Woodyrojo

[News] Changes and new features in progress. Special test server

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Hello to all survivors! Update 0.10.80 is scheduled for next week, which means that it's time to try out the main changes on a special test server. What awaits us this time?

Please note that all the features and changes described in this blog are preliminary and may still be changed before the final release on the game servers.

New brawls and the Chemical Plant map

After analyzing player feedback after the mass testing, we made some minor improvements both to the “Boar Fight” and “Big bad burners” brawls, as well as to the appearance of the new map. Join the server, evaluate the final (almost) versions of the modes and maps and share your opinion in a special topic. Speaking of modes: a new race track on the Wrath of Khan map has been added to the rotation of the Race brawl. You can check it out and prepare for the races through “Custom battle”.

Changes in PS for weapons and modules

Now the PS index of weapons and hardware of various rarities is calculated according to the following formula:

PS = part rarity modifier * amount of energy consumed (or, in the case of generators, provided)

Attention! If the part does not consume energy, then PS = part rarity modifier.

Rarity modifiers of hardware and weapons:

  • Base rarity: 50
  • Common rarity: 85
  • Rare parts: 150
  • Epic rarity: 235
  • Legendary rarity: 400
  • Relic rarity: 600

Thus, for example, the PS for a weapon of legendary rarity “Harvester” will be equal to: 400 * 4 = 1600 PS. The PS of the rare “ Hardcore” engine, which does not consume energy, will be equal to 150 PS.

Developer Comment: We agree with the majority of players that it is necessary to minimize the number of cases when a car consisting entirely of, for example, “common” and “rare” parts is encountered in a battle with a car with “legendary” and “relic” weapons. The updated system for calculating the power score of weapons and equipment will allow more efficient separation of such vehicles in different queues. We suggest you test the current version and share your thoughts on possible improvements in a special topic.

Weapons

Course cannon “CC-18 Typhoon”

Gun damage reduced by 11%

Developer Comment: According to the latest statistics, the Typhoon surpasses all other relic weapons in its effectiveness. We strive to ensure that the parts of one rarity were as close to each other in this parameter as possible. Therefore, we slightly reduced the damage done by this gun.

Melee weapon “Harvester”

The perk of this weapon has been changed: “Deals 135% more damage to enemies under the influence of negative effects, as well as to heated parts of the vehicle”.

Developer Comment: At the moment, “Harvester” is one of the leaders in terms of efficiency among the “legendary” weapons. Changing its perk will allow the Harvester To return to the same level as the rest of the weapons of this rarity.

Flamethrower “Draco”

Weapon durability increased by 16% (from 310 to 360 units)

Developer Comment: Currently “Draco” is one of the least effective weapons of “legendary” rarity. One of the reasons for this lies in the fact that the flamethrower is extremely vulnerable and is one of the leaders in the conventional rate of fire among the “legendary” guns. Previously, we already improved the characteristics of “Draco”, but they were not enough. We increase its durability in order to achieve the proper survival of the weapon in battle.

Flamethrower “Firebug”

Weapon durability increased by 15% (from 470 to 540 units)

Developer Comment: The main problem of “Firebug” is similar to the one that “Draco” experiences. For a short-range weapon with a large model, it does not have enough durability. As a result, you can be effective with a “Firebug” only with the help of “box” cars. The parameters of “Firebug” among all relic weapons leave much to be desired, despite the latest balance corrections for this weapon. Therefore, we are increasing its durability.

Movement

Hovers “Icarus IV” and “Icarus VII”

Modified the changes to inertia dampening of armored vehicles with hovers. Now hovers dampen the inertia of the armored car more strongly and should not climb up almost vertical surfaces.

In addition to the above, in the next update, we plan to make a number of improvements to the interface, update the sounds of machine guns “Aspect” and “M-38 Fidget”, change the mechanics of capturing the base in the PvP-scenario “Encounter” and fix a number of known issues.

How to get to the test server?

If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.

  • Create a new folder for the game on your hard drive.
  • Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
  • Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and enter the game with your username and password.
  • The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
  • After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
  • Please note the schedule of the test server:
    • Friday, September 6, 2019: from 14:00 to 19:00 (GMT time)
    • Saturday, September 7, 2019 from 15:00 to 18:00 (GMT)
    • Sunday, September 8, 2019 from 15:00 to 18:00 (GMT)
  • Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).

After testing the changes, we invite you to leave your constructive feedback on the planned rework in THIS THREAD (it will open a bit later after the launch of the test server).

You can report all issues found on the test server here.

The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.


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This gonna stop leg builds from climbing on rocks ? What about much needed change to other relics like Punishers and Breakers? Their perks are trash. Also, what happened to the Scorpion change? 

 

Woodyrojo (Posted )

DRRPickel, tweaks are introduced only for hovers. Regarding Scorpion - we still plan to introduce the tweak, but only when it's physical model will be reworked.
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Finally you decided to increase the PS modifier difference between rarities. But rare and lower tier weapons will now make up even smaller part of a vehicles PS and the difference between old and new Legendary PS is not that great overall.. I think you should increase the PS of all weapons across the board so they make up the most important factor in a vehicle's total Powerscore.

Also regarding the Harvester perk: Please consider instead buffing the harvester a bit and give it the old perk back, but increase its energy requirement so it can once again be a formidable weapon that can be self-reliant and does not need to be used with the Spark or Draco. Especially since Draco used to be a hard counter to Harvesters.

Great to see a structure buff to the Draco and looking forward to the new map, it was already looking great on the TS last time.

Is the repair feature coming to Adventure and Raids?

Is the nerf to Typhoon really necessary or is it's high effectiveness bound to its use with Hovers (and often Icebox as well) though?

Oh and by the way: WHERE IS THE RADAR FIX?

 

 

Edited by _Lemmy44_

Woodyrojo (Posted )

_Lemmy44_, repair feature is coming in a standalone mission "Experiment. Atm no plans on raids and Adventure, but we'll look into this suggestion. The Typhoon surpasses other relics on all the movement parts and recent statistics has shown that. Regarding radars: we wouldn't like to just introduce another limit, because it's possible, that radars will be replaced by some other parts. The issue needs a more complex solution.
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Seem like good changes overall

I would still prefer the Harvester perk to not rely on another weapon to be effective tho..  

And I still feel the PS change won't be enough for some of the weapons, but I really like the idea of starting with subtle changes ^^ 

 

6 minutes ago, _Lemmy44_ said:

s the nerf to Typhoon really necessary or is it's high effectiveness bound to its use with Hovers (and often Icebox as well) though?

Keeping in mind that there are more Typhoon spiders than hovers.. I would say it's necesary :P 

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What about radars?

Woodyrojo (Posted )

KEKLord, let me just quote my answer: Regarding radars: we wouldn't like to just introduce another limit, because it's possible, that radars will be replaced by some other parts. The issue needs a more complex solution. And we'll discuss possible ways.
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11% huh? How about a mass decrease to compensate then? A tsunami build will now most likely win a 1v1 against typhoon due to having more mass for more armor. What's the point of having the relic version anymore?
Also I ask you devs, will a dual typhoon shot take down an Aegis shield anymore after this damage nerf? (no it wont unless you drive icebox)

Edited by lsabeIla
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1 hour ago, Woodyrojo said:

Changes in PS for weapons and modules

Finally :) I hope this will open up a totally new episode of crossout with more balanced tiers, less seal clubbing and nerf threads :D

 

10 minutes ago, _Lemmy44_ said:

Also regarding the Harvester perk: Please consider instead buffing the harvester a bit and give it the old perk back, but increase its energy requirement so it can once again be a formidable weapon that can be self-reliant and does not need to be used with the Spark or Draco. Especially since Draco used to be a hard counter to Harvesters.

+

2 minutes ago, xCrossFaith said:

I would still prefer the Harvester perk to not rely on another weapon to be effective tho..  

Please give harvester back the possibility to be run without additional weapons.

 

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You guys adressed the issue about radars used as armour few months ago. How hard can it be to just allow one radar of each rarity to mount on a vehicle? 

This should be fixed in a week. Its been months now. 

Scorpion deframing bug fix??? 

Why even trying to fix hovers when u know u cant do something without xxxx it up. Maybe try to work on meatgrinders so they could get a bit morevaluable in CW? 

Another harvester nerf? i dont even play harvester but man harvester is by far not the problem of this game. 

Nice buffs for draco and firebug.

I understand the typhoon nerf even too i am getting my first one. 

good try the rarity balance.

Mixed feelings about this update, adressing issues but dont do anyting for months about it. 

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Loving the PS change per rarity!! And I feel it's done exactly the right way: Legendaries will now cost the PS of Relics and Relics get a whopping 30% increase in PS.

 

I was indeed expecting a damage reduction for Typhoon. You might be able to get away with even bigger dmg reduction. Don't forget: Legendary weapon Helios has a lower base damage than it's Epic counterpart Prometheus but the perk more than makes up for it. Typhoon might be able to get away with similar scenario considering how incredibly powerful the perk is.

 

Can't say much about the Harvester. I guess i've become numb to them. All I know is they've been the most popular weapon in high PS gameplay time and time again.

 

Flamer buffs are fine. The timing is perhaps a tad too convenient but whatever! :DD It's nice to see these weapons getting some love.

 

I'll be sure to test how the inertia works with hovers and report any possible bugs. I hope it's good now and working as intended.

 

I sincerely hope the Scorpion tweaks haven't been all but forgotten.

Edited by Spedemix
typos
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11 minutes ago, _Lemmy44_ said:

Finally you decided to increase the PS modifier difference between rarities. But rare and lower tier weapons will now make up even smaller part of a vehicles PS and the difference between old and new Legendary PS is not that great overall.. I think you should increase the PS of all weapons across the board so they make up the most important factor in a vehicle's total Powerscore.

Also regarding the Harvester perk: Please consider instead buffing the harvester a bit and give it the old perk back, but increase its energy requirement so it can once again be a formidable weapon that can be self-reliant and does not need to be used with the Spark or Draco. Especially since Draco used to be a hard counter to Harvesters.

Great to see a structure buff to the Draco and looking forward to the new map, it was already looking great on the TS last time.

Is the repair feature coming to Adventure and Raids?

Is the nerf to Typhoon really necessary or is it's high effectiveness bound to its use with Hovers (and often Icebox as well) though?

Oh and by the way: WHERE IS THE RADAR FIX?

 

 

even now you will be seeing less epic weapons and even less legendary in low ps , result? goliath-goblin and goliath atwasp EVERYWHERE

they rly need to change unguided rockets , give them 2x hp  increase reload a bit but cut dmg IN HALF and REMOVE knockback from explosion (on 3x wasp is as effective as on 3x spike1)

also they should definitely code all rockets weapons to be able to face only front side and back, no vertical no under mounted

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1 hour ago, Woodyrojo said:

Chemical Plant map

Excellent.

 

1 hour ago, Woodyrojo said:

Changes in PS for weapons and modules

Excellent idea. This should reduce seal clubbing issues.

 

1 hour ago, Woodyrojo said:

Melee weapon “Harvester”

Excellent.

 

1 hour ago, Woodyrojo said:

Movement

Hovers “Icarus IV” and “Icarus VII”

Modified the changes to inertia dampening of armored vehicles with hovers. Now hovers dampen the inertia of the armored car more strongly and should not climb up almost vertical surfaces.

In addition to the above, in the next update, we plan to make a number of improvements to the interface, update the sounds of machine guns “Aspect” and “M-38 Fidget”, change the mechanics of capturing the base in the PvP-scenario “Encounter” and fix a number of known issues.

I really hope we dont end up with making the hover problem worse. Also for any future balancing changes to hover consider that sideway usage its the norm.

 

 

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Oh and before I forget:

 

It might be nice if you adjust the difficulty scaling of raids a bit to accommodate the PS changes of weapons. It prob doesn't need any tweaks on the lower end but needs to be made slightly easier on higher PS ranges.

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No changes to the breaker or punisher....

Really?

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1 hour ago, Woodyrojo said:

Course cannon “CC-18 Typhoon”

Gun damage reduced by 11%

Oh that's great. So now they are just super expensive tsunamis?

1 hour ago, Woodyrojo said:

Flamethrower “Firebug”

Weapon durability increased by 15% (from 470 to 540 units)

Clan Wars should now be called Wedge Wars. Noted.

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4 minutes ago, Xbox_M_420 said:

of course not, they must first buff flamethrowers of their new $60 pack before they nerf the drones, duh

Buff fire weapons before a fire buffing pack exclusive cabin

 

And then wait for the next pack exclusive cabin to be the opposite of Bastion,  resistance to all energy damage, but not bullets.... It's all well thought :P 

Edited by xCrossFaith
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Sad day for typhoon spider player ..... now only hover 10 radar icebox have chance to use it

this change is not the best way to balance this weapon or up the durabilty too at same time cause yes tsunami are going to be same or be best with perk + icebox so why named this a relic ?

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1 hour ago, Blasted_Off said:

Finally a good change. I dont care about loosing 3k coins from selling them if that means the meta will finally change.. God these were booring guns

i dont think it will, just more tsunamis and scorps now :-/

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2 minutes ago, v3rgi1 said:

i dont think it will, just more tsunamis and scorps now :-/

Tsunamis can be countered by other guns not only typhoon.

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9 minutes ago, Blasted_Off said:

Tsunamis can be countered by other guns not only typhoon.

yea sure, typhoon could be countered as well. I just dont think it will change the general meta trend at the moment.
We are missing a buff to mid range stuff, not just melee and cannon changes

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Typhoons compared with Tsunamis,it has  wider Angle of shoot.

 

What about Punishers and Breakers?Terrible model takes their angle of depression  away,they can't be protect well.Then their perks are useless. Punishers and Breakers need to change,sothat become a choice in CW.

Edited by Gensecc
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8 minutes ago, v3rgi1 said:

yea sure, typhoon could be countered as well. I just dont think it will change the general meta trend at the moment.
We are missing a buff to mid range stuff, not just melee and cannon changes

The only counter was a dog on small maps and it was not always true since some can destroy them before they kill them. Soooo thats why everyone played them cuz they arent like mammoths and are stupidly easy to aim. I am glad they finally nerfed that crap. Was getting really tired of it.

 

So it looks like net meta will be maybe helioses scorpions and firebugs. Doesnt sound too bad. Maybe MGs will come back. Tsunmies will still be there but they can be beaten by other builds.

Edited by Blasted_Off
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