Each of the winners will receive 3 days of premium subscription. The reward will be added within 10 workdays. For more information on Crossout, follow these channels:
Without further ado, let’s turn our attention to the main character of the artwork and the latest hottest topic of discussion: the “Ronin” armoured car. Its arrival is highly anticipated and we’re happy to announce that it will be here sometime in April! Now let’s take a peek into the upcoming update.
Many survivors are looking forward to April, but not just because of the traditional Fool’s Day hijinks. There are also the intense battles of the Spring Mayhem ahead! This time we will update the armoured cars and their roles, adding new flavours and tactics to the battles. Like with the “Dronapocalypse” event, one more surprise mode will be added. Get ready for a crazy dash!
We’re also actively working on expanding the functionality of the Game Center. It may not be long before you’ll be able to share your creations with other players, and the best of the best may even make it onto the world map!
You can download this and other artworks from the “Wallpapers” section on our official website. For more information on Crossout, follow these channels:
[Mass testing] Alternative ram damage mechanics and changes to energy of parts
Hello!
Today we would like to bring you a new variant of the ram damage mechanics and the corresponding changes to the parameters of parts, as well as a new perspective on power consumption and how much power generators and cabins should provide.
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!
Alternative ram damage mechanics
Why are the current mechanics getting changed?
The implementation of the current ram damage mechanics has a number of problems that cause it to be unstable in combat conditions. We won’t go into technical details, but here are a few examples:
when colliding at certain angles, enemy parts may not be recognized and the damage will “go nowhere”;
ramming at high speed may result in the colliding part not taking damage, while the parts behind it will take damage;
the calculation of damage value has an overly strong dependence on speed, which can cause damage to be massive when using boosters.
Therefore, ramming is too often unpredictable for players and can either critically damage the enemy or not damage them at all (especially at high speeds).
We would like to present you with an alternative mechanic, which should work much more consistently in terms of damage implementation (locating the parts) as well as having a narrower range of damage values.
The essence of the new mechanics.
The new mechanics are very similar to how the “big” projectiles deal damage. Now we will simplistically describe how it works and what it depends on.
Now after ramming, an invisible “cylinder” is formed at the point of contact. Enemy parts within this cylinder are sorted as they get farther away from the point of contact, then damage is applied to them sequentially until it is spent or the parts in the queue run out. It works the same way on the enemy’s side as well. This search algorithm eliminates the first 2 problems described in the previous section.
The diameter of the cylinder is individual for both players and depends on the masses of their armoured vehicles. The higher the mass, the larger the “area” of damage will be.
The height of the cylinder and its direction are identical for both players and depend on the difference of their speed vectors (the values of the speeds and their directions relative to each other are taken into account).
Here are a few examples. Lets say the speed of the first player is 100 km/h and the speed of the second player is 50 km/h:
Players move towards each other in the same line. During collision the “cylinders” will be directed along the same line, a speed value of 150 km/h (100+50) will go into the calculation of the heights.
Player 1 catches up with player 2. As in the first case, they move along the same line. The cylinders will again be directed along this line, but the height will be less, because the speed of 50 km/h (100-50) will go into its calculation.
The speeds of the players are directed at an angle relative to each other. Depending on the angle, the height calculation will range from 50 ( the minimum possible when one player catches up with the other) to 150 (a “head-on” collision). The direction of the “cylinder” will also depend on the direction of both speeds.
The final damage value is calculated depending on the mass of the vehicle and how much the speeds of the armoured cars have changed after the collision. For example, if the collision occurred tangentially and the speeds hardly changed, then the total damage will be minor. If the speed of at least one of the players has changed significantly after the collision, the damage will also increase significantly.
Therefore, dealing and taking retaliatory damage will be unique for different vehicles and game situations. Due to the fact that when two players collide, both damage and possible depth of damage calculations the same resulting speed and mass of both players will be taken into account, slower and heavier vehicles will deal more damage, often dealing it in the outer area, while lighter and faster ones will deal less damage, but mostly “along the line” into the interior.
Changes to parts
Due to the changes described above, the parameters of the parts related to the new mechanics have been revised (as the parts with resistance to ram damage now block damage more effectively, and the bonuses to ram damage are more consistently implemented).
Resistances
On the current game server, ramming and melee damage resistance is a single parameter. We have split them into 2 separate ones to allow for more flexible configuration. Please note that on the test server, the previous resistance only works for ramming damage, and the melee damage resistance has a temporary saw icon.
We would like to change the ram mechanics in the next updates, so we ask you to test as many game situations as possible (collisions with cars of different masses and speeds, with and without bumpers and passive melee weapons) and share your feedback with us. This will be very helpful in subsequent adjustment of parameters of both the mechanics and the parts.
Please describe the situations in which you think too much / too little damage was inflicted after the collision (approximate mass, speeds, what parts collided, whether the collision was “head-on”, “tangential”, angled, and any other details you consider necessary).
Do you find the performance of ramming more stable relative to the game servers? Have you noticed any errors / illogicalities in its work?
How do you feel about parameter changes related to parts ramming? Do you feel it is necessary to convert the above list of structural parts into bumpers?
Changes in energy consumption and energy supply
Please note that this change is experimental. At this time, we have no plans to introduce it into the game as part of one of the upcoming updates. Its future fate will depend on the results of testing and further refinement.
At the moment, 1 unit of energy is a too significant value relative to the total energy limit. This problem becomes particularly apparent among hardware, the majority of which consumes 1 energy, even though the modules themselves are not equivalent to each other. Some of the modules have a strong effect and making it weaker can make it simply redundant, and increasing the power consumption to 2 units can make it weak. The other modules are too situational and therefore hardly used. In their case, amplifying the effect would not remedy the situation in any way, and removing energy consumption would force the restrictions or negative effects to be imposed.
We would like to test the changes, the essence of which is that all energy values (that both provide energy and consume it) would be doubled and then some of them would be increased or decreased by 1 unit.
In this form, 1 unit of energy would be equivalent to 0.5 units of energy on current game servers, which would allow assigning a more fair energy consumption to a part relative to its efficiency and diversifying builds.
What has changed?
The changes are primarily related to modules and cabins. All weapons and modules not listed below have had their energy drain doubled (some of them may have had their power scores slightly changed). The values before the changes are indicated in brackets.
Cabins
Currently, lightweight and medium cabins give the same amount of energy, while heavy cabins give 1 unit less. We would like to test a variant in which lightweight cabs have 1 unit. (0.5 in the old system) more than medium cabins, and heavy ones have 1 unit of energy less than medium ones. We’ve also changed the progression of how much energy cabins give depending on their rarity. [expand type="details"] [table equalcells="1"] [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] [/expand]
Generators
We invite you to test a variant in which heavy generators give 1 unit more energy than light generators. In order to keep all generators relevant in battles, we have made changes to their parameters. [expand type="details"] [table equalcells="1"] [tr] [td]Rarity[/td] [td]Name[/td] [td]Energy[/td] [td]PS[/td] [td]More[/td] [/tr] [tr] [td]Rare[/td] [td]Big G[/td] [td]2 (1)[/td] [td]130 (150)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Ampere[/td] [td]4 (2)[/td] [td]380 (410)[/td] [td]Durability: 65 (45)[/td] [/tr] [tr] [td]Special[/td] [td]PU-1 Charge[/td] [td]5 (2)[/td] [td]475 (410)[/td] [td]Mass: 576 (445)[/td] [/tr] [tr] [td]Epic[/td] [td]Gasgen[/td] [td]6 (3)[/td] [td]840 (870)[/td] [td]Durability: 105 (72)[/td] [/tr] [tr] [td]Epic[/td] [td]Bootstrap[/td] [td]7 (3)[/td] [td]980 (870)[/td] [td]Mass: 765 (600)[/td] [/tr] [tr] [td]Legendary[/td] [td]Thor-6S[/td] [td]8 (4)[/td] [td]1600 (1600)[/td] [td] [/td] [/tr] [tr] [td]Legendary[/td] [td]Apollo[/td] [td]9 (4)[/td] [td]1800 (1600)[/td] [td] [/td] [/tr] [tr] [td]Relic[/td] [td]Odin[/td] [td]10 (5)[/td] [td]3000 (3000)[/td] [td]Mass: 715 (874)[/td] [/tr] [/table] [/expand]
Hardware
An important change would be the addition of a progression of hardware energy drain within the same type. Since there is now no change in power consumption as rarity increases, the lower rarity counterparts are much less in demand than their advanced versions. With this change, it will be more difficult to mount “all the best” on the car, and the players have to make compromises and experiment by replacing some parts with the counterparts of lower rarities. [expand type="details"] [table equalcells="1"] [tr] [td]Type[/td] [td]Rarity[/td] [td]Name[/td] [td]Power consumption[/td] [td]PS[/td] [td]More[/td] [/tr] [tr] [td]Engine[/td] [td]Special[/td] [td]Hardcore[/td] [td]0 (0)[/td] [td]95 (157)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Special[/td] [td]Dun horse[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Special[/td] [td]Razorback[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Epic[/td] [td]Hot red[/td] [td]0 (0)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Epic[/td] [td]Cheetah[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Epic[/td] [td]Colossus[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Epic[/td] [td]Golden eagle[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Epic[/td] [td]Oppressor[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Engine[/td] [td]Legendary[/td] [td]Pegasus[/td] [td]3 (1)[/td] [td]600 (400)[/td] [td]Power bonus: 50% (40%) Speed bonus: 12% (10%)[/td] [/tr] [tr] [td]Engine[/td] [td]Legendary[/td] [td]Fin whale[/td] [td]3 (1)[/td] [td]600 (400)[/td] [td] [/td] [/tr] [tr] [td]Radiators[/td] [td]Common[/td] [td]R-1 Breeze[/td] [td]1 (1)[/td] [td]45 (85)[/td] [td] [/td] [/tr] [tr] [td]Radiators[/td] [td]Rare[/td] [td]R-2 Chill[/td] [td]1 (1)[/td] [td]65 (130)[/td] [td] [/td] [/tr] [tr] [td]Radiators[/td] [td]Epic[/td] [td]RN Seal[/td] [td]2 (1)[/td] [td]280 (400)[/td] [td] [/td] [/tr] [tr] [td]Coolers[/td] [td]Rare[/td] [td]CS Taymyr[/td] [td]1 (1)[/td] [td]65 (130)[/td] [td] [/td] [/tr] [tr] [td]Coolers[/td] [td]Epic[/td] [td]Shiver[/td] [td]2 (1)[/td] [td]280 (400)[/td] [td] [/td] [/tr] [tr] [td]Detectors[/td] [td]Special[/td] [td]Maxwell[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td]Enemy detection and recon data transfer radius: 250m (300m) Range of detecting enemies in cover: 200m (250m) Mine detection radius: 15m (16m)[/td] [/tr] [tr] [td]Detectors[/td] [td]Epic[/td] [td]Doppler[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Position finders[/td] [td]Special[/td] [td]Oculus VI[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td] [/td] [/tr] [tr] [td]Position finders[/td] [td]Epic[/td] [td]Verifier[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Invisibility[/td] [td]Special[/td] [td]Chameleon[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td]Active time: 5 sec (6 sec)[/td] [/tr] [tr] [td]Invisibility[/td] [td]Epic[/td] [td]Chameleon Mk2[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Invisibility[/td] [td]Legendary[/td] [td]Yeti[/td] [td]3 (1)[/td] [td]600 (400)[/td] [td]Invisibility reserve: 35 sec (30 sec)[/td] [/tr] [tr] [td]Recharge boosters[/td] [td]Special[/td] [td]KA-1 Discharger[/td] [td]1 (1)[/td] [td]95 (190)[/td] [td]Efficiency: 10% (15%)[/td] [/tr] [tr] [td]Recharge boosters[/td] [td]Epic[/td] [td]Flywheel[/td] [td]2 (1)[/td] [td]280 (400)[/td] [td] [/td] [/tr] [tr] [td]Boosters[/td] [td]Common[/td] [td]B-1 Aviator[/td] [td]1 (1)[/td] [td]45 (85)[/td] [td]Increases damage with Cockpit by 3% instead of 5%[/td] [/tr] [tr] [td]Boosters[/td] [td]Rare[/td] [td]Blastoff[/td] [td]1 (1)[/td] [td]65 (130)[/td] [td]Increases damage with Cockpit by 6% instead of 10%[/td] [/tr] [tr] [td]Boosters[/td] [td]Epic[/td] [td]Hermes[/td] [td]2 (1)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Scopes[/td] [td]Rare[/td] [td]TS-1 Horizon[/td] [td]0 (0)[/td] [td]65 (130)[/td] [td] [/td] [/tr] [tr] [td]Scopes[/td] [td]Special[/td] [td]Iris[/td] [td]1 (0)[/td] [td]95 (190)[/td] [td]Mounting restriction removed[/td] [/tr] [tr] [td]Scopes[/td] [td]Epic[/td] [td]Neutrino[/td] [td]0 (0)[/td] [td]280 (275)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Common[/td] [td]Car jack[/td] [td]1 (0)[/td] [td]45 (65)[/td] [td]Instead of decreasing speed and power when used, it increases power. Mounting restriction removed[/td] [/tr] [tr] [td]Special[/td] [td]Epic[/td] [td]Argus[/td] [td]1 (1)[/td] [td]140 (275)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Epic[/td] [td]Tormentor[/td] [td]5 (2)[/td] [td]700 (550)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Epic[/td] [td]Interceptor[/td] [td]1 (1)[/td] [td]140 (275)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Epic[/td] [td]Daze[/td] [td]7 (3)[/td] [td]980 (825)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Epic[/td] [td]Power unit[/td] [td]5 (2)[/td] [td]700 (550)[/td] [td] [/td] [/tr] [tr] [td]Special[/td] [td]Legendary[/td] [td]Omamori[/td] [td]3 (1)[/td] [td]600[/td] [td] [/td] [/tr] [/table] [/expand]
We understand that such changes may cause some vehicles to become unavailable, but these tweaks can potentially increase the diversity of builds in the future. We ask you to build vehicles of different PS levels on a test server and upload them to the exhibition, and then give detailed feedback based on the results.
In general, do you like the idea of energy scaling?
Do you agree with the changes to cabins, generators, modules and weapons? If you agree partially, please specify what you don’t like about them.
What can you suggest us to change additionally?
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:
Thursday, February 22, 2024 from 13:00 to 19:00 (GMT time)
Friday, February 23, 2024 from 13:00 to 19:00 (GMT time)
Saturday, February 24, 2024 from 13:00 to 19:00 (GMT time)
Sunday, February 25, 2024 from 13:00 to 19:00 (GMT time)
Then we plan to introduce some adjustments and additional changes, based on the results of the 1st stage of testing. The testing will continue:
Friday, March 1, 2024 from 13:00 to 19:00 (GMT time)
Saturday, March 2, 2024 from 13:00 to 19:00 (GMT time)
Sunday, March 3, 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).
[/expand] 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:
[Announcement] Increasing the reward in the 'Northern Justice" raid
Hello survivors!
Yesterday, the "Northern Justice" temporary raid became available. After analyzing the stats and reviewing your messages and suggestions, we have decided to increase the raid reward.
Thank you for your feedback. Have a great weekend! For more information on Crossout, follow these channels:
The consequences of conflict can sometimes be worse than the conflict itself, and the Faction War is no exception. The clash between the military’s deadly armoured aircraft and the Firestarters’ insane passion for explosions not only turned the Valley into a battlefield, but also gave birth to the “winged dragons” that sow fear on the ground and in the skies.
[Announcement] A new temporary raid “Northern justice” is now available!
Hello, survivors!
A new raid “Northern justice”, which you may have learned about in the “Frostbite assault” update’s description, is already available! Assemble a team, experiment with tactics, adapt and consider the characteristics of different opponents and complete the maximum number of waves!
Attention! The raid will be available until March 3 inclusive!
Just in case, we remind you of the main features of this raid:
“Northern Justice” is a raid for 4 players with a mechanics already familiar to many survivors, with confronting groups of enemies.
A group of players is given a limited amount of time, which can be replenished by destroying enemies and avoiding the destruction of their car. Additional time is also granted for completing a wave.
If one of a player’s vehicles gets destroyed, his teammates have the ability to restore the destroyed player back to the battle faster, than waiting for the player to be automatically restored. To do this, you need to get to the place where he was destroyed and wait for the special recovery scale to fill up.
Among your opponents, you will encounter opponents with a variety of roles. To win and survive as long as possible, you need to take into account their features:
Berserker — increased damage, but high vulnerability.
Pyromaniac — uses fire weapons. Leaves a puddle of fire after destruction
Rocker — increases the damage of all allies in a certain radius around himself.
Chief — after destruction, all allies in this wave receive a permanent bonus to the damage they deal.
Tank — has powerful armour due to increased damage resistance of his parts.
Communicator — calls for reinforcements some time after the player enters the detection zone.
Hunter — when dealing damage to players, he leaves a mark on them that increases the damage dealt to them. Destroying the hunter removes the mark.
Defender — imposes an aura of invulnerability on all allies within a certain radius.
The final reward in resources (scrap metal and plastic) depends on how many waves you survive and how many points you score.
Players also have access to a special daily challenge, to complete which they must survive at least 1 wave of enemies. The “Strategic reserve” container is given as a reward in this raid.
For more information on Crossout, follow these channels:
Damage with full charge without perk reduced by 37.5%.
Maximum damage under the effect of the perk increased from 175% to 280%.
Comment: the edit with charging acceleration had too much impact on the efficiency of “Assembler”, and we wouldn’t want to leave it this way until the next balance changes are implemented. The current change retains the convenience of fast charging, but reduces the overall damage: now in the range from 0 to 2 sec. of holding it is still higher than it was before the “Frostbite assault” update, and from 2 to 4 sec. it is identical to what it was.
Refined the sounds of the “ZS-52 Mastodon” cannon.
Fixed a bug that prevented the “Phoenix” crossbow from charging the talent of the co-driver “Jay”.
Refined a number of environmental objects on the maps that have been adapted for armoured aircraft.
Updated the sorting of the list of portraits in the profile settings.
Fixed the collision model of the “RL-9 Helicon” weapon.
Fixed a bug with an incorrect indication of the “Kronos” cabin’s perk.
Improved the model of the “Cryoduck” decor.
Fixed a bug that caused the damage upgrade for “Quasar” and “Pulsar” to not affect the damage from a projectile hit.
Improved the textures of the “Narwhal” cryo cannon and the “Jotun” howitzer.
Fixed a bug with missing enemies and missing ally in the “Triangulate this” mission in the “Adventure” mode.
Improved a number of in-game texts, descriptions and icons.
For more information on Crossout, follow these channels:
[Special] A new promotion “Wasteland of Wonders” has begun!
Hello!
Today we are launching a brand new promotion where participants will have a chance to win one of the valuable prizes solely for actively playing the game!
During the event, all players have access to daily challenges, and for completing each of them they receive a unique resource — “Lucky paws”.
On Sunday, a series of prize drawings will begin among everyone who submitted the accumulated paws. The winners are determined randomly. The more paws you accumulate and submit, the higher your chances of winning.
In case of victory in one of the stages, the player receives a prize. In this case, one paw is withdrawn from the total number of those submitted to the drawing, and the rest continue to participate in the next stages. In case of losing, all submitted paws continue to participate in the next stages.
At the end of the promotion, all accumulated paws will be withdrawn from the game without the possibility of exchanging them for anything.
Please note that the promotion will be active from February 12, 00:00 GMT, to February 18, 15:00 GMT. The prize drawings start on February 18. To participate in them, you need to submit your accumulated paws in advance.
For more information on Crossout, follow these channels: