Woodyrojo

[News] Planned balance changes. Mass testing

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Hello there, survivors!

Soon we are planning to release the promised balance update. We carefully reviewed your feedback after the first test, checked it against the statistics and are now ready to submit an updated version. Let's get started!

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. You can study all the planned changes in detail on the special test server!

All changes are indicated regarding the parameters on the live server!

Common rarity

Machine gun “LM-54 Chord”

Damage reduced by 10%

“Rare” parts

In terms of “rare” parts, we would like to note that the changes are related to the introduction of a new “special” rarity into the game. We have gathered enough information since it was added and are making corrections that will make the details of “rare” and “special” rarities quite different from each other in terms of effectiveness, as it should be.

General

The PS of all “rare” weapons has been reduced by 13%.

Missile “AT Wasp”

Damage from missile explosion reduced by 7%.

Cannon “Judge 76mm”

Projectile explosion damage increased by 5%.

Cannon “Little Boy 6LB”

Cooldown increased from 3.5 to 4 seconds.

Autocannon “AC43 Rapier”

  • Projectile explosion damage reduced by 5% (instead of 10% on the first test).
  • Durability reduced from 125 to 113 pts. (instead of 109 pts. on the first test).

Machine gun “P-23 Defender”

  • Damage reduced by 10%.
  • Durability reduced from 153 to 140 pts.

Machine gun “Vector”

Damage reduced by 7%

Shotgun “Spitfire”

Damage reduced by 5%.

Shotgun “Sledgehammer”

Damage reduced by 5%.

Parts of special rarity

General

The PS of all “special” weapons has been reduced by 7%.

Cannon “Prosecutor 76mm”

  • Gunshot damage increased by 15%.
  • Cannon perk improved. Now the shell explodes after breaking through 102 units or 100 cm of armour.

Cannon “ZS-33 Hulk”

Projectile explosion damage reduced by 7%.

Autocannon “AC50 Storm”

  • Projectile explosion damage reduced by 5% (instead of 10% on the first test).
  • Durability reduced from 190 to 168 pts. (instead of 161 pts. on the first test).

Machine gun “Sinus-0”

  • Damage reduced by 5%.
  • Durability reduced from 97 to 90 pts.

Revolver “Emily”

Now the weapon reloads faster. Cooldown reduced from 5 to 4.5 seconds (instead of 4.2 seconds on the first test).

Shotgun “Goblin”

Damage reduced by 5% (instead of 7% on the first test).

Shotgun “Junkbow”

  • Damage increased by 5%.
  • Durability increased from 235 to 247 pts. (instead of 252 pts. on the first test).

Shotgun “Mace”

Damage reduced by 6%.

Rapid-fire machine gun “M-37 Piercer”

Durability increased from 114 to 127 pts.

Plasma emitter “Synthesis”

Damage increased by 5%.

Explosive “Boom”

Explosive damage reduced by 7%.

Parts of epic rarity

General

The PS of all “epic” weapons has been reduced by 7%.

“Cricket” launcher

  • Rate of fire reduced by 22%.
  • Missile blast radius reduced by 10%.

Missile “Locust”

Damage from missile explosion reduced by 7%.

Cannon “Executioner 88 mm”

  • Ammunition increased from 8 to 10 pcs.
  • Improved the weapon's perk. Projectiles now explode after breaking through 132 units or 200 cm of armour.

Cannon “Elephant”

  • Projectile explosion damage reduced by 5%.
  • Durability reduced from 891 to 847 pts.

Autocannon “AC72 Whirlwind”

  • Projectile explosion damage reduced by 5%.
  • Durability reduced from 420 to 391 pts.

Pulse Rifle “R-37-39 Adapter”

Damage increased by 5%.

Catapult “Incinerator”

Part heating speed from fire puddle increased by 33%.

Crossbow “Spike-1”

Projectile speed increased by 30%.

Grenade launcher “AGS-55 Impulse”

  • Rate of fire reduced by 10%.
  • Ammunition increased from 120 to 150 pcs.

Autocannon “AC64 Joule”

  • Projectile explosion damage reduced by 5%.
  • Durability reduced from 240 to 216 pts.

Machine gun “Spectre-2”

Durability increased from 162 to 186 pts.

Laser drill “Trigger”

Part heating speed increased by 25%.

Shotgun “Thunderbolt”

  • Damage increased by 5%.
  • Durability increased from 157 to 173 pts.

Shotgun “Fafnir”

  • Improved the weapon's perk.Maximum efficiency is now +30% at 60 km/h.
  • Durability increased from 300 to 315 pts.

Homing missile “Pyre”

  • Damage from the missile explosion increased by 5% (instead of 15% on the first test).
  • Missile speed increased by 15%.
  • Missile turning radius reduced by 10%.

Guided missile “Flute”

  • Damage from missile explosion reduced by 11% (instead of 5% on the first test).
  • Now the damage from the perk increases by 13% for every second of the flight (instead of 10%).
  • Hit impulse reduced by 10%.

Minelayer “King”

  • Mine explosion radius reduced by 10%.
  • Mine damage reduced by 5%.
  • Mine durability reduced by 15%.

Chainsaw “Mauler”

  • Damage increased by 40%.
  • Increased hitbox of the saw.
  • Durability increased from 303 units to 364 units.
  • Weight increased from 75 to 94 kg.
  • Now the perk increases the damage of all installed chainsaws by 15% (previously - by 10%).
  • Energy consumption increased from 2 to 3 units.

Chainsaw “Lacerator”

  • Damage increased by 40%.
  • Durability increased from 334 to 401 pts.
  • Weight increased from 150 to 188 kg.
  • Now the perk increases the durability of all installed chainsaws by 15% (previously - by 10%).
  • Energy consumption increased from 2 to 3 units.

Shotgun “Arothron”

  • Initial projectile impact impulse increased by 60%.
  • Optimal pellet damage distance increased by 50%.
  • Maximum pellet damage distance increased by 20%.

Autocannon “Whirl”

  • Damage increased by 10%.
  • Durability increased from 415 to 457 pts.

‘Lancelot’ explosives

Explosive damage reduced by 7%.

Expanded ammo pack

  • Durability reduced from 344 to 264 pts.
  • Now the part receives 50% more damage from explosions.

Engine “Colossus”

Durability reduced from 383 to 333 pts.

Engine “Cheetah”

Now every 100 m travelled reduces the remaining cooldown of modules, turrets and drones by 15% (instead of 20%).

“Goliath” track

PS increased from 700 to 850.

Mechanical leg “ML 200”

PS increased from 225 to 325.

Mechanical leg “Bigram”

  • Mass reduced from 800 to 700 kg.
  • Tonnage increased from +1900 to +2000 kg.
  • Leg speed increased from 35 to 45 km/h.
  • PS increased from 225 to 275.

Parts of legendary rarity

Cannon “BC-17 Tsunami”

Now the “Tsunami” shells have an additional feature: they explode after breaking through 123 units or 100 cm of armour.

Autocannon “Cyclone”

  • Projectile explosion damage reduced by 5%.
  • Durability reduced from 523 to 486 pts.

“Reaper” minigun

  • Ammunition increased from 260 to 325 pcs.
  • The maximum spread is reduced by 10%.

Flamethrower ‘Draco’

  • Damage increased by 5%.
  • Flame speed increased by 20%.
  • Ammunition increased from 120 to 175 pcs.

Electric gun “Assembler”

  • Damage reduced by 5% (instead of 7% on the first test).
  • Projectile velocity reduced by 15%.
  • Maximum charge spread increased by 10%.
  • Projectile speed bonus upgrades reduced from 25% to 15%.

Machine gun “Aspect”

  • Damage increased by 7%.
  • Durability increased from 200 to 220 pts.

Rapid-fire machine gun “M-39 Imp”

Damage increased by 5% (instead of 7% on the first test).

Plasma gun “Pulsar”

  • Explosive damage reduced by 5%
  • Explosion radius reduced by 7%.
  • Durability reduced from 770 to 693 pts.

Homing missile “Hurricane”

  • Damage from the missile explosion increased by 5% (instead of 15% on the first test).
  • Missile speed increased by 15%.
  • Missile turning radius reduced by 6%.

Tesla emitter “Spark III”

  • Now the perk's effect stacks up to 8 times (instead of 12).
  • Maximum deceleration - 50%.
  • The effect of the perk no longer increases the reloading time of the weapon.
  • Weapon heating speed reduced by 33%.

Crossbow “Toadfish”

Hit impulse reduced by 10%.

Drone “Annihilator”

Drone durability reduced by 10%.

How to get to the test server?

If you have ever participated in testing features on a special server, then just 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 are logged into 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 into the folder you created (for example D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and log into the game with your username and password.
  • The progress of your main account will be transferred to the test server (including parts in storage and levels of reputation with 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:
    • Thursday, June 11, 2020 from 13:00 to 19:00 (GMT)
    • Friday, June 12, 2020 from 13:00 to 19:00 (GMT)
    • Saturday, June 13, 2020 from 13:00 to 19:00 (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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15 minutes ago, szefopl said:

Hover nerf when?

NEVER :08:

 
I recommend a visit to a psychologist, I do not say it spitefully, I'm only worried that computer games can ruin someone's psyche. 
This is a very serious and disturbing phenomenon.
Edited by Edisoniusz
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Seems much better than the previous version, but:

-Aspect goes from 200 to 220hp while the Arbiter remains at 170. Shouldn't it go up to 180 or 185hp at least?

-Spark didn't need additional nerfs, was quite underused.

-Incinerator heats almost instantly on hit, increasing the fire puddle heating speed will only make it stronger, it's already more than ok.

-Triggers don't need any buff, they melt every single weapon fast enough, and now the ones with high hp that were the only ones able to stand a burst or two will melt even faster when  the triggers are paired with a photon cabin.

-Cricket nerf is welcome

-Whirlwind, Joule and Storm nerfs are unnecessary and uncalled for.

-Too soon to know if Whirl needs a buff, there's some consensus on it being only a PVE weapon due to being kinda lackluster in PVP, but I would wait and see.

-Colossus could swap the perk with Golden Eagle (Also, unnecessary nerf)

Edited by Velaryon1007

Ka1deron (Posted )

Velaryon1007, hello! As you can see, the following changes may be applied to various kinds of weapons across different rarities. That's because one change usually has a direct effect on some other one. The numbers on this list are not final and will be decided based on the results of this testing
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2 minutes ago, Velaryon1007 said:

Seems much better than the previous version, but:

-Aspect goes from 200 to 220hp while the Arbiter remains at 170. Shouldn't it go up to 180 or 185hp at least?

-Spark didn't need additional nerfs, was quite underused.

-Incinerator heats almost instantly on hit, increasing the fire puddle heating speed will only make it stronger, it's already more than ok.

-Triggers don't need any buff, they melt every single weapon fast enough, and now the ones with high hp that were the only ones able to stand a burst or two will melt even faster when  the triggers are paired with a photon cabin.

-Cricket nerf is welcome

-Whirlwind, Joule and Storm nerfs are unnecessary and uncalled for.

"-Spark didn't need additional nerfs, was quite underused." Are you for real?

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Folks I'd like to point out one thing regarding these nerfs.

 

The damage of almost all the weapons get reduced by about 7%. Incidentally the powerscore of all these weapons get lowered too by the same amount. All other stats stay the same so you the damage per powerscore stays the same while any other other stat per powerscore gets increased.

 

Probably an unpopular opinion but I mean to say there is thought put behind these damage tweaks in relation to PS.

Ka1deron (Posted )

Spedemix, hello! All of these changes (the possible ones) included are based not only on the statistical numbers, but on the situation in the game as well. We plan to include quite a lot of balance tweaks in the next update, which is why we encourage you to take part in this open testing:)
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Rethink any changes on epic engines or ammo packs. They absolutely cannot be balanced against their rarity until legendary versions come out as they are now needed in combination with higher rarity weapons, i.e. legendary and relic. 

Ka1deron (Posted )

IHugMachine, hello! One of the reasons behind the ammo pack changes is the situations when it was used as an additional armor, which contradicts its feature as an explosive module.
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things i dont like and why

4 hours ago, Woodyrojo said:

Expanded ammo pack

  • Durability reduced from 344 to 264 pts.
  • Now the part receives 50% more damage from explosions.
  • ammo packs are allready hard to hide since they are quite big ,this would make them even worse 
4 hours ago, Woodyrojo said:

Autocannon “Whirl”

  • Damage increased by 10%.
  • Durability increased from 415 to 457 pts
  • in my opinion the perk itself is not fit for a autocannon , also i think the model is to large

 

also when will we get more info about the wedge and sideways hover nerf ?

 

Edited by Alpha_28

Comrade_Tiki (Posted )

"Missile turning radius reduced" means they can turn tighter, making them harder to dodge (not easier to dodge).
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I think Cricket, Mauler, Lacerator needs perk change.

 

3 hours ago, Woodyrojo said:

“Goliath” track

PS increased from 700 to 850.

Mechanical leg “ML 200”

PS increased from 225 to 325.

Mechanical leg “Bigram”

  • Mass reduced from 800 to 700 kg.
  • Tonnage increased from +1900 to +2000 kg.
  • Leg speed increased from 35 to 45 km/h.
  • PS increased from 225 to 275.

I don't sure about this. Goliath is strong in low PS but it was not that effective in high PS.
I can't understand why ML 200 needs pure PS nerf.

Bigram mass reduction is terrible. It is already too light that wheel mode is too unstable.
But i really like leg speed buff. (I hope ML 200 also gets some buff.)

 

3 hours ago, Woodyrojo said:

Grenade launcher “AGS-55 Impulse”

  • Rate of fire reduced by 10%.
  • Ammunition increased from 120 to 150 pcs.

Isn't it grenade machine gun?
Slower fire rate + 150 pcs of Ammunition. WOW. Really?

People have used Impulse in close range like shotgun rather than in medium range, because of too slow projectile and not that fast fire rate.
Now, fire rate is reduced, so DPS is reduced and it becomes harder to hit something with Impulse.

What do you expect from Impulse with this change? 

 

 

The other things look not bad or fine or good. 

Edit: I forgot Cyclone nerf.

Edited by VisceraCleaner

Ka1deron (Posted )

VisceraCleaner, hello! The changes to the Impulse may indeed improve the distance from which it is used (with the help of substantially increased ammunition)
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glad that arothron is getting a buff, but what needs is a rework on its mechanic, it can only do good damage in a "perfect" range, too close and it does small damage, too far no damage at all.
make its bullet explode in contact to enemies, please 

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Whirls just hit the market, so I'm waiting on my Joules to sell (Basically why I bought them) to test them out.  It looks like I may be able to buy 1, a Howl, and another Incinerator, which was pretty much my plan all along.  I'll keep you posted...

#BuffAutocannons.  

Edited by psiberzerker

Ka1deron (Posted )

Please do, psiberzerker! The more details you will share in your feedback in the special topic, the better
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34 minutes ago, Huangyboy said:

Everything seems good except... why ammo pack nerf? I feel like it's uneccesary.

cause ppl use ammo packs as armor cause they have so much hp

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1 hour ago, Woodyrojo said:

Mechanical leg “Bigram”

  • Mass reduced from 800 to 700 kg.
  • Tonnage increased from +1900 to +2000 kg.
  • Leg speed increased from 35 to 45 km/h.
  • PS increased from 225 to 275.

More durability is needed like the ML 

Ka1deron (Posted )

Da_Costa_83, that's one of the Bigram's features - they are not as durable as ML, but they are more maneuverable because of their movement mode

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looks good to me

now buff breaker cause they are pathetically bad atm ;)

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You really hate the chord don't you?

Spitfire nerf is not needed, its way underused and out classed

Cricket should be nerfed harder but atm let see, looks great.

Flute's damage isn't the problem, its the perk. You can just shoot in the air for max damage.

Chainsaws do not need to be 3 energy, this will make them a bit useless.

Ammo Packs: THEY DO NOT NEED A NERF UNLESS YOU RELEASE A LEGENDARY AMMO PACK.

Engines are a bit dumbstruct, they they are NOT needed.

I do not like the bigram buff, 45 + steppe is 55 speed making ML Legs useless. At least make the ML legs not be pushed around with extreme amounts of grip.

Reapers are a nice welcome with the accuracy but its still lacks the damage compare to arbiters. Maybe a damage and 20% accuracy buff?

and Spark: Removing the reload will make it a bit useless.

 

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49 minutes ago, Huangyboy said:

Everything seems good except... why ammo pack nerf? I feel like it's uneccesary.

Yeah ammo pack dont need a nerf.....its gonna be pain in the A..   

Fire will chew those ammo boxes @Woodyrojo i think it doesnt need a nerf.

Ka1deron (Posted )

Da_Costa_83, hello! While there are builds that conceal the ammo packs (as intended), there are also other builds that use it to consume the incoming damage. We think that such changes may improve this situation
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15 minutes ago, ZKWS said:

looks good to me

now buff breaker cause they are pathetically bad atm ;)

Nerf breakers range. they can shoot long range instead of mid range @Woodyrojo take a look by your selfs.....:012j:

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