* Developer Blog , New mecha season in Crossout. Part 1

New mecha season in Crossout. Part 1

Hello, survivors!

Today we start a series of blogs about the upcoming season that will start in September. The survivors have reached a heroic victory over Lloyd, and it led them to new opportunities. The Scavengers have found a lot of interesting parts in the depths of the mad scientist’s hideout. Those findings along with the emergence of Aris, the new leader of the Ravagers, will lead to a new conflict between two coalitions, but let’s not spoil anything for now.

Some of you already know that the new season will introduce vertical mechanical legs, but it’s not the only new feature that awaits us! Let’s start with the new legendary rocket launcher and the new legendary support module that can boost the attack of a number of modules of different types at the same time. Are you intrigued? Let’s dive in!

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 rocket launcher

The new legendary rocket launcher comes from the Scavengers faction and allows you to deal high amounts of blast damage in an area. The weapon fires a burst of several fast, maneuverable rockets that will fly like a swarm towards the targeted area and explode upon hit.

The new weapon’s perk will focus on rewarding skillful and precise shooting. Each hit upon an enemy will boost the damage of the next volley. In addition, it will also increase the reload speed of the rocket launcher.

Legendary support module

The new module is similar to the “Omamori” and “Averter” in that it also boosts the parts that are attached to it. But the new module functions not as a defensive part, but as an offensive one. It amplifies various attack parameters, depending on the parts that are attached to it. It is possible to boost weapons, cabins and engines with it.

If you attach a weapon to the new module, it will get a boost to damage. A cabin will get a bonus to maximum speed, and attaching an engine to the new module will result in an increase of the “power” parameter of the armoured vehicle.

The most amazing part is that you can attach all three types of parts to the new module and get all three boosts at the same time. But be cautious: the new module explodes when it gets destroyed, and it can’t be installed alongside the “Averter” or “Omamori”.

We are eager to see how you will use the new module to get maximum efficiency out of it. It has a lot of potential!

New structural parts


This is only the beginning! See you in the next devblog entry, which will come along soon. Stay tuned.

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Have they released any info on the legs?

I like the new plow!
New module is interesting too.

I am very interested in the new module :eyes: Although I am worried about the amount of energy it will consume…

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Slight hope for them to finally address explosive damage/effect and fix it since they’re throwing another explosive weapon into the game?

Oh look yet another must-havelegendary module part to make the game even worse whoopedoo

Then again even that is not enough to get me to buy this pass, I am already almost burned out from the entire game from all the forced heli challenges from this current ravager pass, to the point that I would not do it again even if they gave me a pass for free. Heli mode is just not fun and being forced to play it, after paying for the “priviledge” to do so, honestly I’d rather shove a real life cacti up my ass repeatedly

How much energy do we think the new rocket launcher is going to cost? 12? 10?
Can I mount a Raijin and a launcher on my mech? CAN I??

Plow looks AWESOME.

Also, do we think that the new armor part has a similar function to the hyperborean armor slab?

craftable?

If it’s in the BP probably not.

The power creep keeps getting larger and larger. New players got zero hope of catching up in the slightest. When was the last time they released a special? You know they don’t care about new players at this point cause they ain’t released a special in god only knows when the last time that was to even suck new players in. They gonna milk the whales until they go into extinction and then the game will completely die.

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“Power creep” might no longer apply. How about “power leap”?

And still nothing done about player retention.

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I just realized a trend now that I never thought of before. There’s not even a half a page of common weapons, 2 pages of rare weapons, 4 pages of special weapons, 10 pages of epic weapons, 6 pages of legendary weapons, and 2 pages of relic weapons.

There’s a total of 11 rare weapons in the game and a total of 12 relic weapons. There’s more relics than rares or commons lol. Can’t people see the trend? devs don’t care about attracting new players at all, they just gonna milk what they got until there is nothing left to milk. How can you call something common when it is the rarest weapon group in the entire game like literally.

The thing that would get me excited the most at this point would be if they released something as simple as a rare or a common even, not more legendaries that I don’t have the blueprint storage to even save.

Anyways to get this thread just a tiny bit back on topic, the rocket launcher looks cool and all but not I am not the least bit excited about the module that is most likely gonna buff bricks even further.

How long do people keep using common items?
I would think most new players graduate to rare items pretty quickly, once they’re done the tutorials.
And specials aren’t exactly out of reach for new players.

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On my alt account that has roughly 2000 kills it is not very long at all actually. I just use that account to safe keep my clan. The game starts you off with upgraded rares and all during the tutorial period, maybe to about after level 10 I think.

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i do see these time from time.in 7k ps.lol
screenshot-240829-163220(25;3;39)

screenshot-240829-163246(25;3;39)

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Surprisingly you can use them for a while. They could actually make other common items with higher energy usage and specs as well. They just don’t and or haven’t attempted doing it.

Low PS combat can be a lot of fun but it’s challenging to stay in that range once out of the kiddy pool do the power creep that comes with the higher rarities. I don’t see anything wrong with having chainguns or other weapon concepts in the range as long as they balance the dmg for them fairly with the energy usage and ps they don’t necessarily need perks to work either.

I just look at it as a different path to take maybe someone wants to build out their generators first and just wants to play with higher en usage weapons that are easier to attain…

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I meant more that people aren’t stuck using only common items for very long. The common class is meant as an introduction to the game, so that beginners can get a handle on how building works, and get a taste of close range, long range, and medium range weapons. Also allows them to complete all the daily weapon challenges, so they can maximize their grind.
The rare category expands to melee, missile launchers, some basic modules, and more movement parts.
The special level is where you start getting into the more complex aspects of engines, reload module, and fire weapons.
Epic is really where you are playing the full aspects of the game, and many people are happy staying at that level.

Legendary and Relic items are more for people who want to compete at a higher level, and/or players who have made their way through most of the epic options and want more variety.

To me, there’s a lot of logic to how they’ve divided them, and what kinds of things have been included at each level.

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Yea it is very difficult for new players to move up to the cc power score range without being totally outclassed by players that were around for every bp or at least the recent ones ever since omamori was introduced. You know first hand your ownself just how many new players this game got but usually quit before 500 kills. FTJ got loads of players coming in but they don’t last long so that should be proof in the pudding. If they had more common/rare/special weapons it might induce new players to stick around a little longer and then the game might get more players that decide to stick around.

I agree to an extent but when the bottom tier (common to specials) is totally neglected it don’t add much of a wow factor for new players trying out the game and they get bored quick. Would it hurt the devs to do even as much as a 10/90 split. Like 1 common/rare/special etc for every 9 epics/legendaries added?

No passive defense modules allowed on vehicles that use this module. Already a big blow to their effectiveness.

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To early to judge it I guess but I think the main beneficiary will be bricks