As the update has been released, some players may have experienced items missing from the storage or the amount of coins on account being incorrect. We are aware of the situation and are working on a fix.
Thank you for your patience! For more information on Crossout, follow these channels:
Hello, survivors! In this update, you can expect a new in-game event “Foxy's secrets”, the ability to call an artillery strike on your enemies on the “Fortress” map, a new temporary mission, important balance tweaks and other changes and improvements.
Foxy’s secrets
Attention! The event and pack will be available until August 16 inclusive! [expand type=details]
The levels and corresponding rewards are unlocked as you complete special challenges and earn event experience points.
Event experience points are required to unlock levels and receive rewards.
As part of this event, you will be receiving new challenges: 1 main and 1 additional challenge.
The challenges are updated every 24 hours.
The base event rewards are available to all players without exception. They include:
50 in-game coins;
Certain stickers, paint and decor “Short orange lamp”;
Containers with resources;
Engineer badges;
Coupons for special and epic workbenches.
All additional rewards (marked with a lock icon on an orange background) are only available to those who have purchased the “Foxy’s secrets” pack (standard or deluxe version). Purchasing the deluxe version immediately unlocks the following 10 levels and all the rewards of the unlocked levels.
Purchasing the pack gives you access to:
A number of already produced and upgraded parts;
Recipes for the production of these parts on the event workbench, as well as the ability to remove upgrades from them in order to sell them on the market;
Additional 600 in-game coins;
Additional stickers, paints and decor (including a new hologram);
Storage expansion;
Ability to produce certain parts during the event;
For each subsequent level, starting from 50, you will receive the “M-25 Guardian” machine gun as a reward. These machine guns can be used in the production of parts on a special event workbench, as well as sold or used in upgrades.
[/expand]
New temporary mission “Control (respawn)”
Unlike in the familiar “Control”, in the new mission it’s not possible to win only by destroying all the enemies, due to the respawns after destruction.
The victory is awarded to the team that will control 2 out of 3 bases.
The waiting time to respawn increases each time your car is destroyed.
The mission is played on 3 maps:
Orbital station.
Ship graveyard.
Chemical plant.
Missions
The “Slaughter” mode has been temporarily added to the “Assault”, “Encounter” and “Control” modes mission rotation. We remind that:
Slaughter is a team confrontation where you need to score a certain number of points faster than the opposing team.
If the required number of points is not scored within the allotted time, the victory is awarded to the team with the most points.
Points are issued for the destruction of separates parts and armoured vehicles of the enemies.
The mode no longer has the self-destruct restrictions that were present in previous variations.
The mode has respawns.
Battles are held on the following maps:
Abandoned town;
Ravagers foothold;
Chemical plant.
Raids
Now, during raids, as well as on the results screen, the amount of damage dealt by players is displayed, and the leader, who dealt the biggest amount of damage, is additionally highlighted.
Also, the results screen now displays the amount of damage that was inflicted on players’ armoured vehicles.
Fortress
Thanks to the clever use of artillery, you now have the opportunity to turn the tide of battle on this map!
Now, a special terminal is available on the map, and its activation will launch artillery shells at your enemies. Damage from such projectiles will only be dealt to players of the opposing team. Artillery support can be called once every 20 seconds (the reload time is common for all team members).
Don’t forget that your opponents can also use the terminal and don’t lose this strategically important point out of your sight!
Attention! The ability to fire an artillery strike is available only in missions (“Encounter” mode). [expand type=details]
Ghost
Improved the physical model of the cabin: now any wheels can be freely mounted in the wheel arches.
Bumpers
Reduced the resistance to melee damage from 90% to 80% for all bumpers, except for the “Impact” bumper.
Reduced the resistance to melee damage for the “Impact bumper” from 80% to 70%.
Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased. Many will notice that the change is not as radical as in the first announcement — we decided to stop at these values and see if they would be sufficient in the game server conditions.
All turret cannons from “Little Boy 6LB” to “ZS-52 Mastodon”
Ammunition increased to 14 shells.
All cannons from “Judge 76mm” to “CC-18 Typhoon”
Ammunition increased to 12 shells.
Comment: cannons are weapons that are highly dependent on ammunition and, in the current realities, there may not be enough ammunition for them.
Prosecutor 76mm
Penetration ability increased from 10% to 25%.
Comment: the cannon’s effectiveness decreased a lot after all the changes, but bringing back the 2-pin penetration of the structure would be an overly powerful enhancement. Therefore, we are improving its penetration ability.
Executioner 88 mm
Penetration ability increased from 10% to 30%.
Durability increased from 600 to 655 pts.
Comment: just like with the “Prosecutor”, the parameters of the “Executioner” were also greatly reduced. These changes will help restore the cannon to its effectiveness and relevance.
Elephant
Damage increased by 15%.
Penetration increased from 80% to 100%.
Improved accuracy.
Comment: the cannon’s effectiveness is noticeably lower than that of its epic equivalents.
“BC-17 Tsunami” and “CC-18 Typhoon”
Blast damage increased by 9%.
Penetration ability increased from 65% to 75%.
Comment: even after the change in damage dealing mechanics, the effectiveness of these cannons remained at an insufficient level.
ZS-46 Mammoth
Damage increased by 23%.
A direct hit now increases the cannon’s damage by 10% for 10 sec. (instead of 20% before).
Comment: with this change we make the cannon less dependent on its perk and preserve its maximum damage.
Cricket
Rate of fire increased by 28%.
Improved accuracy.
Comment: the “Cricket” was insufficiently effective when compared to other epic weapons. Increased accuracy and rate of fire will help in the implementation of its perk and inflicting the maximum possible damage.
Barrier IX
Shield activation time increased from 1 sec. to 2 sec.
Cooldown increased from 20 sec. to 25 sec.
Comment: turrets have become an overly effective way of blocking damage. Reducing the possible frequency of shield deployment should bring the parameters in line with those expected. The implementation of the turret’s capabilities will become more dependent on thoughtful actions on the battlefield.
Synthesis
Penetration ability increased from 10% to 30%.
Damage increased by 10%.
Prometheus V
Penetration ability increased from 10% to 30%.
Helios
Penetration ability increased from 10% to 30%.
Damage increased by 12%.
Comment: the effectiveness of plasma emitters was greatly reduced after the change in the mechanics of dealing damage. Their penetration ability turned out to be too weak, and the projectile stopped its flight after colliding with the first part in its path. Also, the damage of “Synthesis” and “Helios” didn’t correspond to their rarity.
AC80 Stillwind
Damage reduced by 10%.
Comment: the autocannon’s ratio of damage to energy drain was too advantageous compared to other “legendary” weapons.
Cyclone
Initial rate of fire increased by 25%.
Maximum rate of fire increased by 14%.
The time required to reach the maximum rate of fire increased from 3 to 4 sec.
Durability increased from 661 to 714 pts.
Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles. Changes to the rate of fire will also help the autocannon to become more effective. As a result, the autocannon’s rate of fire at any given moment will be higher than before these changes were made.
Draco
Damage reduced by 6%.
Firebug
Damage reduced by 8%.
Comment: by gaining the ability to deal damage through the parts that let damage through, the flamethrowers became very effective. We don’t want to deprive them of this feature, and therefore we reduce the damage they deal.
Kapkan
The delay before activating the mine has been increased from 1 sec. to 2 sec.
Comment: “delay” refers to the time from setting the mine until it is able to capture the enemy. This change should reduce the effectiveness of planting mines directly in front of the enemy and give him a little more time to react.
Aspect
Damage increased by 23%.
Now, when the machine gun is fully heated, its damage increases by 30% (instead of 60% before).
Comment: as with the “Mammoth”, we are making the weapon less dependent on its perk and preserving the maximum damage.
Pulsar
Changed the weapon’s perk. Pulsar will now deal 30% more damage to modules.
Comment: the previous perk of the “Pulsar” for increasing blast radius had almost no effect on the effectiveness of the weapon. Now successful hits will help you to quickly deprive the enemies of vital equipment on their armoured cars.
Parser
Durability reduced from 320 to 290 pts.
Comment: for a weapon capable of firing at long distances, the “Parser” had a very high durability parameter.
Scorpion
Damage reduction as parts are penetrated is now 6% faster.
Reloading time increased from 5 sec. to 5.5 sec.
Increased dependence of accuracy on movement speed.
Comment: with the old mechanics, the weapon’s damage was excessive, but this was offset by the “screen” armour. Now, it has become easier to implement damage and the average effectiveness of the “Scorpion” has increased. The changes should slightly increase the cost of a miss and make the weapon more dependent on the player’s skills.
Harvester
Changed the perk: now damage is increased by 30% for every second of contact with the enemy. The effect stacks up to 7 times and gradually resets every second when the weapon doesn’t deal damage.
Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters. We took into account the community’s concerns about the fact that increasing the initial damage could cause possible issues with overestimated total damage of the weapon, and decided to make the Harvester’s effectiveness more dependent on the usage of its perk. Now each charge of the perk adds more damage, there are more charges, and they are not reset as quickly as originally intended. [/expand] [expand type=details]
Added articles about projectile penetration, damage protection and damage resistance to the in-game guide.
Now the parameter “Range” is called “Effective range”, because the scale reflects the average indicator between the optimal and maximum possible firing range.
Improved the logic of the fuel tank replenishment window: now only one window is displayed with the choice of fuel amount and confirmation.
Added display of events related to activity in the clan to the notification center.
Corrected hit sound effects of the “Synthesis”, “Prometheus V”, and “Helios” weapons.
Reworked the sound balance in favor of greater comfort during the game.
Retuned the sounds of wheel movement on surfaces.
Improved the sounds of engines.
[/expand] [expand type=details]
Updated the appearance of the “Wasp” rocket launcher.
Added a special visual effect that accompanies the negative effects imposed by enemy energy weapons and hardware on your armoured vehicle.
Added visual effects of low durability to active melee weapons.
Updated suspension models for a number of wheels:
Starter wheel.
Small wheel
Studded wheel (including those with “CK Windfall”).
Buggy wheel
Stallion
Landing gear (including those with “CK Host”).
[/expand] [expand type=details]
Fixed a bug where a quick transition to a blueprint from the exhibition and checking used parts would result in an incomplete loading of the car parts list.
Fixed a bug with the lack of visual effect of pellet flight for the “Parser” and “Breaker” shotguns.
Fixed a bug that made it possible to mount a cannon so that its muzzle passed between two “AC80 Stillwind” autocannons mounted close to each other.
Fixed a bug with flashing smoke while an armoured car is skidding.
Improved the painting mask of the upper elements of the “Pegasus” engine.
Improved the painting mask for the weapon “Scorpion”: now the paint pattern is not distorted on individual elements of the part.
Fixed paint direction for the “Machinist”, “Deadman” and “Cockpit” cabins.
Improved environmental objects on the maps “Powerplant” and “Cursed mines”.
Fixed a bug where aiming with the “Incinerators” on the “Volcano” map could dim the screen.
Fixed a bug where precise firing with cannons on the “Orbital station” map could dim the screen.
Fixed a bug where the brake lights were activated all the time while the vehicle equipped with augers or the “Omni” wheels was moving backward or forward.
Fixed a bug where the talent of Atitlan could be triggered within a volley of multiple projectiles, although it should only be triggered on the next volley after charging.
Fixed a bug due where a certain sequence of actions when viewing a pack caused the car from this pack to be displayed in the garage as assembled.
Improved the painting mask of the “Thor-6S” generator. Now paint textures do not stretch on some elements of the part.
Fixed a bug where moving “To the pack” transition through the context menu item led to all parts not available in the storage to be painted black.
Corrected the placement of the missions “Patrol” and “Back on patrol” on the world map.
Improved a number of in-game texts, descriptions and icons.
[/expand]
Small update, 18.07.2023
Fixed the blueprint of the truck for the “Urgent delivery” task in the “Adventure” mode.
Fixed a bug with tutorial challenges disappearing from the common list.
Fixed a bug where the blueprint “Trapper” from the “Barghest” pack could not be assembled.
For more information on Crossout, follow these channels:
Tomorrow Crossout will receive an update that will include various balance changes. As we promised earlier (see here), today we publish what has been changed from the first announcement based on the results of closed testing and your feedback. The changes to all other parts listed in the first announcement remain unchanged.
Bumpers
Reduced the resistance to melee damage from 90% to 80% for all bumpers, except for the “Impact” bumper.
Reduced the resistance to melee damage for the “Impact bumper” from 80% to 70%.
Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased. Many will notice that the change is not as radical as in the first announcement — we decided to stop at these values and see if they would be sufficient in the game server conditions.
Cyclone
Initial rate of fire increased by 25%.
Maximum rate of fire increased by 14%.
The time required to reach the maximum rate of fire increased from 3 to 4 sec.
Durability increased from 661 to 714 pts.
Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles. Changes to the rate of fire will also help the autocannon to become more effective. As a result, the autocannon’s rate of fire at any given moment will be higher than before these changes were made.
Harvester
Changed the perk: now damage is increased by 30% for every second of contact with the enemy. The effect stacks up to 7 times and gradually resets every second when the weapon doesn’t deal damage.
Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters. We took into account the community’s concerns about the fact that increasing the initial damage could cause possible issues with overestimated total damage of the weapon, and decided to make the Harvester’s effectiveness more dependent on the usage of its perk. Now each charge of the perk adds more damage, there are more charges, and they are not reset as quickly as originally intended.
We remind you that the changes to all other parts that are not listed here remain unchanged.
See you tomorrow in the “Foxy’s secrets” update! For more information on Crossout, follow these channels:
Let’s start this week with good news: from 12:00 GMT on July 10 until 05:00 GMT on July 13, the production of all parts on factional workbenches will be instant! No more waiting: take the right part, mount it on the car and go into battle!
Attention! The special will last from 12:00 GMT on July 10 until 05:00 GMT on July 13!
For more information on Crossout, follow these channels:
https://youtu.be/DJEB8cPFgdk 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 are once again lowering the in-game trading fee! Only from July 7, 12:00 GMT to July 10, 05:00 GMT, the fee for all trading operations on the market is reduced from 10% to 5%. Sell, buy and resell products with a profit!
The event will be available from 12:00 GMT on July 7 until 05:00 GMT on July 10
The promotion applies to all items and resources that can be purchased and sold on the in-game market. For more information on Crossout, follow these channels:
Hello, survivors! The Fortress has always attracted the attention of adventurers. Legend has it that tons of jewels from the old world are hidden under the walls of this majestic structure. It's time to test your luck!
Now all on the search!
Rules:
This game is a variation of the well-known “Battleship” game, where participants need to name the coordinates of the point where they think a container is located.
These coordinates are located on the intersection of the two axes of the playing field. For instance: G7 or E10.
Each container occupies 1 cell of the playing field.
Containers can be located on ANY cell of the field.
In order to find a gift, you need to write the coordinate of the selected point as a comment to this post. Each player can write 2 coordinates in one comment. Don’t forget to write your in-game nickname and the platform in the same comment.
The game will last until 11.07.2023, 07:00 GMT.
We will reveal container locations with a winners list.
The player who first guessed the container’s coordinates in the comments is the one who found it. All subsequent comments with this coordinate are not counted.
If the participant guesses the coordinates of two different containers, then he will receive both rewards.
You can find:
5x Upcoming Event pass
5x 7 days of premium subscription
5x 3 days of premium subscription
Good luck!
For more information on Crossout, follow these channels:
Not so long ago we published an article where we described our plans to improve the system of clans and weekly challenges. It’s time for part two, where we will share more details!
As you remember, we plan to introduce into the game the concept of a band — the initial form of clans, available to almost anyone, which can consist of up to 4 players. There will also be a new game mode titled “Clan skirmish”, which will be very similar to “Clan battles”, but with a vehicle power score limit. Weekly challenges will be transformed into clan activities, allowing you to complete them together.
We should note that all information, including the terms used in this article, is preliminary and may change by the time the improvements are released to the main servers. In addition, for the clarity of wording, we will refer to both clans and bands as “clans”, but everything described applies to both clans and bands.
Seasons and “Skirmish”
We plan to launch a season system similar to the one currently used in “Clan battles”. As the season progresses, each clan will accumulate a “fame rating”, thereby moving up through the leagues of the leaderboard. These are separate entities that have nothing to do with the existing clan rating.
The total fame rating of a clan is the sum of the fame rating of all clan members. Players earn it for useful actions (for example, destroying the enemy) in PvP missions, as well as in the “Clan Skirmish” and “Clan battles” modes.
This means that even those clan members who take part in standard PvP help the clan to progress. However, we note that taking part in the “Clan skirmish” and “Clan battles” modes adds more fame rating — at the moment, 10 times more.
