Announcement: New Balance Changes

Planned changes to parts parameters for the update 0.13.60.

Balance changes

Borer

Durability reduced from 330 to 231 pts.

Comment: at the moment, “Borer” has excessive effectiveness in battles at 4000 - 5000 PS range. Reducing the durability will make it easier to counter-play this weapon and give you more opportunities to destroy it before colliding with enemies.

Spitfire

Damage reduced by 10%.

Comment: we’re slightly reducing the shotgun’s damage to bring its excessive effectiveness back to normal within 5000 - 6000 PS frames.

R-2 Chill

The module’s effectiveness when combined with shotguns has been reduced.

Comment: This radiator is practically the only option for a powerful 4000 - 5000 PS build equipped with shotguns.

CS Taymyr

Bonus to cooldown speed increased from 50% to 60%.

Comment: along with the improvement of coolers, we are trying to diversify vehicle builds and make coolers a real alternative to radiators.

P-23 Defender

Durability increased from 140 to 161 pts.

Comment: despite the fact that the machine gun was designed to be used at 4000 - 6000 PS, currently it’s not effective enough within those frames. We are slightly increasing its durability to improve the weapon’s survivability in combat.

AC62 Therm

Damage increased by 10%.

Synthesis

Damage increased by 10%.

Comment: like “Synthesis”, “Therm” is not powerful enough compared to other weapons of the same level. A small increase in damage should improve the situation and increase their demand among the players.

Chameleon

  • Now, at long range, the silhouette of an armoured car becomes barely visible if it’s moving at a speed of 80 km/h (previously - 100 km/h).
  • Now the silhouette becomes visible from a distance of 100 m. (previously - 70 m.).

Comment: the main problem with those invisibility modules is that they are too effective and not particularly demanding to player skill. Often the vehicle, being invisible, simply picks up the speed and rushes directly towards the enemy. Now, even while being invisible, the player needs to be more inventive.

Hot red

PS increased from 216 to 275.

RN Seal

  • PS increased from 275 to 400.
  • The module’s effectiveness when it’s combined with shotguns has been reduced.

Comment: at the moment, the radiator is too effective. This is especially noticeable at 5000 - 6000 PS and when using shotguns. That’s why we are implementing minor changes to its PS and reducing the module’s effectiveness when it’s used with shotguns.

Shiver

  • PS increased from 275 to 400.
  • Bonus to cooldown speed is now 85% (instead of 70%).
  • Maximum bonus from the perk increased from 30% to 45%.

Comment: the situation with “Shiver” is similar to the situation with “Taymyr”. We would like to make coolers a good alternative to radiators while assembling certain armoured cars.

AC72 Whirlwind

Damage increased by 17%.

Comment: we have taken into account your feedback about the lack of effectiveness of “Whirlwind”, and we are increasing the damage dealt by the autocannon.

Argument

  • Spread format changed from square to rectangular (closer to shotgun spread).
  • Maximum spread reduced by 25%.

Comment: changing the spread format will increase the convenience of using the nailgun, and the spread reduction will allow you to more effectively “disassemble” the enemy vehicle in close-range battles.

Thunderbolt

Damage reduced by 10%.

Comment: “Thunderbolt” is too effective at 8000 - 10000 PS level and clearly stands out from other epic weapons.

Gremlin

  • The required force of impact to activate the perk was reduced by 50%.
  • Damage increased by 10%.

Comment: the situation with “Gremlin” is the opposite to the one with “Thunderbolt”. These changes will make it easier to use the weapon’s perk, and a slight increase in damage will improve the weapon’s effectiveness during moments when the perk cannot be used.

Bootstrap

Mass reduced from 840 to 576 kg.

Comment: since “Bootstrap” has appeared in the game, one of the most frequent (besides questions about the non-standard model) questions we’ve been receiving concerned its over excessive mass. We invite you to evaluate how a lightweight and durable generator will fit into your builds.

Yokai

  • Bonus to projectile explosion radius from the perk increased from 100% to 150%.
  • Bonus to blast damage from the weapon’s perk increased from 40% to 50%.

Comment: with these changes, we tried to take into account your feedback on how this weapon can be improved.

Nest

Damage increased by 15%.

Comment: this damage increase will improve the effectiveness of this rocket launcher.

Quantum

Now, to activate the perk, the car must not take damage in for 4 sec. (previously 10 sec.)

Comment: the previous version of this perk was quite difficult to use during fast-paced battles in the game.

Claw

Now the bonus from each charge is 4% (instead of 5% before).

Comment: we would like to balance the effectiveness of the wheel’s perk when it is used in conjunction with some weapons on 9000 - 10000 PS levels.

Cockpit

  • Maximum bonus to damage from the perk reduced from 50% to 40%.
  • Now the bonus received from an epic booster is 15% (instead of 13% before).
  • Now the bonus received from a rare booster is 10% (instead of 8% before).
  • Now the bonus received from a common booster is 5% (instead of 4% before).

Comment: “Cockpit” is extremely effective in battle on high PS levels and it’s a perfect choice for a leviathan. With these changes, we would like to improve and balance its effectiveness compared to other cabins and, at the same time, increase its relevance for cars at lower Power score levels, that use fewer epic boosters or boosters of lesser rarities.

Blight

The duration of the perk reduced from 8 to 6 sec.

Comment: the builds based on “Blight” are too effective at high PS levels (14000). Changes to the perk’s duration and time of dealing increased fire damage should fix it.

Chameleon Mk2

  • Now, at long range, the silhouette of an armoured car becomes barely visible if it’s moving at a speed of 80 km/h (previously - 100 km/h).
  • Now the silhouette becomes visible from a distance of 100 m. (previously - 50 m.).

Draco

  • Damage reduced by 10%.
  • Ammunition reduced from 175 to 100.

Commentary: this flamethrower is often used with the “Blight” and it’s currently too effective at high PS levels.

Hammerfall

Durability increased from 221 to 260 pts.

Comment: this change should slightly increase the survivability of the shotgun in close-range combat.

Nidhogg

Damage increased by 15%.

Comment: we have taken into account your comments that the shotgun is not very useful in battles, especially compared to other legendary weapons.

Harvester

  • Durability reduced from 765 to 576 pcs.
  • Mass reduced from 940 to 648 kg.

Comment: similar to “Borer”, these changes are meant to simplify the counter-play against this weapon before colliding with an enemy. Before these changes, “Harvester” was extremely effective in high-level battles (13000 Power Score).

AC80 Stillwind

Damage increased by 17%.

Fortune

Damage increased by 10%.

Comment: “Stillwind” and “Fortune” were not efficient enough compared to other legendary weapons. In both cases, many players felt that the increase in damage could fix the issue. We invite you to check out the changes for both weapons.

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Ya, it’s redundant, but not all of us want to go to Reddit to discuss this, so I thought it might be useful to have this posted here on the forum.

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lol,welcome to your new ps bracket AGAIN…
in another word–if ur 7k…now ur 8k…this happened to me twice now

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I like the changes, if for no other reason than I’m happy to see this game is still being updated. I was a little worried they were going to just round file it after I saw what they did to the forum. I am glad to see them addressing the Borer issue, but I haven’t really read through the proposed changes yet, nor have I gone to the test server.
I’m not really a qualified critic anyway. I just play to build silly cars and watch them blow up stuff, but I know some of you people have more insight than I, so I thought I’d post the announcement, because I would like to read what other people think about this update, and I’m not going to Reddit…ever. Well I did just to see where they were redirecting the discussion with their link. Then I redirected it back to this forum, where I think it ought to be first and foremost. JMO.
So please, read it and discuss it, so I don’t have to continue reading the news.
Cheers.

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This forum is garbage but I’m not going to reddit to discuss Crossout.

Changes to radiators and coolers for shotguns? Cool. Good idea. Double-whammy by increasing their PS? I guess that whole idea of a fixed PS per Energy point based on rarity isn’t so fixed anymore eh? By making this PS nerf to rads/coolers in an attempt to rein in shotguns, they are adding PS to every other non-shotgun weapon that uses them. MG users? Enjoy the extra PS on your build, probably pushing you up into a higher PS bracket. Dumb.

This forum is bad and Reddit is horrible but why am I not surprised the Devs of this game continue to make terrible marketing decisions?

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Look at my suggestion of reigning in meta builds. Limit the use of each weapon type to a certain number per group. This would create more diverse vehicle usage prevent spammage of build types during mission play ie shotgun wedge spam in groups. Overwatch matchmaking does the same thing to prevent meta builds from dominating.

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I have to agree, I’m glad things will be posted here. Thank you. It’s good to see the regulars here… Have not played with any of them but tis nice to see feedback.
I like the old forum too. I have had the old lady for decades, and now you change to a new model? I don’t want to spend another 30+ years to get to know how things already work.

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Where is the buff to Rippers?

That’s kind of what I was thinking would happen it just moves the problem area.

Chameleon

  • Now, at long range, the silhouette of an armoured car becomes barely visible if it’s moving at a speed of 80 km/h (previously - 100 km/h).
  • Now the silhouette becomes visible from a distance of 100 m. (previously - 70 m.).

Comment: the main problem with those invisibility modules is that they are too effective and not particularly demanding to player skill. Often the vehicle, being invisible, simply picks up the speed and rushes directly towards the enemy. Now, even while being invisible, the player needs to be more inventive.

Chameleon Mk2

  • Now, at long range, the silhouette of an armoured car becomes barely visible if it’s moving at a speed of 80 km/h (previously - 100 km/h).
  • Now the silhouette becomes visible from a distance of 100 m. (previously - 50 m.).

I really don’t think this is going to fix much. Many of the players that really complain about the cloaks are normally getting flanked or backstabbed by them. Normal bullet spray tends to keep cloaked users from directly charging from the front where that silhouette is actually useful. If the cloaked player is out of field of vision then the silhouette changes it’s not going to matter much. If they added a rear view mirror or a 180 degree look behind button it might work a little.

I’d make decloaking players worth a bit more in match points. This type of change might get point savvy players more lightly to look out for their teammates a bit more.

For higher PS part of what I’d also suggest doing is letting the neutrino scope detect explosives even on a cloaked build. While it would just be a few little blips moving around and not an actual radar lock it would still give a bit of a heads up. This would pair well with the idea of more points for decloaking a player and gives snipers a bit of a priority motivation.

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I’m liking all of these changes, especially the various nerfs to overheating shotguns, cloaks, and flamethrowers.
I currently barely use the Draco I crafted, because flamethrowers with Blight feels too easy. I like crossout more when it’s challenging.

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AC62 Therm
Damage increased by 10%.

I actually really like these but what I thought was lacking was the Joule like perk for heating reduction more so then flat out damage. It’s a hard choice between running 2x and some equipment vs 3x of them.

AC72 Whirlwind
Damage increased by 17%.

Comment: we have taken into account your feedback about the lack of effectiveness of “Whirlwind”, and we are increasing the damage dealt by the autocannon.

This is great though turn speed is another huge issue for them. They are often out maneuvered at close range where their dmg perk is not functional. I’ll happily give them another shot with the change though.

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Have you tried using Oppressor’s new perk with slow turning weapons? I find it very useful, especially if you use buggy wheels to activate the perk at lower speeds.

I was running it on a Stillwind banana build for a bit, and it was pretty useful in those death circle situations.

1 Like

Borer

Durability reduced from 330 to 231 pts.

Comment: at the moment, “Borer” has excessive effectiveness in battles at 4000 - 5000 PS range. Reducing the durability will make it easier to counter-play this weapon and give you more opportunities to destroy it before colliding with enemies.

I’m not sure if this will be an effective change. It’s nearly impossible to shot at low melee parts when they are super close to you and it matters the most.

I think part of the larger issue with most of the active melee weapons is their high resistance to other melee damage. It’s currently set at 75% Which means when they collide with passive melee parts they take little damage. Perhaps Scale down the melee resistance to go along their rarity.

Harvester

  • Durability reduced from 765 to 576 pcs.
  • Mass reduced from 940 to 648 kg.

Comment: similar to “Borer”, these changes are meant to simplify the counter-play against this weapon before colliding with an enemy. Before these changes, “Harvester” was extremely effective in high-level battles (13000 Power Score).

It’s this just going to just encourage them to run more of them and make their builds more responsive from the mass reduction?

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I didn’t get the chance to try it with oppressors updated perk by the time that came out I had already sold the whirlwinds. Moving fast and snipping doesn’t really go hand in hand though so I’m not sure I would really go for that combo. I’d probably try them again with omni to see if that works I had some luck with grinders when using them but they didn’t really give the get away speed that I wanted.

I’d actually really love a motor that does the reverse of what the oppressor does i.e. less you move the faster the weapon turn goes. Kind of like the polarity reversal of the seal and the shiver.

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I run a Boom-Stick build, I used to run lots of shotguns, and I think this is true, mostly. Besides, half the time my Cloak isn’t even available for sneak attacks because I’d been de-cloaked, or I used it to discourage incoming missiles already. I don’t find the cloak that dependable, so my strategy is still to sneak up behind them. I think I carry a cloak more for the missile deterrence than than invisibility, but invisibility is a nice bonus. I can certainly live with this nerf. No big deal.

I like this idea. Right now scopes have been made a little obsolete with the update that gave us all built in scopes. I think this would help make the Neutrino more relevant and worth it’s price tag again.

I’m glad to see they are trying to rein in the shotgun-melee META, but do it in a fair, fun, and reasonable way by giving Auto Cannons more significance, and taking the sharp edges off of some of the more offensive melee. How that actually plays out, IDK, but I appreciate the effort and I think success in this area (if this works) will lead to a more fun game.
They buffed my Therms? I can’t say I don’t like that. I like my Therms because they are pretty effective, but also because they are fun to build with. They have a snug fit, they look clean, and sound comfortable on my ears. All of their audio improvements in the AC category over the last few months have been welcome ones in my opinion. The ACs in particular were hard to listen too.

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I would also love an engine with that perk!
I’m thinking I’m going to make some more buggy wheels, so I can make a larger build with that combo. They really help the oppressor perk at low speeds, but the four BP ones aren’t enough for anything other than fast small cars.

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I try not to overuse the cloak, so that its available when needed. If I can get close enough with map cover I do it. Depending on what I’m attacking as far as their weapon load goes really is what dictates if I’ll attack from the rear or the side. I hardly ever attack from the front unless I see someone shooting behind themselves.

The Oculus probably should get some work done too. If it made cloaked players show up on the mini-map as a different color it would help a lot.

I’m pretty sure a lot of the shotgun-melee meta started getting op when they were originally reducing the power of AC. Which was around when they raised the energy cost on melee and started giving it more blast resistance to protect them a little from other cannons.

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I’ve been wanting to make 2 more of the buggy wheels myself, I use the on a few builds. I tend not to go over 6 wheels though most of the time. They actually pair nice with hot red’s reverse speed perk in combo with sealed rads too.

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Quantum

Now, to activate the perk, the car must not take damage in for 4 sec. (previously 10 sec.)

Comment: the previous version of this perk was quite difficult to use during fast-paced battles in the game.

This is appreciated that speed nerf made it a bit harder to get this to activate.

Claw

Now the bonus from each charge is 4% (instead of 5% before).

Comment: we would like to balance the effectiveness of the wheel’s perk when it is used in conjunction with some weapons on 9000 - 10000 PS levels.

I’m not sure on the necessity of this they take longer to charge with the speed nerf as is right now. My guess it would be more a photon/laser issue but the 1% change isn’t going to make much change in how those two already buff each other.

Yokai

  • Bonus to projectile explosion radius from the perk increased from 100% to 150%.
  • Bonus to blast damage from the weapon’s perk increased from 40% to 50%.

Comment: with these changes, we tried to take into account your feedback on how this weapon can be improved.

That’s enough of a change to keep me from selling the pair of them off until I try the change. I really like the core concept of the single long range missile too. It’s just really hard to get that perk to go off where it actually matters even part of the time. I’d been contemplating selling them for quasars for a while which have better reload time and similar dmg range.

1 Like