[ Mass Testing ] Balance changes planned for the next update. Adjustments

Balance changes planned for the next update. Adjustments

Hello!

Last week, you had an opportunity to test out the new balance changes planned for the November update. Today, we would like to announce some adjustments we’ve decided to make as a result of the first stage of testing.

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. You can see all the planned changes in more detail on the special testing server!

The full list of previously announced changes can be found HERE. This news only covers the adjustments made to the original list of changes or new additions to it.

M-37 Piercer, M-38 Fidget, M-39 Imp

Projectile speed increased by 9%.

MG13 Equalizer, MG14 Arbiter

  • Projectile speed increased by 8%.
  • Partially reduced the accuracy changes. Relative to the live server:
    • Min. spread reduced by 25%.
    • Max. spread reduced by 12%.
    • Rate of spread increase reduced by 25%.

ST-M23 Defender, M-25 Guardian, M-29 Protector, M-32 Vindicator, ST-M26 Tackler

Partially reduced the accuracy changes. Relative to the live server:

  • Min. spread reduced by 16%.
  • Max. spread reduced by 27%.
  • Rate of spread increase reduced by 23%.

Caucasus

Removed the maximum range change.

Lupara, Sledgehammer, Mace, Thunderbolt, Hammerfall, Breaker

  • Ammo reserves reduced from 250 to 180 pcs.
  • Projectile speed increased by 22%.

Goblin, Gremlin

  • Ammo reserves reduced from 190 to 150 pcs.
  • Projectile speed increased by 20%.

Spitfire, Leech, Rupture

  • Ammo reserves reduced from 250 to 200 pcs.
  • Projectile speed increased by 20%.

Junkbow, Fafnir, Nidhogg, Jormungandr, Parser

Projectile speed increased by 18%.

Gravastar

Ammo reserves reduced from 400 to 280 pcs.

Raijin

  • Removed the base damage changes.
  • Ammo reserves reduced from 13 to 10 pcs.
  • Perk bonuses reduced from 12% to 10%.

Oppressor

Speed bonus reduced from 22% to 20%.

Fin whale

Speed bonus reduced from 23% to 21%.

Comment: the speed bonus change is related to the current problem of easy availability of speed increases. As we said in the Q&A session, we have plans for a full rebalance of speed and speed bonuses next year, but for now we would like to slightly reduce the largest of the bonuses.

Jackie

Reduced perk bonuses:

  • to damage from 20% to 10%
  • to speed from 7% to 4%
  • to power from 20% to 15%

Comment: for its power consumption level, the module provides an extremely high efficiency boost to many armoured vehicles. Such a significant reduction in values is due to the fact that bonuses from power nodes are applied on top of all other bonuses, rather than being summed up with them.

Assembler

Ammo reserves increased from 18 to 60 pcs.

Kaiju

Ammo reserves increased from 10 to 14 pcs.

Thyrsus I

Ammo reserves increased from 35 to 40 pcs.

Phoenix

Stability bonus from the new perk reduced from 15% to 10%.

Ammo pack

Bonus to max ammo of weapons increased from 30% to 40%.

Comment on limited ammo reserves: the purpose of limiting ammo reserves is to ensure that all players are in more or less the same conditions, use their ammo supply wisely, and do not find themselves in a situation where one player has little or no ammunition left, while another player can shoot endlessly. In most cases, each weapon should have more than enough ammo, and even if additional ammunition is needed, a rare ammo pack with the increased bonus will most often suffice.

Meat Grinder

PS increased from 600 to 850.

Comment: thanks to the recent changes, this movement part was able to become relevant at high and medium PS, but shows too much efficiency at low PS. The change should correct the situation.

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, November 1, 2024: from 13:00 to 19:00 (GMT)
    • Saturday, November 2, 2024: from 13:00 to 19:00 (GMT)
    • Sunday, November 3, 2024: 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).

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.