The contribution of each player to the seasonal rating of the clan is calculated based on their five best battles of the season. This way, committed players will have an incentive to constantly improve and achieve better and better results, but those who don’t play as actively will also be able to bring considerable benefit to the clan.
A clan’s fame rating cannot drop during a season. On the contrary, it naturally grows all the time due to the fact that clan members simply play the game. Once a week, at the end of the season, the rating is completely reset. Accordingly, all clans move to the starting league at this moment.
Important facts about the “Clan skirmish” mode:
You can participate in the mode as a group or alone — for this you only need to be a member of a clan or band. In this case, you will enter a battle with random players, and at the end of the battle, each player will bring points to their clans
The planned maximum vehicle Power Score level for the mode is 9000
The mode will be available according to a schedule, but the exact time is not determined yet
Clan challenges
The higher the clan advances through the leagues during the season, the more challenges are available to it. It’s worth noting that the progress of these challenges is counted even before you reach the league these challenges are attached to. If the clan has already fulfilled all the conditions of the challenge, the reward for it will be received immediately upon reaching this league.
Rewards for these challenges will be received by all clan players who have scored the required amount of “activity points” — a new entity that displays the contribution of a clan member to the overall result.
Activity points are earned by dealing damage in any game mode, including raids. This way, active players will be rewarded even for those challenges in which they didn't directly participate. But this doesn’t mean that the reward is not deserved: after all, their activity has increased the fame rating of the clan, thus bringing it closer to receiving said reward!
We remind you that the Engineer badges will remain as a reward for these challenges and the maximum number of badges received per player will either remain the same or increase compared to the current values.
Other important improvements
The roles within clans have undergone some changes as well, now there are four of them: leader, officer, veteran and fighter. The first two haven’t been changed substantially, but the third and fourth should be described additionally. Let’s take a closer look.
By default, when joining a clan, a player becomes a fighter. This allows them to contribute to the completion of clan challenges, receive rewards for them, earn activity points and fame rating, as well as participate in the “Clan skirmish” mode. After the clan leader or officer promotes the player to a veteran, they get the opportunity to fight in “Clan battles” as well.
This change will allow clans to monitor the participation of their players in “Clan battles” more flexibly, as well as prevent potential cases of sabotage. In addition, new opportunities will open up for clans, such as recruiting less experienced players and practicing team strategies in the “Skirmish” mode before moving on to more serious battles. Or, for example, having a certain number of players who don’t participate in “Clan battles” at all, but contribute to increasing the clan’s fame rating and completing challenges.
For those players who want more privacy, we plan to add the ability to turn off the display of the clan tag in front of their nickname. This setting will be individual for each player and will not affect the clan as a whole.
We also note that, unlike a clan, bands will not have a name and tag, and their members will not have a corresponding prefix before their nickname.
We should also mention one more important point: the improvements planned at the moment will not affect the existing “Clan battles” rating system, as well as the reward in the form of uranium ore. Later in the future, there might be changes to these aspects as well.
For now, that’s all we can share — and you have the opportunity to express your opinion about these changes. We will appreciate your feedback very much! See you soon! For more information on Crossout, follow these channels:
Closer to the middle of July, we plan to release the next update, in which we plan to implement the necessary balance changes. Today we will tell you what changes you can expect in the near future.
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, can be made after the announcement.
Bumpers
Reduced the resistance to melee damage from 90% to 65% for all bumpers, except for the “Impact” bumper.
Reduced the resistance to melee damage for the “Impact bumper” from 80% to 60%.
Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased.
All turret cannons from “Little Boy 6LB” to “ZS-52 Mastodon”
Ammunition increased to 14 shells.
All cannons from “Judge 76mm” to “CC-18 Typhoon”
Ammunition increased to 12 shells.
Comment: cannons are weapons that are highly dependent on ammunition and, in the current realities, there may not be enough ammunition for them.
Prosecutor 76mm
Penetration ability increased from 10% to 25%.
Comment: the cannon’s effectiveness decreased a lot after all the changes, but bringing back the 2-pin penetration of the structure would be an overly powerful enhancement. Therefore, we are improving its penetration ability.
Executioner 88 mm
Penetration ability increased from 10% to 30%.
Durability increased from 600 to 655 pts.
Comment: just like with the “Prosecutor”, the parameters of the “Executioner” were also greatly reduced. These changes will help restore the cannon to its effectiveness and relevance.
Elephant
Damage increased by 15%.
Penetration increased from 80% to 100%.
Improved accuracy.
Comment: the cannon’s effectiveness is noticeably lower than that of its epic equivalents.
“BC-17 Tsunami” and “CC-18 Typhoon”
Blast damage increased by 9%.
Penetration ability increased from 65% to 75%.
Comment: even after the change in damage dealing mechanics, the effectiveness of these cannons remained at an insufficient level.
ZS-46 Mammoth
Damage increased by 23%.
A direct hit now increases the cannon’s damage by 10% for 10 sec. (instead of 20% before).
Comment: with this change we make the cannon less dependent on its perk and preserve its maximum damage.
Cricket
Rate of fire increased by 28%.
Improved accuracy.
Comment: the “Cricket” was insufficiently effective when compared to other epic weapons. Increased accuracy and rate of fire will help in the implementation of its perk and inflicting the maximum possible damage.
Barrier IX
Shield activation time increased from 1 sec. to 2 sec.
Cooldown increased from 20 sec. to 25 sec.
Comment: these turrets have become an overly effective way of blocking damage. Reducing the possible frequency of shield deployment should bring the parameters in line with those expected. The implementation of the turret’s capabilities will become more dependent on thoughtful actions on the battlefield.
Synthesis
Penetration ability increased from 10% to 30%.
Damage increased by 10%.
Prometheus V
Penetration ability increased from 10% to 30%.
Helios
Penetration ability increased from 10% to 30%.
Damage increased by 12%.
Comment: the effectiveness of plasma emitters was greatly reduced after the change in the mechanics of dealing damage. Their penetration ability turned out to be too weak, and the projectile stopped its flight after colliding with the first part in its path. Also, the damage of “Synthesis” and “Helios” didn’t correspond to their rarity.
AC80 Stillwind
Damage reduced by 10%.
Comment: the autocannon’s ratio of damage to energy drain was too advantageous compared to other “legendary” weapons.
Cyclone
Damage increased by 5%.
Durability increased from 661 to 714 pts.
Comment:our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles.
Draco
Damage reduced by 6%.
Firebug
Damage reduced by 8%.
Comment:by gaining the ability to deal damage through the parts that let damage through, the flamethrowers became very effective. We don’t want to deprive them of this feature, and therefore we reduce the damage they deal.
Kapkan
The delay before activating the mine has been increased from 1 sec. to 2 sec.
Comment: “delay” refers to the time from setting the mine until it is able to capture the enemy. This change should reduce the effectiveness of planting mines directly in front of the enemy and give him a little more time to react.
Aspect
Damage increased by 23%.
Now, when the machine gun is fully heated, its damage increases by 30% (instead of 60% before).
Comment: as with the “Mammoth”, we are making the weapon less dependent on its perk and preserving the maximum damage.
Pulsar
Changed the weapon’s perk. Pulsar will now deal 30% more damage to modules.
Comment: the previous perk of the “Pulsar” for increasing blast radius had almost no effect on the effectiveness of the weapon. Now successful hits will help you to quickly deprive the enemies of vital equipment on their armoured cars.
Parser
Durability reduced from 320 to 290 pts.
Comment: for a weapon capable of firing at long distances, the “Parser” had a very high durability parameter.
Scorpion
Damage reduction as parts are penetrated is now 6% faster.
Reloading time increased from 5 sec. to 5.5 sec.
Increased dependence of accuracy on movement speed.
Comment: with the old mechanics, the weapon’s damage was excessive, but this was offset by the “screen” armour. Now, it has become easier to implement damage and the average effectiveness of the “Scorpion” has increased. The changes should slightly increase the cost of a miss and make the weapon more dependent on the player’s skills.
Harvester
Damage increased by 50%.
Changed the perk: now damage is increased by 20% for every second of contact with the enemy. The effect stacks up to 5 times and gradually resets every 0.5 sec. when the weapon doesn’t deal damage.
Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters.
Follow our news — we will definitely inform you about any major changes in a separate publication.
Good luck in battles! For more information on Crossout, follow these channels: