Crossout - Faley016

Fierce battles with special vehicles are already waiting for you; all that’s left is to give your best war cry and burst into battle!

Attention! The mode will be available from July 31 to August 6 inclusive!

  • “For the Emperor!” is a team PvP brawl. Players take part in the battles on preset vehicles. 

  • Destroy all enemies or capture the base to win.

  • All types of movement parts are used in the blueprints of the mode, except for rotors. You can choose the preset vehicle for the battle.

  • The reward for the battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Humanitarian aid” container.

  • Day 2: 2 “Dangerous element” stickers.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Rare stabilizers”.

  • Day 5: “Military reserve” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Aircraft covering” paint.

Crossout - Faley016

Hello, survivors! It’s time to take your armoured cars out of the garage and fight for the most valuable treasures of the Wasteland, including some stylish and unique rewards. The “Battle for uranium” has started!

Attention! The “Battle for uranium” will last from July 28 to August 3! The “Clan confrontation” will be unavailable during the “Battle for uranium”. The mode will be available during even hours (GMT time).

  • Armoured cars with 10000–12000 PS can take part in the battles.

  • The battles are held in the same format as “Clan confrontation”.

  • By taking part in battles, players earn personal rating points and move up the leaderboard.

  • This “Battle for uranium” is available for both single players only.

  • It is prohibited to use light, medium and heavy frontal wheels, tracks, robotic legs and rotors in this mode.

Leaderboard
  • For moving up the leagues, the player receives the following rewards:

    • Bronze: 50 Engineer badges

    • Silver: 125 Engineer badges

    • Gold: 5 uranium ore

    • Elite: 10 uranium ore

    • Master: 10 uranium ore

  • When the stage ends, the best players in the “Legend” league will receive additional rewards according to their placement:

    • 1 place: 250 uranium ore

    • 2–4 places: 200 uranium ore

    • 5–8 places: 150 uranium ore

    • 9–20 places: 100 uranium ore

    • 21–60 places: 80 uranium ore

    • 61–100 places: 50 uranium ore

    • 101–250 places: 30 uranium ore

    • 251–500 places: 10 uranium ore

  • The players who place 1–100 will additionally receive a safe with rewards, which will be added to player accounts upon claiming the safe. The higher your place in the leaderboard, the more rewards the safe will contain. The rewards from the safe will be available to the players until the next “Battle for uranium” ends in August.

Special challenges:
  • Win a battle in the “Battle for uranium” 1 time while having at least 1700 rating points. Reward: 1 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1700 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1725 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1750 rating points. Reward: 1 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1800 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 3 times while having at least 1850 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1900 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1920 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1940 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 3 times while having at least 1960 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 4 times while having at least 1975 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 8 times while having at least 2000 rating points. Reward: 5 uranium ore.

That’s all for now. Good luck in battles!

Crossout - Faley016

Hello, survivors! Today we have launched a brawl in which the armoured cars with robotic legs can take part in classic PvP battles.

Please note that the final decision on adding robotic legs to classic game modes has not been made yet and will depend on your constructive feedback and suggestions after the brawl concludes.

“Get the scrap metal: Battle walkers!”

Attention! The mode will be available from July 24 to July 30 inclusive!

  • The classic “Assault”, “Domination” and “Encounter” modes with battle walkers enabled.

  • Players take part in the battles of the mode using their own vehicles.

  • All movement parts except for rotors are allowed.

  • The battles follow the rulesets of the standard PvP missions, without the capsules’ collection mechanic.

  • The robotic legs in this mode are adapted to the context of classic battles that include all non-flying movement parts.

  • The reward for battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Military reserve” container.

  • Day 2: “Lemon smoke” paint.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Stay back!” stickers.

  • Day 5: “Humanitarian aid” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Logistician’s container”.

Below is a list of changes that are true only for this brawl:

Flamingo
  • Durability reduced from 1200 to 1080 pts.

  • Maximum speed reduced from 80 to 75 km/h.

  • Turning speed reduced by 21%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

Tengu
  • Durability reduced from 1070 to 963 pts.

  • Maximum speed reduced from 90 to 85 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 6%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

  • Dash distance reduced.

  • Dash speed reduced.

  • Dash cannot be activated while airborne.

RL-M Dino
  • Durability reduced from 1550 to 1395 pts.

  • Maximum speed reduced from 70 to 65 km/h.

  • Turning speed reduced by 28%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Changed flying mechanics: now it can be done only after a complete stop, only vertically and to a limited height.

Driver
  • Durability reduced from 2110 to 1899 pts.

  • Maximum speed reduced from 50 to 45 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 30%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration when turning.

  • Disabled turning while airborne.

  • Perk power bonus reduced from 300% to 200%.

  • Perk speed bonus reduced from 100% to 80%.

Crossout - Faley016

Hello, survivors! Kylo and his “Relentless” armoured car are already in the Wasteland! Choose any edition you like and experience the new “Ajax” cabin and “Synchronizer” spread stabilizer!

New pack “Relentless (Deluxe edition)”

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Deluxe edition);

  • New cabin: “Ajax”:

    • Heavy epic cabin;

    • PS: 1500;

    • Max. cabin speed: 63 km/h;

    • Tonnage: 9000 kg;

    • Mass limit: 18000 kg;

    • Energy supply: 22 pts.;

    • Durability: 490 pts.;

    • Mass: 3300 kg;

    • Perk: creates a protective field that absorbs almost all damage from fast-moving objects and energy streams for 6 sec. It has reduced resistance to blast damage and is not hidden by invisibility generators. Cooldown 12 sec. The first 2 sec. of active time, the field does not lose its durability and if it is hit by a projectile, increases the damage of all mounted weapons by 15% for 6 sec. The cabin reduces the active time of the “Aegis-Prime” modules mounted on the vehicle by 80%.

  • New hardware: spread stabilizer “Synchronizer”:

    • Epic module;

    • PS: 135;

    • Spread while moving: -20%;

    • Spread when weapon rotates: -30%;

    • Durability: 145 pts.;

    • Energy drain: 1 pt.;

    • Mass: 160 kg;

    • Perk: increases weapons turning speed as their durability decreases, up to 35% at 65% total durability loss.

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • Hardware: “Power unit” module, “Colossus” engine, “Ammo rack” ammunition;

  • Character portrait: “Kylo”;

  • Background and logo for profile customization;

  • New horn;

  • New paint can: “Composite matrix”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 4000 in-game coins;

  • Maximum number of parts increased to 55.

Not many people know the truth about the creation of “Aegis-Prime” and the “Nova” cabin. But alas, the history is written by winners. Although Tachyon claimed all the fame, Kylo did not succumb to despair; he now knew for sure that humanity does not appreciate his genius. His obsession with science and desire to surpass the Dawn’s Children researchers motivated him. Kylo disappeared, isolated himself, and continued making his perfect vehicle. When he heard the rumours about Lloyd’s death and the emergence of Aris, he knew his time had come. Time to come back to the Valley and claim his spot as the genius.

New pack “Relentless”
  • Unique armoured car: “Relentless”;

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • New hardware: spread stabilizer “Synchronizer”;

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Hardware: “Power unit” module, “Hot red” engine, “Ammo supply” ammunition;

  • Character portrait: “Kylo”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 1500 in-game coins;

  • Maximum number of parts increased to 50.

New pack “Relentless (Lite edition)”

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Lite edition);

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Synthesis” (2 pcs.);

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Paint can: “Bluish smoke”;

  • Early access to a new structural part;

  • A set of structural parts;

  • Maximum number of parts increased to 50.

Crossout - Faley016

Hello, survivors!

The new “Battle for uranium” stage will start on Monday, July 28. There will be some unusual movement parts limitations: the light, medium and heavy frontal wheels, as well as tracks, robotic legs and rotors are not allowed in the mode this time around. Prepare a suitable vehicle and fight to get the unique valuable rewards!

Attention! The “Battle for uranium” will last from July 28 to August 3! The “Clan confrontation” will be unavailable during the “Battle for uranium”. The mode will be available during even hours (GMT time).

  • Armoured cars with 10000–12000 PS can take part in the battles.

  • The battles are held in the same format as “Clan confrontation”.

  • By taking part in battles, players earn personal rating points and move up the leaderboard.

  • This “Battle for uranium” is available for both single players and groups of players.

  • It is prohibited to use light, medium and heavy frontal wheels, tracks, robotic legs and rotors in this mode.

Leaderboard
  • For moving up the leagues, the player receives the following rewards:

    • Bronze: 50 Engineer badges

    • Silver: 125 Engineer badges

    • Gold: 5 uranium ore

    • Elite: 10 uranium ore

    • Master: 10 uranium ore

  • When the stage ends, the best players in the “Legend” league will receive additional rewards according to their placement:

    • 1 place: 250 uranium ore

    • 2–4 places: 200 uranium ore

    • 5–8 places: 150 uranium ore

    • 9–20 places: 100 uranium ore

    • 21–60 places: 80 uranium ore

    • 61–100 places: 50 uranium ore

    • 101–250 places: 30 uranium ore

    • 251–500 places: 10 uranium ore

  • The players who place 1–100 will additionally receive a safe with rewards, which will be added to player accounts upon claiming the safe. The higher your place in the leaderboard, the more rewards the safe will contain.

The rewards from the safe will be available to the players until the next “Battle for uranium” ends in August.

Special challenges:
  • Win a battle in the “Battle for uranium” 1 time while having at least 1700 rating points. Reward: 1 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1700 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1725 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1750 rating points. Reward: 1 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1800 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 3 times while having at least 1850 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1900 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1920 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 2 times while having at least 1940 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 3 times while having at least 1960 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 4 times while having at least 1975 rating points. Reward: 2 uranium ore.

  • Win a battle in the “Battle for uranium” 8 times while having at least 2000 rating points. Reward: 5 uranium ore.

That’s all for now. Good luck in battles!

Crossout - Faley016

  • To avoid errors from the anti-cheat system that close your game, please run the game through the launcher. Updated the text of the anti-cheat error.

  • Fixed a bug that occurred when launching the game with the new anti-cheat system on Steam deck.

  • Fixed a bug that caused PS scores above 10000 displayed in the “Exhibition” to get clipped in full screen mode.

  • Fixed a bug that caused the collision model of a wall at the “Cradle of mind” map to disappear.

  • Fixed a bug that caused “Market” purchase history to not load properly.

  • Fixed a bug that caused the “Myriad” leg speed to not increase from corresponding engine/co-driver bonuses.

  • Fixed a bug that caused free welding points to not display correctly in the Assembly assistant.

  • Fixed a bug that made it impossible to exclude cabins in the “Exhibition” search filter.

  • Replaced the “Lifetime of a stuck projectile +4s” upgrade with “Spread stability +12%” for “Commit”.

  • Fixed a bug with the “Beholder” cabin that allowed it to maintain constant invisibility mode.

  • The “Chemical plant” and “Orbital station” maps were temporarily deleted from the clan game modes rotation list.

  • Fixed a number of other bugs that caused unstable operation of the game client and/or servers.

  • Improved a number of in-game texts.

Crossout - Faley016

Survivors! We continue to share our comments to your feedback on the game balance. This is the final part of the comments.

We have not changed the wording of your suggestions, retaining the authors’ original spelling and grammar. We have also tried not to publish repeated or similar questions and answers, and did not consider suggestions that violated the established rules of writing.

1. Punji (fences). Their weakness as an independent weapon, that is, their dependence on builds. The thing is that fences are almost exclusively used on special builds, which can catch enemies (a U-shaped build) and prevent them from moving, then surround them with fences. And as for the fences themselves, they're not very good... Do they stop enemies? Yes. But if they don't, they don't really pose a threat.

2. Why do I think this is a problem... I don't want to be harsh, the weapon is very unusual and interesting in the way it changes the battlefield! It works well to stop the red wave of enemies by blocking their escape routes and allowing allies to save themselves (works great against “toilet” movement), but unfortunately, smart players understand that the fences are not that dangerous, and they either easily break one stake and drive through (if there is only one Punji), or take a risk and simply drive through the fence (!).

3. When passing through the fence, the armoured car should take periodic damage to all parts for a certain amount of time, and the higher the speed of the enemy armoured car, the greater the damage afterwards. And the more the enemy comes into contact with the fences, the less damage they will take. (While retaining the previous parameters and perks, of course). This will prevent players from using special builds to deal constant high damage with fences.

As for the stakes...

The stakes can be given more HP. Or you can add a couple more stakes to be automatically installed between the first one and the second last one (with one Punji module). This way, enemies will stay at the fences longer to deal with the stakes...

Additional ideas for Punji:

You can make it so that the longer the fences are activated, the more damage they will deal to passing armoured cars (Naturally, there will be less damage at the very beginning.) This way, U-shaped builds lose their usefulness.

Another idea is to make the fences transparent, and as soon as an enemy passes through them, the invisibility of the fences is reset to really surprise the enemies.

P.S. I shared a couple of ideas, and if you want, you can add something to them, remove something, or maybe mix them up, and maybe something good will come of it, I don't know...

It's a shame about the weapon that changes the battlefield and makes the game more interesting, but is so useless...

Comment: thank you for the interesting suggestions, but unfortunately technical nuances severely limit the possibility of implementing them. We will look into other ways to make driving through the “Punji” field less safe.

1. Drones AD-12 Falcon, AD-13 Hawk, MD-3 Owl

2. Low efficiency in comparison with other support weapons

3. Since adding damage is dangerous because it can cause a new wave of “drone carriers,” my idea is to add a custom invisibility module like the SD-15 Vulture drone. Unlike the legendary drone, invisibility can be limited in time. This should be similar to the duration of the invisibility modules for the Beholder cabin (for AD-12 Falcon), Chameleon (for AD-13 Hawk) and Chameleon MK2 (for MD-3 Owl). This will allow you to deal damage from stealth for a while, compensating for the weak damage. This will result in particularly interesting gameplay with the Beholder cabin. This will allow you to attack the enemy while being completely invisible (including drones) for several seconds. The enemy will first need to understand (pay attention to the “halo” of invisibility) where the attack is coming from. This will deal additional damage to inattentive players, but experienced survivors will be able to shoot down drones as before...

Comment: thank you for this interesting suggestion, we will test the possibility of adding this feature as a perk for “MD-3 Owl” and “AD-13 Hawk”. However, in the case of “AD-12 Falcon”, we believe that such a feature would be excessive.

1. Weapons stop firing in burst mode and immediately reload when blocked by parts.

2. The Devourer is the only weapon in the game that can continue firing in burst mode after being blocked by parts if less than 2 seconds have passed. Because of this, other weapons that do not have this feature (such as Jormungandr, Cricket, Locust, Athena, etc.) must be mounted on builds so that other parts don’t ever block them (leading to “bunker” and “fire slit” builds), which means that such weapons can only be used well with omnidirectional movement parts. If you have wheels, you can't use Jormungandr well, because you spin around the enemy, blocking your own weapon, and because of this, you don't deal full damage to the enemy.

3. Add this devourer feature to all weapons that fire in bursts in a single volley.

Comment: this feature is part of the original design of the “Devourer”, as its burst fire is significantly longer than that of any other weapon, and stopping it greatly affects its overall efficiency. Unfortunately, adding this ability is extremely difficult for weapons that were not designed with it in mind.

1. Shields and defenses

2. ALL shields have 2 downsides: limited durability and slow-flying projectiles pass THROUGH the shield. First, there are a lot of weapons that can quickly disable shields, dealing a decent amount of damage to them, and then they simply turn off. Everything is clear with Nova and Aegis shields, but the “Barrier 9” shield is more complicated, as there are no indications that the shield is about to overload, and after that the “drone” just stands around, wasting time.

At the moment, all slow-flying projectiles that can be intercepted are dealt with by means such as Argus, Spark, and Flash, but even they do not always work properly. Argus needs time after launch, it does not immediately begin to attack its targets. Its attack radius is too small, and it does not even manage to shoot down some projectiles, such as Yongwang’s spheres and “Fortune” wheels, and they easily reach their target, even Flash does not always has time to counter them.

3. I suggest the following:

Give a shield durability indicator to all shields, similar to the perks of some movement parts (where the percentage of their perk accumulates from speed) and preferably in percent “%”, as well as, if possible, give the “Barrier 9” drone a perk, for example: the more allies in the shield's area of effect, the faster the shield regenerates its durability, max stack 4

Increase the damage dealt by the “Argus” drone, or reduce the durability of slow-flying projectiles, in exchange for which their damage can be increased.

Comment: we have plans to implement visual display of shield durability in one of the future updates. We will consider other ways to display shield durability if possible. Regarding your suggestions for balance, the current efficiency of shields is sufficient and they do not require additional buffs.

1. Easy ways to raise build’s durability

2. The latest updates added many “half-mesh” parts, such as the mounting bracket, Saya, left and right radiator bonnets, and the like. These parts have a lot of good parameters, making them almost essential for any build.

-Mass to durability ratio: These parts have an unimaginable mass/durability ratio of almost 1/1.

-Form factor: Many of these parts are quite small and easy to use, but in terms of durability, they can compete with larger examples of other structural parts.

-Usability: Due to their high durability and 50% damage let-through, these parts absorb damage well, while also adding a good amount of durability to the build, making them useful in every build, especially those where the cabin takes all the damage.

3. As a solution to this problem, I can suggest reducing the durability that these parts give to the cabin by 50% (for example, instead of adding 100 durability, add 50). At the same time, you can also review the parameters of these parts, especially the “radiator bonnet”, because it has (in my opinion) an impressive amount of durability for such a small model, as well as the PS of the part: in comparison with the “mounting bracket”, the bonnet has 24 less PS, but at the same time 20 more durability.

Comment: we will consider the need to change the parameters of this type of parts.

1. Mines and drone turrets of allies.

2. If you hit them in a wrong way, you either flip over, crash and lose speed, or get stuck on them until they disappear. People with turrets in your team are more annoying than in the enemy team.

3. Disable the collision of allied mines and turrets and prevent them from shooting if they are inside an allied build, so people don't try to place turrets and cover them with their builds as a shield.

Comment: we have already considered the possibility of dividing collisions into friendly and hostile, but rejected it because its implementation would significantly worsen the game’s optimization.

1. Maxwell and Doppler

2. Two modules, different rarity, but unfairly equal energy consumption. In my opinion, if both modules consume 2 energy, then in most cases the player will choose Doppler. Because for the same energy, it is better and more profitable.

3. Give Maxwell 1 energy to increase its competitiveness compared to Doppler, as a radar with 1 energy consumption will be used more often. If both modules consume 2 energy, then the player will almost always choose Doppler. Or maybe it is necessary to make the difference between these modules not through energy, but through their parameters and perks, so that they have almost equal abilities in terms of usefulness, but different in essence.

Comment: both of these modules are popular within their PS ranges, so there is no reason to revise their parameters. If the situation changes in the future, such a change will be possible.

1. Widget wheels and their ability to drive on walls

2. Widget wheels can drive onto vertical walls, causing the build to stand on its rear, and they cling to the walls, often causing the build to flip over. There is a lack of surface traction and some kind of physics that would prevent the wheels from sticking to the walls.

3. Add more stability to the Widget wheels, possibly surface traction, and remove the problem of wheels driving onto vertical walls.

Comment: this problem is caused by the physics of interaction between the “Widget” wheels and the surface on which they move, which differs from other wheels. We have plans to refine the physics of interaction and movement of this movement part.

1. The most global balance issue is the durability of all weapons.

2. Due to the constant inflation of damage (which significantly outpaces any changes in the game related to defense), even the most durable weapons (such as Mastodons) have to be hidden in the so-called “slit” (a meta that has been around for years, where weapons are placed behind the cabin in a slot above each other), because in any other position, even with modules/cabins that increase defense, weapons last only a few seconds and manage to fire one or two volleys or a short burst during their lifetime. Indirectly, this meta has, in principle, devalued the importance of weapon durability, because it is equally difficult to destroy weapons in such builds, regardless of whether they are durable or fragile. In essence, the survivability of weapons in this meta largely depends on the length of their barrel, since the longer the weapon, the more it protrudes from the slit. The Scorpions on a “slit” build are harder to destroy than Typhoons, even though the latter are more durable, simply because Typhoons have a huge barrel that cannot be hidden, and the durability of the weapon is not high enough to compensate for this. In my opinion, from a balance point of view, this has led the game to a dead end, which is why we have had the same concept/engineering solution for builds for years.

Important note: the problem mentioned above is most relevant for ground builds with low mobility; hovers are saved by Nova and their mobility. On the other hand, it is worth acknowledging that the pool of relevant weapons for hover builds is currently quite modest for a number of other reasons not related to this topic.

The problem mentioned above is less relevant for mobile builds with a Fin whale, which gives 50% resistance to weapons, but this gives rise to another problem: many builds are dependent on a single module.

3. I would like to propose several solutions:

3.1. Make the durability of weapons dependent on the total durability of the build (not HP!), so that every n units of total durability add n% units of durability/resistance to the installed weapons.

For example, with a build of 16000 total durability, a bonus to weapon durability is given in the amount of 1.5% per 400 units of total durability. As a result, weapons with this build will receive +60% to weapon durability. !The data and numbers are provided solely as an example of how the mechanics work and are not a proposal for implementation in this form.

3.2. Rework the Averter and Omamori modules.

3.2.1. In the case of the Averter, the resistance value should depend on the medium durability of one unit of weaponry installed on it, so that every n units of durability increase the resistance provided by the Averter by n%.

Example (for weaponry of different durability, as the most complex and clear option): as a baseline, Averter gives 20% resistance to weapons (30% resistance to other attached parts remains unchanged) and for every 50 durability points of the weapon installed on it, it increases the amount of resistance by 2%. So the example build has Typhoon (1045 durability) and Tsunami (903 durability) on the Averter, the medium durability of one unit of weaponry installed on the Averter is 974. As a result, weapons with such medium durability installed on the Averter will receive 59% resistance (rounded). !The data and numbers are provided solely as an example of how the mechanics work and are not a suggestion for direct implementation in this form.

3.2.2. In the case of Omamori, the resistance remains 50%, but the amount of absorbed damage depends on the average durability of one unit of weaponry installed on it, if the durability of the weaponry is greater than n units, so that every n units of durability above that increase the amount of damage absorbed by the Omamori by n%. For balance, you can add a rule that if a cabin and/or modules are attached to Omamori, the bonus amount is reduced.

Example: as a baseline, Omamori absorbs 300 damage. If the durability of the weapons installed on the Omamori is greater than 400, then for every 50 durability units above this value, the amount of absorbed damage increases by 25%. Two Scorpions are installed on the Omamori, the medium durability of one unit of weaponry installed on the Omamori is 552 units, therefore, the Omamori with Scorpions installed on it will absorb 525 damage before being disabled. !The data and numbers are provided solely as an example of how the mechanics work and are not a suggestion for implementation in this form.

Note: in the case of changes related to the parameters of the Averter and Omamori, it will most likely be necessary to disable the symbiosis of these modules with Fin whale. Solution option: when the Fin whale perk is activated, the bonuses from the Averter/Omamori to weapon resistance are disabled.

Comment: we monitor weapon survival statistics and make adjustments as necessary. At this time, we see no reason for global changes in this area. Your suggestions have many “radical” solutions and would create many other balance issues.

1. Low number of points for destroying enemy's weapons in battle.

2. The problem concerns competitive modes, BFU and CW. The focus on weapons, one way or another, during battle IS and WILL BE in these modes.

And in battle, if you destroy weapons of several enemies, you are not awarded even the minimum number of points, I consider this unfair. At least 40 points should be awarded for this, as it is very disappointing to disarm several enemies and not receive a reward for victory and participation in battle, even though your contribution to victory in that battle was very significant...

3. Increase the number of points for destroying enemy weapons, or make the minimum 40 points.

Our comment to a similar suggestion was published here

1. No 1 energy generator.

2. A 1 energy generator must be added. Big G does not always fit the PS, and adds unnecessary energy and extra PS to the build, which could be spent on armor, even if it is a small difference of 100 PS. This will help make builds more focused on durability or help install more suitable modules to fit within a certain PS limit in the case of, for example, BFU or Clan confrontation. A 3 energy generator, as well as 1 energy generator, is necessary not only for low-PS builds, but also for high-PS builds. It makes sense in a game where hardware and cabins have an odd amount of energy.

3. Add a 1 energy generator to the game.

Our comment to a similar suggestion was published here

1. Topic: Assembler.

2. Problem: Reduction in weapon rotation speed during prolonged charging. This debuff makes it difficult to shoot when using an armoured car with directional movement parts (wheels, tracks), even with the Oppressor engine installed.

3. Solution: I suggest removing this debuff from the Assembler. A similar change was previously implemented for the Kaiju weapon.

Comment: we will test this suggestion in one of the upcoming balance changes.

1. Tank tracks are too ineffective compared to other tracks.

2. Tank tracks lack resistance to blast damage, which is present in their counterpart, Armored tracks. Because of this, these tracks are very easy to lose in battle, unlike all other tracks. They also have a very large model, but their durability only increases slightly. Tank gameplay is generally difficult with this track, because you have to be afraid of getting hit, as the track is very easy to destroy, although, as I understand from playing with other tracks, the point of them is that they are quite durable, and the tank track is probably one of the most ineffective in the lineup. This also limits the ability to create effective or beautiful builds with it.

3. Give the tank tracks 25% damage resistance to blast damage. At your discretion, you can also increase its durability by 5-10%.

Comment: we will look into the survival statistics for this track and make changes if necessary.

1. Many parts have no perks

2. In the July update announcement, the development team touched on the topic of hovers not having perks. But many other parts don't have them either — special, epic, legendary, and relic parts: if you take a couple of similar weapons, for example, Mandrake and Heather, Incinerator and Jotun, Porcupine and Ripper, the first weapon in the pair does not have a perk (the mechanics of operation of the weapon itself are written as a perk), while the second one does.

This does not seem entirely fair to those who use parts without perks.

3. Add some perks for parts that do not have them so that they can somehow complement and/or diversify the gaming experience, as was done, for example, for Fortune.

Comment: we have plans to add perks to old parts. Hovers are not an isolated case. New perks are added when there is an opportunity to do so. Speaking of “Mandrake”, “Incinerator”, and “Porcupine”: in the next update, they will receive a perk in the form of increased damage and heating to movement parts, similar to the “Ripper” perk.

1. Rebalance weak/unplayable relic weapons

2. 1) Punisher: significantly increase projectile speed with perk; perk charging is not reset on misses

2) Breaker (and Hammerfall, similar changes): reduce energy to 9 pts. (Without the Aegis + Omamori + Fin whale build, it poses no danger)

3) Jormungandr: each of the 3 shots in a volley charges the perk and can heat up parts; reduce energy to 7.

That is, 2 out of 3 hits of the first volley will have heating (the “drive in, damage, drive out” weapons often only have the first volley to deal full damage, and the weapon does not deal much to groups of parts); Jormungandr is also highly dependent on accuracy (and harmonizers, Omamori, and Aegis. There is no energy for all this, and there won't be, but at least 2 positions would then be filled (for example, 2 harmonizers + Cyclops + Aegis)

4) Devourer: add a dependency of modules/cabins/ups that speed up reloading to the burst discharge speed. That is, the Charger’s -10% to the cooldown will make the burst take not 5 seconds, but 4.5, etc. The Devourer has a dependency on the flash debuff, so the reduced cooldown buff seems logical. Since the weapon is for 13 energy, it will never get the maximum bonus on a build.

5) Nemesis: the perk is charged not for 1.5 sec, but for 0.75-1 sec of no firing. The weapon allows you to go wild since it doesn’t depend on power units, but it also causes significant discomfort in situations where you have only charged up half of the perk, fired a couple of shots, and then you have to go back to a long cooldown of 1.5 seconds.

6) Helicon: increase the heating from a volley of heating rockets from 33% to 40%, increase durability from 422 to 511 (build +20% HP — anti-oneshot).

The weapon has no damage without Catalina/100% heating/200 m. Meanwhile, Helicon is destroyed at the beginning of the battle.

7) Porcupine: increase blast damage by 7%, projectile speed by 10%. Revert the unnecessary changes.

3. All of these positions have certain problems that cannot be fully described here. But they all have one thing in common: they require players to tolerate stuff. Fix this, make the relic segment complete.

Comment: we will consider all your suggestions in one of the upcoming balance changes.

1. I believe the current frequency of balance changes is a problem.

2. This is a significant issue because it allows and encourages players to adopt and follow the meta almost immediately, knowing it will likely remain unchanged for an extended period—sometimes even exceeding six months.

3. I think a good solution would be to implement more frequent but smaller balance changes. Ideally, this could happen every two weeks, though that might be too ambitious. A monthly balance pass would still be very welcome and likely appreciated by many players.

There are two main reasons I believe this approach would improve the current model:

First, if players know that balance changes are coming regularly, they may be less likely to gravitate toward the strongest weapons. Instead, they might feel more comfortable using what they enjoy or aiming for weapons that are simply "good" rather than "top-tier." These "good" weapons are also less likely to be heavily adjusted, giving players more time to optimize their builds and improve with them.

Second, more frequent updates would reduce the risk of weapons being over-buffed or over-nerfed. Smaller, incremental changes would naturally be less disruptive per patch and allow for a more measured approach to balance. It would also help gradually bring underused items back into relevance. For example, this month Assemblers could receive both a 10% HP and damage increase—not enough to make them overpowered, but potentially enough to encourage players to try them and give you useful data for future adjustments.

I won’t provide more examples, as I believe the idea is clear. Thank you for doing these Q&A sessions—they’re very helpful and show a genuine effort from the dev team to improve the game’s balance.

Comment: We have no plans to significantly increase the frequency of balance changes. Gathering statistical data, working out the necessary changes and their testing take a lot of time.

1: Weapons being left and forgotten without receiving any buffs for way too long

2: There are dozens of weapons that are so underpowered they aren't even considered close to viable. whether it's a catastrophic nerf that left it forgotten, or being overshadowed by all the new insanely powerful weapons such as Split, Commit, Jupiter, Triton, and more. Here, why don't we try and make a list of unused weapons: Median, Nagual, Flute, Lucifer, Yongwang, Slaughterer, Prometheus V, Helios, Assembler, Yokai, Morta, Phoenix, Toadfish, Tempura, Mandrake, Heather, Skadi, Gungnir and Nothung, Emily, Corvo, Summator and Argument, Adapter, and to top it off, Literally every single drone, shotgun, and machine gun (except for Fatums, Reapers and of course, the new stars of the meta show: Split and Triton. ) Don't you think that it's crazy how around 80 weapons are considered not viable at all by basically the entire community?!? Never in all my time playing Crossout have i ever seen ANYONE using vultures. Not a single person. what does that say about the balancing of this game?

3: A solution I would propose is to just for a short time stop releasing new overpowered weapons and just look back and try to make everything at least somewhat viable and make the things that are one shot deframing people on a miss a little bit weaker (aka. Jupiter). Personally I think that it would be reasonable to say that and epic weapon should be equal in viability to another epic weapon, and a legendary weapon should be equal in viability to another legendary weapon. It's not that complicated so maybe try not to get that mixed up next time.

Comment: to call the weapons on that list “not viable” is a great exaggeration. Most of the parts you named are quite efficient within certain PS ranges, and others have recently received buffs, including in a recent update. There are a number of PvP modes in the game and a large range of PS brackets; many weapons are used in the PS ranges or modes that you don’t play in, and therefore you don’t encounter these parts in battles. We do not have the ability or the goal to make all parts relevant across all modes or all PS ranges.

  1. The nest and the trombone + steppespider. The combo of these elements make the missiles too agile.

  2. It is a problem because the guided missile arent suposed to be able to reach an enemy that is directly in contact with the player that fire the missiles. But with the steppespider perk, you can hit someone that is directly in contact with you and that is unballanced because that make thoses build too effectives.

  3. Nerf steppespider perk / Put a minimum distance to be able to lock the enemy to shoot missile (make it minimum 10meters or something...)

Comment: we will look into any issues with this combination and, if necessary, make changes as part of one of our future balance patches.

  1. Omamori is now almost not used anymore because of the Finwhale that is litterally a better omamori + the best engine in the game for 2 energy consuption while the omamori is just a omamori for 3 energy consuption.

  2. It is unbalanced because the module was super effective when is was released because of the meta at the moment but now its completely useless because of new module and cabin that came out and do better than the omamori. (mainframe, finwhale, machinist, goliath, golden eagle, etc...) Now the omamori feel useless and its 3 energy consuption witch is very high. Its more effective to use an averter witch is effective (30% damage reduction is really good) and its only 2 energy consuption) and it is an EPIC module. The LEGENDARY version of it must be significantly more effective. + you can use only 1 module with power node, the jackie is WAY MORE INTRESTING to use than the omamori in almost any situation.

  3. Make the Omamori 2 energy consuption or Boost the omamori (65% protection or reload perk faster for exemple) or Add another perk to it (1sec of 100% damage protection when it hit 300damages absorbed before reloading for exemple)

Comment: it’s not really valid to compare “Omamori” to, for example, “Goliath” or “Machinist”. Those are completely different parts that have no effect on “Omamori’s” popularity whatsoever. “Fin whale” and “Averter” provide alternatives to “Omamori”, not completely displace it. “Omamori” does not require any additional buffs at this point.

  1. NOX cabin when used with Scorpion is too strong

  2. Nox alternative perk for Scorpion is too strong (its visible in CWs). It can basically 1 shot any generator protected by Goliaths or MLs or Grinders or any durable movement parts. Even through 2-3 of them in same time. It just make any HVY builds useless and its visible in ClanWars where almost every clan use some Nox Scorpions along with "tankers" so tankers tank and nox just one-shot any generators easly then.

  3. Just make scorpion use Nox perk same way as other weapons use - it is - vs structural parts only.

Comment: this synergy was made weaker in the last update. At the time of collecting feedback, this change was not announced, as we made a decision about it after mass testing.

  1. Waltz need a buff

  2. They're the most under-performing legendary rocket launchers in the game. It requires charging, has a slow projectile speed, and its gimmick spiral trajectory makes it clip into terrain too often to land a full salvo. It also has a very low survivability, even Lucifer has more durability than Waltz. The underwhelming performance of waltz is reflected accurately on its market price compared to the rest of the legendary rocket launchers.

  3. Keep the gimmicky spiral trajectory, but change its perk of "The impulse and blast damage of each following rocket in the salvo increases by 100% and 25% accordingly". Change the bonus from Impulse to blast radius and increase the perk of blast damage from 25% to 30%, slightly buff its damage by 10%, and increase its projectile speed.

Comment: “Waltz” is a fairly efficient weapon that has one of the highest damage to energy ratios, and therefore this ratio cannot be increased further. The weapon is not as popular as it could be due to the specific features of its gameplay, which is not to everyone’s liking. We will be looking at ways to slightly improve the comfort of its use in one of the upcoming balance changes.

  1. All machine guns (except "Miller", "Reaper" and "Devourer") needs a huge buff and the current proposed one is insufficient.

  2. Since the removal of hit-scan mechanism, all machine guns other than Miller, Reaper and Devourer ("Tracing MG(s)" for short) has been absolutely wiped from ever seeing the battlefield ever again, with few individuals still stubbornly using them on strafing movement parts with camera steering (so they can focus on leading the shot while the game steer for them). Tracing MGs has a damage fall-off scale to distance, which caused most of the MG fights took place at a range of 150m and less. Hitscan on machine guns are very realistic and wasn't really needed to be removed in the first place. Tracing MGs are now completely useless and overshadowed by Rapid firing Autocannon (RfAC) (Therm/Joule and Starfall) because RfACs simply don't have any of the disadvantage of Tracing MG, on top of having blast radius for each projectile to take out more parts per hit.

  3. The easiest solution would be to add hit-scan back to the Tracing MGs, giving them the strength of what they're designed to do with. Alternatively, drastically increase their projectile speed and reduce their damage fall-off, so that they can actually deal effective damage at range.

Comment: after removing the hitscan, machine guns received 2 major buffs related to damage, projectile speed, accuracy, perks, etc. Despite these changes, this had minimal effect on their efficiency, so we decided to try an unconventional solution that previously had a positive effect on the balance of shotguns.

  1. The PS of decorative elements is too high

  2. Despite the fact that it’s been years since decorative elements were a scourge on the game, they still suffer from having overly high power scores. It's ridiculous that headlights, spoilers, and other decorative elements add several hundred points to a car's power score. Especially considering how much more effective armor has become compared to decorations. Considering that increasing reputation is practically useless for experienced players, the extra PS hurts new players. The current PS of decorative items would be justified if they gave bonuses to seasonal reputation or progress in clan challenges.

  3. Significantly reduce the PS of decorative items; an 80% reduction would be fair for most, only some large decorative items could remain with the current PS. Additionally, remove the 25% limit on reputation gain, it’s not needed either.

Comment: our plans include a complete overhaul of the decorative elements parameters, including their power score.

That’s all for now. We would like to thank you for your active participation and for sharing your ideas. Good luck in battles!

Crossout - Faley016

Hello, survivors! Yesterday’s “Frontier” updated launched the brawl of the same name. It brings something you’ve never seen before in Crossout: battles among the stars with spaceships made of destructible parts, like all the other vehicles in the Wasteland. Have you tried flying them? Share your impressions with us! And if you haven’t launched the brawl yet, don’t miss your chance: it will be available only until July 23!

Attention! The mode will be available from July 17 to July 23 inclusive!

  • “Frontier” is the first team brawl in Crossout, which allows you to feel like a real pilot of a combat spaceship.

  • The goal is to score more points than the opposing team in the allotted time.

  • The brawl has respawns.

  • There are 3 standard ships for players to choose from:

    • Bomber — heavy starship for destruction.

    • Fighter — battle starship for offense.

    • Vulture — fast starship for surprise attacks.

  • The player fills a special “elite ship” scale when they damage or destroy enemy ships. By filling the scale, the player will automatically receive a special elite ship during the next respawn. The scale can also be filled by picking up special bonuses located in different corners of the space station.

  • During the battle, allied and enemy shuttles will appear randomly on the map. If the shuttle belongs to your team, it must be protected from enemy attacks for a certain amount of time. If the shuttle belongs to the enemy team, you will have to destroy it as soon as possible. Destroying the shuttle nets a lot of points, so don’t neglect its defense or hurry up and destroy it!

  • The battles take place on the new map “Last signal” created specifically for the mode.

  • The reward for battles of the mode is wires.

  • As always, we’re looking forward to your feedback and suggestions on the new brawl!

Rewards for the special challenges:
  • Day 1: 2 “Hatred 1” stickers.

  • Day 2: 80 Engineer badges.

  • Day 3: “Military reserve” container.

  • Day 4: “Yellow gloss” paint.

  • Day 5: 80 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: new decor “SE-11 Balloon”.

Crossout - Faley016

Hello, survivors! This update brings a lot of new features, including balance changes, favourite brawls, a new armoured car with unique parts, and a brand-new brawl set in the enchanting vastness of space!

New pack “Relentless” (Deluxe edition)

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Deluxe edition);

  • New cabin: “Ajax”:

    • Heavy epic cabin;

    • PS: 1500;

    • Max. cabin speed: 63 km/h;

    • Tonnage: 9000 kg;

    • Mass limit: 18000 kg;

    • Energy supply: 22 pts.;

    • Durability: 490 pts.;

    • Mass: 3300 kg;

    • Perk: creates a protective field that absorbs almost all damage from fast-moving objects and energy streams for 6 sec. It has reduced resistance to blast damage and is not hidden by invisibility generators. Cooldown 12 sec. The first 2 sec. of active time, the field does not lose its durability and if it is hit by a projectile, increases the damage of all mounted weapons by 15% for 6 sec. The cabin reduces the active time of the “Aegis-Prime” modules mounted on the vehicle by 80%.

  • New hardware: spread stabilizer “Synchronizer”:

    • Epic module;

    • PS: 135;

    • Spread while moving: -20%;

    • Spread when weapon rotates: -30%;

    • Durability: 145 pts.;

    • Energy drain: 1 pt.;

    • Mass: 160 kg;

    • Perk: increases weapons turning speed as their durability decreases, up to 35% at 65% total durability loss.

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • Hardware: “Power unit” module, “Colossus” engine, “Ammo rack” ammunition;

  • Character portrait: “Kylo”;

  • Background and logo for profile customization;

  • New horn;

  • New paint can: “Composite matrix”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 4000 in-game coins;

  • Maximum number of parts increased to 55.

Not many people know the truth about the creation of “Aegis-Prime” and the “Nova” cabin. But alas, the history is written by winners. Although Tachyon claimed all the fame, Kylo did not succumb to despair; he now knew for sure that humanity does not appreciate his genius. His obsession with science and desire to surpass the Dawn’s Children researchers motivated him. Kylo disappeared, isolated himself, and continued making his perfect vehicle. When he heard the rumours about Lloyd’s death and the emergence of Aris, he knew his time had come. Time to come back to the Valley and claim his spot as the genius.

New pack “Relentless”

Attention! The pack will be available from July 24!

  • Unique armoured car: “Relentless”;

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Prometheus V” (2 pcs.);

  • New hardware: spread stabilizer “Synchronizer”;

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Hardware: “Power unit” module, “Hot red” engine, “Ammo supply” ammunition;

  • Character portrait: “Kylo”;

  • Paint cans;

  • Early access to a new structural part;

  • A set of structural parts;

  • 1500 in-game coins;

  • Maximum number of parts increased to 50.

New pack “Relentless” (Lite edition)

Attention! The pack will be available from July 24 to August 24 inclusive!

  • Unique armoured car: “Relentless” (Lite edition);

  • New cabin: “Ajax”;

  • Weapons: plasma emitter “Synthesis” (2 pcs.);

  • Movement parts: frontal wheel “Claw” (4 pcs.);

  • Paint can: “Bluish smoke”;

  • Early access to a new structural part;

  • A set of structural parts;

  • Maximum number of parts increased to 50.

“Frontier” brawl

https://youtu.be/Si4fEk2Smx8Attention! The mode will be available from July 17 to July 23 inclusive!

  • “Frontier” is the first team brawl in Crossout, which allows you to feel like a real pilot of a combat spaceship.

  • The goal is to score more points than the opposing team in the allotted time.

  • The brawl has respawns.

  • There are 3 standard ships for players to choose from:

    • Bomber — heavy starship for destruction.

    • Fighter — battle starship for offense.

    • Vulture — fast starship for surprise attacks.

  • The player fills a special “elite ship” scale when they damage or destroy enemy ships. By filling the scale, the player will automatically receive a special elite ship during the next respawn. The scale can also be filled by picking up special bonuses located in different corners of the space station.

  • During the battle, allied and enemy shuttles will appear randomly on the map. If the shuttle belongs to your team, it must be protected from enemy attacks for a certain amount of time. If the shuttle belongs to the enemy team, you will have to destroy it as soon as possible. Destroying the shuttle nets a lot of points, so don’t neglect its defense or hurry up and destroy it!

  • The battles take place on the new map “Last signal” created specifically for the mode.

  • The reward for battles of the mode is wires.

  • As always, we’re looking forward to your feedback and suggestions on the new brawl!

Rewards for the special challenges:
  • Day 1: 2 “Hatred 1” stickers.

  • Day 2: 80 Engineer badges.

  • Day 3: “Military reserve” container.

  • Day 4: “Yellow gloss” paint.

  • Day 5: 80 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: new decor “SE-11 Balloon”.

“Get the scrap metal: Battle walkers!” brawl

Attention! The mode will be available from July 24 to July 30 inclusive!

  • The classic “Assault”, “Domination” and “Encounter” modes with battle walkers enabled.

  • Players take part in the battles of the mode using their own vehicles.

  • All movement parts except for rotors are allowed.

  • The battles follow the rulesets of the standard PvP missions, without the capsules’ collection mechanic.

  • The robotic legs in this mode are adapted to the context of classic battles that include all non-flying movement parts.

  • The reward for battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Military reserve” container.

  • Day 2: “Lemon smoke” paint.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Stay back!” stickers.

  • Day 5: “Humanitarian aid” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Logistician’s container”.

Comment: Since adding robotic legs to the game, we have received numerous comments suggesting that they should be allowed in all modes. On the one hand, we agree, but on the other hand, we understand that in their current form, robotic legs would have an advantage over other movement parts outside special missions.

We believe that many players would be curious to see the familiar classic missions with robotic legs adapted to the conditions of the modes. This is what we propose to do, before making a joint decision on the viability of such a change.

The final state of the robotic legs we are aiming for:

  • Robotic legs should be rebalanced for “classic” PvP modes and can be used in them.

  • In order not to change the previous gaming experience, the robotic legs should remain as they were before the changes in special missions with armored aircraft.

Below is a list of changes that are true only for this brawl:

Flamingo
  • Durability reduced from 1200 to 1080 pts.

  • Maximum speed reduced from 80 to 75 km/h.

  • Turning speed reduced by 21%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

Tengu
  • Durability reduced from 1070 to 963 pts.

  • Maximum speed reduced from 90 to 85 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 6%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Disabled turning while airborne.

  • Dash distance reduced.

  • Dash speed reduced.

  • Dash cannot be activated while airborne.

RL-M Dino
  • Durability reduced from 1550 to 1395 pts.

  • Maximum speed reduced from 70 to 65 km/h.

  • Turning speed reduced by 28%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration for all movement directions.

  • Changed flying mechanics: now it can be done only after a complete stop, only vertically and to a limited height.

Driver
  • Durability reduced from 2110 to 1899 pts.

  • Maximum speed reduced from 50 to 45 km/h.

  • Turning speed reduced by 33%.

  • Speed when moving sideways reduced by 30%.

  • Changed the calculating of movement speed when moving diagonally (now it is the average between the speed of moving forward and sideways, not the maximum).

  • Reduced acceleration when turning.

  • Disabled turning while airborne.

  • Perk power bonus reduced from 300% to 200%.

  • Perk speed bonus reduced from 100% to 80%.

The “For the Emperor!” brawl returns

Attention! The mode will be available from July 31 to August 6 inclusive!

  • “For the Emperor!” is a team PvP brawl. Players take part in the battles on preset vehicles. 

  • Destroy all enemies or capture the base to win.

  • All types of movement parts are used in the blueprints of the mode, except for rotors. You can choose the preset vehicle for the battle.

  • The reward for the battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: “Humanitarian aid” container.

  • Day 2: 2 “Dangerous element” stickers.

  • Day 3: 80 Engineer badges.

  • Day 4: 2 “Rare stabilizers”.

  • Day 5: “Military reserve” container.

  • Day 6: 80 Engineer badges.

  • Day 7: “Aircraft covering” paint.

The “Impulsiveness” brawl returns

Attention! The mode will be available from August 7 to August 13 inclusive!

  • Fight with your own armoured vehicle. You can take your armoured car or your battle walker to the battle.

  • The impulse from shooting and hits is greatly increased.

  • The mode has respawns.

  • The victory is awarded to the team that scored more points in the allotted time for shooting off parts and destroying opponents. The battle ends if one of the teams scores 4000 points.

  • The reward for the battles of the mode is plastic.

Rewards for the special challenges:
  • Day 1: “Military reserve” container.

  • Day 2: 50 Engineer badges.

  • Day 3: 2 “Tram” stickers.

  • Day 4: “Quagmire” paint.

  • Day 5: 50 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: “Sanduck” decor.

The “Test prototypes” brawl

Attention! The mode will be available from August 14 to August 20 inclusive!

  • “Test prototypes” is a classic team battle; the main goal is to score more points than the opposing team in the allotted time.

  • Points are awarded for destroying parts and opponents.

  • The battles are fought with preset armoured cars: at the beginning of the battle, as well as after each respawn, you can choose 1 of 5 suggested blueprints.

  • The reward for battles of the mode is wires.

Rewards for the special challenges:
  • Day 1: “Humanitarian aid” container.

  • Day 2: 50 Engineer badges.

  • Day 3: 2 “Anticipation 1” stickers.

  • Day 4: “Traffic light” decor.

  • Day 5: 50 Engineer badges.

  • Day 6: “Military reserve” container.

  • Day 7: “Logistician’s container”.

The “Rippers” brawl returns

Attention! The mode will be available from August 21 to August 27 inclusive!

  • “Rippers” is a team PvP brawl with preset armoured cars equipped with the “Ripper” weapon.

  • You need to destroy all enemies or capture the base to win the battle.

  • Please pay attention that there are no respawns in the mode. Try to use your only chance to be of the most use to the whole team.

  • The armoured cars now have the “Dash” modules, which you can use to strafe left and right to dodge enemy fire.

  • The reward for battles of the mode is scrap metal.

Rewards for the special challenges:
  • Day 1: 2 “Creeping death” stickers.

  • Day 2: 80 Engineer badges.

  • Day 3: “Military reserve” container.

  • Day 4: 2 “Special stabilizers”.

  • Day 5: 80 Engineer badges.

  • Day 6: “Humanitarian aid” container.

  • Day 7: “Material: Rust” paint.

Clan confrontation
  • The PS bracket for the mode is now 8000–10000 PS.

Build mode

Added new feature — the Assembly assistant:

  • The Assembly assistant allows you to build the base for your future armoured car in 3 simple stages.

  • At each stage you are asked to choose a cabin, movement parts and a weapon you would like to mount on the vehicle. The assistant will then assemble a variant for you and paint it with random paint from your storage. The resulting armoured car is then available for further design: armour it with structural parts, add decorations, change the paint, etc.

  • Assembly assistant can be launched in the Build mode by pressing the “G” key (or by pressing both left and right controller sticks at the same time).

  • Not all parts are supported by the feature at the moment, but the list of supported parts will be expanded over time.

Miscellaneous
  • The AI-raiders of both teams in PvP modes will now have the same armoured vehicles.

All machine guns (except miniguns “Miller”, “Reaper” and “Devourer”)
  • Increased projectile size.

Comment: the change should increase the percentage of hits on target, making damage output more stable.

Shotguns
Lupara, Sledgehammer, Mace
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

Thunderbolt
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 15%.

Hammerfall
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 7.5%.

Breaker
  • Optimal range increased from 18 to 25 m.

  • Maximum range increased from 40 to 50 m.

  • Damage increased by 6.7%.

Junkbow and Fafnir
  • Horizontal spread reduced by 20%.

  • Vertical spread reduced by 7%.

Nidhogg
  • Spread pattern replaced with a pattern similar to “Jormungandr’s”, and then reduced by 15%.

Jormungandr
  • Spread reduced by 15%.

Comment on shotguns: the changes are due to low demand for both branches of shotguns and are intended to increase their relevance.

Rocket launchers
Wasp
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 520 to 390.

  • Durability increased from 72 to 101 pts.

  • Mass increased from 90 to 126 kg.

  • Damage reduced by 12%.

Pyralid
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 760 to 570.

  • Durability increased from 90 to 126 pts.

  • Mass increased from 98 to 137 kg.

  • Damage reduced by 12%.

Locust
  • Energy consumption reduced from 8 to 6 pts.

  • PS reduced from 1080 to 810.

  • Durability increased from 130 to 182 pts.

  • Mass increased from 110 to 154 kg.

  • Reload time reduced from 3.5 to 3 sec.

  • Perk active time increased from 5 to 8 sec.

Comment: low popularity of rocket launchers. We decided to raise their efficiency by increasing their number on the armoured car, which is facilitated by the small size of their models. Durability changes will additionally increase their survivability. The small reduction of the “Wasp” and “Pyralid” damage has to do with the significant increase of the damage to energy drain ratio. However, a slight buff was instead needed in the case of “Locust”.

Tracks
Small track
  • Speed increased from 95 to 100 km/h.

Sleipnir
  • Speed increased from 85 to 90 km/h.

Hardened track
  • Speed increased from 80 to 85 km/h.

Armored track
  • Speed increased from 70 to 75 km/h.

Tank track
  • Speed increased from 65 to 70 km/h.

