Crossout - Faley016


Hello!

The new season and all the changes and new features that we’ve announced are only a few days away.

You can take a look at everything that’s coming on our official livestream in a couple of days, and then you will be able to try it all out yourselves. We won’t repeat all the previous announcements here, and instead we’ll answer one question that has been worrying many of the survivors: “What is Lloyd up to?”

The update will feature new versions of operations that you’re familiar with: “Red light” and “Radiance”. And the new operation “Blackout” will bring an ending to the story. Don’t miss those events, play the whole trilogy and find out the answers to many of the pressing questions.

You can download this and other artworks from the “Wallpapers” section on our official website.


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Crossout - Faley016


It’s time to reveal winners of the “PDM” contest. The right answer is “Mandrake”.

You correctly noted in the comments that its PS is higher. This is our mistake, we apologize for that! But you're still good for understanding our idea :)

Congratulations to the lucky winners:
Each of the winners will receive 3 days of premium subscription. The reward will be added within 10 workdays.


For more information on Crossout, follow these channels:
May 31, 2024
Crossout - Faley016

This time we riddled the part with three parameters. Guess which one we're talking about.
  • Power Score — 2600;
  • Durability — 689 pts;
  • Mass — 2430 kg.
We'll choose 10 winners at random from those who get it right and reward the lucky winners with three days of premium subscriptions.

Contest conditions:
  • Guess the part we are talking about.
  • Indicate our in-game nickname.
Deadline for entries:
  • 9:00 UTC 2.06.2024


For more information on Crossout, follow these channels:
Crossout - Faley016


Hello!

In honor of Crossout’s anniversary, we will launch a long-awaited special event during which you can remove upgrades from parts! Only from May 31, 12:00 GMT, to June 3, 05:00 GMT, you will be able to remove upgrades from parts and receive their tradable versions to your storage. We would like to remind you that after removing an upgrade, you will get 1 tradable part.

Please note that some parts are NOT participating in the event:
  • Parts from the reward scale of the current event “Omega Protocol”;
  • Parts from the reward scales of the last 3 seasons: “Road to Singularity”, “Sky Raiders” and “Frostbite Assault”.
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Crossout - Faley016


It’s time to reveal winners of the “What's this trial?” contest. The right answer is “Cannons: Hero”.

Congratulations to the lucky winners:
Each of the winners will receive 3 days of premium subscription. The reward will be added within 10 workdays.


For more information on Crossout, follow these channels:
Crossout - Faley016


Hello, survivors!

The 9th anniversary of Crossout is here. We are happy to congratulate each of you on the Crossout Day! And no celebration is complete without a special gift.

In honor of the game’s anniversary, we are launching a holiday pack giveaway for all players. Log into the game from May 30, 06:00 GMT to June 12, 11:59 GMT, and get a unique “Siren of the Wasteland” pack, which includes:
  • Unique armoured car blueprint: “Siren of the Wasteland”;
  • Character portrait: “Lily Harper”;
  • Unique license plate: “Number X09”;
  • Unique stickers: “Sirens of the Wasteland” (2 pcs.) and “Siren’s mark” (4 pcs.);
  • Autocannon: “AC62 Therm” (2 pcs.);
  • Cabin: “Huntsman”;
  • Engine: “Razorback”;
  • Generator: “PU-1 Charge”;
  • Radar: “Maxwell”;
  • Medium wheel: “Array” (4 pcs.);
  • A set of decorations;
  • A set of structural parts;
  • Maximum number of parts increased to 70.
Attention! You can get the pack on the garage screen by accepting your gift in the upper right corner of the screen. It will be available to all players from May 30, 06:00 GMT to June 12, 11:59 GMT.

Happy birthday, Crossout!


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Crossout - Faley016


Hello! The start of the new “Ravagers Ascension” season and the rework of the energy supply and energy consumption systems are not the only things to look forward to in the upcoming major update. There is also something brand new and long-awaited coming to the Wasteland: a way to earn uranium ore outside the Clan wars!

We remind you that all the features described in this news article may be changed / improved / removed from the final version of the event.

What is the “Battle for uranium”?
“Battle for uranium” is a temporary event planned for launch in a few days after the start of the new “Ravagers Ascension” season. You’ll need to fulfill a number of conditions to participate in the event, so we thought it would be best to give you a chance to prepare, and so we are sharing the information ahead of time.

When will it be held and for how long?
The familiar “Clan confrontation” will be replaced with the “Uranium wars” for one week. This mode will completely replace the “Confrontation” for a week and will be held in the same time intervals.

What are the features and rules of the event?
The basic rules will remain the same: “4 vs 4” PvP battles in rounds that last until the first victory, and you must be a member of a clan of any level to participate. You can enter the battle as part of a group or alone. You can prepare up to 3 armoured vehicles for the battle, one of which can be selected at the beginning of the battle.

The main feature is that you raise your personal rating in the “Uranium wars” and move up the leaderboard in the same way as in the recent “Enemy in reflection” event. Depending on your final ranking, you may receive a certain amount of uranium ore. In addition to your final score, uranium ore will also be awarded for advancing to certain leagues, but the main battle will be for the places in the top league: that’s where you’ll get the biggest rewards.

During the event, you will have access to 2 variants of “Uranium wars”: battles for vehicles from 7000 to 8000 PS and battles for vehicles from 12000 to 13000 PS. We advise you to prepare your vehicles in advance: there never was such an opportunity to get uranium ore before, and you definitely shouldn’t miss it!

We will be sure to share the exact dates of the event in the upcoming patchnotes. We look forward to seeing you at our traditional update livestream next week!


For more information on Crossout, follow these channels:
Crossout - Faley016


We give you a list of in-game tasks. They are needed to complete the trial. Which one?
  • MVP
  • *weapon* mastery
  • Leader
  • Strike
Guess this trial. We’ll choose 10 random winners who guessed it right and give them 3 days of premium subscription.

Contest conditions:
  • Guess the trial we’ve riddled.
  • Indicate our in-game nickname.
Deadline for entries:
  • 9:00 UTC 30.05.2024


For more information on Crossout, follow these channels:
Crossout - Faley016


It’s time to reveal winners of the “What's this map?” contest. The right answer is “Chemical Plant”.

Congratulations to the lucky winners:
Each of the winners will receive 3 days of premium subscription. The reward will be added within 10 workdays.


For more information on Crossout, follow these channels:
Crossout - Faley016


Hello! The new season “Ravagers Ascension” starts next week. It will bring the changes to the energy supply and energy consumption systems that we announced and tested earlier. Today we would like to consolidate all the changes that we plan to implement in the game live servers, and also announce some additional changes.

We remind you that all the changes described in this news are not final and may be changed before they are introduced into the game or may not be implemented into the game at all.

Energy supply
Cabins
Old values are shown in brackets, the new ones are shown outside brackets.

Rarity
Light
Medium
Heavy
Common
21 (10)
20 (10)
19 (9)
Rare
22 (11)
21 (11)
20 (10)
Special
23 (11)
22 (11)
21 (10)
Epic
24 (12)
23 (12)
22 (11)
Legendary
25 (12)
24 (12)
23 (11)
Since “rare” and “epic” medium cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:

Wyvern
  • Tonnage increased from 3500 to 4000 kg.
Bear
  • Mass limit increased from 9000 to 9500 kg
  • Tonnage increased from 4200 to 4500 kg.
  • Power increased by 7%.
Fury
  • Mass limit increased from 8500 to 9000 kg.
  • Tonnage increased from 4000 to 4300 kg.
  • Power increased by 7%.
Quantum
  • Mass limit increased from 10000 to 11000 kg.
  • Tonnage increased from 5000 to 5500 kg.
  • Power increased by 11%.
Photon
  • Mass limit increased from 13000 to 14000 kg.
  • Tonnage increased from 5000 to 6500 kg.
  • Power increased by 8%.
Omnibox
  • Mass reduced from 2100 to 1700 kg.
  • Mass limit increased from 12500 to 13000 kg.
  • Power increased by 4%.
Favorite
  • Maximum speed increased from 80 to 83 km/h.
The Call
  • Maximum speed increased from 77 to 80 km/h.
Howl
  • Maximum speed increased from 80 to 83 km/h.
  • Tonnage increased from 4500 to 5500 kg.
Generators
The changes of the energy supplied by generators remain the same and complement the changes to cabins.

Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favourite generator in each “light/heavy” pair and use it much more often than its counterpart. Old values are shown in brackets, the new ones are shown outside brackets.

Rarity
Name
Energy
Explosion damage
Explosion radius
PS
Extra
Rare
Big G
2 (1)
 
+25%
130 (150)
 
Special
Ampere
4 (2)
-50%
 
380 (410)
Durability: 65 (45)
 
PU-1 Charge
5 (2)
+71%
+50%
475 (410)
Mass: 576 (445)
Epic
Gasgen
6 (3)
-54%
-33%
810 (870)
Durability: 105 (72)
 
Bootstrap
7 (3)
+71%
+50%
945 (870)
Mass: 765 (600)
Legendary
Thor-6S
8 (4)
-36%
-33%
1600 (1600)
 
 
Apollo
9 (4)
+67%
 
1800 (1600)
 
Relic
Odin
10 (5)
-22%
-17%
3000 (3000)
Mass: 715 (874)
The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.

Energy consumption
Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.

The PS values of some parts that don’t consume energy were also changed. Old values are shown in brackets, the new ones are shown outside brackets.
  1. “Fuel barrel”, “Car jack”, “Radio”, “RS-1 Ruby” — 40 (65).
  2. “Fuel tank”, “Contact 2M”, “Rift 2M”, “TS-1 Horizon” — 65 (115).
  3. “Hardcore” — 95 (157).
  4. “RD-2 Keen” — 135 (216).
  5. “FHT-3 Flock” — 200 (375).
  6. “Rune-1” — 190 (206).
  7. “RN Seal”, “Shiver”, “KA-2 Flywheel” — 270 (400).
Weapons
In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption, and a number of melee weapons that are too efficient:

Enlightenment
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 275 to 135.
Barrier
  • Now consumes 3 points of energy instead of 4.
  • PS reduced from 550 to 405.
Acari
  • Now consumes 7 points of energy instead of 8.
  • PS reduced from 1100 to 945.
Yongwang
  • Perk’s bonus for energy spent on modules is now reduced from 12 to 6%.
Borer
  • Now consumes 5 points of energy instead of 4.
  • PS increased from 260 to 325.
Buzzsaw
  • Now consumes 5 points of energy instead of 4.
  • PS increased from 380 to 475.
“Lacerator” and “Mauler”
  • Now consume 7 points of energy instead of 6.
  • PS increased from 825 to 945.
Comment: “Borer”, “Buzzsaw”, “Lacerator” and “Mauler” consume too little energy, so vehicles that use them are usually built for low PS levels and have too high efficiency on those levels. The change should weaken armoured vehicles with these weapons by forcing players to uninstall some modules or install a generator and increase the PS levels they play on.

Modules
Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:

“Dun horse” and “Razorback”
  • Now consume 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.

Oculus
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.

KA-1 Discharger
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
  • Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.

Yeti
  • Now consumes 3 points of energy instead of 2.
  • PS increased from 400 to 600.
  • Invisibility reserve increased from 30 to 45 sec.
  • Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
  • Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.

Omamori
  • Now consumes 3 points of energy instead of 2.
Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.

B-1 Aviator
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.
  • Boost reduced by 30%.
  • Now gives 3% bonus to damage with the “Cockpit” perk.
Blastoff
  • Now consumes 2 points of energy.
  • Boost increased by 21%.
  • Now gives 10% bonus to damage with the “Cockpit” perk.
Hermes
  • Now consumes 3 points of energy instead of 2.
  • PS increased from 275 to 405.
  • Boost increased by 56%.
  • Now gives 25% bonus to damage with the “Cockpit” perk.
  • Durability increased from 129 to 172 pts.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.

“Argus” and “Interceptor”
  • Now consume 1 point of energy instead of 2.
  • PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.

R-1 Breeze
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.
R-2 Chill
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).
RN Seal
  • Now consumes 2 points of energy.
  • Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).
CS Taymyr
  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 60 to 40%.
Additional balance changes
Large wheel
  • Durability increased from 220 to 275 pts.
Landing gear
  • Durability increased from 110 to 130 pts.
Camber
  • Durability increased from 135 to 175 pts.
Lunar IV
  • Durability increased from 125 to 155 pts.
Array
  • Durability increased from 200 to 245 pts.
APC wheel
  • Durability increased from 215 to 230 pts.
Twin wheel
  • Durability increased from 235 to 295 pts.
Comment: the changes are in addition to the recent wheel PS changes. They should increase their survivability and relevance at low PS.

Sabbath
  • Perk stacking delay increased from 0.3 to 0.5 sec.
Comment: the efficiency of the wheels’ perk was too high against rapid-fire weapons, because the maximum bonus is gained in a too short period of time.

Meat Grinder
  • Added additional weld points.
  • Added resistances to thermal and cryogenic damage (25%).
Comment: the new weld points will allow for more variety in auger builds, and the addition of resistances will increase the survivability at medium PS levels.

Incinerator
  • Fire puddle damage reduced from 5 to 2.5 pts.
  • Parts heating rate reduced from 20% per second to 5% per second.
  • Projectile blast damage increased from 30 to 120 pts.
  • Added parts heating from the projectile explosion (25%).
Comment: This weapon is too effective for a support weapon due to extremely fast parts heating over a large area. The changes are to increase the importance of direct hits, while reducing its efficiency as a support weapon for allies.

Jotun
  • Projectile blast damage increased from 60 to 150 pts.
  • Added parts freezing from the projectile explosion (25%).
Comment: the weapon’s efficiency is still quite low. As with the “Incinerator”, the change strongly encourages direct projectile hits on the enemy.

Cerberus
  • Damage of the built-in melee weapon reduced from 32 to 20 pts.
  • Reduced the length of the damage zone. Built-in weapon now can’t deal damage through parts that are 1 structural cell thick.
Tusk
  • Removed the permanent bonus to ram damage. Now ram damage increases only from the perk.
  • Ram damage resistance reduced from 75 to 60%.
Comment: the average damage per minute done directly by the “Cerberus” and “Tusk” cabins exceeds that of many weapons. We believe that cabins should not be that efficient at dealing damage, as their built-in weapons cannot be destroyed and do not consume energy.

“MG13 Equalizer” and “MG14 Arbiter”
  • Fully charged perk now doesn’t reset immediately, but gradually reduces over 2.45 sec.
Cyclone
  • Fully charged perk now doesn’t reset immediately, but gradually reduces over 1.5 sec.
Comment: the changes to the miniguns and “Cyclone” are primarily aimed at increasing the comfort of using these weapons.

Retcher
  • Rotation speed increased by 67%.
Comment: the rotation speed of “Retcher” was too low and is now equal to that of its predecessors (“Thresher” and “GL-55 Impulse”).

Skadi
  • The speed of the perk’s negative effect increased by 57%.
  • Parts freezing speed increased by 47%.
Commentary: low efficiency of the frost cannon. Negative effects from the perk and freezing mechanics accumulated too slowly, so they were of little use.

Scorpion
  • The rate of projectile’s damage loss as parts are penetrated reduced by 12%.
  • Rotation speed increased by 60%.
  • Spread increase while turning reduced by 25%.
Comment: changing the damage loss rate should enhance the perk of the “Scorpion”, which is poorly realized in the current game version. Changing the rotation speed and spread increase while turning should improve the experience of playing unpopular wheeled and tracked vehicles armed with the “Scorpion”.

Co-driver “Phobos”
  • The “Nitrous oxide system” skill now increases the speed of the armoured vehicle by 5% instead of by 5 km/h.
Comment: the skill is too strong in relation to other passive co-driver skills. It gives a bonus to speed that does not depend on the characteristics of the vehicle itself, which is especially efficient when used with slow cabins.

Ram damage mechanics
  • Reduced the influence of speed on ram damage and its penetration depth.
Comment: we’ve implemented additional minor changes to the settings of the new ram damage mechanics after collecting statistics from live servers.

For now, these are all the balance changes that are planned to be implemented in the new season next week. We would like to remind you that up until the time of the update’s release, certain changes may or may not make it into the game. Another interesting announcement related to the new update is coming this week. Stay tuned!


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