Changes in the mechanics of projectile damage. second stage of testing

Hello, survivors! Like we promised earlier, it’s time for the next phase of testing the updated mechanics of projectile damage. Today we are ready to present to you a variant in which we have made the majority of the necessary changes in the parameters of parts.

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.

Important information

Please note that the test server may contain various flaws, old or technical descriptions of parts and in-game bugs. This is due to the fact that work on the updated mechanics is not finished and will be continued later on. The changes are not planned to be added to the game servers in the next update, because all of the above will need to be corrected or finalized when the mechanics themselves will be final.

Contrary to popular belief, we’d like to specifically note that the purpose of the changes is not to get rid of the “screen armour”. Our main task is to ensure that this way of building the car is not an ultimate solution, caused by the technical features of the game.

The fact that the “screens” can move the point of explosion away or, thanks to the voids, let the projectile through is normal. Their effectiveness will depend on the weapon of the enemy, the assembled vehicle and the skills of the players. It won’t work the same way in different situations (as it’s happening now due to the strict 2-meter limitation).

Like last time, on the test server we ask you to participate in PvP battles (missions) more often so that we can gather the most detailed statistics.

What has changed since the previous testing?

Piercing coefficient

During the first testing, projectiles would disappear/explode after they had used up all firearm damage. The explosion of the projectile meant that it dealt 100% of its firearm damage to parts.

This time we have added new mechanics that allow you to adjust this value. Let’s call it the “piercing coefficient”. First, we will explain how the mechanics work, and then the reasons for its appearance in the game.

In the characteristics of the weapon (in the “features” section), a parameter has appeared that shows the value of the penetration coefficient. By the presence of this parameter you can understand if the global changes in projectile damage mechanics (removal of the 2-meter limitation) apply to your weapon as well. If you don’t see this parameter, then your weapon was not affected.

A parameter value of 80% means that the projectile will disappear/explode after it hits more than 80% of firearm damage. The checking of how much damage the projectile has dealt is done after the damage has been dealt.

For example: the projectile has 100 pts. of firearm damage and a piercing coefficient of 80%. Let’s consider 2 situations:

  • The projectile hits a part with 90 pts. of durability, the projectile will spend 90% of its damage, and then it will disappear or explode, because this value is greater than 80%.
  • The projectile hits a part that has 40 pts. of durability. It destroys it and goes further, because it inflicted only 40% of firearm damage. The next part on its way has 100 pts. of durability. The projectile will deal 60 damage to it and disappear or explode, because in total it dealt 100% of damage, which is more than 80%.

This way, before disappearing or exploding, the projectile will deal a total from 80% (piercing coefficient value) to 100% of its firearm damage.

Such mechanics are required for greater flexibility in weapon configuration. It allows you to further adjust the minimum amount of damage that a projectile can inflict on parts on its way, without affecting the maximum damage to one part.

Structural parts

The changes concern only structural parts that increase the durability of the vehicle.

The parts of each faction have their own durability to mass ratio. We have improved this ratio by increasing durability. The “lighter” the faction, the greater the bonus (in %) it has received.

Also, we have added resistance to different types of damage (firearm, explosive, thermal, energy) to the parts that increase the durability of the vehicle (if they do not have other features, such as “Lets damage through”). The set of resistances depends on the faction.

Resistances should be a bonus rather than a fundamental parameter for selecting a part, and should add some uniqueness to each faction and add variety to the process of assembling the vehicle.

Resistances according to damage types

Faction #### Firearm #### Explosive #### Thermal #### Energy

Lunatics 12 4 4 0
Firestarters 4 4 12 0
Engineers 6 4 6 4
Nomads 10 10 0 0
Syndicate 8 8 0 4
Dawn’s children 0 6 0 14
Hyperborea 8 6 6 0
Founders 6 6 0 8
Scavengers 6 14 0 0
Steppenwolfs 4 12 0 4


The durability of all frames has been increased by 2.5 times. On the contrary, the “lets damage through” and “resistance to melee damage” stats were reduced to 75% and 25%, respectively. The idea is that the frame will pass less damage to the parts behind it, but its survivability will remain the same.

Changes in weapon parameters

  • Durability of many weapons has been increased;
  • Cannons and turret cannons: blast damage reduced by 10%. This value has been transferred to projectile firearm damage to save the damage to a single part;
  • Firearm damage for all rocket launchers has been removed (including Yokai);
  • Median: damage reduced by 11%;
  • Kaiju: burst length reduced from 14 to 12 projectiles. With the new mechanics, the recently increased burst length proved to be redundant;
  • Astraeus: projectile speed reduced by 20%;
  • Prosecutor and Executioner: explosion radius reduced by 33%. With the new mechanics, the recently increased radius turned out to be redundant (perk description will not be updated during this testing);

The mechanics of the “Prosecutor” and “Executioner” perks work in such a way that the first 2 “pins” of the part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).

  • Scorpion: increased value by which damage multiplier drops after a part is pierced (perk description will not be updated during this testing);

Now after a part is pierced, the damage multiplier is not static as before, but constantly decreases with each pierced part. The size of the multiplier depends on how much damage the “Scorpion” projectile didn’t deal to the previous part. This way, “Scorpion” will be able to deal more consistent, but at the same time, limited damage.

  • The impulse of crossbows is applied at the first contact with the part, not with the last;
  • “Skinner”, as well as mines of “Kapkan” and “Jubokko”, no longer shoot through parts that pass damage and can cling to them.

Changes to weapons with “hitscan” mechanics (machine guns, shotguns, etc.)

As we noted earlier, we cannot remove the “2-meter limitation” from such weapons without significant performance losses. In order to reduce the effectiveness of parts that pass damage relative to such weapons, the limitation has been increased up to three meters. During mass testing, we will evaluate the changes in performance and load on the server. If the changes in performance turn out to be acceptable, the increased restriction will be added into the game along with the new mechanics.


  • Now hovers don’t receive additional damage when a projectile hits their side projection;
  • Icarus VII:
    • Tonnage increased to 900 kg;
    • Speed reduced to 90 km/h;
    • Reduced flight altitude.

Explosive modules

  • Damage from the explosion of such modules reduced by 20%;
  • Decreased explosion impulse.

Radars “RS-1 Ruby”, “RD-1 Listener”, “RD-2 Keen”, decor

  • Radars and decor can now stop the blast wave (description hasn’t been updated yet);
  • No more than one of the above radars can be mounted on the vehicle.


Reduced the influence of mass on the acceleration of light and medium cabins, starting with the “rare” ones.

Changes in scatter mechanics when moving

This change is not directly related to the updated projectile damage mechanics. But we plan to add it to the game before the release of the updated damage mechanics, and therefore we also give you the opportunity to test it on the test server. Based on the results of the testing, we will review your feedback and additionally adjust the accuracy parameters.

On the game server, the limits of the spread (minimum and maximum degrees) are determined only by two states of the vehicle: if it doesn’t move at all or if it is moving. Therefore, there may be a significant difference in accuracy between 0 and 1 km/h, but there will be no difference between 1 km/h and 120 km/h.

We don’t think that this is correct in a game where dynamics play an important role. It also doesn’t look good visually when the crosshairs suddenly change their size once you start moving.

On the test server, the scatter limitations no longer depend on the state, but constantly change depending on the current speed: the scatter increases as the speed increases and decreases along with the speed. Within these limitations, the spread changes as before: it increases after the shot and when the weapon rotates, and decreases in other cases.

With movement parts that can move in all directions, the spread limits also increase slightly while “strafing”. This is done to somewhat equalize accuracy with wheeled and tracked vehicles, which are forced to rotate their weapons more often and lose accuracy.

Based on the results of testing, we ask you to share your feedback regarding the updated scatter mechanics. Please share if any weapon has become (in your opinion) overly or insufficiently precise.

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:
    • Monday, April 3, 2023 from 12:00 to 19:00 (GMT);
    • Tuesday, April 4, 2023 from 13:00 to 19:00 (GMT);
    • Wednesday, April 5, 2023 from 13:00 to 19:00 (GMT);
    • Thursday, April 6, 2023 from 13:00 to 19:00 (GMT);
    • Friday, April 7, 2023 from 13:00 to 19:00 (GMT);
    • Saturday, April 8, 2023 from 13:00 to 19:00 (GMT);
    • Sunday, April 9, 2023 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).

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.


This is such an amount of convoluted and useless bs that i won t even bother testing it , since in the end the devs will do whatever they want. and this will be what i define as a constructive feedback when i consider the time i wasted reading this nonsense.

Least you read it, I may have posted it but wasn’t in the mood to read it currently :rofl:

I logged in and tried it after reading it. I don’t really have anything bad to say about it. They did hand out a really large batch of stuff to test though so I didn’t get to it all. It’s actually a good shot for players to try out some gear.

The change in scatter mechanics portion effects cannons as well sort of. The annoying move an inch and it resets the aim time for avalanche is gone. The crosshairs now grow and shrink properly depending on speed fairly nicely.


I just bought some Astreus. -_-

This is a ton of changes all at once. It is very ambitious.

Let’s cross our fingers and hope it don’t blow up in their face.

I’m planning for the worst, but hoping for the best.


I really wish console players could access the test server.
Am I understanding correctly that we will be able to adjust the penetration settings on some guns? If so, that’s pretty cool!
And they seem to be taking the suggestion of different damage résistance characteristics for the different factions, which is a really cool idea.
Also glad about the acceleration changes for light cabins, but not sure that medium cabins need it.
Spread changes are much needed and good.

All in all, this makes me much more optimistic about what they’re planning.

1 Like

I think it was a poor translation.

I think they added a stat so they could change that stat not us.

The only way I could see us being able to adjust it is by a fuse. (Not even sure that stat can be fused)

That’s only my guess.


After reading it again, I think you’re probably right. But even if it’s not adjustable by players, it’s cool that we can see it.

1 Like

It would be kind of messed up if you could fuse that stat unless they plan to give people refunds for cannon fuses.

Do you know how pissed people will be if they have to refuse items for that stat?

Everyone can afford to refuse tsunamis and typhoons right?

No. You can choose the amount of penetration by looking at the stat and choosing the weapon with the penetration you think is appropriate for the PS that you are building for. (as in if you know this PS has players using builds A you can build a build with proper penetration. (they are adding a deeper layer for players to consider and a new way they can buff/nerf the “problem” weapons).

So… they are nerfing the aim reset with the co-driver. I never should have posted about it. (ego :laughing:)

No more tapping the gas to reset the aim with hitscan weapons. It is super OP with Nothungs. No more always tight sights.

Did everyone notices all of the direct and indirect buffs to hovers in this update?

1 Like

This is what most of us asked for when radar armor was a problem.

They are finally doing it right.

Part of it is a rollback as they had increased the damage to the side projection prior to this.

I’m thinking that’s a bad idea though, having an auxiliary radar is sometimes useful and remember the Christmas tree covered builds that exploited decor as armor?

The warheads are different, before the cannon would explode on contact with the decorations, but now, the bullet damage is consumed first before it explodes

That would just lead me to trying to mount it on the inside. rather than the outside of the craft.

Now that is a lighter and less robust bumper, their figures do not affect the balance

What meaneth this?

What i remember reading is hovers will fly slower and lower. Where is the buff???

I think you can have one of each.

So you could run 3 radars of different rarity? Or am I reading that wrong?

1 Like

I’ll try to test it tomorrow if I’m around at the right time. I read it as strictly one radar, so I didn’t even bother trying when I was on.