Goliath
  • Speed increased from 60 to 65 km/h.

Comment on tracks: unpopular movement part class. The changes will make the speed of tracks in combination with “Golden Eagle” about the same as it was before the speed balance changes and the change of the “Golden Eagle” perk, which previously increased tracks speed.

Fire puddles
Incinerator
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 20%.

Mandrake
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 25%.

Porcupine
  • Fire puddle’s damage to movement parts and speed of heating them up increased by 30%.

Comment: this additional feature should increase the efficiency of fire puddles and make driving through them more risky.

Special parts
Tempura
  • Damage increased by 21%.

  • Added 45% ram damage resistance.

  • Added 30% melee damage resistance.

Comment: low efficiency of the weapon.

Pilgrim
  • Perk now applies to any type of damage, not just energy damage.

Comment: the narrowly focused perk greatly limited the weapon choices for this cabin. As the number of available options increases, the relevance of the cabin should increase as well.

Jockey
  • Perk activation zone radius increased from 40 to 50 m.

  • Perk accumulation time reduced from 8 to 6 sec.

  • Perk cooldown increased from 6 to 7 sec.

Commentary: “Jockey” is less popular than similar cabins. The changes will increase the average damage bonus per battle.

Oculus VI
  • All enemy detection radiuses reduced from 150 to 120 m.

  • Module turning speed upon detecting an invisible enemy reduced by 35%.

Comment: with its current energy consumption value, the module has displaced its epic counterpart, “Verifier”. Since “Oculus” was previously unpopular despite having the same energy consumption as “Verifier”, we decided to change its parameters rather than increase energy consumption.

Epic parts
Tachi
  • Damage increased by 21%.

  • Added 45% ram damage resistance.

  • Added 30% melee damage resistance.

Comment: similar to “Tempura”.

Nagual
  • Damage increased by 15%.

Comment: low efficiency of the weapon in comparison with other epic analogs.

Varun
  • Damage increased by 10%.

  • Perk damage bonus reduced from 10% to 7%.

  • Projectile speed increased by 45%.

  • Perk no longer affects projectile speed.

Comment: the weapon has high efficiency, but is not popular due to its complex mechanics. The changes reduce the dependence on the perk without significantly affecting the maximum efficiency.

Astraeus
  • Damage with no charge increased by 50%.

  • Damage with full charge increased by 15%.

  • Damage bonus to overcharged shots reduced from 50% to 30%.

  • Added 20% bonus to reload speed after an overcharged shot.

Comment: low efficiency of the weapon. The changes increase the efficiency of shooting without overcharging, but at the same time increases the benefit of using the mechanic due to faster reloading. The total damage with overcharge remains the same. With these changes, we want to make the weapon’s efficiency less dependent on the overcharged shots, so that players will use both firing options.

Spike-1
  • Durability increased from 336 to 403 pts.

Comment: the crossbow had low durability to mass ratio.

ATGM Flute
  • Increased rocket maneuverability.

  • Ammunition increased from 6 to 8 pcs.

Comment: unpopular weapon. The maneuverability adjustment will increase the number of successful hits and simplify controls, as well as allow damage to be dealt from closer range.

AC64 Joule
  • Damage reduced by 7%.

  • Time to overheating reduced by 20%.

  • Perk overheating slowdown reduced from 25 to 20%.

Comment: high efficiency in the 5000–10000 PS range. The weapon has an extremely high ratio of damage per battle to energy consumption.

Quantum
  • Changed the perk mechanics. Now it works as follows: If the vehicle does not receive damage for 3 sec., weapon damage gradually increases by 5% per second. Maximum bonus is 20%. The bonus reduces upon taking damage.

Comment: The “Quantum’s” perk is rarely used in battle due to its instant reset when damage is received. The updated perk not only makes the damage bonus more persistent, which increases the medium damage per battle, but also expands the list of weapons available for use by removing the dependency from energy damage. For these reasons, the maximum possible bonus from the perk has been reduced from 25% to 20%.

Kensei
  • Perk reload time reduced from 12 to 6 sec.

  • Perk duration reduced from 6 to 4 sec.

Comment: unpopular cabin. The changes will allow using the perk much more often.

Manitou
  • Perk damage bonus increased from 20% to 30%.

Comment: although the cabin was largely designed for use with revolvers, they have significantly lower efficiency with “Manitou” than with other cabins.

Howl
  • Perk activation zone radius increased from 40 to 50 m.

  • Perk charging time reduced from 8 to 6 sec.

  • Perk cooldown increased from 6 to 7 sec.

Comment: similar to “Jockey”.

Photon
  • The perk now applies to all types of damage, not just energy damage.

Comment: similar to “Pilgrim”.

Savior
  • Changed perk: increases the damage protection of the weapons mounted on the cabin (except for melee weapons) by 7% for every 1000 pts. of the armoured car’s durability. Maximum bonus is 28%.

  • Speed reduced from 62 to 55 km/h.

  • Tonnage increased from 9500 to 10500 kg.

  • Mass limit increased from 18500 to 21000 kg.

  • Power increased by 12%.

Comment: unpopular and too narrowly focused cabin. To increase its relevance, we decided to make it the gameplay predecessor to the “Machinist”.

Sabbath
  • Perk speed bonus increased from 3% to 4%.

  • Perk cooldown increased from 2 to 3 sec.

Comment: low efficiency of the wheel in comparison with the analogs.

Claw
  • Now the perk starts to reset only after energy damage is dealt, not after firing an energy weapon.

Comment: the change simplifies the use of the perk by ensuring that the reset does not start after a miss.

MR-2 Maple
  • Takeoff speed increased from 85% to 100% of the maximum speed.

  • Perk now activates at speeds higher than 65 km/h instead of 80 km/h.

Comment: low efficiency in comparison with coaxial rotors.

Impeller
  • The maximum bonus to yaw speed is now achieved when the “Impeller” is installed at a distance of 5 m from the center of mass instead of 6 m.

  • Bonus to yaw speed for coaxial rotors reduced from 50% to 40%.

Comment: the current distance requirement is too high and limits design options for full implementation of the perk. At the same time, when installed alongside the coaxial rotors, the “Impeller” shows too high efficiency, and so the yaw bonus was reduced.

Gerrida I
  • Speed increased from 65 to 70 km/h.

Comment: previously, “Gerrida’s” speed was reduced because these legs were used to build heavy but fairly fast armored cars. We decided to restore “Gerrida’s” original speed, as this issue should not arise after the speed balance changes.

Icarus IV
  • Added perk: increases the movement part’s damage protection by 30% for each enemy within a 50 m radius. Maximum bonus is achieved with 4 enemies within the active range.

Icarus VII
  • Added perk: increases the armoured car’s power by 15% for every 18% of its durability lost. The bonus doesn’t depend on the amount of such hovers, but decreases proportionally with other mounted movement parts, except for rotors.

Comment on hovers: unlike other epic movement parts, hovers previously had no perks.

Widget and Widget ST
  • Bonus to cabin power in the second mode reduced from 80 to 50%.

  • Power penalty increased from 7% to 8% (from 14% to 16% for ST).

  • Delay before switching modes increased from 0.5 to 1 second.

Comment: taking all the features of the parts’ mechanics, perks, and model into account, the movement parts turned out to be overly effective and versatile. The “Widget” significantly increases the mobility of armoured cars, has high survivability, and protects parts at the frame level. Therefore, we decided to significantly reduce the acceleration of armored cars with “Widgets”. The delay in switching modes will make frequent mode changes slightly less effective.

Daze
  • Energy consumption reduced from 6 to 5 pts.

  • PS reduced from 810 to 675.

Comment: the module’s energy consumption is not in line with its efficiency.

Power unit
  • Energy consumption reduced from 4 to 2 pts.

  • PS reduced from 540 to 270.

  • Charge time bonus reduced from 26% to 20%.

  • Projectile speed bonus reduced from 30% to 25%.

  • Range bonus reduced from 20% to 15%.

Comment: the current energy consumption of the “Power unit” limits the variety of possible modules for armoured cars with plasma emitters. A slight reduction of the bonuses partly compensates for the energy consumption change.

Legendary parts
Charon
  • Damage increased by 15% (both from projectile hits and from the perk).

  • Maximum spread reduced by 25%.

  • Spread increase when turning reduced by 29%.

Comment: low efficiency combined with excessive demands on the player’s skills and armoured car.

Athena
  • Volley size reduced from 10 to 8 rounds.

  • Damage increased by 25%.

  • Heating from a hit increased from 0.56% to 0.7%.

  • Added welding points on the corners of the base.

Comment: unpopular weapon. The changes improve the weapon's damage output while keeping the maximum damage at the same level. The additional welding points should make it easier to build armoured cars with “Athena”.

Compiler
  • Reloading time after a plunging shot now reduces by 65%.

Comment: currently, the extra shot from the perk is rarely used by players, as direct fire is often much more advantageous and easier. Now the plunging shot will be practically “free” in terms of time, which should give additional motivation to use it during long-range firefights.

Toadfish
  • Durability increased from 422 to 506 pts.

Comment: similar to “Spike-1”.

Thyrsus I
  • Damage increased by 55%.

  • Reloading time increased from 1.5 to 3 sec.

  • Added welding points to the corners of the base.

Comment: unpopular weapon. The changes reduce the rate of fire and will increase the value of each hit, making the weapon more comfortable to use, as well as slowing down the consumption of perk charges. Additional welding points should improve the designing of armoured cars equipped with the “Thyrsus”.

Jupiter
  • Ball lightning damage radius reduced from 12 to 10 m.

Comment: the weapon is too easy to use, and the projectile flying past the enemy is more effective than a direct hit.

Commit
  • Damage reduced by 20%.

  • Bonus damage to structural parts increased from 85% to 130%.

  • Projectiles hitting environmental objects no longer have a physical model.

Comment: high efficiency. The changes significantly reduce the overall damage of the weapon, but leave damage to structural parts the same. This should bring the weapon’s gameplay closer to its original design. When hitting environmental objects, the projectile now behaves the same as other crossbows, i.e. it is purely a visual element. The physical projectile mechanic did not work well with “Commit” and was more of a hindrance than a help, so we decided to remove it.

Cohort
  • Tonnage increased from 9200 to 10400 kg.

  • Mass limit increased from 24000 to 25500 kg.

Comment: low efficiency. Now, along with the “Mainframe”, the cabin will have the highest mass limit.

Beholder

Mode 1: 

  • active time increased from 5 to 8 sec.

  • reloading time reduced from 23 to 16 sec.

Mode 2: 

  • Invisibility is now removed with a delay not only after taking damage, but also after firing.

Comment: low efficiency of the perk in comparison with other legendary cabins.

Nox
  • Passive increase of the weapons’ penetration ability increased from 25% to 35%.

  • Activatable bonus to weapons’ penetration ability increased from 40% to 45%.

  • Passive projectile damage loss rate for “Scorpions” reduced from 25% to 15%.

  • Activatable bonus to passive projectile damage loss rate for “Scorpions” reduced from 40% to 35%.

Comment: high efficiency of the cabin’s perk when used with the “Scorpion”, but not high enough when used with other weapons.

Mainframe
  • Power bonus now activates when 15% durability is lost instead of 700 pts., and is 25% instead of 40%.

  • Damage bonus now activates when 35% durability is lost instead of 1900 pts., and is 10% instead of 15%.

  • Damage protection bonus now activates when 65% durability is lost instead of 3500 pts., and is 20% instead of 30%.

Comment: high efficiency and versatility of the perk, thanks to which the cabin has replaced other legendary heavy cabins. Changing absolute durability units to relative ones will allow the cabin to have approximately equal efficiency across a wide range of PS.

Changes marked by the ♥ icon are largely or fully inspired by your feedback, suggestions and comments.

  • ♥ Improved the appearance and functionality of the “Market” tab:

    • Added filters for “available only” offers and for the types of parts in the selected category (e.g., light, medium, or heavy cabins only).

    • All items are now displayed within a single window: range construction items can be shown/hidden using the corresponding filter.

    • Added a “Favorites” tab, where you can add items that you would like to keep track of without having to search for them every time.

    • Added scroll to the list of items.

    • Added autocomplete options to the search field.

    • For technical reasons, the trade history now only shows transactions made in the last year.

    • Added quick market and badge exchange shortcuts to various game windows to make buying missing parts more convenient.

  • ♥ Improved the “Exhibition” search:

    • You can now select parts that should not appear in the search results.

    • You can now select the number of parts that should appear in the search results.

    • Added a filter to show battle walkers only.

  • Now, if you are missing any parts for a saved blueprint, you can purchase them using the special “Buy missing parts” button in the lower right corner of the “Blueprints” tab.

  • Updated the interface of receiving gifts and pack purchase confirmation.

  • ♥ Added alternative preset button binds for controllers in build mode that were used earlier. For technical reasons, players on consoles with the “Orbital camera” option selected for build mode may find that it has changed to “Free camera.” You can revert to the “Orbital camera” option in the settings.

  • ♥ Added buttons to the blueprint parts list window that allow you to remove all stickers and/or paints from the blueprint at once.

  • Improved the sounds of vehicles exploding: recorded and added new sounds, improved the old ones. Changed the frequency response and dynamics.

  • ♥ Improved Wade’s voiceover:

    • Disabling the voiceover in the settings now also disables Wade’s voiceover. The option can be found in “Menu” — “Settings” — “Audio” — “Advanced” — “Enable voiceover”.

    • Increased the interval between Wade’s lines in test-drive. Honking at Wade is not affected.

  • Implemented the BattlEye anti-cheat system.

  • Fixed a bug that caused paint to not be displayed on the “Myriad” movement part when viewing it through the paint parameters.

  • Fixed a bug that caused “Myriad”, unlike other mechanical legs, to significantly exceed their maximum speed when using boosters.

  • Fixed a bug that caused armoured cars with one or two “Myriad” to have significantly higher turning speed and acceleration compared to armoured cars with three or more.

  • Fixed a bug that caused an incorrect collision model for the “Nox” cabin.

  • Fixed a bug that caused the absence of a forbidden zone at the border of the “Orbital station” map.

  • Fixed a bug that caused glowing in the hangar.

  • Fixed a bug that caused AI armoured aircraft to be added to the “Battle for uranium” when players left the battle.

  • Fixed a bug that caused perks that accumulate by dealing damage to accumulate when firing at vehicle wreckages.

  • Fixed bugs that caused some environmental objects to be located in the air at the “Naukograd” map.

  • Fixed a bug that allowed players to fly outside the “Rock City” map.

  • Fixed a bug that caused incorrect calculations involving maximum range of projectiles.

  • Fixed a bug that caused the collision model for a rock at the “Founders Canyon” map to disappear.

  • Fixed a bug that changed the sounds of hits on parts from the “Trigger” and “Destructor” weapons.

  • Fixed a bug that caused the challenges tab to partially obscure the list of players on the map screen during battle.

  • Fixed a bug that caused a welding point on the “Battle walker shoulder right” part to disappear.

  • Fixed a bug that caused projectiles to incorrectly attach to the “Gerrida I” mechanical legs.

  • Fixed a bug that caused the effect of destroying the “Miller” minigun to disappear.

  • Fixed a bug that caused tabs to switch sequentially when repeatedly pressing the left button on the controller’s directional pad.

  • Fixed a bug that caused the production of epic faction banners to ignore the player’s workbench coupons.

  • Improved a number of in-game texts and icons.

Crossout - Faley016

Survivors! Just recently, we have collected your suggestions and thoughts about the in-game balance in Crossout. Thank you all for your active participation. Now we are sharing answers to some of your suggestions.

We have not changed the wording of your suggestions, retaining the authors’ original spelling and grammar. We have also tried not to publish repeated or similar questions and answers, and did not consider suggestions that violated the established rules of writing.

  1. Not enough pins for the “Machinist” cabin

  2. There are two empty rows without pins on its roof, which is extremely inconvenient because you often need to place a cannon closer to the edge of the roof, but you can’t because there are no pins there

  3. Add two additional rows of pins on the cabin’s roof

Comment: unfortunately, there is a technical limitation on the maximum number of pins on a part, and the “Machinist” has reached this limit. We will consider moving some of the pins from the side edges to the roof.

  1. “Triton” is out of balance

  2. It’s the simplest and most damaging weapon with the longest range among shotguns. All you need to do is crash into the enemy and hold down the firing button. Particularly effective with the new unbalanced legs. Literally makes a ton of damage.

  3. Reduce its damage significantly. Either let builds with Tritons take 30% damage from this explosion (but not the Tritons themselves). Or let Tritons lose a certain percentage of their maximum health from each explosion, maybe 8 or 10. Or limit the number of explosions available per battle to 4-5 per single shotgun. And increase its PS.

Comment: at the moment, “Triton” shows excessive effectiveness only in combination with the “Myriad”. In the next update, we will fix a number of bugs in “Myriad’s” physics related to its mobility when there are up to 2 of them and its interaction with boosters. After these changes, we will assess the need for adjustments to “Triton”.

  1. Tracks have poor traction.

  2. Vehicles with wheels push over the builds with tracks in the vast majority of cases. Often, they even push over heavier vehicles on tracks.

  3. Increase the traction of tanks tracks at least by 30%.

Comment: the tracks themselves have sufficient traction. If there is a problem with them being too easy to push, then it is caused by something else (perhaps the movement parts are not touching the ground), and increasing traction will not help. We will look for the cause of the problem and explore possible solutions.

  1. The Flute’s perk can’t be implemented

  2. Currently, the cars have big bonuses to speed thanks to Jackie and new engines, cabins. So firing without any misses is impossible.

    + The specific aiming of the weapon also makes it very hard to hit the enemies consistently

    + players would often try to “throw” rockets over obstacles (which made the Flute a unique weapon, close to Clarinet)

  3. Remove the penalty for misses and reduce damage increase for hits on target

Comment: the upcoming balance changes have the “Flute’s” projectiles maneuverability significantly increased, which should make hitting the target easier. If that change won’t be enough, next time we will consider rebalancing the perk by reducing the number of stacks.

  1. The ATGM is totally countered by the Argus module that costs 1 energy.

  2. Because other weapons don’t have modules that would completely counter them for 1 energy.  For example, Argus can’t shoot down the Swarm projectiles in time, it only destroys 3-4 missiles at best but not the whole volley.

  3. 2 ways to fix this:

    1. Make it so that the Argus doesn’t destroy the ATGM but reduce its damage by a certain amount for each hit. Like it happens with shots from the Swarm.

    2. Add modules that counter other weapons, for example: Arannon shoots down projectiles from cannons; Archine shoots down projectiles from machine guns; Arpion shoots down projectiles from Scorpion; Argentum shoots down projectiles from energy weapons; Arshotgun shoots down projectiles from shotguns; Arauto shoots down projectiles from autocannons; Arvolver shoots down projectiles from revolvers; Arocket shoots down projectiles from rocket launchers; Arnade shoots down projectiles from grenade launchers; Arbow shoots down projectiles from crossbows; Arlee shoots down projectiles from melee weapons (prevents them from sawing your car); Arson shoots down projectiles from flamethrowers; Aryo shoots down projectiles from cryo weapons; etc.

Comment: we agree that the problem you pointed out exists, but we will consider other solutions. For example, adding bullet damage resistance to rockets. This option would allow “Argus” to destroy rockets, but would make the process much slower, meaning that they would reach their target more often. Your first suggestion has technical implementation issues and does not fit the logic of the module. The second one does not fit the model for releasing new content.

  1. Kensei is practically useless.

  2. After the changes to energy system, medium epic cabins were buffed to compensate for the loss of 1 energy and subsequent medium cabins had perks to compensate for low energy. But Kensei, which was released not so long before the changes, was already bad with the old energy system, but also lost energy, and thus became absolute garbage.

  3. The reworks announced in the recent balance changes won’t help this cabin, because there are a lot of parts now that can provide power in combination with more useful cabins. Here are my suggestions for how Kensei can be improved:

    1. Give the cabin the ability to “break through” the movement parts speed limits when the perk is active (including the reverse speed of the wheels). Maybe not bypass the limit completely, but to some percentage of the maximum speed.

    2. Add 20% resist for the car when the perk is active (Catalina gives damage stacks, Inferno gives less damage upon activation, Beacon gives resist stacks, Kensei gives less resist upon activation); the appearance of the cabin indicates tough armor, and the Vulture’s double perk was praised by the players, why not give Kensei the same?

Comment: we will consider your suggestions for expanding the cabin’s perk as part of future balance changes.

  1. The absence of an armoured car's wreckage if the enemy/ally self-destructed or entered the garage before the armoured car was destroyed.

  2. This mechanic negatively affects the balance of parts dependent on wreckages (Thyrsus, Pandora, Kronos, Titan). If I have disarmed an enemy, then I have formally destroyed them, so why can they take away my ability to use perks tied to the wreckages by simply using self-destruction or going to the garage?

  3. Revise the mechanics of the wreckages so that after self-destruction or going to the garage without dying in battle, the wreckage remains on the battlefield.

Comment: thank you for pointing out this issue. We will start working on ways to fix it.

  1. 1. Balance problem in your opinion

    • Using different types of movement parts in one build.

  2. Why do you consider it a problem

    • Basically, different types of movement parts are used to increase the durability of an armoured car and its resistance to damage. Example: The build with ML uses Goliath tracks exclusively as defense against direct hits and to reduce damage to weapons and the cabin. The tracks are not used in any other way, similar to augers and Goliath. This gives a huge advantage in durability and defense of the installed weapons, which are already hidden very deep in the build.

  3. What is the solution for the problem in your opinion

    • Completely eliminate the possibility of installing different types of movement parts on one armoured car. Complete freedom in building and complete freedom in general has never led to anything good.

Comment: we already have mechanics that track this kind of movement part usage and impose penalties in the form of tonnage and perk disabling. We will look into additional penalties to make such use of movement parts less effective (e.g. disabling damage resistance).

  1. Weird Compiler and its weird perk. (and the ways to fix it).

  2. I think the cannon from the Founders BP is very hard to use. In the first mode, it’s quite difficult to hit anything from the cannon at medium to long range, and the second mode can only be accumulated when the enemy is close enough to be hit by all 3 projectiles in the first mode. The second mode itself (after accumulation) is largely useless in such situations because it cannot be aimed as well as Mandrake and Heather, since it cannot be used at long range, and although the Compiler's artillery mode can cause significant damage at close range, but it is difficult to hit the target if the target is literally next to you, as well as due to landscape and the fact that the artillery shot simply does not fire in close range unless the build is designed in a very specific way.

  3. What do I suggest? Give the Compiler a completely different style of play with a new perk that sounds like this: “If there are no enemies within a radius of 250 meters (possibly much more), the Compiler replenishes the artillery volley by 1 pcs. for 15 seconds. Stacks up to 3 times.” 

(This radius is sufficient to prevent players from using the 2nd weapon mode indefinitely for a constant siege, allowing them to retreat, give their enemies a little respite from the attacks, and reload the second mode).

On paper, the strategy for this weapon looks like this:

When defending:

*While the enemies are approaching, you can shoot at them in the second mode.

*Once the enemy arrives, take them out with the first mode of the cannon.

During a siege:

*Approach to a sufficient distance to fire in the second mode, fire 3 volleys, then move away to reload the perk.

*When your allies decide to attack up close, simply drive towards the enemy and fire in the first mode.

(In order not to break the balance too much and give your enemies a chance (be they hovers, spiders, wheelers, etc.), you can instead reduce the projectile speed and damage in the second mode (Artillery) by about 10-20%).

Comment: this suggestion contradicts the concept of the “Compiler”, which is primarily a cannon. We don’t want to shift the focus of gameplay to the artillery mode. In the upcoming patches, artillery shots will become practically “free” in terms of time, which should bring their usage frequency back to the originally intended level.

  1. Slaughterer

  2. A weapon with a great concept that isn't used to its full potential. In real battles, everyone uses only the second mode (with charge), because there is no point in the first mode, which does almost no real damage to most builds, in order to POSSIBLY get +20% (often less) on the second shot, when you can simply shoot twice normally with the same reload time. The splinter mode deals very inconsistent damage and hardly destroys any parts. In addition, the second shot itself keeps the perk at around 10%, which makes the first mode even more pointless. Another problem is the shape of the weapon, which makes it perfect for strafing, but practically unusable on wheels, even though it is actually a turret weapon.

  3. Change the first mode so that there are situations when it is more advantageous to use it. Options include adding damage and/or blast radius to the fragments, as well as adjusting their spread so that more fragments deal damage. Also, to ensure that the second shot is not the ultimate choice, the maximum perk bonus can be increased to ~50%. In exchange, remove the second mode's ability to increase weapon damage when hitting parts (usually when shooting only in the second mode, the perk stays around 6-12%), which will reduce the medium damage increased by the first mode. Another option is to add a bonus to reloading after using the first mode, similar to Astraeus on the test server. The problem with the weapon's shape could be partially solved by the ability to place it in a 2x2 hole with a depth of 1 pin without a penalty to the aiming angles. Currently, the weapon only fits sideways into a 2x4x1 slot, losing some of its vertical aiming angles. Slightly armoured in this way, the weapon would not stick out as much from most wheeled builds as it does now.

Comment: in a future balance patch, we will test some options to make both modes feel relevant.

  1. brick builds problem

  2. Regarding the dynamics of builds, it seems to me that the operation symbol before the exponent is mixed up in the speed buildup formula. What I mean is: an overloaded build accelerates slowly from 0 to 40, for example, in 10 seconds, and from 40 to 100 in 2-3 seconds. In fact, it should be the other way around: at the start, the speed buildup should be maximum (maximum engine torque), and the further buildup to the maximum should depend on the power and load. The problem of “flying bricks” itself is most likely a consequence of an error in the speed buildup formula.

  3. Check the speed buildup formula or power calculation for an extra/missing minus symbol in front of the exponent.

Comment: the speed buildup works exactly as you described: the initial km/h values are reached quite quickly, then acceleration slows down. We were unable to reproduce the problem you described. If you have specific armoured cars on which this error occurs repeatedly, please contact support.

  1. Unpopular weapons Summator and Argument nailguns, which are practically absent in battles.

  2. Summator and Argument are primarily intended for destroying important parts on builds (weapons, modules, and movement parts), but firing single shots and trying to destroy important parts of a hover due to the low flight speed of the projectile is practically unreal. Shooting point blank while aiming at important parts is unreasonable due to the large spread, and shooting at “meat” is ineffective, the damage is spread out, and the durability of these nailguns leaves much to be desired.

  3. Increase the projectile's speed, increase its durability and mass accordingly, and also do something with the Argument perk, as there is no point in having a high rate of fire if it is impossible to hit a moving target at a distance greater than arm’s length.

Comment: we have some ideas for rebalancing this weapon class, and we’ll test them in one of the upcoming balance changes.

  1. ML 200 useless perk

  2. The epic mechanical leg ML 200 has a perk that compensates for the recoil of its own weapons and reduces incoming impulse. However, in practice, this perk is completely useless because all popular vehicles with this movement part weigh almost 30000 kg, which makes them immune to any impulse due to their mass. At the same time, the Meat Grinder auger, having parameters better than MLs (mass, speed, melee damage, good traction), has a very good perk that makes the auger a relevant movement part.

  3. I suggest changing the ML 200 perk so that for every ML 200 leg installed, up to 10 pieces, the vehicle's surface traction increases by 5% and the damage protection of structural parts increases by 2%. In any case, you said at the last QA session that you would rework the ML perk, but you haven't done so yet.

Comment: we said that we would consider reworking the perk, not that we will definitely do it. We tested various options internally, but have decided not to change the perk at this time, as ML 200 received other buffs in the last round of changes and its efficiency is now at a satisfactory level.

  1. Unpopularity of certain weapons and cabins of special rarity

  2. Almost all weapons of special rarity are unpopular on all PS, with rare exceptions. Hypothetically, they could be playable, but in reality, few people use them

    1. Summator was never considered playable, but in reality it was good thanks to the size of the projectiles and (paradoxically) its wide spread: at the beginning of the battle, it was possible to “scare” opponents, forcing them to abandon their path and drive them into an area where there were more allies for further head-on combat. I understand that its use is very specific, but it did have its place. However, after the introduction of the penetration ability of projectiles, the size of the Summator's projectiles was logically reduced, which is excessive, and the low damage of the weapon, even when fully charged, leaves much to be desired.

    2. Median was once a popular weapon, now almost never used after a significant reduction in damage for “balance” of penetration ability.

    3. Pyralid is a powerful weapon, but due to its low durability, it has to be heavily armored, which “cuts” the aiming angles due to the Pyralid's model, making Locust and Wasp much more popular.

    4. Guardian and Leech are good weapons capable of competing with some purple rarity weapons, however, these weapons are not popular

  3. A small upgrade of “non-core” weapon parameters:

    1. Summator: a small decrease in mass; it makes sense to increase the size of the projectile

    2. Median: increase the base ammunition and weapon rotation speed

    3. Pyralid: change the “collision” of the weapon’s model, making it similar to the Wasp or Locust

    4. Guardian and Leech: slight improvement of perks and/or reduction of mass

    5. It is worth revising the parameters of special cabins, I cannot suggest anything concrete

    It makes sense to revise the mass of the Summator: it is partially made of plastic and is smaller than the Guardian and Leech, but weighs significantly more, despite that they’re made entirely of metal and are larger in size

Comment: many parts of special rarity are quite relevant in the 4000–8000 PS range. The popularity of a part is not only due to its efficiency, but also to its availability to players (as in the case of Leech, for example). Upcoming balance changes affect unpopular parts of all rarities, including the special rarity.

  1. Frontal shotguns and machine guns are unpopular.

  2. Compared to their common counterparts, frontal weapons sacrifice rotation angles either for durability (blue and teal) or for energy (purple, where the difference in durability is insignificant). But considering the ratio of durability to the size of the model, which is difficult to cover even with one-pin layer of armor, the survivability of these weapons is no greater (in the case of purple weapons, it is even less). Therefore, such weapons are not in high demand. The prices of Ruptures, Leeches, Guardians, and Tacklers on the market also confirm this.

  3. Increase the durability (and mass, respectively) of frontal weapons.

Comment: we agree with your suggestion and will test this change in one of our upcoming balance changes.

  1. There is a large difference in the speed of Leviathans with light and heavy cabins, but there is little difference in tonnage.

  2. Leviathan has a fixed amount of additional tonnage (50000 kg + 200 kg), and this value does not change depending on the cabin type, only the tonnage of the cabin itself is added. Because of this, builds with light cabins can travel at 120 km/h and have 59470 kg tonnage, while builds with heavy cabins can travel at 62 km/h and have 75100 kg tonnage. The difference between light and heavy cabins in speed is 51%, and 20% in tonnage. This makes the use of heavy and medium cabins inefficient compared to light ones.

  3. The additional tonnage for Leviathans should depend on the cabin type. 40000 kg for light cabins, 50000 kg for medium cabins, and 65000 kg for heavy cabins.

Comment: we agree with your opinion and believe that the original Leviathan modifiers should ideally be multipliers for the base parameters of the cabin, but we assume that such a change could completely destroy players’ current builds and would be received extremely negatively. We will look into the possibility of implementing such a change.

That’s all for today. The next part of the comments will be released soon. Stay tuned and good luck in battles!

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