Today we would like to share the information about the changes that are planned for the next update in December. And at the end of the week you will have the opportunity to test them on a special server and share your opinion.

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.

Tonnage recalculation mechanics

Currently in the game, only armoured vehicles with legs can effectively use other types of movement parts as armour, a source of additional tonnage, or an additional perk that amplifies the armoured vehicle.

We agree that this is a serious problem, especially in “Clan Wars” as well as in battles at high PS levels. Today, we want to present you an option that will fix this problem. This solution will reduce the effectiveness of such use of additional movement parts and will not lead to severe limitations in the constructor.

With this mechanic, the movement parts will be grouped according to their “height” above the surface:

  • All movement parts, except mechanical legs and hovers (and, obviously, rotors). We will conditionally refer to them as “low”.
  • Legs and hovers are “high”.

Such simple grouping facilitates the work, because the changes will not affect assemblies that shouldn’t be affected. So, for example, a car on “Bigfoot” and “Hermits” will not suffer in any way, even though these wheels have some difference in height.

Now, when mounting movement parts from different groups on the vehicle, only the ones belonging to the “high” group will give a constant tonnage. Bonuses from “low” movement parts only apply when these parts come into contact with the surface:

  1. Tonnage recalculation occurs with a 2 sec, delay after the “low” movement part contacts the surface or breaks away from the surface.
  2. Recalculation doesn’t occur if all movement parts do not touch the ground (if the car is in flight after a jump or is upside down).
  3. The perks of such movement parts are enabled and disabled synchronously with the recalculation of the tonnage.
  4. When you lose “high” movement parts, the “low” ones and all their parameters and bonuses start to work permanently.

In this state, such mechanics:

  • Do not affect the majority of armoured cars.
  • Due to points 1 and 2, they shouldn’t harm “inclined” vehicles with Bigrams.
  • Do not prohibit the use of “low” movement parts as armour on vehicles with legs and hovers, but should reduce the effectiveness of such assemblies.

IMPORTANT: due to the introduction of this mechanic, the forced disabling of hovers when mounting other movement parts has been removed.


  • If the movement parts of different levels are mounted, then:
  • The “Low” ones are highlighted in orange.
  • In the vehicle characteristics, the word “Tonnage” is highlighted in orange.

  • When you hover your cursor over it, the amount of tonnage they do not provide will be displayed on the movement parts.
  • An additional line of explanation appears in the tooltip.

Improvements of the “anti-wedge” mechanics

Now, when applying additional mass from an enemy vehicle, the amount of movement parts detached from the ground is also taken into account.

For example: if a car has 10 wheels, it hits another car and 4 wheels go off the ground, then the car will apply only 40% of the additional mass relative to what it would have applied on the current game server. Hovers and movement parts that don’t give tonnage (mounted as armour and do not touch the ground) don’t participate in the calculation of the coefficient, that is, only the movement parts that initially got the vehicle above the ground are taken into account.

Accordingly, if after the contact not a single movement parts came off the ground, then the mass won’t be applied.

This should eliminate the situations where contacting a higher enemy part resulted in outweighing (and immobilization). In general, the calculation of the applied mass and the mechanics itself will become more fair.

Balance changes

PU-1 Charge

Mass reduced from 576 to 445 kg.

Comment: the change will simplify the assembly of a vehicle with “Charge” and will increase the demand for this generator relative to “Ampere”.


  • Damage reduced by 5%.
  • Rate of fire reduced by 19%.
  • Now lets 30% of damage through instead of 40%.


  • Damage reduced by 10%.
  • Now lets 30% of damage through instead of 40%.

Comment: in current realities, both shotguns have inflated damage to energy ratio and an overly high survivability.


Vehicle capture time reduced from 7 to 6 sec.

Comment: a player who is caught in the “trap” essentially becomes defenceless and only in rare cases has the opportunity to escape. We believe that 7 sec. of such a state in conditions of fast battles is too much.

Expanded ammo pack

Mass increased from 288 to 408 kg.

Comment: it’s no secret that these ammo packs are used not only for additional projectiles, but also as armour, due to the rather forgiving mass of the module relative to its durability. In most cases, only one or two modules are used for additional ammunition. The change will not greatly affect such assemblies, but will be noticeable for vehicles that were armoured with these modules.


  • Mass increased from 495 to 565 kg.
  • Added the ammunition parameter. Base value: 310 pts.

Comment: this minigun is highly effective in battles (8000 — 10000 PS levels). Vehicles with Millers consistently stand out not only for their high durability, but also for the amount of damage inflicted per battle. Increasing the mass of the minigun will reduce the overall durability of such vehicles, and the limited ammunition will add an element of control and make the effectiveness of the minigun more dependent on the player’s actions.

Gerrida I

Tonnage reduced from 1600 to 1400 kg.

Comment: at the moment, this is the “strongest” movement part in the game. It allows you to assemble very durable and fairly fast and maneuverable vehicles. At this point, we wouldn’t want to limit the main features of these mechanical legs (speed and mobility) in any way, so we decided to make changes to their tonnage and make vehicles with them lighter and more vulnerable. The edit comes on top of the above changes to tonnage recalculation and the use of additional movement parts on the car.


  • Perk damage bonus reduced from 40% to 35%.
  • The distance required to charge the perk increased from 300 to 500 m.

Comment: right now the cabin provides an excessive bonus to vehicles that use fire weapons. The change would make the ratio of the bonus itself to the frequency of its use more fair.


  • Reload time increased from 4 to 5 sec.
  • Damage reduced by 10%.
  • Perk damage bonus reduced from 60% to 50%.

Comment: the overestimated effectiveness of “Astraeus” is observed over a wide range of PS levels (from 7000 to 14000). Often the damage dealt by these weapons outperforms the damage dealt by ranged weapons of higher rarities.

GL-55 Impulse

  • Durability reduced from 192 to 171 pts.
  • Projectile speed reduced by 10%.
  • Reduced accuracy:
  • The effect of vehicle speed on accuracy increased by 30%.
  • Increase in spread after the shot increased by 17%.
  • Aiming speed reduced by 25%.

Comment: the previous adjustments to this weapon proved to be excessive, and increased survivability and damage dealing too much. We are partially reversing the changes made in the “Depths of the Wasteland” update, but would like to note that the final parameters of the grenade launcher still remain higher than before those changes were implemented.


Added 30% explosive damage resistance to the front of the cabin. Resistance to ram damage also applies to the front of the cabin.

Comment: thanks to the change, the built-in melee weapon becomes similar to other melee weapons, and the cabin is not as vulnerable as before.


Now, after the cabin is destroyed, a drone with a “Fafnir” shotgun remains for an unlimited time.

Comment: this change is aimed primarily at increasing interest in using this cabin. A controlled drone with an unlimited “lifetime” will make the game more interesting even after the main vehicle is destroyed.


The cabin’s perk now starts resetting after taking damage (not ramming damage), not after exiting invisibility.

Comment: the cabin’s perk was too dependent on invisibility modules. The edit gives the player more control over the implementation of bonus damage.


Vertical aiming angles changed from +40/-20 to +20/-10.

Comment: the weapon becomes too effective when it is mounted on armoured aircraft. The change should result in target locking being dropped more often in aerial combat when manoeuvring. In ground battles, “Caucasus” rarely uses such vertical aiming angles, and therefore the adjustment should not have a noticeable effect on them.


Optimal range reduced from 300 to 200 m (the distance from which damage begins to decrease).


Optimal range reduced from 300 to 200 m (the distance from which damage begins to decrease).

Comment: the changes should reduce the effectiveness of these rocket launchers in air battles that take place at greater distances than between ground vehicles.

BC-17 Tsunami

Reload time reduced from 7 to 6 sec.

ZS-46 Mammoth

Reload time reduced from 6.6 to 6 sec.

Comment: both “Tsunami” and “Mammoth” have an excessively long reload time, which (taking into account the type and characteristics of the weapons) doesn’t fit into the current pace of battles.


  • The number of shells in the burst increased from 7 to 10.
  • Damage and heating from each hit in the burst reduced by 30%.
  • Now the spread increases more as the burst is fired, but it stops increasing when the weapon is rotating.

Comment: the effectiveness of the revolver is too high. The edit preserves the possible total damage, but stretches it to a larger number of projectiles and complicates its implementation (including the perk that requires hitting all projectiles in the queue).

Spark III

  • Damage frequency reduced by 25%.
  • Damage increased by 46%.
  • Negative effect of the perk reduced from 7.5% to 4%.
  • Negative effect stacks up to 15 times (instead of 8).

Comment: now “Spark” is more often used in a single copy (as an auxiliary weapon that quickly inflicts the maximum negative effect on the enemy). With these changes, we want to make this weapon more independent: it will now take longer for the maximum negative effect to be applied, but the damage will be significantly higher during this time.

Apollo IV

Durability increased from 363 pts. to 427 pts.

Comment: edits are related to the fact that the generator is destroyed much more often than the “Thor-6S”, which affects its demand and effectiveness.


  • Added perk: after 7 hits on the enemy, fires an armour-piercing projectile that penetrates up to 3 structure pins without losing damage. Each miss reduces the number of accumulated hits.
  • The mechanics of firing without overheating have been preserved.

Comment: the weapon’s effectiveness is insufficient when compared to “Miller”. The special projectile, as in the case of the “Miller”, has an increased impulse.


Charge consumption now stops/doesn’t start if there is nothing to restore (i.e. all attached parts have full durability, or there are none at all).

Comment: thanks to this change, the cabin’s charge will no longer be wasted.


Now the cooldown time of drones that had the perk active at the time of destruction is reduced by 35%.

Comment: with this change we compensate for the lack of efficiency of the cabin in conjunction with the drones.

CC-18 Typhoon

  • Reload time reduced from 7 to 6 sec.
  • The negative effect of the perk is now 30% (instead of 40%), and its duration is 2.5 sec. (instead of 3 sec.).

Comment: the reasons for changing the reload time are similar to “Tsunami” and “Mammoth”. A slight weakening of the negative effect of the cannon’s perk is related to the fact that it will now be applied more often.

RL-9 Helicon

Now, instead of seconds of projectile flight (0.75 sec.), the meters travelled by the projectile (180 m.) are used to activate the perk.

Comment: the change should make it easier for the perk to interact with the projectile speed upgrade, as well as with the perk of the “Steppe spider” cabin.

Flash I

  • Damage frequency reduced by 25%.
  • Damage increased by 46%.
  • The negative effect of the perk reduced from 5% to 2.5%.
  • The negative effect now stacks up to 24 times (instead of 12).

Comment: these changes are similar to the changes for “Spark”.


  • Now the weapon does 3.5 times more damage to bumpers and passive melee weapons.
  • Fixed a bug that caused the disks to disappear when they hit the water.

Comment: melee damage type is a feature of “Ripper” that allows it to deal full damage to parts that let damage through. Because of this feature, it loses too much in effectiveness when its disks hit bumpers and passive melee weapons that have high resistance.

Optimization of bonuses for the part upgrade system

Made numerous changes to the “Power” and “Handling” upgrade categories to make the possible bonuses more useful. A number of bonuses were replaced with new ones, and those that were insufficiently effective were amplified.

  • The improvement in tonnage of all movement parts increased to +10%.
  • Mass limit upgrade from engines increased to +10%.
  • Recharge boosters: added effectiveness improvement (+10%).
  • Cabins:
    • instead of damage from self-destruction, added a bonus to the built-in radar and radio: +200 m (for the “Hippogriff” cabin — +15% to all radar parameters).
    • instead of the explosion radius from self-destruction, a added a new bonus: +3 km/h to speed.
    • the reduction in time to self-destruction is now -30%.
    • upgrade to the cabin tonnage increased to +15%.
  • In all weapons, unless otherwise noted:
    • Reload time upgrade increased to -10%.
    • Rotation speed upgrade increased to +30%.
    • Ammunition upgrade increased to +50%.
    • Hit impulse upgrade increased to +50%.
  • Added the “spread stability” upgrade: this includes the old “spread increase” and “aim speed”, and also affects the increase in spread from speed and turning.
  • The logic for the “time to overheat” upgrade has been reworked: it no longer affects the maximum time to cooling.
  • “Vector”, “Sinus-0”, “Spectre-2”, “Aspect”, “Punisher”, “ST-M23 Defender”, “M-25 Guardian”, “M-29 Protector”, “M-32 Vindicator”, “ST-M26 Tackler”:
    • replaced “spread increase” with “spread stability +12%”.
    • replaced “aim speed” with “scatter -17%”.
  • “M-37 Piercer”, “M-38 Fidget”, “M-39 Imp”: replaced “aim speed” with “spread stability +12%”.
  • “MG13 Equalizer” and “MG14 Arbiter”: replaced “aim speed” with “barrel spool-up time -35%”.
  • “Miller”:
    • The damage upgrade now also affects blast damage as well.
    • replaced “spread increase” with “projectile speed +15%”.
    • replaced “recoil” with “barrel spool-up time -35%”.
  • “Reaper”:
    • replaced “barrel spool-up time” (moved to the “handling” category) with “penetration ability +20%”.
    • replaced “ammunition” with “projectile speed +15%”.
    • replaced “recoil” with “barrel spool-up time -35%”.
    • players who had an upgrade for barrel spool-up in the “power” category will receive a replacement — increased damage in the “power” category and barrel spool-up in the “handling” category.
  • “AC43 Rapier”, “AC50 Storm”, “AC72 Whirlwind”, “AC80 Stillwind”:
    • replaced “spread increase” with “spread stability +12%”.
    • replaced “recoil” with “projectile speed +15%”.
    • replaced “rotation speed” with “rate of fire +15%”.
  • “AC62 Therm”, “AC64 Joule”, “Cyclone”, “AA Gun-4 Starfall”
    • replaced “recoil” with “projectile speed +15%”.
    • replaced “rotation speed” with “rate of fire +15%”.
  • “Tempest”, “Whirl”: replaced “recoil” with “rate of fire +15%”.
  • “Sledgehammer”, “Mace”, “Thunderbolt”, “Hammerfall”, “Breaker”, “Spitfire”, “Leech”, “Rupture”, “Gravastar”: replaced “rotation speed” with “rate of fire +15%”.
  • “Goblin”, “Gremlin”: replaced “recoil” with “rate of fire +15%”.
  • “Judge 76mm”, “Prosecutor 76mm”, “Executioner 88mm”, “BC-17 Tsunami”, “CC-18 Typhoon”, “AM-5 Avalanche”:
    • replaced “blast radius increase” with “penetration ability +20%”.
    • replaced “recoil” with “spread -17%”.
  • “Little Boy 6LB”, “ZS-33 Hulk”, “Elephant”, “ZS-34 Fat Man”, “ZS-46 Mammoth”, “ZS-52 Mastodon”: replaced “spread” with “spread stability + 12%”.
  • “Nagual”:
    • the damage upgrade now also affects blast damage as well.
    • replaced “blast radius increase” with “penetration ability +20%”.
    • replaced “rotation speed” with “range +15%”.
    • replaced “spread increase” with “spread stability +12%”.
  • “Median”:
    • replaced “impulse from hit” with “penetration ability +20%”.
    • replaced “recoil” with “spread stability +12%”.
  • “Yongwang”: replaced “rotation speed” with “rate of fire +25%”.
