes 3 points of energy instead of 2.
PS increased from 275 to 405.
Boost increased by 56%.
Now gives 25% bonus to damage with the “Cockpit” perk.
Durability increased from 129 to 172 pts.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.
“Argus” and “Interceptor”
Now consume 1 point of energy instead of 2.
PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.
R-1 Breeze
Now consumes 1 point of energy instead of 2.
PS reduced from 85 to 40.
R-2 Chill
Now consumes 1 point of energy instead of 2.
PS reduced from 130 to 65.
Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).
RN Seal
Now consumes 2 points of energy.
Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).
CS Taymyr
Now consumes 1 point of energy instead of 2.
PS reduced from 130 to 65.
Efficiency reduced from 60 to 40%.
Comment: these changes are necessary so that when using weapons with heating mechanics in conditions of energy shortage it would be possible to replace an epic module with a weaker one, or to install it if you have 1 free point of energy (similar to weapons with reloading and “Discharger” / “Flywheel”).
You’re welcome to test different builds, submit them to the Exhibition (including if there are any problems) and share your constructive feedback.
How to get to the test server?
[expand type=details] If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
Create a new folder for the game on your hard drive.
Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
After the installation is complete, start the Launcher and enter the game with your username and password.
The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
Please note the schedule of the test server:
Friday, April 26, 2024 from 13:00 to 19:00 (GMT time)
Saturday, April 27, 2024 from 13:00 to 19:00 (GMT time)
Sunday, April 28, 2024 from 13:00 to 19:00 (GMT time)
Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in the comments to this news.
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots. For more information on Crossout, follow these channels:
Ravagers' bases have been spotted in the "Fortress" area! It's time to pay them a visit and get valuable rewards. We found 15 hiding places, you need to specify the correct coordinates of them and the reward is yours.
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 22.04.2024, 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! For more information on Crossout, follow these channels:
[Announcement] New photo mode with Nvidia Ansel support
Hello, survivors!
We have some great news. With the latest update, Crossout now supports Nvidia Ansel. Thanks to this, the game now has a full-fledged photo mode! It will allow you to easily make professional in-game screenshots of the beautiful views of the Wasteland.
The Nvidia Ansel technology is available only with Nvidia GPUs series from GTX 800 and higher.
What can you do with the new photo mode
Capture high-definition in-game shots
Capture HDR images
Display a grid of thirds for convenient frame composition
Control a free camera and adjust the view angle and FoV
Apply more than 20 filters. From black and white and night vision to adjusting depth of field, contrast, brightness and many other settings
How to use
To use Nvidia Ansel you need to install GeForce Experience. Then make sure that the “Ansel” section in the general settings of GeForce Experience says “Ready”.
And that’s it! Now you can just launch Crossout and press Alt + F2 (by default), and the photo mode interface will open.
We hope that the new feature will inspire your creativity, and we will be looking forward to seeing your screenshots. See you in the Wasteland! For more information on Crossout, follow these channels:
Hello, survivors! The battle against Lloyd and the Ravagers continues, and it looks like the conclusion of this struggle to decide the fate of the Wasteland is coming very soon. Will it end in victory? It depends on what vehicles we drive on the battlefield.
Foxy is calling on all masterful engineers to build universal maneuverable vehicles that can withstand the assault of Lloyd’s creations. An armoured car with the “Sabbath” movement part would be a good option. These frontal wheels have proved to be very efficient in battles thanks to their parameters and a useful perk. The best vehicles that meet all the requirements will get you a generous reward. A very generous one.
Stages
Entry submission: from 12:00 GMT, April 18 2024 to 11:59 GMT, April 21 2024
Voting: from 12:00 GMT, April 21 2024 to 11:59 GMT, April 24 2024
Awarding: 12:00 GMT, April 24 2024
You can see full conditions of the contest, as well as the prize fund, at the Exhibition in the "Clash of Engineers" section
For more information on Crossout, follow these channels:
In this update, 3 brawls will be available to you one after another: “Crazy dash”, “Enemy in reflection” (with a rating system) and “Judgment night”. Moreover, we are adding an exhibition of brawls to the Game center and the best ones can get on the world map!
New brawl “Crazy dash”
Attention! The brawl will be available from April 18 to April 24 inclusive! [expand type=details]
“Crazy dash” is a team PvP brawl that follows the “Assault” scenario.
The team that captures the enemy base or destroys all enemies wins the battle.
Battles take place on all maps for the “Assault” scenario from regular PvP missions.
To participate in the battle, you need to install special temporary modules “Left dash” and “Right dash” on your car; the modules are issued as a gift for the duration of the brawl. When the brawl is finished, the modules will be automatically destroyed.
The modules allow you to make a sharp dash to the right or left, which can be used to dodge projectiles and approaching opponents or to quickly move to the nearest cover.
Only armoured vehicles without rotors can participate in the brawl.
Armoured vehicles with the “Left dash” and “Right dash” modules can only participate in the “Crazy dash” and “Bedlam”.
Special challenges
During the “Crazy dash” brawl, you will have access to a chain of 2 daily challenges:
Destroy 10 parts in the “Crazy dash” brawl. Reward: 80 Engineer badges.
Deal 2000 damage in the “Crazy dash” brawl. Reward: Spotter’s container.
“Enemy in reflection” brawl
Attention! The brawl will be available from April 25 to May 12 inclusive! [expand type=details]
The “Enemy in reflection” is a team PvP brawl with preset vehicles, which continues the traditions of the “Spring mayhem” and “Confrontation”.
Battles take place on the following maps:
Tank range.
River lighthouse.
Desolate town.
Battles take place on preset armoured vehicles of the Brotherhood or the Ravagers.
At the beginning of each battle, you can choose the desired armoured car. If you do not have time to choose a car in the allotted time, the blueprint is randomly selected.
A choice of 5 blueprints with different weapons, movement parts and, accordingly, roles:
Scout: high-speed and lightly armoured APC with a radar detector. No radar or radio is installed on other vehicles;
Tank: offensive armoured combat vehicle;
Anti-aircraft gun: a good option for battles at medium and long distances, vulnerable to flank attacks. Good counter to armoured aircraft;
Bomber: rocket APC with high damage and light armour;
Armoured aircraft: aerial fire support. Vulnerable to precision anti-aircraft fire.
The same blueprint can be selected at the same time by no more than 3 players.
The mode has respawns. Before respawning, you need to choose one of the 5 vehicles on which you want to continue the battle. If you do not have time to change the vehicle in the allotted time, you will automatically be given the same armoured car as before.
Your objective in the battle: fill the point scale earlier than the opposing team, or score more points before the time runs out. Points are awarded for the destruction of opponents and for assists.
A team is awarded a win if it scores 50 points and outscores the opponent’s team by at least 5 points.
If the battle time is over, but the gap of 5 points between the teams is not reached, then the teams are given additional time. At the end of the additional time, the victory is awarded to the team that has more points at that moment.
If at the end of the additional time the teams scored the same number of points, the battle ends in a draw.
For the destruction of opponents, the team is awarded points according to the formula “1 + the number of bases captured at the time of destruction”. You can always check how many points your team will get for the opponent’s destruction at the moment by looking at the number of filled diamonds under the team points counter.
Leaderboard
Attention!
Quitting the battle before its completion is considered a defeat and leads to a loss of rating points, as in case of a defeat.
If the player has not scored the minimum number of activity points in the mode (40), it is also considered a defeat.
The rating cannot get lower than zero. The minimum possible value is 0 points.
For moving up the leaderboard and moving to the next league, you will get rewards:
Iron: starting league, no rewards.
Steel: 2 “Chainmail” decorations.
Bronze: “Surface-decor” and the “Tankman” sticker.
Silver: “Coif” decor and “Flora camo” paint.
Gold: “Solduck” decor.
Legend:
1–3 places: 2 “Legendary merchant cases”.
4–10 places: 1 “Legendary merchant case”.
11–50 places: 2 “Epic merchant cases”.
51–500 places: 1 “Epic merchant case”.
Special challenges
During the “Enemy in reflection” brawl, you will have access to a chain of 2 daily challenges:
Destroy 5 players in the brawl. Reward: 80 Engineer badges.
Deal 15000 damage in the brawl. Reward: “Military reserve” container.
“Judgment night” brawl
Attention! The brawl will be available from May 13 to May 22 inclusive! [expand type=details]
“Judgment night” is a PvP mode. The battles take place on the legendary armoured vehicles of the past.
Did the enemy destroy you? Find them and take revenge: there are respawns in the brawl!
At the start of the battle and each time after death, the player is offered a choice of 3 armoured vehicles to use.
Mr. Twister has placed bonuses on the map that will help you destroy enemies non-stop:
powered-up ammunition for the main weapon of the selected vehicle;
a kit of mines and rockets, which also depends on the selected vehicle. But be careful: you can only use one or the other!
fuel replenishment for the booster;
partial restoration of the vehicle’s durability.
You gradually fill up a special scale by destroying enemies. A fully filled scale makes it possible to use a particularly strong weapon to tear the enemy into pieces! Each car has its own superweapon.
You can also find small cars in battle. Who they are and where they come from is a mystery, but such easy targets will be very useful for filling the superweapon scale.
In the brawl, all cars can dash to the right and left. To make a dash, use the key binds for strafing left and right.
Battles take place on a specially prepared “Dead city” map.
The victory will go to the player who scored the most points in the allotted time.
Special challenges
During the “Judgment night” brawl, you will have access to a chain of 2 daily challenges:
Deal 10000 damage in the brawl. Reward: 80 Engineer badges.
Destroy 20 opponents in the brawl. Reward: “Military reserve” container.
[TAG-120]
Game center
[expand type=details]
Launched a temporary event for the Game center: now it’s possible to post your brawls at a special exhibition, view the works of other players, and also get a chance for your brawl to be featured on the game world map.
In order to share the brawl you created, you need to go to the “My brawls” section and click the “To the Exhibition” button. You will be asked to configure who will receive a link to the brawl (subscribers or friends only), as well as to make a name for it from the tags that fit it best.
After clicking the “Publish” button, your brawl will be included in the brawls exhibition list (“Brawls” tab in the “Game center”). At the exhibition, you can search for the brawls you are interested in by using the available filters and the search bar.
You can subscribe to authors you are interested in, as well as vote for the brawls that you liked. You can vote several times for the same brawl, but not more than once a day.
Every day, one of the most highly rated brawls from the exhibition will be added to the brawl rotation on the world map. Important: the same brawl cannot be featured on the world map twice in a row, even if it is consistently at the top of the voting list.
If the player deletes a brawl that has already been added to the world map, it is removed only from the exhibition, but not from the list of available brawls on the world map.
If an automatically selected brawl violates the rules of the game in any way, it can be removed from both the exhibition and the world map. In that case, another brawl from the exhibition will be selected for the world map.
Added a leaderboard for likes for brawls created by players.
Likes for brawls are saved in the player’s profile and are summed up with likes for vehicle blueprints. You can see the detailed information on likes by hovering the cursor over the total amount of likes.
The leaderboard for the number of subscribers is joint and is not divided into subscribers from the “Game center” and from the general exhibition of blueprints.
Added in-game notifications for the most significant events related to the brawl exhibition (a brawl is available on the world map / the creator you’re subscribed to has posted a new brawl / a brawl by the creator you’re subscribed to was added to the rotation on the world map / your brawl was liked by players / your brawl was active on the world map).
Added the ability to view the brawls by a specific player via a context menu, which can be viewed by pressing the corresponding key on a nickname.
Added additional settings and features to the brawl editor (depending on the selected mode):
Setting the number of bases in the “Domination” mode.
Enabling / disabling respawns.
Adjusting the number of players
Enabling / disabling the indestructibility of vehicles.
Added the “Chemical plant” and “Ravagers foothold” maps to the “Slaughter” mode.
Added the following maps to the “Storm warning” mode: “Sandy gulf”, “Powerplant”, “Ship graveyard”, “Rock City” and “Founders Canyon”.
Added a new daily challenge to rate 3 brawls from the exhibition. The challenge will be available from April 19.
Miscellaneous
[expand type=details] Changed the weekly challenge “Earn 10000 points for battles in brawls” (100 Engineer badges). Now it is a chain of challenges:
Earn 8000 points for battles in brawls, including the active brawls of the Game center. Reward: 100 Engineer badges.
Earn 10000 points for battles in brawls, including the active brawls of the Game center. Reward: 150 Engineer badges.
The weekly challenge will be updated on April 22. [TAG-170]
New event “Foreshadowing”
Attention! The event will be available from April 25 to May 22 inclusive! [expand type=details]
Event levels and their corresponding rewards will be unlocked as you complete special missions 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;
“Exile’s stash” container with a CK of your choice;
“Scout’s container” with a random legendary, epic or special part.
Resource containers;
Access to the rotor blueprints for armoured aircraft;
Engineer badges.
All additional rewards (marked with an icon of a lock on a blue background) are available only to those who purchased the “Foreshadowing” 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;
3 paints, a number of stickers, “Military spare” and “Long orange lamp” decorations;
Storage expansion;
For each subsequent level, starting from 41, you will receive 120 in-game coins as a reward.
Attention! The “Foreshadowing” packs will be available on all platforms from April 25 to May 22 inclusive! [TAG-209]
Improved the landscape of the “Bridge” map: removed rocks in the passageways, which could previously lead to vehicles frequently flipping over.
Optimized a number of maps and added them to battles involving armoured aircraft:
Naukograd;
Clean island;
Nameless tower.
Increased artillery damage on the “Fortress” map.
[expand type=details]
Kapkan
Made the physics of the mine cable more simple: now, at the moment of stretching the cable, only the momentum of the vehicle is taken into account (the momentum depends on the mass of the vehicle and its current speed) and there are 3 possible outcomes:
if the vehicle’s momentum is below the minimum value, the cable will not break.
if the momentum is higher than the minimum value, but below the maximum value, the cable will break with a delay.
if the momentum is higher than the maximum value, the cable will break immediately.
Comment: before, it was hard to predict how a “Kapkan” mine would behave in a given situation. In almost identical cases, the mine would capture the player’s vehicle or not capture it at all. This change should solve such issues. Now, for example, a vehicle with a mass of 10 tonnes needs to reach a speed of 100 km/h to break the cable with a delay or 160 km/h to break it instantly. A 20 tonne armoured car would need the speed of 50 and 80 km/h, respectively.
Jotun
The damage from the projectile explosion increased by 50%.
The puddle applies the freezing effect 33% faster.
Comment: at launch, the weapon was not effective enough. These changes emphasize the main purpose of the howitzer and make it more powerful. Direct projectile hits on the enemy are now additionally rewarded, making the “Jotun” a slightly more self-sufficient weapon.
Tormentor
With more than one module activated simultaneously, the effectiveness of each subsequent module will now amount to 80% of the previous one.
Comment: multiple “Tormentors” installed on one vehicle at once increased the effectiveness of this melee weapon too much, allowing players to destroy almost any part in one hit. This change does not affect the effectiveness of a single module in any way and does not impose hard limitations on the installation at the same time. For example: the bonus from three “Tormentors” is now 70% + 56% (70*0.8) + 44.8% (56*0.8), i.e. 170.8% instead of 210% previously.
GL-55 Impulse
The size of the projectile decreased.
The perk now requires 8 hits on the enemy instead of 5. The damage bonus of the next projectile is now 40% instead of 50%.
Cooling rate reduced by 40%.
Ammunition reduced from 150 to 75 pcs.
Comment: the grenade launcher had unreasonably high effectiveness in battles at 6,000–9,000 PS. Reducing the projectile size (which was much larger than other grenade launchers) should lower the average number of hits, making the weapon more skill demanding. Perk and cooldown rate changes reduce the average damage per second dealt by the weapon. The standard ammunition of the weapon was excessive for its rate of fire and made it possible to play comfortably even without additional ammunition modules.
Mauler
Base damage reduced by 22%.
Perk damage bonus increased from 10% to 20%.
Lacerator
Damage reduced by 16%.
Comment: both chainsaws stand out for their high efficiency at any PS, far surpassing the chainsaws of other rarities. Their damage to energy consumption ratio is the highest relative to the other chainsaws, so the decision was made to decrease their damage. Rebalancing of the “Mauler” perk is required in order to weaken builds with a small number of these chainsaws (with 4 installed “Maulers” the damage will be identical to what it used to be).
Narwhal
The projectile’s explosion now freezes parts by 35% instead of 20% previously.
Comment: like “Jotun,” the “Narwhal” demonstrated inadequate efficiency. This change increases the efficiency of freezing parts, which allows for faster activation of the weapon’s perk.
Fortune
Fire rate reduced by 20%.
Comment: high effectiveness at 9000–12000 PS. This change increases the time between launching the projectiles, making it harder to deal damage to moving targets.
AM-5 Avalanche
Blast damage increased by 30%.
Penetration ability increased from 40% to 70%.
Projectile flight speed increased by 24%.
Durability increased from 1592 to 2418 pts.
Mass increased from 3510 to 5333 kg.
The projectile impulse upon hit and recoil increased.
Comment: the “Avalanche” was not a particularly effective weapon before the update, used mostly at close range, which is contrary to its design. These changes are aimed at making the “Avalanche” a mid-range weapon for armoured cars that are not the lightest in terms of mass.
Miscellaneous
Now the projectiles that have their own physics (those of “Fortune”, “Yongwang” and “Porcupine”) explode upon contact with teammates but do not deal damage to them.
Comment: this will solve the issue when contact with projectiles launched by allies could lead to a stop or flipping over of the vehicle. [TAG-308]
Added the ability to find parts of a specific size in the storage via the search bar. To do this, you need to enter the desired dimensions of the part (length, width, height) in pins (the number of cells in the build mode), separating them with any symbols except numbers.
Now, the parts of the factions that appeared during seasons can be found in storage by entering the name of the faction.
Updated the background for promotional banners.
Added the ability to open a context menu for stabilizers in the window for removing upgrades from parts. It allows you to buy or sell stabilizers, as well as quickly get to the Engineer workbench to produce them.
Improved support for NVIDIA Ansel service. Now, the NVIDIA GPU owners have the opportunity to take in-game screenshots in a special photo mode using various filters and other settings. The mode is enabled by keyboard shortcut ALT-F2 (default).
Improved the behavior of AI opponents in battles against players on armoured aircraft.
Updated the visual effects of all flares.
Now, the perk of the “Whaler” cabin that increases the speed of projectiles does not work with projectiles that fly on a plunging trajectory (artillery).
Fixed a bug with the incorrect spawning of teams on the “East quarter” map in the “Clan confrontation” mode. The map has been returned to the mode’s rotation.
Fixed a bug where movement parts did not interact with destructible objects.
Fixed a bug with an extra invisible wall on the “Bridge” map.
Fixed a bug where the setting bar for the desired frame rate did not appear in the graphics settings immediately after enabling the adaptive resolution mode, but only after re-entering the settings menu.
Fixed a number of bugs with environmental objects on the following maps:
“Copperhead” stadium;
Ship graveyard;
Ashen ring;
Naukograd;
Cursed mines;
Eastern Array;
Chemical plant;
Founders Canyon;
“Control-17” station;
Powerplant;
Crater;
Sandy gulf;
Old Town;
Dead Highway;
Orbital station;
Lost coast;
The Nomads’ camp.
Fixed a bug with incorrect display of shadows on a number of rocks on the in-game maps.
Fixed a bug with incorrect sorting of the “Armour slab” part when selecting the “By type” filter.
Fixed the physical model of the “Armored track” (with and without the “Snow Worm” CK). Now, it is impossible to mount a weapon in such a way that the barrel clips through the track and the weapon is still able to fire.
Fixed a bug where raiders could not return to the game zone of the “Wolf outpost” map if they got outside of it.
Fixed the animation of holding the charge of the “Kaiju” weapon.
Fixed a bug where the mounting of “Nostrils” and “Tempura” parts close to each other could lead to the blocking of the latter.
Improved a number of in-game texts and icons.
For more information on Crossout, follow these channels:
[Developer blog] What to expect in the upcoming April update
Hello, survivors!
As always, we would like to share the latest information about the next update with you. We hope you are ready to present your brawls to everyone in the Wasteland, but let's start at the beginning.
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.
Three brisk brawls at once!
The “Crazy dash” brawl bursts into the game! Get ready to strafe with the two new modules that will be issued to all players for the duration of the event. Your armoured cars will turn into shifty fighters capable of ducking into cover and dodging projectiles with lightning speed. Get creative and make daring maneuvers!
The Ravagers have broken into the Steppenwolf hangars and taken over their vehicles; we must stop them! The “Enemy in reflection” brawl will take over from the “Spring mayhem”. Players will take the side of the Steppenwolfs or the Ravagers in team battles with five upgraded roles: “Scout”, “Tank”, “Anti-Aircraft”, “Bomber” and “Armoured aircraft”. Fight each other for a place in the leaderboard and get rewards!
Mr. Twister says hi and brings back the adrenaline fueled brawl “Judgment night”. Fast-paced battles, combat bonuses, superweapons and crazy armoured cars are waiting for you!
The new “Foreshadowing” event and the brawls exhibition
Yes, we finally did it. Very soon you’ll be able to share your brawls as well as rate other players’ modes at a special exhibition. The most highly rated brawls will get a chance to be featured on the game’s world map, where every player will be able to try out your creation!
And don’t miss the new “Foreshadowing” event with a reward scale, where you can earn various useful prizes. The search for Lloyd continues, and Foxy and the survivors are getting closer and closer to unveiling his secrets.
In addition, we plan to make a number of other changes and improvements in the update, as well as fix some known bugs. And, of course, we will release the previously announced balance changes, which you can read about here.
That’s it for now. We’ll be in touch in future posts and news! For more information on Crossout, follow these channels:
[Announcement] New “Ronin” packs are now available on all platforms!
Hello, survivors!
We are happy to announce that the new “Ronin” packs are now available and everyone can try out the new weapon “Tachi” and the “Kensei” cabin. Choose any version you like and join the battle!
All players who buy the pack get the “Copperhead stadium” garage as a gift!
Unique armoured car: “Ronin” (Deluxe edition);
New activatable melee weapon: “Tachi” (2 pcs.)
Fires a concentrated jet of high temperature flame that burns parts through.
Rarity: epic;
PS: 1100;
30% resistance to blast damage;
Durability: 210 pts.;
Energy drain: 4 pts.;
Mass: 140 kg.;
Perk: deals bonus damage, up to 200%, the amount of which depends on the speed of the armoured car, starting from 90 km/h. Maximum effect is achieved at 120 km/h and higher. Repeated hits on the same part in a row will only deal 5% of damage.
New cabin: “Kensei”
Rarity: epic;
Medium cabin;
PS: 1500;
Max. cabin speed: 82 km /h;
Tonnage: 5300 kg;
Mass limit: 10000 kg;
Adds energy: 12 pts;
Durability: 345 pts;
Mass: 1000 kg;
Perk: When activated, increases the maximum speed and power of the armoured car by 25% and 200% respectively for 6 sec. Cooldown: 12 sec.
“Weapons and armour are merely tools. A warrior’s true strength comes from his soul. Only strict discipline, persistent training and unshakeable will can destroy the enemy even before he realizes he has lost” — Master Miyamoto.
The next update is coming next week and it will bring some necessary balance changes. Let’s have a look at what we can expect.
We remind you that all the balance changes described in this news are not final and may be changed before they are introduced into the game or may not be implemented into the game at all. Some additional changes could be made after the publishing of this announcement if needed.
Kapkan
When the mine cable is stretched to the maximum length, there will now be a calculation of the captured vehicle’s momentum (the momentum depends on the vehicle’s mass and its current speed). Based on this calculation, there will be 3 possible outcomes:
if the vehicle’s momentum is below the minimum value, the cable will not break.
if the vehicle’s momentum is higher than the minimum value, but below the maximum value, the cable will break with a delay.
if the vehicle’s momentum is higher than the maximum value, the cable will break immediately.
Comment: before, it was hard to predict how a “Kapkan” mine would behave in a given situation. In almost identical cases, the mine would capture the player’s vehicle or not capture it at all. This change should solve such issues. Now, for example, a vehicle with a mass of 10 tonnes needs to reach a speed of 100 km/h to break the cable with a delay or 160 km/h to break it instantly. A 20 tonne armoured car would need the speed of 50 and 80 km/h, respectively.
Jotun
The damage from the projectile explosion increased by 50%.
The puddle applies the freezing effect 33% faster.
Comment: at launch, the weapon was not effective enough. These changes emphasize the main purpose of the howitzer and make it more powerful. Direct projectile hits on the enemy are now additionally rewarded, making the “Jotun” a slightly more self-sufficient weapon.
Tormentor
With more than one module activated simultaneously, the effectiveness of each subsequent module will now amount to 80% of the previous one.
Comment: multiple “Tormentors” installed on one vehicle at once increased the effectiveness of this melee weapon too much, allowing players to destroy almost any part in one hit. This change does not affect the effectiveness of a single module in any way and does not impose hard limitations on the installation at the same time. For example: the bonus from three “Tormentors” is now 70% + 56% (70*0.8) + 44.8% (56*0.7), i.e. 170.8% instead of 210% previously.
GL-55 Impulse
The size of the projectile decreased.
The perk now requires 8 hits on the enemy instead of 5. The damage bonus of the next projectile is 40% instead of 50%.
Cooling rate reduced by 40%.
Comment: the grenade launcher has unreasonably high effectiveness in battles at 6000–9000 PS. Reducing the projectile size (which was much larger than other grenade launchers) should lower the average number of hits, making the weapon more skill demanding. Perk and cooldown rate changes reduce the average damage per second dealt by the weapon.
Mauler
Base damage reduced by 22%.
Perk damage bonus increased from 10% to 20%.
Lacerator
Damage reduced by 16%.
Comment: both chainsaws stand out for their high efficiency at any PS, far surpassing the chainsaws of other rarities. Their damage to energy consumption ratio is the highest relative to the other chainsaws, so the decision was made to decrease their damage. Rebalancing of the “Mauler” perk is required in order to weaken builds with a small number of these chainsaws (with 4 installed “Maulers” the damage will be identical to what it used to be).
Narwhal
The projectile’s explosion now freezes parts by 35% instead of 20% previously.
Comment: like “Jotun,” the “Narwhal” demonstrates inadequate efficiency. This change increases the efficiency of freezing parts, which allows for faster activation of the weapon’s perk.
Fortune
Fire rate reduced by 20%.
Comment: high effectiveness at 9000–12000 PS. This change increases the time between launching the projectiles, making it harder to deal damage to moving targets.
AM-5 Avalanche
Blast damage increased by 30%.
Penetration ability increased from 40% to 70%.
Projectile flight speed increased by 24%.
Durability increased from 1592 to 2418 pts.
Mass increased from 3510 to 5333 kg.
The projectile impulse upon hit and recoil increased.
Comment: the “Avalanche” is not a particularly effective weapon in its current state, used mostly at close range, which is contrary to its design. These changes are aimed at making the “Avalanche” a mid-range weapon for armoured cars that are not the lightest in terms of mass.
In addition to the balance changes, the update will introduce both new modes and familiar ones that are beloved by the players. After crazy dashes and fierce confrontations comes the night of judgment! For more information on Crossout, follow these channels:
Free rental of the “Nomads,” “Lunatics” and “Dawn’s children” workbenches!
Survivors!
The rent of any workbenches of the “Nomads,” “Lunatics” and “Dawn’s children” factions will require no coins this weekend only! Choose any rarity you want and produce parts at no additional cost! Don’t miss your chance to take advantage of this offer and produce the parts you need for your vehicles!
Attention! This special will be active from 12:00 GMT on April 5 to 23:59 GMT on April 7. For more information on Crossout, follow these channels: