Crossout: Road to Singularity

[PC][PS][Xbox] Crossout: Road to Singularity

The “Road to singularity” season begins in Crossout! New parts of the Dawn’s children, created using the technologies of the Ravagers, a new PvP location, redesigned projectile hit damage mechanics and numerous accompanying balance changes, as well as a new interface for the assembly mode — this and much more is already available in this update!

New season “Road to Singularity”

Attention! The season and battle pass packs will be available until October 11 inclusive! On consoles, the battle pass packs will be available from June 8, 11:00 GMT!

  • There are 75 “main” levels with rewards in the season. Leveling up in the event will unlock new rewards.
  • Starting from level 76, the player can unlock bonus rewards of “additional” levels of the rewards scale.
  • After completing all challenges of the season (daily and weekly), the player can unlock 128 levels of the scale.
  • After reaching level 150 of the season, the player receives 15 lighters for each subsequent level if the “Battle pass” is purchased.
  • During the season, the player receives a special resource — “Lighters”. A player can exchange a certain amount of accumulated lighters without additional expenses for an upgraded part from the list of available parts or for other available items.
  • At the end of the season, all unused lighters will be withdrawn from the game.
  • All players without exception can unlock:
    • Recipes for the production of new parts during the season.
    • 150 pts. of “Lighters”. Accumulated lighters can be exchanged for upgraded parts, as well as for other items at the seasonal workbench. At the end of the season, all unused lighters will be withdrawn.
    • 100 in-game coins.
    • Elements for banner customization.
    • Structural parts.
    • Containers with resources.
    • Engineer badges.
    • Workbench coupons.
    • Certain new stickers and a new paint.
    • A container with epic parts of your choice for one of the additional levels of the reward scale.
  • Players who have purchased the Battle pass may receive the following:
    • New crafted and upgraded parts. Please note that such parts are issued with certain upgrades and cannot be sold/bought on the market.
    • Access to production of new upgraded parts during the season.
    • 2 new portraits.
    • Additional in-game coins.
    • Additional containers with parts of your choice (both for the levels of the main scale and for additional levels).
    • Cosmetic items: paints, stickers, decor.
    • Additional lighters (for additional levels of the season, the lighters are issued only to the owners of the battle pass).
    • Additional elements for banner customization.
    • “Storage expansion” and “Blueprint storage”.
  • Rewards marked with a lock icon are only available with a Battle pass.
  • Parts that you didn’t have time to unlock can be purchased on the in-game market from other players.

Event level up

  • You can increase your level in the event by completing special daily and weekly challenges.
  • At the end of the day, all uncompleted daily challenges are reset and replaced with new ones.
  • Every Thursday, after the list of challenges is updated, all uncompleted weekly challenges are carried over to the next week.
  • Weekly tasks of the season are divided into “main” and “additional” groups. At one time, 4 “main” and 2 “additional” challenges are issued.
  • Please note that it is possible to get the maximum “base” level (75) in the event by completing only daily and “main” challenges. Completing “additional” challenges will help you increase your level even faster.
  • Try not to miss challenges to open all available rewards as soon as possible.
  • When the event level is increased, the reward is issued automatically.
  • You can still complete the regular daily and weekly challenge, save badges and other resources.

New parts of the season

Mechanical leg “Gerrida I”

  • Rarity: epic.
  • PS: 340.
  • Max. speed: 70 km/h.
  • Tonnage: +1600 kg.
  • Cabin power: -17%.
  • 25% resistance to melee damage and lets 25% of incoming damage through.
  • Durability: 450 pts.
  • Mass: 560 kg.
  • Perk: reduces weapon spread when moving forward by 15%, and by 30% when strafing. The bonus doesn’t depend on the amount of such mechanical legs, but decreases proportionally if there are other movement parts mounted on the vehicle.

Engine “Pegasus”

  • Rarity: legendary.
  • PS: 400.
  • Mass limit: +3700 kg.
  • Max. cabin speed: +10%.
  • Cabin power: +40%.
  • Durability: 542 pts.
  • Energy drain: 1 pts.
  • Mass: 624 kg.
  • Perk: reduces the total power penalty for movement parts. The more power the movement parts consume, the more “Pegasus” will reduce their power consumption. The percentage of penalty reduction is displayed on the module’s icon in battle.

New melee weapon “Charybdis”

  • Rarity: legendary
  • PS: 1200.
  • 30% resistance to blast damage, 75% resistance to melee damage and increased collision damage.
  • Durability: 330 pts.
  • Energy drain: 3 pts.
  • Mass: 154 kg.
  • Perk: when approaching an enemy from the rear closer than 25 m, “Charybdis” releases blades, increasing the area of contact with the enemy, but decreasing the damage dealt by 20%. After these conditions are broken, the effect will be active for another 4 sec.

Cabin “Kronos”

  • Rarity: legendary.
  • Type: lightweight.
  • PS: 2400.
  • Max. speed: 105 km/h.
  • Tonnage: 4300 kg.
  • Mass limit: 8300 kg.
  • Adds energy: 12 pts.
  • Durability: 240 pts.
  • Mass: 420 kg.
  • Perk: when activated, restores durability to parts attached to power nodes: 2% of durability every 0.5 sec. Restoration will be active until the charge is depleted or manually disabled. A full charge is enough to restore 30% of durability. The charge gradually builds up if there is an armoured car wreck in 45 m in front of the cabin or closer. Taking damage reduces the restoration rate by 4 times for 4 sec.

Rail accelerator “Thyrsus I”

  • Rarity: legendary.
  • PS: 4400.
  • Penetration ability: 80%.
  • Durability: 1078 pts.
  • Energy drain: 11 pts.
  • Mass: 1782 kg.
  • Perk: has 7 charges. Firing with a charge instantly fires a volley from all barrels. The charges accumulate when there is an armoured vehicle wreck within 30 m from the weapon. The more wrecks there are nearby, the faster the charges accumulate.

Structural parts

“Left heat sink” and “Right heat sink”

Mounting bracket

Cutter

Impact bumper

Panel arch

  • Added new blueprints for AI-controlled armoured vehicles from 7000 to 13000 PS.
  • Optimized queues for faster player matchmaking in raids. Rotation time of raids changed to 20 minutes.
  • At the request of players, the “Marble Quarry” map was removed from the rotation of clan battles.

New PvP map “Orbital station”

You can find a detailed description of the new location for the “Control” mode in our developer blog.

Other

  • Expanded a number of narrow driveways on the following maps:
    • Marble quarry;
    • Chemical plant;
    • Old town;
    • Powerplant;
    • Sinto City;
    • Terminal-45.
  • Improved and fixed a number of environmental objects on the following maps:
    • Ashen ring;
    • Nameless tower;
    • Terminal-45;
    • Factory.
  • Smoothed the landscape and improved a number of environmental objects on certain maps.
  • Improved environmental objects on the maps “Peaceful atom” and “Naukograd”.
  • Edited the landscape of the “Marble quarry” map. Now the northern spawn point of the map doesn’t have the previously observed advantage over the southern one.
  • Removed the “East quarter” map from the rotation of Clan battles with leviathans.

New relic weapon: “RL-9 Helicon”

  • Produced on the relic Engineer workbench “Secret workshop”.
  • Fires rockets that fly on a ballistic trajectory and explode on hit. A salvo releases a burst of 3 projectiles: armour-piercing, incendiary and explosive.
  • PS: 3600.
  • Ammunition: 16 volleys.
  • Penetration ability: 100%.
  • Durability: 384 pts.
  • Energy drain: 6 pts.
  • Mass: 284 kg.
  • Perk: within 1 sec. after the shot, the projectiles gradually improve their characteristics: damage increases up to 150%, impulse increases up to 200%, blast radius increases up to 130%.

Attention! The current recipe for “RL-9 Helicon” is a temporary one. The timer in the game interface counts down the time until the recipe is updated.

Also added an appropriate patch and challenge for relic rocket launchers.

Changes in the mechanics of projectile damage

The following changes are relevant for projectiles that have the properties of flight speed and size.

For such projectiles, we refined the algorithm for hit registration. Now the damage from the hit is applied to all the parts crossing the volume of the projectile throughout its flight. Previously, this mechanics recorded a hit only on one part with subsequent damage at two meters from the point of contact. The old registration algorithm didn’t match the new projectile mechanics, so it was decided to make adjustments to it. The new registration algorithm will allow additional balancing of the weapon (together with the penetration ability). The changes in projectile size are related to this refinement.

Penetration ability

The parameter allows adjusting how much damage a projectile of a particular weapon has to deal from a hit until it explodes.

In the characteristics of the weapon (in the “features” section), a parameter has appeared that shows the value of the penetration ability. 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. 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 hit damage. The checking of how much damage the projectile has dealt is done after the damage has been dealt.

So: the projectile has 100 of hit damage and its penetration ability is 80%. Let’s consider 2 situations:

  1. 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%.
  2. The projectile hits a part that has 40 pts. of durability. It destroys it and goes further, because it inflicted only 40% of hit 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% (penetration 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.

Important:

  • Projectiles no longer have a 2-meter limit and continue to fly until their bullet damage is depleted or until the projectile’s “lifetime” ends. The amount of damage dealt is spent according to the principle of the durability of destroyed parts: the amount of initial damage is subtracted from the durability of each destroyed part. The projectile disappears when the hit damage is exhausted.
  • The explosion, if any, occurs after the penetration ability is exhausted. This will also create situations where a projectile hitting a lightweight part from the edge of the armoured vehicle will destroy it and, without encountering other parts, will fly further without exploding.
  • The perks related to projectile hits work on the first contact.
  • The impulse is applied on the first and on the last contact.

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.

Changes in weapon parameters

Comment: All changes to the weapons are related to the new mechanics (removal of 2-meter restriction). These changes allowed us to solve the problems found as a result of testing.
We should note that the durability and penetration parameters were adjusted in groups, since the testing was conducted with a relatively small group of players. After the changes are released on the main server and more data is received, additional adjustments may be made in the following updates.

Weapons balance changes

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Changes in the parameters of movement parts

Movement parts balance changes

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Hardware changes

Explosive modules

  • Explosion damage reduced by 20%.
  • Reduced explosion impulse.

Comment: the change is related to the new damage mechanics and weapon edits and should reduce the negative effects after such modules are destroyed.

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

  • You can no longer mount more than one radar.
  • Removed mechanics of passing explosive damage through.

RS-1 Ruby

Durability increased from 26 to 56 pts.

RD-1 Listener

  • Durability increased from 71 to 104 pts.
  • Mass increased from 72 to 126 kg.

Comment: in order to avoid a possible problem with the radar’s armouring, it was decided to limit their amount on a car. Improved the durability parameters of the lower rarity radars, as they were most often used in pairs in battles.

Car jack

Increased the maximum speed at which the car jack can be used.

Comment: the change should help solve the problem where the car jack could only be activated when the car comes to a complete stop.

Aegis-Prime

Added new attachment points.

Comment: the current placement of the attachment points is inconvenient for placing the module and limits its installation options too much.

Oppressor

  • Maximum weapon rotation speed bonus increased from 70% to 80%.
  • Maximum speed bonus increased from 20% to 22%.

Comment: the efficiency of vehicles with “Oppressor” has decreased too much after changes to its perk.

Changes to cabin parameters

All cabins (starting with the “rare”)

Reduced the effect of mass on the acceleration of the car. The highest bonus is applied to the “light” type.

Comment: this change is aimed at slightly increasing the mobility of loaded builds.

Hot rod

  • Cabin type changed from “medium” to “light”.
  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1300.
  • Maximum cabin speed increased from 80 to 90 km/h.
  • Added perk: increases the accuracy of mounted weapons by 15%.

Jockey

  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1100.
  • Durability reduced from 380 to 330 pts.
  • Maximum cabin speed increased from 70 to 75 km/h.
  • Tonnage increased from 4100 to 4600 kg.
  • Mass limit increased from 9000 to 9500 kg.
  • Added perk: the damage of weapons and drones is increased as long as there are enemy vehicles in a radius of 25 meters from you. Max. 10% bonus is achieved over 10 sec.

Carapace

  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1100.
  • Maximum cabin speed increased from 55 to 65 km/h.
  • Added perk: charges when there are enemies within a radius of 115 m, and the more the enemies, the faster. By pressing the button, speeds up weapon reloading by 30% for 6 sec.

Torero

  • Cabin type changed from “medium” to “light”.
  • PS increased from 1500 to 1800.
  • Please note that the change of class also allowed the cabin to get an increased bonus to the effect of mass on acceleration. Now the power of a loaded armoured car with “Torero” is higher than if the cabin had remained “medium”.

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 #### Bullet #### Explosive #### Thermal #### Energy

Lunatics 5 5 10 0
Firestarters 5 5 15 0
Engineers 10 10 0 0
Nomads 10 5 5 0
Syndicate 10 0 5 10
Dawn’s children 0 0 10 15
Hyperborea 15 0 5 5
Founders 10 10 0 5
Scavengers 5 15 0 0
Steppenwolfs 5 15 0 5

Comment: the addition of durability and various resistances are directly related to the new damage mechanics and weapon changes: the survivability of vehicles without “screen armour” decreased with the removal of the 2-meter limitation for projectiles.

Small assembly section

  • PS reduced from 42 to 38.
  • Mass reduced from 204 to 189 kg.
  • Durability increased from 86 to 90.

Large assembly section

  • PS increased from 42 to 51.
  • Mass increased from 204 to 251 kg.
  • Durability increased from 86 to 120.

Comment: fixed a bug due to which the parameters of both parts were identical and didn’t match their sizes.

Frames

  • Increased the durability of all frames by 2.5 times.
  • Reduced the “lets damage through” indicators from 90% to 75%.
  • Melee damage resistance reduced from 50% to 25%.

Comment: during testing of the new damage mechanics, we found a problem with the reduced survivability of frames and parts behind them.
These changes are aimed at ensuring that the frame (as a part) better protects the parts located behind it, while at the same time its own survivability remains at the same level.

New armoured car assembly screen

We have completely redesigned the interface of the vehicle assembly screen, based on the results of closed tests of the previous interface by different categories of players. When working on the new screen, we tried to take into account the suggestions that were sent to us, as well as the results of the tests.

  • The auto-assembly function and its settings are now available in the vehicle assembly window.
  • Now, at the top of the screen, you can see how the energy of your vehicle is being used:
    • the amount of energy that the mounted cabin gives
    • ratio of energy received from mounted modules. For example: if the car has a generator that gives 4 units of energy, then next to the equipment icon you will see +4 units of energy. If you start mounting modules that consume energy, the amount of energy will begin to decrease and may go into negative amount in this category. This means that your equipment consumes more energy than it provides.
    • the amount of energy consumed by the mounted weapons.
  • By following the prompts on the screen, you can use various functions:
    • the “Tab” key (or the corresponding gamepad button indicated in the tooltip on the left side of the screen) will open the assembly control panel, which includes a storage of parts and additional control buttons. Here you can switch between the storage categories, rarity of parts and different search filters.
    • the “Enter” key opens the in-game chat. The “Esc” key closes the chat to continue the vehicle assembly process.
    • at the bottom of the screen there are tips on the main functions and the corresponding keys. Additional tips for possible interaction with the part appear if you move your cursor to the part or hold it in your hands.
    • the “H” key (or the corresponding gamepad button indicated in the tooltip on the right side of the screen) shows the full list of items that are used in your current assembly and how much energy they consume or provide. With the list of items, you can see where a specific part is mounted, open a storage with already filtered parts of the same type, or remove a part from the vehicle.
    • the “F” key (or the corresponding gamepad button specified in the tooltip in the upper right corner of the screen) enables and disables augmented reality mode, in which all attachment points of the parts become visible.
  • Now, when you add a part from the storage or remove it to the storage, small pop-up notifications are displayed about how this action affected the basic parameters of the vehicle.

Other

  • Updated the visual appearance of cards with parameters of parts.
    • Now melee weapons have additional collision damage displayed in the “Features” column.
    • The card now shows the source of damage from this part, as well as the type of damage (icon next to the source or in the hint when you move the cursor over this parameter). Some weapons now show multiple sources of damage (for example, hit damage and blast damage for cannons).
    • The parameters of the weapons, indicated in the form of bars, have been revised. Now the displayed graphical parameters are normalized, which will allow you to visually compare the same parameters for weapons of different types. Please note that the revision did not affect the parameters themselves — only their correct display in the part cards.
    • Improved the appearance and readability of parameters, including those to which bonuses from upgrades are applied.
  • Added the “Notification center settings” section to the “Interface” section. The settings of this section will allow you to enable/disable a certain type of notifications in the notification center.
  • At the request of players, the placement of the “Report an error” button in the game menu has been changed.
  • Updated gamepad key bindings for the building mode.

  • Added numerous unique sound effects that accompany the process of vehicle assembly and attaching various parts.
  • Updated the sound effects of the “Executioner 88mm” cannon.
  • In connection with the updated projectile damage mechanics, the sound effects of hit and explosion have been improved for a number of weapons.
  • Improved the overall mix settings.
  • Improved the sound effects of using interface functions.
  • Slightly changed the reverb settings in garages.

  • Improved the “Absorption sphere” and “Damage meter” parts: added separate displays to show damage from a hit and damage from explosion (damage from explosion is shown on the lower display).
  • Redesigned the model of the “Ampere” generator.
  • Improved the effects of the “Icarus IV” and “Icarus VII”. Now it has become easier to distinguish one hover from another by their effects.
  • Improved the firing and projectile effects of “Helios”, as well as the projectile effects of rocket launchers and grenade launchers.

  • Fixed a bug where the “Mauler” saw couldn’t deal damage when it was mounted vertically. Increased the damage area.
  • Fixed a bug that caused reserve seasonal challenges to fall into the general count of challenges displayed in the queue.
  • Fixed a bug with a severe loss of wheel speed on sloping surfaces and during turns (including for the “Bigram” and “Omni” wheels).
  • [PC] Fixed bugs with incorrect operation of simultaneously enlarged drawing scale and enabled vertical synchronization.
  • Improved the implementation of gamepad sticks. Now the game reacts to a lesser stick deviation more than before.
  • Fixed a bug where the damage from a projectile hit inflicted with the active perk of the “Falcon” co-driver increased as the projectile flew through vehicle parts.
  • Fixed a bug related to incorrect firing sounds of some turrets in raids.
  • Fixed a bug with the lack of passage on the mini-map of the “Eastern array” location.
  • Fixed a bug with the incorrect effect of the “Mengu”.
  • Fixed an incorrect visual appearance of projectiles of the “AM-5 Avalanche” weapon.
  • Improved a number of in-game text strings and icons.
3 Likes

Now it’s 475 lighters before level 75. And a gazillion of levels after, like giving you the hint that you need to buy them levels. Did anyone doubt that wouldn’t happen?

1 Like

I like it.

I haven’t read all through that massive announcement yet, but I played a few matches, and I think the game feels great. I like the new map a lot, and it was a blast to race about in my “Matchbox cars.” I’m guessing they improved the controls and handling. Either that or the servers themselves and I’m just geting a more responsive connection, but wheels felt great. They haven’t felt that exciting in a long time.

Also, the new Spider-bots are creepy as hell crawling allover the sand when they are in large numbers…Best sci-fi I’ve seen from these guys so far. I’m sold. I think this update is a winner, and I think they needed a win. Most fun I’ve had in this game all year. I hope it lasts.

2 Likes

My kid is playing right now on my account. I swear I spotted an 8k bot with the new relic… looks amazing.

Yep… at 7035
zf

1 Like

I think the Pegasus engine should offer tonnage, I know it falls into the category of “heavy engines” but being the only legendary engine it wouldn’t be bad if it offered tonnage despite being a heavy engine.

2 Likes

My very quick opinions of stuff so far, Thyrsus is pretty nice, might be nerfed in the future just like Kaiju was. Legendary meelee is pretty boring, pretty much playing maulers etc is the same as playing this, very meh. New legs are funny and fast

Yokais loosing the shell or whatever damage is a big nerf to them, now if you shoot the build directly it does half as much damage as it used to. I know you don’t normally shoot the build directly with them, but it was a bigger of an option if you could not pull off a ground shot before than it is now

1 Like

This is like a bullet damage autocannon, it needs an auto mode to hold down to keep firing

Looks awesome

Meat Grinder

  • Mass increased from 800 to 1100 kg.
  • PS increased from 360 to 600.
  • Now the minimum mass of the vehicle to trigger the perk is 10,000 kg (instead of 5,000 kg before). The maximum bonus is achieved with a mass of 20,000 kg (instead of 15,000 kg before).

Comment: vehicles with augers stand out too much in battles between 4,500 and 7,000 PS due to the damage they deal and increased survivability.

LMAO they’re nerfing augers :joy:

Imagine the audacity, someone built a decent auger car for the first time since their introduction. Can’t have that! :rofl: :clown_face:

:crazy_face: :roll_eyes:

Blame Seal Clubbers

Whiners be whining. I don’t know what was so bad about augers, aside from others having dum-dum vehicles and fighting 1v8 and blaming their losing on augers.

This is something a lot of people miss.

that’s pretty tight! Having resistances dependent on factions is something this game should have had from the start.

YEEESSS

1 Like

This leaked footage shows how the developers fool around instead of working on fixing our game. :astonished:

It’s grossly unprofessional. Besides, I believe Russia has laws against this kind of behavior. I’m considering sending this to the Kremlin. :male_detective:

This is nice, but the Omni still doesn’t brake properly. The previous update made braking even harder. I used to be able to brake by pressing any movement key for a different direction. Now I have to brake by pressing keys for the exactly opposite direction, so when I’m moving diagonally, I have to press 2 keys. Not only that, I have to press and hold. Previously, simply tapping a key for a different direction was enough, even though the “Brake” key didn’t work. This shows what the developers know about competitive Omni gameplay. When I mention this in the chat, I get comments like, “just press s lmao/lol,” or “I don’t need to brake, because hovers don’t brake.” Those aren’t competitive players. They don’t even conceive of pressing 3 movement keys at the same time to execute complex manoeuvers in order to gain the full combat advantage that this wheel enables (yes, “rolling-based,” which kind of sounds like a wheel :upside_down_face:). I started using the Omni only some 4 months ago, but I immediately saw its great potential. I’ve been spending hours in custom bedlam and PvP (because some maps aren’t available for the bedlam mode), in order to practice Omni driving and tactics for my new vehicles that use this wheel. I’ve spent all that time to become competent with this wheel, and it’s gotten even more bugged in the meantime. Which means their ‘top-secret clearance VIP’ testers aren’t doing a very good job. And, again, I’m new to the Omni. I started using it only because boosted Clarinet cars didn’t work anymore, with the Icarus VII advancing faster towards me, and without Hans’ +2 sec. flight time (now it should be +4 or +5 sec., based on the VII’s increased top speed, because there’s a direct relationship between these two parts). I just want to be able to fully use the Omni’s combat potential.

Also, dreamer_n_kansas just told me that the Omni randomly stops responding for a few seconds, with the car ending up crashing into a wall, and so on. So maybe those Omni players crashing into me in raids isn’t just due to the nerfed braking.

I’ve tested Omni movement now, and there seems to be an around 1-second delay between changing from one diagonal direction to another. And at times overall steering glitchiness. This is a wheel enabling top-tier competitive play, and I need it to work flawlessly. A creative omni user can spend many hours, days, weeks improving their skill with Omni driving. It would be great if the wheel accommodated all that effort that can be put into learning to use it. The potential has always been there.

A decor part that also deals damage (a whopping 260, at just 11 energy points). That’s new. :slightly_smiling_face:

It could now be easier to get defence raids. On the other hand, no more one-hour-long raiding sessions, which was simpler. If the chance of getting defence rates hasn’t changed, it’s more of an improvement.

Does this mean the recipe will change? BTW, it could seem a number of Omamoris were added to the market around the reset time. Someone said it was more than 70. I saw 41, while hours earlier it had sold out. Did the admins add them through trader bots?

This is great, ST wheels are more responsive now. So they’ve basically reverted the -50% nerf to ST wheel grip at this point, or the balancing sequence may have even turned into a net buff. :slightly_smiling_face:

There are now a number of parts that can only be mounted one of at a time. Maybe there could be an option to build something as a strictly art vehicle, without such a constraint. And they’d be unable to join battles, maybe except for Bedlam.

This, too, can be used as a nice decor part. Someone might need more than one for art vehicles.

This is interesting. More or less what I suggested in February.

Seems to work, but I’d prefer to have an option to use the previous building UI. I don’t like the screen popping in and out the left side. And I definitely don’t like the warning about some parts not being attached appearing every time. I want to be able to turn it off. An example of the autoritarian attitude of the developers, or at least Alex and Yuri. I get it that it’s the Russian management style, but a lot of players are used to having more freedom, choices, and so on.
I don’t like the slowed down movement while holding a part. It doesn’t help with sticker placement (I use the mouse sniper button for that). Doesn’t seem to have improved building.
Why do I now have to shake the spray paint can every time? Maybe just on changing paints would be enough.

This is a step. I really didn’t need the one with resources popping up after every battle. But now, disabling it makes it not appear at all in the notification history. I just need to disable the popping up, but I want them in the notification history.

There are some very nice improvements in this update, so maybe I won’t be sending that video to the Kremlin just yet. But I really don’t like losing my 10 remaining lighters from Polar Lights, seeing as this season also uses lighters. It’s not a big issue with people holding onto their lighters. It’s not like free players can save up a lot in one season and then not have to buy a BP for another season. With seasons now lasting in excess of 4 months, that would take more than a year. Unused lighters disappearing is a minor, but tacky inconvenience, and could be easily ironed out for a smoother overall experience.

Maybe it’s for clarity, in order to avoid any uncertainty as to the maximum amount of lighters, like with Polar Lights.

I only played for a couple rounds with my Auger build, but I didn’t notice a nerf . I suppose that is what it is though. I was too impressed with how the controls were working, and enjoying that, to notice. Before the update, switching directions seemed to be a lot less fluid; slow and almost jerky (almost). Last night (the wee hours of the morning) they ran smooth, like buttah.

My build isn’t a health brick like the other kids do. Mine’s got a dash of art keeping it light (hearted), so I didn’t feel any of the mass nerf. Frankly, I thought they were over-performing and broken the way they were, other than the mediocre control interface, which I think felt improved.

Maybe I’ll see fewer of those health bricks with goblins in low PS now. I can’t see how that won’t be an improvement to the game. They were pretty thick and epidemic, and kids on wheels were just getting pwnd by them constantly.

That nerf to their damage perk seems way over the top, though. I was already mostly unable to inflict any damage with them, and what was occurring was pretty insignificant. I wasn’t even using that feature or considering it (it was so weak), but rather simply relying on them as a durable omnidirectional movement part.

I was playing during an off-hour, so I might end up feeling that power-score nerf at some point. IDK. I reckon it’ll take a few hours or days before the other kids adjust to the new update, and begin to exploit the new advantages and disadvantages presented. Seems like there is a lot there on paper, but in game it felt pretty discreet. It didn’t feel like they broke anything to me, so that’s good.

Like I said, the overall game feels improved to me, but I relied a lot on speed and handling for most of my game play to work, rather than fancy guns and armor, so my game sucked hard after the Wheels/speed nerf and update 2.0, and I think this feels like a massive relief to the chains I was dragging before.

I’m sure I’ll come up with something to 817CH about later (I always do), but for now, I’m happy with this update. I like the Battle pass crap too. The paints and even the stickers look nice, but I usually go for the aesthetics…but not their sci-fi, other than the Ravagers. I do like the Ravagers, and this stuff is supposed to be related tech, I guess. I’m not sure I see it (I need a closer look), but I like it anyway.

Those new pass-through parts look good to me too, and of course those legs. Those legs. Creepy AF. Love it. Awesome sci-fi. As for the new guns and gear; I typically DGAF about that stuff, as my game relies more on snappy controls and speed, than fancy gear. So unless it’s OP, it doesn’t really effect my game much regarding what they offer in way of weapons and modules. It’s the structure parts I’m after, more than that stuff. The new cab doesn’t interest me either, but that’s not unusual.

I’ll almost certainly be getting this BP.

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I understand now a lot better why the dev on the live stream said you couldn’t get all the levels past the main levels you need for the BP without buying levels

And also they removed one easy raid option

Haven’t seen anyone mention this yet

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They’ve changed a lot. I’m ready to give it another roll and take a closer look. There’s probably a bunch of stuff I haven’t seen yet. I’m certainly ready to take another look at that new map.

And reduced lighters for 75 levels, from 650 to 475? Yep, that clarified their intentions indeed :rofl: :rofl: :rofl:

I already did so we can blame me for condoning such lighters abuse :rofl:

I mean, BP is still good. 4 Gerridas, 1 Pegasus, 1 Kronos, 1 Thyrsus, 1 Charybda or how to spell that name I dunno.

And a few decoration parts, paints, and such trivia.

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The crew in my clan was talking about this all morning. Wheels feel great. The Bigfoot guys are super happy as is everyone else. I can actually run down hovers in my firedog and stay on them. Also, they don’t bounce over the top of me.

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