Tomorrow Crossout will receive an update that will include various balance changes. As we promised earlier (see here), today we publish what has been changed from the first announcement based on the results of closed testing and your feedback. The changes to all other parts listed in the first announcement remain unchanged.
Reduced the resistance to melee damage from 90% to 80% for all bumpers, except for the “Impact” bumper.
Reduced the resistance to melee damage for the “Impact bumper” from 80% to 70%.
Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased. Many will notice that the change is not as radical as in the first announcement — we decided to stop at these values and see if they would be sufficient in the game server conditions.
Initial rate of fire increased by 25%.
Maximum rate of fire increased by 14%.
The time required to reach the maximum rate of fire increased from 3 to 4 sec.
Durability increased from 661 to 714 pts.
Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles. Changes to the rate of fire will also help the autocannon to become more effective. As a result, the autocannon’s rate of fire at any given moment will be higher than before these changes were made.
Changed the perk: now damage is increased by 30% for every second of contact with the enemy. The effect stacks up to 7 times and gradually resets every second when the weapon doesn’t deal damage.
Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters. We took into account the community’s concerns about the fact that increasing the initial damage could cause possible issues with overestimated total damage of the weapon, and decided to make the Harvester’s effectiveness more dependent on the usage of its perk. Now each charge of the perk adds more damage, there are more charges, and they are not reset as quickly as originally intended.
There’s a Cyclone option in the season’s rewards, there’s bound to be a bunch of people using Cyclones by then, and the attributes of Cyclones in the season are powerful, I have a bad feeling about this
If they become too dominant, they’ll get nerfed later.
But I would argue that their existing problems will probably keep them from being too OP. They’re still huge targets and not that hard to degun, and their slow rotation speed puts them at a big disadvantage against close range attacks.
Gerridas and proper armoring can mostly negate those two issues. Ive never seen a literal single cyclone armored up to its fullest potential, besides mine. Not boasting, just saying ive never seen them done properly. Avia double slope and the right bumpers are the way.
I think the fact that no one but you does that is more evidence that they’re unlikely to take over, even if some people will do very well with them.
But I could be wrong. Maybe a good build will end up on exhibition and everyone will download it.