  • “GL-55 Impulse”, “Retcher”, “Thresher”: replaced “rotation speed” with “rate of fire +15%”.
  • “Wasp”, “Pyralid”, “Locust”, “Cricket”: replaced “ammunition” with “rate of fire +25%”.
  • “Snowfall”:
    • replaced “blast radius increase” with “charge time -20%”.
    • replaced “spread” with “rate of fire +25%”.
  • “Waltz”:
    • replaced “blast radius increase” with “charge time -20%”.
    • replaced “rotation speed” with “rate of fire +25%”.
    • replaced “ammunition” with “rocket rotation radius -20%”.
  • “RL-9 Helicon”:
    • replaced “rotation speed” with “rate of fire +25%”.
    • replaced “ammunition” with “spread stability +12%”.
    • “projectile speed” upgrade increased to 25%.
  • “RA-1 Heather”: replaced “rotation speed” with “projectile flight speed +25%”.
  • “Nest”:
    • replaced “blast radius increase” with “charge time -20%”.
    • replaced “ammunition” with “rate of fire +25%”.
    • replaced “Max. projectile life time” with “time until projectile self-destructs -15%”.
  • “Spike-1”: “impulse from hit” increased to 30%.
  • “Toadfish”:
    • “impulse from hit” increased to 30%.
    • replaced “ammunition” with “rate of fire +25%”.
  • “Varun”: replaced “impulse from hit” with “reloading time -40%”.
  • “Incinerator”:
    • Now the upgrade increases not only the damage of the puddle, but also the damage from the projectile explosion.
    • replaced “spread” with “fire puddle lifetime +2 sec.”.
  • “Mandrake”:
    • The damage upgrade now also affects the damage of the fire puddles as well.
    • replaced “spread increase” with “spread stability +12%”.
    • replaced “rotation speed” with “projectile flight speed +25%”.
    • replaced “recoil” with “fire puddle lifetime +3 sec.”
  • “Emily”:
    • replaced “spread increase” with “spread stability +12%”.
    • replaced “aim speed” with “projectile speed +15%”.
  • “Corvo”: replaced “aim speed” with “rotation speed +30%”.
  • “Summator”, “Argument”: replaced “range of fire” with “projectile speed +25%”.
  • “Astraeus”:
    • replaced “impulse from hit” with “penetration ability +20%”.
    • replaced “spread” with “spread stability +12%”.
  • “Kaiju”: replaced “reloading” with “penetration ability +20%”.
  • “Scorpion”:
    • replaced “impulse from hit” with “projectile damage loss rate -10%”.
    • replaced “ammunition” with “spread stability +12%”.
  • “Thyrsus I”:
    • added the “penetration ability +20%” upgrade to the “power” category
    • replaced “rotation speed” with “rate of fire +25%”.
  • “Porcupine”:
    • the damage upgrade now also affects the damage of the fire puddles as well.
    • replaced “ammunition” with “fire puddle lifetime +2 sec.”
  • “Ripper”:
    • replaced “spread” with “lifetime of a stuck disk +3 sec.”.
    • replaced “ammunition” with “rotation speed +30%”.
    • “Projectile speed” upgrade increased to 25%.
  • “Aurora”:
    • replaced “barrel spool-up time” (moved to “Handling”) with “damage +5%”.
    • replaced “rotation speed” with “barrel spool-up time -35%”.
    • players who had an upgrade for barrel spool-up in the “power” category will receive a replacement — increased damage in the “power” category and barrel spool-up in the “handling” category.
  • “Blockchain”: replaced “aim speed” with “spread stability +12%”.
  • “Athena”:
    • the damage upgrade now also affects blast damage as well.
    • replaced “spread increase” with “spread stability +12%”.
    • replaced “aim speed” with “parts heating rate +30%”.
  • “Assembler”:
    • added the “penetration ability +20%” upgrade.
    • replaced “range of fire” with “spread -17%”.
  • “Skinner”: “cable wind up speed” increased to 50%.
  • “Fortune”: replaced “ammunition” with “rate of fire +25%”.

After testing the changes, we invite you to leave your constructive feedback on them HERE (a link to the topic will appear after the test server is launched).

How to get to the test server?

If you have already participated in testing on a special server, then it will be enough to 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 get to 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 to the folder you created (for example: D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and enter the game with your username and password.
  • The whole progress of your main account will be transferred to the test server (including parts in storage and levels of reputation in 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:
    • Friday, December 1, 2023 from 13:00 to 20:59 (GMT time)
    • Saturday, December 2, 2023 from 13:00 to 20:59 (GMT time)
    • Sunday, December 3, 2023 from 13:00 to 20:59 (GMT time)
    • Friday, December 8, 2023 from 13:00 to 20:59 (GMT time)
    • Saturday, December 9, 2023 from 13:00 to 20:59 (GMT time)
    • Sunday, December 10, 2023 from 13:00 to 20:59 (GMT time)
  • Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).

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.



The changes to the wedge fix and to movement part armour are things I’ve wanted for a while now.
Don’t care that much about the upgrade changes, but see nothing wrong with them. Other balance changes seem reasonable.

Well, hopefully, these balance changes will muffle at least some of the people who’ve been crying about no balance changes every time they drop a mini BP…

I find this amusing and it’ll be funny to see someone running around as a drone, wonder how many gonna think is an automatic drone and not controlled by a player :rofl:
That one dude who made a post saying drones are still OP may have an aneurysm with this :rofl:


A lot of text but in the end outside the wedge and movement part stuff it’s a big nothingburger, same overperforming stuff is still going to perform and same stuff that underperforms isn’t going to be buffed. Very little actual balance changes in this incoming balance change update, I don’t feel like the “meta” and guns you see everyone and their mother using will change into any direction with this, which blows

Athena nerf, or change, we’ll see how that goes but about time.

Oh look we made a sucky gun (Impulse) too good and now have to revert it back

RIP to Astraeus though I haven’t been using mine in ages because of how poorly I find them doing and now they’ll do even worse. I’m pressing F to pay respects

All in all I don’t see a lot of actual balance changes in this stuff when it comes to parts, like Goblins and Gremlins getting nerfed, I don’t even see these things that much in battles to begin with rather than the small omni wheel minigun/rapid fire machinegun/shotgun build spam that overpowers everything with a few cyclone etc spiders

The Werewolf change will be interesting though, but with the live time of the drone, will you be getting in 1 or 2 shots at max? That coming from a single fafnir is not going to still do much anything but I guess it could be kinda ha ha funny

Medians getting penetration instead of impulse, after I specifically fused mine for impulse some time ago to throw off hover aim. Not sure how to feel about that, luckily I don’t use Medians that much these days anyways because it’s all just dps spam and facehugging

Cerberus buff is nice, but it still won’t help with the awkward model of the weapon on the front and 90% of builds climbing over an enemy build after 1 second of meelee damage and not delivering any meelee damage at all

Ghost sounds interesting, but even when it gave what, +30% more damage at one point it still was not good enough for people to use it.
Comment: the cabin’s perk was too dependent on invisibility modules. The edit gives the player more control over the implementation of bonus damage.
Well I mean it’s still as dependent as ever because you need an invisibility module to access the perk to begin with, this feels like empty bloat just added to make it look like they’re balancing anything

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Perhaps this is true at low PS. Very far from the truth at high PS. Huge changes to spiders and fire builds. Tyat alone will rock the meta.

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Noooooo not my gremlins! Wahhhhhhh lol oh well looks like werewolf cabins in this season

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It’s now at half ot the Apollo’s weight, but a reduction would be nice.

They’ll reduce it further, to 5 seconds. I have a feeling 6 seconds won’t sit well with them.

No. The Expanded Ammo Pack’s size and weight are equal to 3 Wooden Ammo Packs (but the HP is lower than 3x). But it provides 110% extra ammunition vs. 3 x 30%. So I could accept increasing its weight to 351 kg. But if the weight is increased to 408 kg, i.e., by ~42%, I’d want the HP to be increased accordingly, too, but they won’t do that. Because - oooh! It would be an ever stronger armor part!

I see the epic version as a safer way to carry ammunition. Who uses it as armor? Is it another lie from the developers? It’s stupid! Anything serves as ‘armor,’ up to a point. But this is armor that blows up - and not in the ‘reactive armor’ sense. I’m building a Median helicopter that has 2 Expanded Ammo Packs, just for a Flock, but they’re on Rifts. Precisely to be dropped when used up, or when I’m being attacked and they pose a safety risk. And also to deny the attacker the XP for destroying them. :sunglasses::troll: Now it occurred to me I could have everything on an emergency Rift (upgraded for more HP), so an enemy would only get points for the cabin. :upside_down_face: A single Rift module, upgraded for more HP and well-armored, on an Omamori, connecting the cabin to the rest of the helicopter. :helicopter: :hammer:

It’s going to need 3 or 4 Expanded Ammo Packs upgraded for more capacity. Or 5 base ones. That’s a lot more weight to carry.

This seems inaccurate. Is it, really?

I don’t believe this is true. Defnitely not in raids. And I have this one video on the HDD where a Miller car was plonking at me for a few seconds, and I was able to run away without serious damage (on Omnis). At around 11K, so above this rumored “high effectiveness range,” but this still doesn’t seem right. I don’t use the Miller. Have never been interested in it much - precisely because of the unimpressive damage output.

They’re everywhere. Blocking and crashing into me. I crafted 8 to have for art projects, just in case. Sold 7 and bought 2 Flocks last week. :smile: Not that I’m happy about the Flock being a pre-requisite for flying a helicopter in PvP.

I’m expecting a hate post by a certain angry kid, who’ll use expletives and get his own topic locked by a moderator. Anytime now.

The pack they did is still bad.

This is silly. OK, but like something that belongs in the April Fools brawl.

Thank you. Let’s see how it does now.

This is some gesture. But I still need a Flock. As opposed to more agile handling during the “Off We Go!” event. The developers need a selling point for the helicotper BP, don’t they?

Something similar could be done with the Destructor.

It’s a weak cabin, what with having to be within 30 m of an enemy.

This will noticeably increase the range, but also the projectile flight time. I guess it’s not too bad. At least it will now be possible to fire from one edge of the Crater to the other without turning a tilted car around. But I don’t really need this upgrade. Will it negatively affect the aiming resolution?

It’s somewhat lacking. I know it was reduced because it was OP, but even the impulse of 3 Spikes is unimpressive.

Will this be enough to make MajHerbHead stay? Probably not.

What reloading? :upside_down_face: It’s like 1/3 of a second. The charging isn’t very long either. Is this the first step toward making it an automatic weapon?

Will this result in better accuracy?

Is this right?

For my stuff, they’re nerfing Gremlins hard! I didn’t want to say anything but I’ve been smacking the crud out of everything including Athena in Clan Confrontation on a 4 Gremlin Huginn Oppressor Omni build.

Gerrida nerf hits me hard 2 ways: I have 10 fused and my best build is a fat Helios Humpback spider with a Hermit Non steering and a Sleipnir track for extra tonnage. This should cost me close to 5000 tonnage on my heavy build. And, the Sleipnir track stops Firedogs from doing any damage to me when I face hug them. If the Sleipnir doesn’t provide tonnage, it destroys a lot of the synergy of my build.

Also, I have 8 Gerridas for sale. Hard nerfing might tank the price. If they are still good, people might decide they need 2 more legs, and the price might stay the same. But maybe my build will need 12 -14 Gerridas, in which case I will need to fuse them, and there go all my Gerrida profits.

They are also nerfing my fire dog hard. There is a nerf to Blight damage and a huge nerf to Flash perk efficiency. My Firebugs will take a huge hit from the Flash perk being half as effective but my build should actually increase in damage because of the huge buff to Flash damage. At present, Flash does about 700 damage on the damage meter per Flash. 50 percent increase is over 1100, which should put it on par with Punisher damage. This should make Porcs worse than before, as you should be able to run through them at full speed with only a tap fire destroying them with either a Spark or a Flash. Together with a huge nerf to Kapkans, Porcs should be terrible. I’m glad I got rid of mine.

Also, a Flash Spark Skinner brick was my main build in Levi wars, and that is probably out the window.

Wait, whats that you say? Fused Helicons buffed to +11 percent more bullet speed + 1 percent more reload speed and the perk will be easy to achieve? All is forgiven and all complaints are canceled. Bring on the update!!

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Spot on review. I suspect fused helicons will be top meta in CW

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I feel like puking. Just about all of my builds are affected, many not in ways that I like. Just when you get your builds where you want them, you have to relearn/redo everything. Blight, miller, gerrida, goblins, pyres, hurricanes, sparks…I stopped reading from there. I’m getting old I guess.


If there is a silver lining to the Gerrida nerf it is this:

Under the new system, Icarus IV buffs tonnage on spiders, and it has 1350 tonnage per hover. Also, unlike Gerridas, Icarus IV can be built close to each other, so it would be easy to have a bunch of Icarus IV off the back of your spider instead of Claw wheels or Hermits or whatever you use. You may need more Gerrida legs, but you won’t need too many of them.

Also, even if you have to add a lot of extra legs and hovers to make your spider, Pegasus will add a lot of extra power to make up the difference. It provides huge boosts to power when you have a large amount of movement parts.

Another point: This isn’t all anti spider. Under the new system, if a track doesn’t touch the ground, it apparently drains no power and provides no tonnage. That means giant spiders that use Goliaths or Sleipnirs for armor will work even better as these parts take as much power drain as they give in tonnage improvement. I could see spiders using Goliaths as side panels becoming a mainstay.

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calm down, you will grow out of them eventually.
But if you like them so much you can fuse them and have what you already have…had…sort of.
Sting a bit, i know, but when the supercharged came alive, my gremlins stopped working for awhile, until they fixed the bug.
But of all SGs that i have, the ones i missed the most are my Spitfires, maybe with an averter or onamory… and with the right cabin… perhaps…

Oh, so vanilla Athena is 5% worse, but god-rolled fused Athena is 20% stronger?


As usual, two good changes that should have been done like 2 years ago, rest is whatever tbh. Waw they’re working on the most p2w aspect of the game, fusion. I’m trilled.

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Already fused… yawn

They really miss their top CW being 99% macro-ing scumbags. The good ol’ days of Helios progamers…

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Thank goodness they didn’t nerf any melee. :neutral_face:

then see what your compensation will be.
It says there.

There looks like some good stuff in there, although I’m gonna loose my ass selling some of it. It’s probably worth it though, if it puts this game in better shape. I wasn’t that attached to my Auger-Gremlin thing. It can go. I’m done with those Augers, and I didn’t see any kind of fix listed in there for those. I’m not sure what to do with my Huggin now, though. It’s so slow.

Probably my favorite update is the Werewolf. That’s just plain fun, and this game sorely needs more of that; simple stupid fun. Looks like I’ll be getting my first werewolf, because I like silly, and that seems pretty silly to me.

I’m surprised the Atoms aren’t getting some kind of buff, nor the Manitou or Nagual. For being pack items, those are a little lackluster.


Funny enough, I made a Manitou/Nagual/Atom build today and was pretty pleased with it. First time building with Atoms and I don’t know why everyone is complaining about them. I like the look and feel much more than omniwheels, and the incoming Gerrida nerf should make them feel
competitive against them.

I made a bunch of werewolf builds a little while ago, and I like it for the same reason I like Jannabi: it’s fast and the perk isn’t dependent on any particular weapon, so you can use it for anything. This new perk sounds fun!


They only balance via PVP so the issue would be in PVP. I kind of suspect it’s the miller brick builds that they are trying to get rid off. These are set up with very high durability at around 9k. Adding the ammo weight and increased weight for the miller is what makes me think they are trying to nerf a particular build type using them.

Kind of bugs me a little too I’d rather see it closer to 1:1 for dur:mass and I can’t really imagine using these as armor as the blast radius could blow away a lot more armor than it gives. lol… Perhaps this is just a hidden melee buff outer explosives’ is more dangerous for them.

The Cerberus buff I can only thank them for I guess.

The Muninn buff I don’t think it’s going to help it any. The drone overdrive isn’t that useful.

The projectile speed lessens projectile drop so in a way it does make them more accurate.

I don’t really get why people don’t like them either.