The technology of the Ravagers has finally been subjugated. What does this mean for the Valley? What will change in the confrontation with a common enemy? What unthinkable armoured vehicles can be assembled by the best engineers of the Wasteland?
In the first half of June, the new season titled “Road to Singularity” will begin. This highly anticipated update will not only add new parts, but will also introduce redesigned projectile damage mechanics, which will bring numerous balance changes and widen the variety of armoured vehicles on the battlefield.
And in the second half of the month we expect a brawl festival with new interesting modes and unusual conditions for battles!
You can download these and other artworks from the “Wallpapers” section on our official website. For more information on Crossout, follow these channels:
Well, well. Another year behind. A year filled with the smell of gasoline and burnt rubber. We went to the cold north and gave chases, accelerated to incredible speeds and even soared into the sky!
It's time to take a look at the best of the best, those who left their mark on the Wasteland forever!
Today we welcome Survivors from all over the Valley to the first Crossout Awards!
Guests have already finished walking along our red carpet, so take your seats in the hall! We begin! As one classic from a distant country said, “Art is an explosion!” And where, if not in the Crossout Show, to see the best explosions captured by survivors in the heat of battle?
Our first nomination for today is “The Best Moment From the Crossout Show”! Oh, and it was not easy for our jury to select the best, because there were so many moments!
However, the best one was found!
Congratulations! But let's get back to more classic versions of the image of beauty. There are many artists among the inhabitants of the Wasteland. It's time to determine the winner in the category "Best Fan Art"!
Among the works this year were
Aleksandr Kulachkovich
Denis Knyazkin
Nikita Sakhar
And the best of the best is Rei Popov! Congratulations! Congratulations! And now about those who find their own approach to creating paintings. No less interesting and outstanding are the paintings that survivors create right in the game!
In the nomination for “The Best Picture in the Game”, the jury paid attention to the works
GigaChad by pm
Prismo by PotatoCream
HAYKOGPAD by 3EML9_METALLOM
And the best is Search 4 Fallen by IAGENTsI! Hooray! All works are available at the exhibition and you can evaluate them right in the game! Don't forget to post yours with the "Art" tag - maybe in the future the reward will overtake you too! We must not forget those who embody their inspiration in real objects. In the nomination for “The Best IRL Work” this year, reddit user D3F3ND3R16 and his diorama! Laughter prolongs life! And what could be the best source of laughter in the Wasteland? Of course, memes! And the “Best Meme of the Year” is the one by reddit user noobadi3 Moving on to the nominations for our favorite content creators! Create videos, show creativity and versatility - something that deserves respect!
First nomination for today: “Best Fragmovie”! You can show how strong you are in combat in different ways. But only the best of the best do it in such a way that the viewer with bated breath cannot tear himself away from the screen.
And the best this year is that_guyfire with the “Crossout | Large Caliber” video
Whether new to the Wasteland Survivors or seasoned pilots, it's always good to learn something new. Especially for them, the authors produce educational videos.
TCS23 and its series of Tips and Tricks videos won the Crossout Awards 2023 nomination for “Best Educational Video”!
Let's move on to the main categories! What is HYPE? Perhaps not only the number of views and likes, but something that left its response in the entire community, sometimes even changing the approach to the game.
“HYPE of the Year” nomination! And the winner is JBRider with “FLYING ARTILLERY!”
Congratulations JB! Thank you for another year of great content and wish you continued creative success! It's time to announce the “Best Streamer of the Year” according to the Crossout Awards.
Streaming is not as easy as it might seem. During live broadcasts, it's not enough to just show off your play - you need to create a show! To unite people around you and create really high-quality content.
And High Potential becomes the “Best Streamer of the Year”!
Congratulations! Let the challenges run as easy as shelling pears and say hello to the chat! And that concludes our ceremony! Thank you for another year spent in the Wasteland and see you soon! For more information on Crossout, follow these channels:
Earlier, we have already announced a number of balance changes in one of our devblogs. Today we are ready to share the full list of balance changes that are planned to be implemented in the next update. We remind you that we plan to implement a new mechanics of projectile damage in this update. Therefore, the list of changes is quite big.
Please note that all the balance changes specified in this news are relevant at the time of publication and may not be final or not get into the game at all. Certain additional changes, if necessary, may be made after the announcement.
Changes in the mechanics of projectile damage
The following changes are relevant for projectiles that have the properties of flight speed and size.
For such projectiles, we refined the algorithm for hit registration. Now the damage from the hit is applied to all the parts crossing the volume of the projectile throughout its flight. Previously, this mechanics recorded a hit only on one part with subsequent damage at two meters from the point of contact. The old registration algorithm didn’t match the new projectile mechanics, so it was decided to make adjustments to it. The new registration algorithm will allow additional balancing of the weapon (together with the penetration ability). The changes in projectile size are related to this refinement. [expand type=details]
Penetration ability
The parameter allows adjusting how much damage a projectile of a particular weapon has to deal from a hit until it explodes.
In the characteristics of the weapon (in the “features” section), a parameter has appeared that shows the value of the penetration ability. By the presence of this parameter you can understand if the global changes in projectile damage mechanics (removal of the 2-meter limitation) apply to your weapon. If you don’t see this parameter, then your weapon was not affected.
A parameter value of 80% means that the projectile will disappear/explode after it hits more than 80% of hit damage. The checking of how much damage the projectile has dealt is done after the damage has been dealt.
So: the projectile has 100 of hit damage and its penetration ability is 80%. Let’s consider 2 situations:
The projectile hits a part with 90 pts. of durability, the projectile will spend 90% of its damage, and then it will disappear or explode, because this value is greater than 80%.
The projectile hits a part that has 40 pts. of durability. It destroys it and goes further, because it inflicted only 40% of hit damage. The next part on its way has 100 pts. of durability. The projectile will deal 60 damage to it and disappear or explode, because in total it dealt 100% of damage, which is more than 80%.
This way, before disappearing or exploding, the projectile will deal a total from 80% (penetration value) to 100% of its firearm damage.
Such mechanics are required for greater flexibility in weapon configuration. It allows you to further adjust the minimum amount of damage that a projectile can inflict on parts on its way, without affecting the maximum damage to one part.
Important:
Projectiles no longer have a 2-meter limit and continue to fly until their bullet damage is depleted or until the projectile’s “lifetime” ends. The amount of damage dealt is spent according to the principle of the durability of destroyed parts: the amount of initial damage is subtracted from the durability of each destroyed part. The projectile disappears when the hit damage is exhausted.
The explosion, if any, occurs after the penetration ability is exhausted. This will also create situations where a projectile hitting a lightweight part from the edge of the armoured vehicle will destroy it and, without encountering other parts, will fly further without exploding.
The perks related to projectile hits work on the first contact.
The impulse is applied on the first and on the last contact.
Changes to weapons with “hitscan” mechanics (machine guns, shotguns, etc.)
As we noted earlier, we cannot remove the “2-meter limitation” from such weapons without significant performance losses. In order to reduce the effectiveness of parts that pass damage relative to such weapons, the limitation has been increased up to three meters. [/expand]
Changes in weapon parameters
Comment: All changes to the weapons are related to the new mechanics (removal of 2-meter restriction). These changes allowed us to solve the problems found as a result of testing. We should note that the durability and penetration parameters were adjusted in groups, since the testing was conducted with a relatively small group of players. After the changes are released on the main server and more data is received, additional adjustments may be made in the following updates. [expand type=details]
SM Hornet
Durability increased from 52 to 57 pts.
LM-54 Chord
Durability increased from 60 to 66 pts.
MM5-4 Vector
Durability increased from 74 to 81 pts.
Sinus-0
Durability increased from 90 to 99 pts.
Spectre-2
Durability increased from 186 to 205 pts.
Aspect
Durability increased from 220 to 242 pts.
M-37 Piercer
Durability increased from 125 to 138 pts.
M-38 Fidget
Durability increased from 145 to 160 pts.
M-39 Imp
Durability increased from 209 to 230 pts.
ST-M23 Defender
Durability increased from 161 to 177 pts.
M-25 Guardian
Durability increased from 179 to 197 pts.
M-29 Protector
Durability increased from 213 to 234 pts.
M-32 Vindicator
Durability increased from 225 to 248 pts.
ST-M26 Tackler
Durability increased from 228 to 251 pts.
Gungnir
Durability increased from 173 to 190 pts.
Nothung
Durability increased from 233 to 256 pts.
MG13 Equalizer
Durability increased from 163 to 179 pts.
MG14 Arbiter
Durability increased from 218 to 240 pts.
Punisher
Durability increased from 368 to 386 pts.
Miller
The weapon now has an 80% penetration ability.
Projectile size reduced by 38%.
Reaper
The weapon now has an 80% penetration ability.
Projectile size reduced by 38%.
AC43 Rapier
Durability increased from 113 to 124 pts.
Projectile size reduced by 38%.
AC50 Storm
Durability increased from 168 to 185 pts.
Projectile size reduced by 38%.
AC62 Therm
Durability increased from 192 to 211 pts.
Projectile size reduced by 38%.
AP64 Joule
Durability increased from 216 to 238 pts.
Projectile size reduced by 38%.
AP72 Whirlwind
Durability increased from 391 to 411 pts.
Projectile size reduced by 38%.
AC80 Stillwind
Durability increased from 404 to 424 pts.
Projectile size reduced by 38%.
Cyclone
Projectile size reduced by 38%.
Tempest
The weapon now has a 100% penetration ability.
Whirl
The weapon now has a 100% penetration ability.
Avenger 57mm
Durability increased from 217 to 239 pts.
The weapon now has a 65% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Projectile size reduced by 38%.
Judge 76mm
Durability increased from 320 to 352 pts.
The weapon now has a 65% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Projectile size reduced by 38%.
Prosecutor 76mm
Durability increased from 400 to 440 pts.
The weapon now has a 10% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Explosion radius reduced by 33%.
The first 2 “pins” of any part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
Projectile size reduced by 38%.
Executioner 88 mm
Durability increased from 545 to 600 pts.
The weapon now has a 10% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Explosion radius reduced by 33%.
The first 2 “pins” of any part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
Projectile size reduced by 38%.
BC-17 Tsunami
Durability increased from 746 to 821 pts.
The weapon now has a 65% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Projectile size reduced by 38%.
CC-18 Typhoon
Durability increased from 950 to 1045 pts.
The weapon now has a 65% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Projectile size reduced by 38%.
Little Boy 6LB, ZS-33 Hulk, ZS-34 Fat Man, Elephant, ZS-46 Mammoth, ZS-52 Mastodon
The weapon now has an 80% penetration ability.
Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
Projectile size reduced by 38%.
AM-5 Avalanche
The weapon now has an 40% penetration ability.
Median
The weapon now has an 80% penetration ability.
Damage reduced by 11%.
Emily
Durability increased from 100 to 120 pts.
Yongwang
Durability increased from 423 to 465 pts.
GL-55 Impulse
Durability increased from 126 to 151 pts.
Thresher
Durability increased from 180 to 216 pts.
Retcher
Durability increased from 213 to 256 pts.
AT Wasp
Durability increased from 55 to 72 pts.
Removed projectile hit damage.
Pyralid
Durability increased from 69 to 90 pts.
Removed projectile hit damage.
Locust
Durability increased from 100 to 130 pts.
Removed projectile hit damage.
Cricket
Durability increased from 150 to 195 pts.
Removed projectile hit damage.
Snowfall
Durability increased from 436 to 501 pts.
Waltz
Durability increased from 259 to 298 pts.
Removed projectile hit damage.
Pyre, Hurricane
Removed projectile hit damage.
ATGM Flute
Durability increased from 47 to 54 pts.
Removed projectile hit damage.
Scorpion
Reworked the calculation of damage dealt by “Scorpion”. This is because, without the 2-meter limitation, its projectile could deal a potentially huge amount of damage. Now after a part is pierced, the damage multiplier is not static as before, but constantly decreases with each pierced part. The size of the multiplier depends on how much damage the “Scorpion” projectile didn’t deal to the previous part. This way, “Scorpion” will be able to deal more consistent, but at the same time, limited damage.
Projectile size reduced by 40%.
Astraeus
Projectile speed reduced by 20%.
The weapon now has a 55% penetration ability.
Spike-1
Durability increased from 305 to 336 pts.
The weapon now has a 100% penetration ability.
Varun
Durability increased from 529 to 582 pts.
The weapon now has a 100% penetration ability.
Toadfish
Durability increased from 384 to 422 pts.
The weapon now has a 100% penetration ability.
Phoenix
Durability increased from 488 to 537 pts.
Remedy
Durability increased from 420 to 462 pts.
The weapon now has a 100% penetration ability.
Draco
Durability increased from 360 to 396 pts.
The weapon now has a 100% penetration ability.
Firebug
Durability increased from 540 to 594 pts.
The weapon now has a 100% penetration ability.
Fortune
Durability increased from 288 to 331 pts.
Ripper
The weapon now has a 100% penetration ability.
Removed reduction for damage dealt to frames.
R-37-39 Adapter
The weapon now has an 80% penetration ability.
Projectile size reduced by 38%.
Kaiju
The weapon now has a 55% penetration ability.
Burst length reduced from 14 to 12 shots.
Projectile size reduced by 38%.
Summator and Argument
The weapon now has a 70% penetration ability.
Projectile size reduced by 75%.
Harvester
Durability increased from 576 to 662 pts.
Yokai
Removed projectile hit damage.
Synthesis
Durability increased from 175 to 201 pts.
The weapon now has a 10% penetration ability.
Projectile size reduced by 38%.
Prometheus V
Durability increased from 185 to 213 pts.
The weapon now has a 10% penetration ability.
Projectile size reduced by 38%.
Helios
Durability increased from 225 to 259 pts.
The weapon now has a 10% penetration ability.
Projectile size reduced by 38%.
Spark III
Durability increased from 435 to 457 pts.
Flash I
Durability increased from 544 to 571 pts.
Aurora
Durability increased from 275 to 303 pts.
Athena
Durability increased from 393 to 452 pts.
Assembler
Durability increased from 312 to 359 pts.
The weapon now has a 50% penetration ability.
Projectile size reduced by 38%.
[/expand]
Changes in the parameters of movement parts
[expand type=details] All tracks now have their own perks:
Small track
Reduces the weapon spread by 20% at the speed above 80 km/h. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.
Sleipnir
Increases weapon rotation speed by 25%. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.
Reinforced track
Increases the durability of all other such tracks on the armoured car by 5%. Maximum bonus is 20%.
Tank track
Increases the maximum speed and power of the armoured car by 10 km/h and 25% respectively when the durability of the armoured car drops to 65% and below. The effect will not work if there are other movement parts mounted on the car.
Armoured track
Increases the damage protection of structural parts by 25% if the player is within 40 m from 2 or more enemies. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.
Goliath
Increases the durability of parts that are attached to the track by 10%.
Icarus IV
Removed additional damage to the side projection.
Icarus VII
Removed additional damage to the side projection.
Speed reduced from 95 to 90 km/h.
Tonnage increased from 650 to 900 kg.
Reduced flight altitude.
To compensate for the fact that the same mass of the armoured car now requires a smaller number of hovers — the dependence of acceleration on mass has been increased.
Comment: vehicles with “Icarus VII” showed low survivability with the new mechanics of dealing damage from projectile hits, even considering their mobility. These changes should help with armouring the car, but in return they reduce mobility.
All wheels
Increased wheel turning speed.
Improved traction: wheels now enter and exit drift less quickly.
Fixed a bug with vehicles with wheels losing speed too fast on inclines and while steering (including “Bigram” wheels and “Omni”).
Bigfoot
Wheel durability increased from 445 to 565 pts.
Now the turning wheel consumes 16% power (instead of 20% before).
Standard wheel now consumes 8% power (instead of 10% before).
Comment: before the changes, “Bigfoots” were the least effective epic wheels. These changes should improve their survivability and mobility.
Lunar IV
Improved the wheel model to minimize overlap when mounted together with various fenders.
[/expand]
Hardware changes
[expand type=details]
Explosive modules
Explosion damage reduced by 20%.
Reduced explosion impulse.
Comment: the change is related to the new damage mechanics and weapon edits and should reduce the negative effects after such modules are destroyed.
Radars “RS-1 Ruby”, “RD-1 Listener”, “RD-2 Keen”
You can no longer mount more than one radar.
Removed mechanics of passing explosive damage through.
RS-1 Ruby
Durability increased from 26 to 56 pts.
RD-1 Listener
Durability increased from 71 to 104 pts.
Mass increased from 72 to 126 kg.
Comment: in order to avoid a possible problem with the radar’s armouring, it was decided to limit their amount on a car. Improved the durability parameters of the lower rarity radars, as they were most often used in pairs in battles.
Car jack
Increased the maximum speed at which the car jack can be used.
Comment: the change should help solve the problem where the car jack could only be activated when the car comes to a complete stop.
Aegis-Prime
Added new attachment points.
Comment: the current placement of the attachment points is inconvenient for placing the module and limits its installation options too much.
Oppressor
Maximum weapon rotation speed bonus increased from 70% to 80%.
Maximum speed bonus increased from 20% to 22%.
Comment: the efficiency of vehicles with “Oppressor” has decreased too much after changes to its perk. [/expand]
Changes to cabin parameters
[expand type=details]
All cabins (starting with the “rare”)
Reduced the effect of mass on the acceleration of the car. The highest bonus is applied to the “light” type.
Comment: this change is aimed at slightly increasing the mobility of loaded builds.
Hot rod
Cabin type changed from “medium” to “light”.
Cabin rarity increased to “special”.
PS increased from 750 to 1300.
Maximum cabin speed increased from 80 to 90 km/h.
Added perk: increases the accuracy of mounted weapons by 15%.
Jockey
Cabin rarity increased to “special”.
PS increased from 750 to 1100.
Durability reduced from 380 to 330 pts.
Maximum cabin speed increased from 70 to 75 km/h.
Tonnage increased from 4100 to 4600 kg.
Mass limit increased from 9000 to 9500 kg.
Added perk: the damage of weapons and drones is increased as long as there are enemy vehicles in a radius of 25 meters from you. Max. 10% bonus is achieved over 10 sec.
Carapace
Cabin rarity increased to “special”.
PS increased from 750 to 1100.
Maximum cabin speed increased from 55 to 65 km/h.
Added perk: charges when there are enemies within a radius of 115 m, and the more the enemies, the faster. By pressing the button, speeds up weapon reloading by 30% for 6 sec.
Torero
Cabin type changed from “medium” to “light”.
PS increased from 1500 to 1800.
Please note that the change of class also allowed the cabin to get an increased bonus to the effect of mass on acceleration. Now the power of a loaded armoured car with “Torero” is higher than if the cabin had remained “medium”.
[/expand]
Structural parts
The changes concern only structural parts that increase the durability of the vehicle. [expand type=details] The parts of each faction have their own durability to mass ratio. We have improved this ratio by increasing durability. The “lighter” the faction, the greater the bonus (in %) it has received.
Also, we have added resistance to different types of damage (firearm, explosive, thermal, energy) to the parts that increase the durability of the vehicle (if they do not have other features, such as “Lets damage through”). The set of resistances depends on the faction.
Resistances should be a bonus rather than a fundamental parameter for selecting a part, and should add some uniqueness to each faction and add variety to the process of assembling the vehicle.
Faction
Resistances according to Firearm damage
Resistances according to Explosive damage
Resistances according to Thermal damage
Resistances according to Energy damage
Lunatics
5
5
10
0
Firestarters
5
5
15
0
Engineers
10
10
0
0
Nomads
10
5
5
0
Syndicate
10
0
5
10
Dawn’s children
0
0
10
15
Hyperborea
15
0
5
5
Founders
10
10
0
5
Scavengers
5
15
0
0
Steppenwolfs
5
15
0
5
Comment: the addition of durability and various resistances are directly related to the new damage mechanics and weapon changes: the survivability of vehicles without “screen armour” decreased with the removal of the 2-meter limitation for projectiles.
Small assembly section
PS reduced from 42 to 38.
Mass reduced from 204 to 189 kg.
Durability increased from 86 to 90 pts.
Large assembly section
PS increased from 42 to 51.
Mass increased from 204 to 251 kg.
Durability increased from 86 to 120 pts.
Comment: fixed a bug due to which the parameters of both parts were identical and didn’t match their sizes. [/expand]
Frames
[expand type=details]
Increased the durability of all frames by 2.5 times.
Reduced the “lets damage through” indicators from 90% to 75%.
Melee damage resistance reduced from 50% to 25%.
Comment: during testing of the new damage mechanics, we found a problem with the reduced survivability of frames and parts behind them. These changes are aimed at ensuring that the frame (as a part) better protects the parts located behind it, while at the same time its own survivability remains at the same level. [/expand] This concludes the list of balance changes. We would like to additionally note that before the update is released, it could include some additional changes.
The update is scheduled to be released next week! See you on our livestream on Tuesday! For more information on Crossout, follow these channels:
The next major update is just over a week away! Today we will take a closer look at the new PvP location, which will become available with the update’s release. Welcome to the “Orbital station”!
The new location was created for the “Control” mode and features a unique visual style and an asymmetrical layout. At the beginning of the battle, players always have a choice of where to go: one of the paths leads directly to the bases “A” (from the northern respawn point on the map) and “C” (from the southern point), the second — to the capture point “B”.
The respawn point of the second team and the path to the base “C” Respawn point of the first team and the path to base “A” Bases “A” and “C” are the remains of the Ravager machines. The points are located opposite each other and are separated by a battle arena among rocks and palm trees.
View of base “C” View of base “A” View of the arena between bases “A” and “C” Base “B” is a fallen orbital station at the bottom of the shallowed sea.
View of base “B” The structure of the location allows you to reach the station or the machines of the Ravagers through the arena. An important feature is that the base at the station’s crash site is advantageously located relative to the bases of the Ravager machines: not only it is concealed from direct fire, but it can also offer a number of positions for sniper fire on the enemies capturing these two bases. Share your thoughts and first impressions about the “Orbital station” map with us. We’ll see you in the news with the announcement of the upcoming balance changes! For more information on Crossout, follow these channels:
https://youtu.be/HyNrtMfErTI Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.team containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
We remind you that there's a contest marathon going on right now on our Discord server (“Summer marathon’ category). The grand prize is a Fairy Wednesday portrait. Also there's plenty of other great prizes. Details can be found HERE. For more information on Crossout, follow these channels:
For a week and a half, you fought intense three-way battles in Squad Battle with storm. The unusual rules allowed you to use unusual tactics that wouldn't have worked in standard missions, which we hope you enjoyed. Now we want to hear what you think of this mode, and we invite you to participate in an in-game poll!
The in-game poll will be available on all platforms from 13:00 UTC on May 25 to 19:00 UTC on May 28.
For more information on Crossout, follow these channels:
Starting from today, we are launching a festive in-game event prepared specifically for the 8th anniversary of Crossout! Join other survivors, take part in the festive brawl and get rewards!
Crossout Day
Attention! The event and festive rewards scale will be available from May 25 to June 7 inclusive!
This year, we’ve updated the “Crossout Day” brawl that many enjoyed playing last year:
“Crossout Day” is a confrontation similar to the “Free for all” brawl, where the player has no allies. You are surrounded by enemies and you need you to destroy as many of them as possible!
You can enter the mode as part of a group of up to 4 players, but all players in the group will be enemies to each other.
The battle takes place on the maps “Sand harbour” and “Abandoned town”.
Players take part in the battle on pre-built vehicles, sometimes highly unusual. All armoured vehicles in the battle are created by our players.
This year, we’ve updated the list of blueprints for the brawl. Just like before, all these blueprints are creations of our players, including not only the regular survivors, but also the blueprint builders and partners of the project.
The brawl also has respawns.
Only the first 4 places at the end of the battle are considered victorious.
The resource — scrap metal — is rewarded based on the place you occupy. The amount of scrap metal received decreases with each subsequent place.
At the beginning of the battle and after respawning, you can choose which vehicle to continue the battle on: there will always be 3 random blueprints to choose from.
Points are awarded both for shooting off parts and for destroying opponents. The points for destroying the enemy are also added to the points for all the parts that were on his armoured car at the time of destruction.
Event rewards
Each player will have access to a special event reward scale with levels for free.
You can unlock a level by completing daily challenges. One of the challenges can only be completed in the “Crossout Day” brawl. The second task is not tied to the festive brawl.
The number of levels is strictly limited by the scale. There will be no additional rewards and additional levels.
In order to unlock the whole rewards scale you need to complete all the tasks available.
All uncompleted daily challenges are accumulated. If you missed a few days, then you can easily complete several challenges in one day.
For leveling up, you can get the following rewards:
unique blueprint and all parts of the “Armoured camper” vehicle;
stickers, decor and paints;
containers with resources;
2 containers with a “rare” part of your choice;
a container with an “epic” CK of your choice;
Blueprint storage;
workbench coupons;
unique background and logo for profile customization. The emblem displays how many years ago you joined the world of the Wasteland (or will display when your first year passes);
Engineer badges.
For more information on Crossout, follow these channels:
It’s time for the final part of our devblog dedicated to the new season, which begins in the first half of June. And we have saved one of the main surprises (at least for fans of the spider type armoured cars) for last.
We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.
Mechanical leg “Gerrida I”
The Dawn’s children have long established themselves as creators of some of the best systems for travelling through the Wasteland. And the technologies of the Ravagers have allowed them to occupy another promising niche.
Everyone who has dreamed of moving across the battlefield quickly like a spider — rejoice! The new season in Crossout will feature light and fast mechanical legs!
This epic movement part was created specifically for those who needed more mobility and more spectacular appearance. With these legs you will be able to “whirl” many medium and heavy armoured vehicles, as well as become more mobile during long-range firefights.
Among the features of “Gerrida I” we should note that it lets some of the incoming damage through, which neither “ML”, nor “Bigram” had. But the scientists didn’t add resistance to blast damage, so be careful in battles against cannons, rockets and grenade launchers!
The most important thing is how the new movement part feels in action. You just need to start moving: a speed increase of 20 km/h reveals these mechanical legs in a new way. Finally, a real spider!
The perk of these new legs will reduce the spread of mounted weapons while you are moving in a straight line or using a strafe. The bonus will not depend on the number of such mechanical legs on the car, but will decrease proportionally if there are other mounted movement parts.
Of course, “Gerrida I” will have its own special qualities. Increased mobility and reduced power consumption are offset by lower tonnage and durability. Be prepared for increasing demands on your manoeuvring skills as well as the cost of making a mistake. But is this really an obstacle for the enthusiasts of walking armoured vehicles? Arachnophobes, beware!
New structural parts
“Right heat sink” and “Left heat sink”
These 4x2x2 parts (length x width x height) will not only cover the corner parts of your armoured car, but will also help to defend your weapon more efficiently. They include bonuses in the form of resistance to thermal and energy damage.
Panel arch
Another curious 3x8x2 part, which will expand your building capabilities and increase the durability of your armoured car quite a bit.
In addition to the parts already introduced in the blogs, you can expect new cosmetic items (decor, paints, stickers), new elements for banner customization, containers with resources and parts of your choice, as well as other bonuses, which we will discuss in more detail during our traditional livestream before the release of the update. Next week we will find out what new things await us in terms of in-game locations, learn about the planned balance changes, and then we will wait for the start of the new season. See you soon! For more information on Crossout, follow these channels: