Balance changes planned for the next update

Balance changes planned for the next update

Hello!

Today we present you the full list of planned balance changes for the next update. We would like to note that some changes were considered and added based on the results of the last Q&A session with the developers. You will be able to test all the changes this weekend. Let’s go!

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 see all the planned changes in more detail on the special testing server!

Single-shot shotguns

Junkbow

  • Durability increased from 247 to 314 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 37%.
  • Reload time increased from 2.8 to 4.5 sec.
  • Ammo reserve reduced from 30 to 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Fafnir

  • Durability increased from 315 to 400 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 37%.
  • Reload time increased from 2.8 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Nidhogg

  • Durability increased from 357 to 464 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 29%.
  • Reload time increased from 2.5 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Jormungandr

  • Durability increased from 437 to 568 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 29%.
  • Reload time increased from 2.5 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Comment on single-shot shotguns: this weapon type is very unpopular in comparison with automatic shotguns. The changes are similar to recent changes to cannons, and should shift the focus of the gameplay towards doing higher damage, but more rarely. The additional increase in durability is aimed towards addressing the low survivability of these weapons.

Machine guns and miniguns

SM Hornet

  • Durability increased from 57 to 63 pts.
  • Damage increased by 12.5%.
  • Projectile speed increased by 6%.

LM-54 Chord

  • Durability increased from 66 to 73 pts.
  • Damage increased by 17%.
  • Projectile speed increased by 6%.

Vector

  • Durability increased from 81 to 90 pts.
  • Damage increased by 12%.
  • Projectile speed increased by 6%.

Sinus-0

  • Durability increased from 99 to 110 pts.
  • Damage increased by 14%.
  • Projectile speed increased by 6%.

Spectre-2

  • Durability increased from 205 to 238 pts.
  • Damage increased by 15.5%.
  • Projectile speed increased by 6%.
  • The perk now gives 4% bonus to damage and stacks up 8 times (instead of 3% and 10 times).

Aspect

  • Durability increased from 242 to 278 pts.
  • Damage increased by 14.5%.
  • Projectile speed increased by 6%.
  • The perk now gives 50% bonus to damage when fully heated (instead of 30%).

Punisher

  • Durability increased from 386 to 449 pts.
  • Damage increased by 17%.
  • Projectile speed increased by 6%.
  • The perk now requires 30 successful hits to be activated (instead of 40).

ST-M23 Defender

Damage increased by 10%.

M-25 Guardian

  • Durability increased from 197 to 217 pts.
  • Damage increased by 10%.

M-29 Protector

  • Durability increased from 234 to 258 pts.
  • Damage increased by 15%.

M-32 Vindicator

  • Durability increased from 293 to 325 pts.
  • Damage increased by 18%.

ST-M26 Tackler

  • Durability increased from 251 to 279 pts.
  • Damage increased by 22%.
  • Perk activation delay reduced from 1 to 0.5 sec.

Gungnir

  • Durability increased from 190 to 209 pts.
  • Damage increased by 13%.

Nothung

  • Durability increased from 256 to 285 pts.
  • Damage increased by 15%.

M-37 Piercer

  • Durability increased from 138 to 151 pts.
  • Damage increased by 11%.
  • Projectile speed increased by 7%.

M-38 Fidget

  • Durability increased from 160 to 175 pts.
  • Damage increased by 12%.
  • Projectile speed increased by 7%.

M-39 Imp

  • Durability increased from 230 to 252 pts.
  • Damage increased by 14%.
  • Projectile speed increased by 7%.

MG13 Equalizer

  • Durability increased from 179 to 195 pts.
  • Damage increased by 22%.
  • Projectile speed increased by 7%.
  • The perk now charges up in 5 seconds (instead of 7).

MG14 Arbiter

  • Durability increased from 240 to 261 pts.
  • Damage increased by 24%.
  • Projectile speed increased by 7%.
  • The perk now charges up in 5 seconds (instead of 7).

Comment on machine guns and miniguns: after the removal of hitscan mechanic from machine guns, their efficiency decreased noticeably due to increased rate of misses. In order to keep this type of weapons relevant, we decided to make compensating changes.

Other changes

Sidekick

Optimal range increased by 72%.

Comment: the change will make the drone’s damage dealing more stable, since it will be able to deal damage from a longer range.

Tempest

Cooling rate reduced by 17.5%.

Comment: high efficiency between 4500 and 6500 PS. The cooling time is now the same as that of the “Whirl”. The change will make the weapon more dependent on a cooling module.

Bat

  • The perk’s bonus to the volume of additional ammunition increased from 20% to 30%.
  • Power increased by 15%.
  • Mass limit increased from 6500 to 7000 kg.

Comment: efficiency of the cabin is too low in comparison with its analogues.

Corvo

  • Durability increased from 160 to 180 pts.
  • Damage increased by 10%.
  • Projectile speed increased by 14%.
  • Ammo reserve increased from 16 to 18.

Comment: similar to the changes for machine guns and miniguns.

Elephant

Damage increased by 7%.

Comment: lack of efficiency in comparison with other epic cannons.

Blockchain

  • Damage increased by 14%.
  • The perk now reduces the penetrability of parts to 60% of the original (instead of 75%).
  • Durability increased from 260 to 295 pts.

Comment: the changes will help increase the efficiency of the weapon and bring it back to the battlefield.

Thunderbolt

Durability increased from 173 to 195 pts.

Comment: low survivability in comparison with the rest of the automatic shotguns.

Humpback

  • The amount of damage you need to take to accumulate the full bonus increased from 1000 to 1250 pts.
  • The reset time of the full bonus reduced from 30 to 20 sec.

Comment: consistently high efficiency of the cabin on a wide range of PS and among different types of builds. In the current game context, the perk accumulates extremely quickly and resets very slowly, thanks to which it is kept at high values for most of the battle.

Omni

  • Penalty to power reduced from 12% to 9%.
  • Increased traction.

Atom

  • Penalty to power reduced from 15% to 12%.
  • Increased traction.

Comment on “Omni” and “Atom”: the power penalty of these movement parts is somewhat inflated in comparison with the current power penalty of “Meat Grinder”, which has the same movement mechanics. There are also frequent complaints about the lack of traction of these movement parts, and the change should fix this.

ML 200

  • Reduced the effect of surface angle on movement speed.
  • Added 25% thermal and cryogenic damage resistance.
  • Tonnage increased from 2400 to 2900 kg.

Bigram

  • Reduced the effect of surface angle on movement speed.
  • Added 25% thermal and cryogenic damage resistance.
  • Tonnage increased from 1900 to 2300 kg.

Gerrida I

  • Reduced the effect of surface angle on movement speed.
  • Durability increased from 435 to 450 pts.
  • Tonnage increased from 1500 to 1800 kg.

Comment on mechanical legs: low popularity of the entire movement part type. By reducing the sensitivity to the angle of inclination of the surface, the medium speed of mechanical legs should increase. The other changes are aimed at increasing the survivability of armoured cars with mechanical legs.

Impeller

Increased yaw rate bonus: for main rotors from 60% to 65%, for coaxial rotors from 35% to 50%.

Comment: insufficient effect of perk on yaw rate of armoured aircraft.

Meat Grinder

Maximum speed of rotating in one spot reduced by 30%.

Comment: the previous limitation allowed heavy vehicles on augers to rotate at a speed close to that of lighter movement parts, which should not be the case.

AC80 Stillwind

Changed the perk: for every 100 m passed by the projectile, its explosion radius increases by 0.35 m.

Comment: the original perk does not match the intended style of playing with this autocannon, and therefore has little effect on its efficiency. The new perk, as in the case of its predecessors, increases efficiency based on distance.

Waltz

Projectiles’ rotation radius reduced by 25%.

Comment: low efficiency. The change will make it easier to deal damage from longer distances.

Parser

  • Durability increased from 290 to 370 pts.
  • Charging time reduced from 1.5 to 1.2 sec.
  • Charging now also increases projectile speed by 20%.

Comment: low efficiency of the shotgun.

Reaper

  • Durability increased from 520 to 611 pts.
  • Mass increased from 603 to 709 kg.

Comment: low survivability of the weapon.

Assembler

  • Energy consumption increased from 12 to 13 pts.
  • PS increased from 2400 to 2600.
  • Damage at full charge without perk increased by 10%.
  • Maximum damage with perk increased from 280% to 305%.
  • Durability increased from 359 to 413 pts.
  • Mass increased from 293 to 337 kg.

Comment: “Assembler’s” efficiency is not very dependent on modules, so it is used in a narrow PS range (quite low for a legendary weapon). The changes aim to increase the PS range in which it will be used.

Charybdis

  • Distance required to activate the perk reduced from 25 to 15 m.
  • Delay to reset the perk reduced from 4 to 1 sec.

Comment: the change will make turning the front of the vehicle towards the attacking “Charybdis” a more effective way to counteract this weapon. With the previous parameters, in such a situation, the perk of a “Charybdis” pursuing a player would take a very long time to reset, and the weapon would have time to deal damage deep inside the armoured car. Also, due to the rather long distance, the perk was sometimes activated by a nearby ally.

Swarm

  • Rate of fire reduced by 10%.
  • Reload time increased from 7.5 to 9 sec.
  • Blast radius reduced by 22%.

Comment: the previous change of damage dependence on blast radius was necessary for stable damage dealing, but it also increased the efficiency of the weapon too much. The reduction of blast radius partially compensates for this. The rest of the changes make it easier to counteract the “Swarm”.

Kami

  • Power increased by 10%.
  • The perk now also unhooks cables (from “Skinner”, “Kapkan”, “Jubokko”).
  • Perk active time increased from 4 to 6 sec.
  • Perk cooldown time reduced from 16 to 10 sec.

Comment: the “Kami” perk has quite narrow use, so we are expanding its implementation and frequency of activation. Additional power increase will make armoured cars with this cabin more mobile.

Nova

  • Power increased by 10%.
  • Perk cooldown time reduced from 20 to 16 sec.

Comment: low efficiency of the cabin.

CC-18 Typhoon

Changed the perk: after a hit, deals damage to weapons and movement parts in the amount of 2% from their current durability 3 times during 1 sec. The damage is not dealt if the durability of a part is lower than 25%.

Comment: the perk should make “Typhoon” an effective choice against armoured cars with high combined durability of movement parts and weapons.

Ripper

  • Added interaction with “Tormentor”. Activating the module increases the damage from shots.
  • The ram damage multiplier of a disc stuck on an enemy increased by 2.5 times.

Comment: synergy with the “Tormentor” will allow more efficient use of energy on armoured cars with two “Rippers”. Ram damage of discs became too low after the changes to ram damage mechanic, the multiplier change should fix this.

Firebug

  • Fire jet speed increased by 87.5%.
  • Optimal and maximum ranges increased by 3 times.
  • All accuracy parameters increased.

Comment: the changes are aimed at improving the usage of the weapon when it is not hidden behind armour and at some distance from the enemy, as it was originally designed, rather than just driving up close to the enemy.

Ram damage

Reduced the dependency of damage on the mass.

Comment: the change will reduce the efficiency of ramming with heavy armoured cars.

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 test 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, January 17, 2025: from 13:00 to 19:00 (GMT)
    • Saturday, January 18, 2025: from 13:00 to 19:00 (GMT)
    • Sunday, January 19, 2025: 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).

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.

“People can’t aim for sh1t so we’re boosting the damage” is what I am reading while having a bit of a chuckle. But not that worried of this update, sometimes it did feel like they needed a bit of an extra kick, just hope they still remain balanced enough after it and not instantly going back to nothing but machine guns

The three clusters thing is gonna be interesting because honestly by text depiction alone I can’t imagine at all how it will do. Hopefully it does some good, especially hoping the Fafnir will finally be at least usable. But then again it might just be a nothingburger like Lucifer buff

Corvo change, ok I guess, not sure if it’s enough but time will tell. I fear it might not be enough though and it won’t be that good still

Blockchain, minimal damage buff but a worse per, I don’t think this will make it any better

Depending on exactly what this means legs might be better or no difference

Parsers might be back, projectile speed is what they desperately need

Swarm nerf everyone saw it coming

Ripper working with tormentor is really interesting, I’d be excited about this if I had rippers

Ram damage change could be good too

Interesting things but mostly just doubling down on machine gun changes for the most part, single shot shotguns buff and the swarm nerf were the most needed ones

Sheesh…

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Jesus fucking christ. Thanks for the massive dose of buyer’s remorse.

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imo the blockchain was good in the christmas event but i only play pve, the bots are broken with those things though so idk.

i have a ripper myself and im interested to see where this goes. i want to get another hopefully in the future to further test it out.

ikr?
what im worried about though is the typhoons perk. having two of them would be… harmful to weapons and whatnot on bigger builds. they want to counter big bulky builds but i feel as if less bulky builds will suffer more being hit by those things…

your welcome!! :crazy_face:
… oh wait you mean the devs, sorry about that! :rofl:

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thats irrelevant if you cant dump enough damage form 1 meter behind your target.

sometimes raming your target does more then blasting them.

i still dont know if 12%-14 % will even cut it

projectile speed … not sure what i suppose to do with this … the last quote “increase” felt like nothing

i might be missing something and i probably am but it almost even seems like targem produced a good balance update

There must be players with insider knowledge. I paid a little over 20k for 2 firebugs a while back and sold 2 of them for 28k which was very high(still made a big profit) but now it makes sense. The player that bought it was from eqws, maybe they know something we don’t. I noticed the price of the firbug steadily going up for no reason despite being below the 24k threshold for eons.

must be but i think thats an insane buff to firebugs dont you?

Yep 3 times range increase, I am now hitting myself.

Perks been unchanged ever since the game came out, devs just finally realizing that humpback is slightly on the op side?

uhhh i think its a little early for april fools jokes from the devs… if they are serious about that then those builds are going to run rampant in pvp at high powerscores…

It’s kind of funny as I’ve never liked the cab’s perk nor thought it really made it op due to the reset time on it. I generally figured it was the tonnage that gave it any advantage.

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i found the humpback to be a bit… underpowered if anything. i mean you have to take damage to deal damage and… half the time people are trying to de-gun you anyways but with the change to guns now idk what to really think. i guess people will just aim for the cabin as opposed to the weapons now? idk what its like in pvp as i dont do it so what can you tell me about it?

I don’t understand what alternate reality we are living in to think that is in any way shape or form that the humpback underpowered. You can fit like 6000 hp on a build so taking damage ain’t much of a problem. If the same perk was on a light cab I can see it where every last bit of durability matters but when your going around with like 2 to 3 times as much durability than the importance of taking damage is nullified. 30% makes a big difference in this game.
I don’t think it takes much to get that damage buff either and I think it counts towards taking damage of the combined durability of the entire build which could be over like 50 000.

i dont think ive ever made a build with that much hp on a humpback… even at its max weight i was like 3.5k hp maybe before? maybe i just suck at building massive brick walls lol.

firebug was never that crazy at high PS, it was “worse” compared to other relics

humpback is the strongest cabin for bricks and big spider build. 30 or whatever percent damage boost for just taking damage while having thousands of hp

like i said above i never got the humpback to that much hp so i might be bad at taking advantage of it. wouldnt the machinist be in the same boat to though??

What i tell yea that buff counts for every single part on your vehicle movement parts, frames and all. I don’t have one spec of armour on that test build and I’m still maximizing the perk for eons.

Like you don’t even need durability to take full advantage of the humpback perk because it counts towards the entire durability of a build and that even include things that don’t add hp to your cab so the perk is super easy to max out very quickly when every single part counts towards the perk.