1 Like

“Comment: currently some weapons have limited ammo reserves, and their owners have to control the consumption of projectiles and install additional modules to increase the reserve, while other players can shoot indefinitely without worrying about wasted damage. This difference is especially obvious in situations at the end of a battle, when two players are left one-on-one and one of them loses solely because they can’t shoot indefinitely, unlike the opponent. We think this is unfair and want to put all weapons on the same footing.” - Developers

I’ve never once heard any player complain about this, ever. I never saw a problem with this, it doesn’t actually happen that often (mostly happens to bots), and who cares, anyway? Of all the issues this game has, this is what they latched on to. Why? I think it’s to sell premium ammo crates.

So, now we will have matches that end with all kinds of people (instead of one on one) running around with no ammo, trying to smack each other, demolition derby style, with their wobbly unarmed Dr. Seuss cars, waiting for the melee guy (hopefully there is one?) to come in like a street sweeper to put us all out of our misery and end the match…or that won’t be the case at all, people will have plenty of ammo, and this entire update is a complete waste of time…unless the point is to sell premium ammo.

2 Likes

they further nerfed raijin, incredible. brace for another broken pack weapon in a month or two

THIS 100%. Another solution to cause more problems.

hitscan hovers are a meta and dont have much of a weak point, and they can hold down their mouse button and shoot continually without ever worrying about ammo. i dont see why they had infinite ammo in the first place

4 Likes

It’s not an issue for you because you don’t play guns.

It’s been complained about many times. Do you have genchat on? It’s complained about fairly often in genchat.

IMO, it’s not an issue because the matches are only 3 minutes long and we already have ammo packs.

Also, it’s not like I’ve never played guns and I’m oblivious to the conundrum…although I do ignore most of this game. Running out of ammo isn’t why I avoid that play-style. It’s because of slow rotation speed, slow reloading, and mostly flimsy durability. Cannons in particular are simply too vulnerable, and that will still be the case, won’t it?

I play against these play-styles all of the time, and yes without guns often, and they almost never loose to me because they ran out of ammo. They loose because they are too slow, and I flipped their ass over before they could reload, or I just de-gunned them (sometimes I do actually use guns too), because weapons that use ammo, are all notoriously flimsy (especially rockets and missiles), and their slow reload times allow me and everybody else to rush successfully before they get off another round (a situation this update looks to worsen).

If ammo reserves are really still an issue with some weapon, simply increasing the default ammo quantity for that weapon is the obvious solution, isn’t it? It worked pretty good for the Avenger, I thought. That cannon is actually viable now.

But like you said, no, it’s not really my problem anymore. In fact, I will be looking forward to exploiting this update. All you kids running around short on ammo or loaded up with explosives looks pretty good to me, but I bet that’s not the net result.

Well you clearly didn’t know about the increase to rotation speed everything got.

And 1 fused blue ammo box is plenty of ammo. Was just on the test server, if you can’t make a little under 1k ammo work in a 3 minute battle you have other issues to consider

Was it necessary to nerf the Jackie module THAT much??? pls just lower the damage, leave the speed and power unchanged :C

3 Likes

Yeah, I feel like that’s a big nerf too. But then again, the new builds I’ve made with it are performing very strongly, and I can think of a few scenarios where stacking it with other cabin perks and/or modules could make for some very OP builds.

I think they nerfed speed as well as damage because of bricks using it to overcome the finwhale nerfs.

No, I did. I just forgot because I took a break for a couple months.

But, that nerf is still the reason I gave up on cannons, or chasing their nerf/buff cycles around in general. I’m not going out and forging a fused Oppressor or investing in a bunch of cannon equipment now, just because today it’s better. I do remember how that goes. I learned my lesson. Probably.

I just wish they’d settle on a premise for more than a couple moths…as long as that premise doesn’t include premium ammo. Then maybe I could see being more involved in this game. I’d like to be, but this game takes a long time to progress in, and to have all your gear ganked after you finally get there is discouraging. I’m gonna loiter until they figure it out.

Are you on PC? I’d bet you a decor pack they start using ammo supply as a sales gimmick by Valentines day.
Will you be my Valentine? :smiling_face_with_three_hearts:

Targem haven’t mentioned one thing about other ammo boxes.

From the looks of things, the blue ammo boxes are meant for MGs and autocannons, while the purple are meant for cannons and artillery, and I think that’s how it’s going to stay

If they did release some kind of modernized ammo-box, which I don’t think is an entirely bad idea, I’d just hope it was craftable at a common faction bench, so the price stays stable and accessible to everybody, and far from P2W.

If they released an ammo-box that supplied you with quiet, tracer, or even armor piercing rounds, for example, I think that might be fun, just as long as access is F2P, and they don’t start putting that kind of stuff in packs, or Battle Passes.

1 Like

I predict they may add a special tier ammo box, and I would be surprised if they tried to monetize it.
The idea of premium specialized ammo is interesting, but it could go very wrong, and I wouldn’t want them to experiment with that until this change has had time to settle in. I think there’s too many ways it could get abused.

Here’s some ideas:

Common standard - a cheap, starter ammo box with no special features. 20% increase, very low explosive power

Rare standard - the current rare ammo box, 40% increase

Rare AP - decreased damage and module explosive power, increased armor penetration and projectile velocity, removed explosive damage. 45% increase.

Special HE - increased damage and module explosive power, decreased armor penetration and projectile velocity. 65% increase

Epic APHE - greatly increased damage and module explosive power, increased projectile speed, slightly increased penetration. 100% increase

Epic standard - the current ammo box, 110% increase

Legendary APDS - greatly increased armor penetration, projectile speed and increased module explosive power, decreased spread and damage, removed explosive damage. 90% increase

*Only affects cannons

1 Like

neither have i. if you ran out of ammo in the middle of a match its your fault. plus its not always about a single player, in cases like that the limited ammo people are to do as much damage as they can and even try to cripple the enemy to make it easier for their team mates to deal with.

i have a feeling its to introduce a legendary ammo pack or something of a similar nature. this is just scummy and im not going to like this update. i really dont want to deal with that crap grabbing ammo crates in pve all the damn time.

this applies to EVERY build. any build can slap on arbiters and have hitscan and be overpowered in the right hands. if people are picking you apart then shoot them harder! :crazy_face:

cannons are huge targets and like i said, the typhoon is so big it should come with its own zip code. they are supposed to have alot of hp but their huge hitbox and hitscan weapons just peel them off like nothing.

says who?

you know that wont happen. the devs have kept doing uncraftable stuff and i doubt thatll end soon. they said they wont do permanent blueprints so i dont have hopes for that.

what is this warthunder? no thanks.

2 Likes

ammo boxes are also a weak point and extra weight, not just a source of ammo.

if only everyone complained like this about raijin. which nobody did

or in the wrong hands

1 Like

The Assembler is going to have some issues with it’s non charged attack. The non-charged attack does 18 dmg if you can even get it to hit because it’s so inaccurate. While the charged attack does 280ish dmg. Both attacks consume 1 ammo. If they made the non charged attack shoot out a volley of multiple shots for the one ammo it might make make the usage of it more worthwhile as a defensive shorter range attack.


I had a bit of concern over high hp bricks too but if everyone is carrying more explosive modules it kind of builds in an anti-brick measure to some degree. I think a lot of it will come down to how well people hide them as well as if they keep track of their ammo or use rifts to drop the depleted crates.


On the plus side I could see people to try more mixed weapons on builds. There wasn’t a lot of benefit from doing it before especially if you wanted to have any significant amount of shot it was most introducing extra risk. If the risk is fairly standardized then it balances out different when looking at potential benefits.

Even if it’s on something simple like do I run an Aurora for 8en or 2x Trombones for 8en. one use to have unlimited ammo vs 8 volleys. Now you kind of have to look at it more as 300 shots vs 8 volleys and the range difference. Some of the small unguided rockets like the wasp line start looking a little better for some quick fast damage bursts. Same with some of the mine layers.

I do kind of wish we didn’t need different types of ammo for drones though. I really would just change the microfactory to something that recharges ammo while sitting next to wrecks. Putting the drones on the same ammo type would really simplify mixed builds a lot.

2 Likes

I suspect that area attack weapons like Jotun and Incinerator may become more relevant because of this.
I remember when the gas generator had really low durability, just driving across a fire puddle would often pop it. Not as much of an issue with the epic ammo pack, but the rare ammo boxes that will likely be used more by DPS builds may be a lot more vulnerable.

Also, penetration is about to become a lot more important and useful, especially if using neutrino and/or falcon.