Alternative ram damage mechanics and changes to energy consumption and energy supply of parts

Hello!

Today we would like to bring you a new variant of the ram damage mechanics and the corresponding changes to the parameters of parts, as well as a new perspective on power consumption and how much power generators and cabins should provide.

We remind you that all the new features described in this news 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 familiarize yourself with all the planned changes in detail on the special test server!

Alternative ram damage mechanics

Why are the current mechanics getting changed?

The implementation of the current ram damage mechanics has a number of problems that cause it to be unstable in combat conditions. We won’t go into technical details, but here are a few examples:

  • when colliding at certain angles, enemy parts may not be recognized and the damage will “go nowhere”;
  • ramming at high speed may result in the colliding part not taking damage, while the parts behind it will take damage;
  • the calculation of damage value has an overly strong dependence on speed, which can cause damage to be massive when using boosters.

Therefore, ramming is too often unpredictable for players and can either critically damage the enemy or not damage them at all (especially at high speeds).

We would like to present you with an alternative mechanic, which should work much more consistently in terms of damage implementation (locating the parts) as well as having a narrower range of damage values.

The essence of the new mechanics

The new mechanics are very similar to how the “big” projectiles deal damage. Now we will simplistically describe how it works and what it depends on.

Now after ramming, an invisible “cylinder” is formed at the point of contact. Enemy parts within this cylinder are sorted as they get farther away from the point of contact, then damage is applied to them sequentially until it is spent or the parts in the queue run out. It works the same way on the enemy’s side as well. This search algorithm eliminates the first 2 problems described in the previous section.

The diameter of the cylinder is individual for both players and depends on the masses of their armoured vehicles. The higher the mass, the larger the “area” of damage will be.

The height of the cylinder and its direction are identical for both players and depend on the difference of their speed vectors (the values of the speeds and their directions relative to each other are taken into account).

Here are a few examples. Lets say the speed of the first player is 100 km/h and the speed of the second player is 50 km/h:

  • Players move towards each other in the same line. During collision the “cylinders” will be directed along the same line, a speed value of 150 km/h (100+50) will go into the calculation of the heights.
  • Player 1 catches up with player 2. As in the first case, they move along the same line. The cylinders will again be directed along this line, but the height will be less, because the speed of 50 km/h (100-50) will go into its calculation.
  • The speeds of the players are directed at an angle relative to each other. Depending on the angle, the height calculation will range from 50 ( the minimum possible when one player catches up with the other) to 150 (a “head-on” collision). The direction of the “cylinder” will also depend on the direction of both speeds.

The final damage value is calculated depending on the mass of the vehicle and how much the speeds of the armoured cars have changed after the collision. For example, if the collision occurred tangentially and the speeds hardly changed, then the total damage will be minor. If the speed of at least one of the players has changed significantly after the collision, the damage will also increase significantly.

Therefore, dealing and taking retaliatory damage will be unique for different vehicles and game situations. Due to the fact that when two players collide, both damage and possible depth of damage calculations the same resulting speed and mass of both players will be taken into account, slower and heavier vehicles will deal more damage, often dealing it in the outer area, while lighter and faster ones will deal less damage, but mostly “along the line” into the interior.

Changes to parts

Due to the changes described above, the parameters of the parts related to the new mechanics have been revised (as the parts with resistance to ram damage now block damage more effectively, and the bonuses to ram damage are more consistently implemented).

Resistances

On the current game server, ramming and melee damage resistance is a single parameter. We have split them into 2 separate ones to allow for more flexible configuration. Please note that on the test server, the previous resistance only works for ramming damage, and the melee damage resistance has a temporary saw icon.

Bumpers

The parameters shown in brackets are from the game server, and those outside the brackets are shown from the test server.

Name PS Durability Mass Resistance to ram damage Resistance to melee damage Letting damage through Bonus to ram damage
Air splitter 35 (28) 70 (72) 113 (110) 85 (80) 70 (80) 30 (0) 25 (10)
“Bully” bumper 40 (35) 59 (68) 74 (72) 80 (80) 65 (80) 50 (10)
Bumper “Catch” 21 (21) 45 (53) 67 (72) 85 (80) 70 (80) 25 (10)
APC bumper (left and right) 52 (49) 148 (155) 314 (336) 90 (80) 75 (80) 10 (10)
Offroader bumper 34 (56) 67 (139) 101 (192) 85 (80) 70 (80) 10 (0) 25 (20)
Buggy bumper 69 (42) 91 (81) 114 (86) 80 (80) 65 (80) 15 (0) 50 (50)
Pioneer’s bumper 27 (28) 54 (70) 81 (96) 85 (80) 70 (80) 10 (0) 25 (20)
Bumper Spike 44 (35) 65 (68) 81 (72) 80 (80) 65 (80) 50 (100)
Backend 118 (53) 287 (155) 538 (288) 90 (80) 75 (80) 10 (50)
Veil 48 (32) 131 (97) 262 (194) 90 (80) 75 (80) 10 (10)
Gessan 169 (126) 363 (347) 612 (562) 85 (80) 70 (80) 25 (40)
Shock absorber 44 (77) 94 (132) 165 (202) 85 (80) 70 (80) 25 (25) 25 (10)
Flayer 48 (42) 84 (95) 116 (115) 80 (80) 65 (80) 50 (50)
Nibbler 29 (32) 52 (71) 72 (86) 80 (80) 65 (80) 50 (40)
Terribull bar 59 (102) 131 (161) 262 (324) 90 (80) 75 (80) 35 (0) 10 (20)
Bullbar 74 (49) 90 (95) 113 (101) 80 (80) 65 (80) 30 (0) 50 (50)
Icebreaker 288 (471) 639 (698) 1159 (1242) 90 (80) 75 (80) 10 (40)
Mariposa 29 (28) 63 (75) 103 (115) 85 (80) 70 (80) 15 (0) 25 (10)
Stranglehold 40 (35) 72 (79) 99 (96) 80 (80) 65 (80) 50 (50)
Mengu 68 (68) 155 (183) 262 (296) 85 (80) 70 (80) 25 (40)
Nostrils 40 (37) 76 (92) 114 (126) 85 (80) 70 (80) 15 (0) 25 (15)
Defensive perimeter 40 (42) 116 (133) 246 (288) 90 (80) 75 (80) 10 (10)
Small plow 76 (155) 166 (216) 269 (492) 85 (80) 70 (80) 25 (10)
Train plow 161 (300) 403 (416) 806 (952) 90 (80) 75 (80) 10 (10)
Freight train plow 337 (546) 807 (857) 1613 (1728) 90 (80) 75 (80) 10 (50)
Pole position 44 (46) 65 (89) 81 (94) 80 (80) 65 (80) 50 (10)
The Omen 29 (32) 52 (71) 72 (86) 80 (80) 65 (80) 50 (20)
Frontal Protection System 20 (25) 26 (47) 33 (50) 80 (80) 65 (80) 30 (0) 50 (100)
Screener 50 (83) 107 (141) 188 (216) 85 (80) 70 (80) 25 (25) 25 (10)
Snow plow 186 (328) 426 (429) 773 (864) 90 (80) 75 (80) 10 (10)
Snow cutter left/right 76 (137) 185 (203) 336 (360) 90 (80) 75 (80) 10 (40)
Sentry line 44 (39) 127 (122) 269 (264) 90 (80) 75 (80) 10 (10)
Puncher 101 (84) 140 (163) 175 (173) 80 (80) 65 (80) 50 (50)
Impact bumper 40 (66) 91 (119) 160 (202) 80 (70) 65 (70) 15 (25) 50 (120)
Defence line 29 (28) 84 (89) 179 (192) 90 (80) 75 (80) 10 (10)
Fuselage 131 (98) 273 (262) 444 (403) 85 (80) 70 (80) 25 (50)
Haraate 101 (77) 225 (212) 379 (343) 85 (80) 70 (80) 25 (40)
Cranium 32 (28) 69 (55) 121 (58) 85 (80) 70 (80) 30 (0) 25 (10)

The following structural parts have also been transferred to the “bumpers” section:

Name PS Durability Mass Resistance to ram damage Resistance to melee damage Letting damage through Bonus to ram damage
Boar 101 169 233 80 65 50
Hull back 101 233 408 85 70 25
Torino rear 44 89 134 85 70 25
Mempo 96 155 262 85 70 50 25
“Bully” nosecut 21 32 40 80 65 50
“Furia” nosecut 44 89 134 85 70 25
Corrida nosecut 114 240 390 85 70 25
Torino nosecut 68 135 202 85 70 25
Flaming rakes 44 79 108 80 65 50
Tanko 44 104 175 85 70 25
Frontend 110 262 502 90 75 10
Haidate 40 69 116 85 70 50 25
Devilry 72 124 170 80 65 50

Passive melee weapons

Name PS Durability Mass Resistance to ram damage Resistance to melee damage Letting damage through Bonus to ram damage
Twin BladeWing 38 (34) 76 (56) 106 (86) 80 (90) 55 (90) 25 (25) 100 (200)
Large thorn 32 (56) 51 (80) 60 (96) 75 (90) 50 (90) 25 (25) 150 (200)
Small thorn 7 (14) 13 (20) 15 (24) 75 (90) 50 (90) 25 (25) 150 (200)
Medium thorn 15 (28) 25 (40) 30 (48) 75 (90) 50 (90) 25 (25) 150 (200)
BladeWing 18 (17) 38 (28) 53 (43) 80 (90) 55 (90) 25 (25) 100 (200)
Cutter 10 (22) 20 (40) 35 (67) 75 (80) 50 (80) 25 (25) 150 (300)
Incisor 24 (28) 53 (50) 79 (84) 80 (90) 55 (90) 25 (25) 100 (200)
Hatchet 22 (12) 46 (31) 59 (42) 80 (90) 55 (90) 100 (200)
Left/right flail 42 (24) 120 (76) 218 (165) 85 (90) 60 (90) 50 (200)
Pipetooth 21 (19) 34 (44) 40 (53) 75 (90) 50 (90) 25 (0) 150 (200)
King of birds 67 (84) 131 (209) 168 (288) 80 (90) 55 (90) 100 (200)

Other parts

Cerberus, Bastion, Tracks, ML 200, Bigram, Shiv and Shiv (ST), Meat grinder:

Added 50% resistance to melee damage.

Gerrida I:

Added 25% resistance to melee damage.

Tusk:

  • bonus to ram damage reduced from 200 to 100%.
  • changed the collision of the front part of the cabin for more stable realization of the ram.
  • bonus from one charge of the perk reduced from 60 to 40%.
  • the distance for one perk charge reduced from 100 to 80 m.

Frames:

  • resistance to ram damage increased from 25% to 35%.
  • added 25% resistance to melee damage.

Goblin:

  • added 60% resistance to melee damage.
  • bonus to ram damage reduced from 200 to 150%.

Gremlin:

  • added 60% resistance to melee damage.
  • bonus to ram damage reduced from 250 to 150%.

Draco:

  • added 60% resistance to melee damage.
  • bonus to ram damage reduced from 200 to 150%.

Borer, Buzzsaw, Lacerator, Mauler, Harvester, Charybdis:

Added 50% resistance to melee damage.

Testing

We would like to change the ram mechanics in the next updates, so we ask you to test as many game situations as possible (collisions with cars of different masses and speeds, with and without bumpers and passive melee weapons) and share your feedback with us. This will be very helpful in subsequent adjustment of parameters of both the mechanics and the parts.

  • Please describe the situations in which you think too much / too little damage was inflicted after the collision (approximate mass, speeds, what parts collided, whether the collision was “head-on”, “tangential”, angled, and any other details you consider necessary).
  • Do you find the performance of ramming more stable relative to the game servers? Have you noticed any errors / illogicalities in its work?
  • How do you feel about parameter changes related to parts ramming? Do you feel it is necessary to convert the above list of structural parts into bumpers?

Changes in energy consumption and energy supply

Please note that this change is experimental. At this time, we have no plans to introduce it into the game as part of one of the upcoming updates. Its future fate will depend on the results of testing and further refinement.

At the moment, 1 unit of energy is a too significant value relative to the total energy limit. This problem becomes particularly apparent among hardware, the majority of which consumes 1 energy, even though the modules themselves are not equivalent to each other. Some of the modules have a strong effect and making it weaker can make it simply redundant, and increasing the power consumption to 2 units can make it weak. The other modules are too situational and therefore hardly used. In their case, amplifying the effect would not remedy the situation in any way, and removing energy consumption would force the restrictions or negative effects to be imposed.

We would like to test the changes, the essence of which is that all energy values (that both provide energy and consume it) would be doubled and then some of them would be increased or decreased by 1 unit.

In this form, 1 unit of energy would be equivalent to 0.5 units of energy on current game servers, which would allow assigning a more fair energy consumption to a part relative to its efficiency and diversifying builds.

What has changed?

The changes are primarily related to modules and cabins. All weapons and modules not listed below have had their energy drain doubled (some of them may have had their power scores slightly changed). The values before the changes are indicated in brackets.

Cabins

Currently, lightweight and medium cabins give the same amount of energy, while heavy cabins give 1 unit less. We would like to test a variant in which lightweight cabs have 1 unit. (0.5 in the old system) more than medium cabins, and heavy ones have 1 unit of energy less than medium ones. We’ve also changed the progression of how much energy cabins give depending on their rarity.

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)

Generators

We invite you to test a variant in which heavy generators give 1 unit more energy than light generators. In order to keep all generators relevant in battles, we have made changes to their parameters.

Rarity Name Energy PS More
Rare Big G 2 (1) 130 (150)
Special Ampere 4 (2) 380 (410) Durability: 65 (45)
PU-1 Charge 5 (2) 475 (410) Mass: 576 (445)
Epic Gasgen 6 (3) 840 (870) Durability: 105 (72)
Bootstrap 7 (3) 980 (870) Mass: 765 (600)
Legendary Thor-6S 8 (4) 1600 (1600)
Apollo 9 (4) 1800 (1600)
Relic Odin 10 (5) 3000 (3000) Mass: 715 (874)

Hardware

An important change would be the addition of a progression of hardware energy drain within the same type. Since there is now no change in power consumption as rarity increases, the lower rarity counterparts are much less in demand than their advanced versions. With this change, it will be more difficult to mount “all the best” on the car, and the players have to make compromises and experiment by replacing some parts with the counterparts of lower rarities.

Type Rarity Name Power consumption PS More
Engine Special Hardcore 0 (0) 95 (157)
Dun horse 1 (1) 95 (190)
Razorback 1 (1) 95 (190)
Epic Hot red 0 (0) 280 (275)
Cheetah 2 (1) 280 (275)
Colossus 2 (1) 280 (275)
Golden eagle 2 (1) 280 (275)
Oppressor 2 (1) 280 (275)
Legendary Pegasus 3 (1) 600 (400) Power bonus: 50% (40%) Speed
bonus: 12% (10%)
Fin whale 3 (1) 600 (400)
Radiators Common R-1 Breeze 1 (1) 45 (85)
Rare R-2 Chill 1 (1) 65 (130)
Epic RN Seal 2 (1) 280 (400)
Coolers Rare CS Taymyr 1 (1) 65 (130)
Epic Shiver 2 (1) 280 (400)
Detectors Special Maxwell 1 (1) 95 (190) Enemy detection and recon data transfer radius: 250m (300m)
Range of detecting enemies in cover: 200m (250m)
Mine detection radius: 15m (16m)
Epic Doppler 2 (1) 280 (275)
Position finders Special Oculus VI 1 (1) 95 (190)
Epic Verifier 2 (1) 280 (275)
Invisibility Special Chameleon 1 (1) 95 (190) Active time: 5 sec (6 sec)
Epic Chameleon Mk2 2 (1) 280 (275)
Legendary Yeti 3 (1) 600 (400) Invisibility reserve: 35 sec (30 sec)
Recharge boosters Special KA-1 Discharger 1 (1) 95 (190) Efficiency: 10% (15%)
Epic Flywheel 2 (1) 280 (400)
Boosters Common B-1 Aviator 1 (1) 45 (85) Increases damage with Cockpit by 3% instead of 5%
Rare Blastoff 1 (1) 65 (130) Increases damage with Cockpit by 6% instead of 10%
Epic Hermes 2 (1) 280 (275)
Scopes Rare TS-1 Horizon 0 (0) 65 (130)
Special Iris 1 (0) 95 (190) Mounting restriction removed
Epic Neutrino 0 (0) 280 (275)
Special Common Car jack 1 (0) 45 (65) Instead of decreasing speed and power when used, it increases power. Mounting restriction removed
Epic Argus 1 (1) 140 (275)
Tormentor 5 (2) 700 (550)
Interceptor 1 (1) 140 (275)
Daze 7 (3) 980 (825)
Power unit 5 (2) 700 (550)
Legendary Omamori 3 (1) 600

Weapons

Name Power consumption PS More
Parser 9 (4) 1800 (1600) Durability: 330 (290)
Avenger 57mm 9 (4) 405 (340)
Avalanche 23 (12) 4600 (4800)
Yongwang 19 (9) 2660 (2475) Perk: 6% (12%)
Snowfall 9 (5) 1260 (1375)
Heather 15 (7) 3000 (2800)
Mandrake 13 (7) 2600 (2800)
Trombone 5 (2) 700 (550) Heating: 40% (30%)
Nest 9 (5) 1260 (1375)
Varun 13 (7) 1820 (1925)
Porcupine 7 (3) 2100 (1800)
Kapkan 5 (2) 700 (550)
King 7 (3) 980 (825)
Kaiju 23 (12) 4600 (4800)
Enlightenment 1 (1) 140 (275)
Summator 7 (4) 665 (760)
Argument 7 (4) 980 (1100)
Borer 5 (2) 325 (260)
Buzzsaw 5 (2) 475 (380)
Mauler 7 (3) 980 (825)
Lacerator 7 (3) 980 (825)
Charybdis 7 (3) 1400 (1200)

Testing

We understand that such changes may cause some vehicles to become unavailable, but these tweaks can potentially increase the diversity of builds in the future. We ask you to build vehicles of different PS levels on a test server and upload them to the exhibition, and then give detailed feedback based on the results.

  • In general, do you like the idea of energy scaling?
  • Do you agree with the changes to cabins, generators, modules and weapons? If you agree partially, please specify what you don’t like about them.
  • What can you suggest us to change additionally?

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:

    • Thursday, February 22, 2024 from 13:00 to 19:00 (GMT time)
    • Friday, February 23, 2024 from 13:00 to 19:00 (GMT time)
    • Saturday, February 24, 2024 from 13:00 to 19:00 (GMT time)
    • Sunday, February 25, 2024 from 13:00 to 19:00 (GMT time)
  • Then we plan to introduce some adjustments and additional changes, based on the results of the 1st stage of testing. The testing will continue:

    • Friday, March 1, 2024 from 13:00 to 19:00 (GMT time)
    • Saturday, March 2, 2024 from 13:00 to 19:00 (GMT time)
    • Sunday, March 3, 2024 from 13:00 to 19:00 (GMT time)
  • 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).

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.

2 Likes

Wow, these are both some pretty big changes.
The energy change in particular is huge, and I can see why they aren’t planning on implementing it very soon. It will break a lot of builds, and completely shift the meta. But should give the devs a lot more precision when balancing, and potentially address a lot of seal clubbing.

3 Likes

Once again another huge change doozy, but honestly any time they do a huge change instead of anything happening the same OP guns will still be OP and the not so good guns still won’t be that good

Thank god I am not invested in this game in any way currently so if they make a big oopsie with whatever they change I can just say goodbye to crossout

1 Like

The energy change is all about trying to better balance things. I get that you are a committed Crossout doomer, but surely even you can see that this is all about trying to address the big balance issues with the game.

1 Like

And so have all the other big changes supposedly

LMAO Apollo masterrace

Changes sound good for once!

I guess I know what I’m doing at the end of the week lol

At first just the ramming changes had be worried about their math, but then those energy changes. woooo… That’ll make things interesting.

I can see situations where mixing rarity levels on modules might become the more efficient solution. The special tier may come into its own.

1 Like

This is exciting to me. It’s what I’ve been asking for, real changes.

I really like the idea of scaling energy. Alot.

In general, the game has been so out of balance, it’s good to see a major effort at change.

Negative Nancy! lol I would have to agree with you on this point though!

1 Like

Any idea why Iris will cost one energy, while the other two scopes will still cost zero?
Says something about a mounting restriction removed, so maybe we’ll be able to combine it with the others in some way?

It’s a digital camera, so maybe an increase in the normal scope magnification?

I have all three scopes fused, so this’ll be fun.

1 Like

And just like that, the quad parser dream is dead -_-

1 Like

Probably for the best

I think, vehicle parts, such as Legs and Hovers shall also consume energy

Unlike wheels and tracks, that connected to The Engine, These Parts requires some sort of energy and control supply to function and this will be more realistic and kinda balanced

1 Like

The problem of requiring energy for movement parts is scaling. Big vehicles need more movement parts and they have less energy. The cost of movement parts is instead translated into power consumption. That seem like a good system to me and no reason to change it. And yes I agree that realistically hovers should burn fuel instead of being a strain on the engine but the goal is not to have a fully realistic game but a fun one, and using energy for movement parts would make them basically dead.

2 Likes

I feel widening the energy scale is long over due. I do not feel simply doubling the scale is enough to properly help find the balance needed.

  • For example: we should have it 5x of the current scale.
    If we are ever to see a relic light cabin (14 potential energy) and a relic heavy generator (6 potential energy), the combination 14 + 6 = 20, 20 x 5 = 100

This would allow more fidelity and better potential balancing for parts in the game without having to change things extremely on any one or two perimeter(s).

1 Like

Of course more granularity would allow more fine tuning, but I think x2 is a good balance between ease of balancing and ease of use. If as you propose, craft could use 100 energy, it may become less intuitive to know what you can mount. Plus I feel that 1 energy has to be a meaningful amount : A module requiring 1 should not be useless or else using 100% of your energy would become an optimisation nightmare.

1 Like

Anyone else notice epic medium cabs are getting a nerf in this scenario theyve proposed?

3 Likes

Depends on how your looking at it. If you looking at it as why isn’t it just doubled then yes it looks like a nerf. If you look at it in the construct of the layout it doesn’t stand out as much, the looks of chart progression follows a fairly logical pattern that is extendable further which I generally think is good. Special even picks up a nice break which is good too.

I like what they did with the generators too. Allowing the heavier generators to make more energy. It opens up some gaps that could be filled even though it looks like it is spaced out well already.

The few things I’m really iffy on is these: Tormentor 5 (2), Daze 7 (3), Power unit 5 (2)

1 Like