[ DevBlog ] Ravagers around the corner. New features of the major June update. Part 3

Ravagers around the corner. New features of the major June update. Part 3

Part 1

Part 2

Hello, survivors!

This is the last entry on the upcoming Ravagers season. Today, we will talk about the new legendary energy weapon, new ammunition, and other exciting features of the update.

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.

Legendary energy weapon

Last year, the Ravagers brought us the unusual “Morta”. This time, the faction also has a unique energy weapon with a peculiar mechanic.

The new weapon fires two projectiles that fly on a spiral trajectory, similar to the “Waltz” projectiles. There is an electric link effect between the projectiles.

The trick is that if there are another two projectiles within a certain radius from the first two, launched by a second copy of the weapon by the same player, the energy projectiles will merge into a huge ball of lightning that slowly floats forward and deals damage to nearby enemies, gradually slowing down. This lightning ball explodes upon hit or when its durability is depleted. And if the projectiles get destroyed before they merge, the weapon reloads faster for the next shot.

Legendary ammunition

The time has come. The Ravagers have created the first legendary ammunition in the game. Thanks to the advanced technology, it can keep your supply full by taking from those who don’t need ammo anymore.

The perk of the module is charged when there are wreckages within a certain radius. When the charge is full, it immediately resets and restores the ammunition of each weapon by a certain percentage from the initial passive increase it provided. Note that this initial increase is a little lower than the epic ammunition modules, but this is made up for by the perk and the low mass.

The module won’t restore ammo above the maximum value, and won’t charge up if all your weapons have full ammo reserves. We recommend that you protect the ammunition module, since it will disable your weapons for a short time if it gets destroyed.

Structural parts of the new season

Other new features and important events

The next update will increase the involvement of survivors in the storyline of the Crossout world. Current news from the Wasteland will literally be in every player’s garage. And we’re not just talking about the short story page inside the game. Keep a close eye on your garages next week. With the release of the update, you will have a guest.

We also tried to make more changes in response to your requests and suggestions. We would like to thank you for the feedback, and for helping to make the game better!

Furthermore, we would also like to mention the update of the list of available maps for clan competitive modes, which you can learn about here.

The new Ravagers Battle Pass will contain a new type of reward that will allow you to taunt destroyed opponents. The Wasteland is becoming more toxic!

As you know, the late May/early June is the time when we celebrate the anniversary of Crossout’s first public testing. This year is the 10th anniversary! Expect a special news article next week, where we will tell you more about the celebrations and, of course, the gifts we prepared.

This entry concludes the series of posts about the new season, and you can find out about all the rewards and new features on our livestream before the update, which will take place next week. Stay tuned and good luck in battles!

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Oh thank god

This is kinda interesting, and in theory kinda neat that you can make use of this by itself I guess (no accidentally combining your shots when trying to use two of these and launch normal shots one after the other)

Now with all the parts revealed, I can’t say they look that bad. Not instantly screaming buy buy buy buy either but hyping seeing how they work a bit more than current founders pass parts in the past

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i knew theyd make an announcement on it lol. mister worry wart :stuck_out_tongue_winking_eye:

i wonder what the energy drain on these is. probably around 12 or 13 by my guess. it is a rather interesting weapon… i think ill get one of these and the rail gun in the next pass though im curious what other craftables will be in there apart from the battlepass stuff.

why does this thing remind me of melted cheese? its what looks like what youd get if you put it in the microwave for to long lol. not complaining i just think its funny :joy:

soooo the joker horn isnt the only thing to piss people off anymore? :joy:

les gasp! are we going to get some goodies!? i want a new cabin! :crazy_face:

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I like energy weapons, but how slow is slowly? I love the Morta and even bought it outright as soon as it was available, but it’s easily dodged except at near-point-blank range.

Y’all better lock away your daughters and hide the booze. :rofl:

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I am hoping that the new weapons have lower energy counts. More like 10 or 11. The reason for my hope is you can fit three weapons of the same type or have different weapons. (Think the Cyclone) The lower the energy counts the more diversity of modules to fit.

An aside - My hope of Ravagers leg came true… (The weapons I wanted also came true…)

The weapons look amazing! Hat’s off to the Dev team. I loved the way they designed the Ravagers! They have that bio mech look that is cool and creepy at the same time.

Thanks again survivors for your feedback and comments.

Keep rocking and rolling.

-MC-

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That ammo might be good for my kronos+titans combo. Everything will charge at once when by a wreck!! :open_mouth:

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Yeah, I think the addition of the ravagers faction has really made the game more visually interesting and unique.
I love their structure parts (and also the hyperborean parts).

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we need steam punk and nuclear stuff. it would make the game more appealing to.

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I highly doubt they can make it any more toxic to any noticeable degree, it’s already a bubbling industrial waste puddle. They are setting a pretty high standard for themselves if they say they’ll bring in something that will make the wasteland more noticeable toxic. At least off of the top of my head I can’t imagine any kind of a new taunting part that taunts to such a degree you feel anything, we’ve all become so numb already from the overall toxicity in general

Like it could be a part that puts a permanent 24 hours text on the player profile picture/logo that reads something like “Ultranoob trash” and replaces the ingame audio with a looping track of some angry guy screaming “YOU SUCK YOU SUCK YOU SUCK YOU SUCK YOU SUCK” and makes all your guns make fart noises when you fire and do -50% overall damage and also remove all your coins and you’d just be “Another normal monday morning in the game known as crossout”

idk how it could get more toxic to. theres already people who say racist words in the general chat, people who try to insult you for running certain weapons and just people being overall toxic.

If I want toxicity, all I have to do is unleash the people on my blacklist.

Toxic may also imply physical conditions, such as flooding the wasteland with chemtrails…biological warfare maybe? Might be time to brush off the old cropduster.

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i’ll be right there !

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so they are introducing poison weapons into the game? i know a guy or two they can work with.
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lol…at least parts of what i wrote got through to targem…
:rofl: