Mass testing of the new balance changes has begun!

Mass testing of the new balance changes has begun!


Announcement

r/Crossout - The mass testing of the new balance changes has begun!

Hello, survivors! We’ve launched the special testing server where you can test all the balance changes planned for the next update. You can read the announcement here.

In addition, we have introduced some more changes to the server:

Titan

The wheel’s protector now takes double damage.

Comment: the change should lower the efficiency of the wheel when it is used as armour and mounted on the front or on the back of the build. At the same time, it shouldn’t affect the survivability of “Titans” mounted on the side too much.

BWC Warrior

  • The amount of distance travelled required for reaching the maximum damage bonus increased from 400 to 600 m.
  • The amount of damage dealt required for reaching the maximum bonuses to speed and power increased by 1.5 times.
  • Active time of the additional bonuses reduced from 10 to 8 sec.

Comment: according to data gathered from numerous battles involving this cabin, its perk was too efficient and required some adjustments.

We would like to remind you that the testing will take place every day from January 17 to January 19, from 13:00 to 19:00 GMT.

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Balance changes planned for the next update

Hello!

Today we present you the full list of planned balance changes for the next update. We would like to note that some changes were considered and added based on the results of the last Q&A session with the developers. You will be able to test all the changes this weekend. Let’s go!

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!

Single-shot shotguns

Junkbow

  • Durability increased from 247 to 314 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 37%.
  • Reload time increased from 2.8 to 4.5 sec.
  • Ammo reserve reduced from 30 to 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Fafnir

  • Durability increased from 315 to 400 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 37%.
  • Reload time increased from 2.8 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Nidhogg

  • Durability increased from 357 to 464 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 29%.
  • Reload time increased from 2.5 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Jormungandr

  • Durability increased from 437 to 568 pts.
  • Now fires a burst of three clusters instead of a single shot.
  • Damage of a single pellet reduced by 29%.
  • Reload time increased from 2.5 to 4.5 sec.
  • Ammo reserve reduced from 30 до 20.
  • “Rotation speed +30%” upgrade replaced with “Rate of fire +25%”.

Comment on single-shot shotguns: this weapon type is very unpopular in comparison with automatic shotguns. The changes are similar to recent changes to cannons, and should shift the focus of the gameplay towards doing higher damage, but more rarely. The additional increase in durability is aimed towards addressing the low survivability of these weapons.

Machine guns and miniguns

SM Hornet

  • Durability increased from 57 to 63 pts.
  • Damage increased by 12.5%.
  • Projectile speed increased by 6%.

LM-54 Chord

  • Durability increased from 66 to 73 pts.
  • Damage increased by 17%.
  • Projectile speed increased by 6%.

Vector

  • Durability increased from 81 to 90 pts.
  • Damage increased by 12%.
  • Projectile speed increased by 6%.

Sinus-0

  • Durability increased from 99 to 110 pts.
  • Damage increased by 14%.
  • Projectile speed increased by 6%.

Spectre-2

  • Durability increased from 205 to 238 pts.
  • Damage increased by 15.5%.
  • Projectile speed increased by 6%.
  • The perk now gives 4% bonus to damage and stacks up 8 times (instead of 3% and 10 times).

Aspect

  • Durability increased from 242 to 278 pts.
  • Damage increased by 14.5%.
  • Projectile speed increased by 6%.
  • The perk now gives 50% bonus to damage when fully heated (instead of 30%).

Punisher

  • Durability increased from 386 to 449 pts.
  • Damage increased by 17%.
  • Projectile speed increased by 6%.
  • The perk now requires 30 successful hits to be activated (instead of 40).

ST-M23 Defender

Damage increased by 10%.

M-25 Guardian

  • Durability increased from 197 to 217 pts.
  • Damage increased by 10%.

M-29 Protector

  • Durability increased from 234 to 258 pts.
  • Damage increased by 15%.

M-32 Vindicator

  • Durability increased from 293 to 325 pts.
  • Damage increased by 18%.

ST-M26 Tackler

  • Durability increased from 251 to 279 pts.
  • Damage increased by 22%.
  • Perk activation delay reduced from 1 to 0.5 sec.

Gungnir

  • Durability increased from 190 to 209 pts.
  • Damage increased by 13%.

Nothung

  • Durability increased from 256 to 285 pts.
  • Damage increased by 15%.

M-37 Piercer

  • Durability increased from 138 to 151 pts.
  • Damage increased by 11%.
  • Projectile speed increased by 7%.

M-38 Fidget

  • Durability increased from 160 to 175 pts.
  • Damage increased by 12%.
  • Projectile speed increased by 7%.

M-39 Imp

  • Durability increased from 230 to 252 pts.
  • Damage increased by 14%.
  • Projectile speed increased by 7%.

MG13 Equalizer

  • Durability increased from 179 to 195 pts.
  • Damage increased by 22%.
  • Projectile speed increased by 7%.
  • The perk now charges up in 5 seconds (instead of 7).

MG14 Arbiter

  • Durability increased from 240 to 261 pts.
  • Damage increased by 24%.
  • Projectile speed increased by 7%.
  • The perk now charges up in 5 seconds (instead of 7).

Comment on machine guns and miniguns: after the removal of hitscan mechanic from machine guns, their efficiency decreased noticeably due to increased rate of misses. In order to keep this type of weapons relevant, we decided to make compensating changes.

Other changes

Sidekick

Optimal range increased by 72%.

Comment: the change will make the drone’s damage dealing more stable, since it will be able to deal damage from a longer range.

Tempest

Cooling rate reduced by 17.5%.

Comment: high efficiency between 4500 and 6500 PS. The cooling time is now the same as that of the “Whirl”. The change will make the weapon more dependent on a cooling module.

Bat

  • The perk’s bonus to the volume of additional ammunition increased from 20% to 30%.
  • Power increased by 15%.
  • Mass limit increased from 6500 to 7000 kg.

Comment: efficiency of the cabin is too low in comparison with its analogues.

Corvo

  • Durability increased from 160 to 180 pts.
  • Damage increased by 10%.
  • Projectile speed increased by 14%.
  • Ammo reserve increased from 16 to 18.

Comment: similar to the changes for machine guns and miniguns.

Elephant

Damage increased by 7%.

Comment: lack of efficiency in comparison with other epic cannons.

Blockchain

  • Damage increased by 14%.
  • The perk now reduces the penetrability of parts to 60% of the original (instead of 75%).
  • Durability increased from 260 to 295 pts.

Comment: the changes will help increase the efficiency of the weapon and bring it back to the battlefield.

Thunderbolt

Durability increased from 173 to 195 pts.

Comment: low survivability in comparison with the rest of the automatic shotguns.

Humpback

  • The amount of damage you need to take to accumulate the full bonus increased from 1000 to 1250 pts.
  • The reset time of the full bonus reduced from 30 to 20 sec.

Comment: consistently high efficiency of the cabin on a wide range of PS and among different types of builds. In the current game context, the perk accumulates extremely quickly and resets very slowly, thanks to which it is kept at high values for most of the battle.

Omni

  • Penalty to power reduced from 12% to 9%.
  • Increased traction.

Atom

  • Penalty to power reduced from 15% to 12%.
  • Increased traction.

Comment on “Omni” and “Atom”: the power penalty of these movement parts is somewhat inflated in comparison with the current power penalty of “Meat Grinder”, which has the same movement mechanics. There are also frequent complaints about the lack of traction of these movement parts, and the change should fix this.

ML 200

  • Reduced the effect of surface angle on movement speed.
  • Added 25% thermal and cryogenic damage resistance.
  • Tonnage increased from 2400 to 2900 kg.

Bigram

  • Reduced the effect of surface angle on movement speed.
  • Added 25% thermal and cryogenic damage resistance.
  • Tonnage increased from 1900 to 2300 kg.

Gerrida I

  • Reduced the effect of surface angle on movement speed.
  • Durability increased from 435 to 450 pts.
  • Tonnage increased from 1500 to 1800 kg.

Comment on mechanical legs: low popularity of the entire movement part type. By reducing the sensitivity to the angle of inclination of the surface, the medium speed of mechanical legs should increase. The other changes are aimed at increasing the survivability of armoured cars with mechanical legs.

Impeller

Increased yaw rate bonus: for main rotors from 60% to 65%, for coaxial rotors from 35% to 50%.

Comment: insufficient effect of perk on yaw rate of armoured aircraft.

Meat Grinder

Maximum speed of rotating in one spot reduced by 30%.

Comment: the previous limitation allowed heavy vehicles on augers to rotate at a speed close to that of lighter movement parts, which should not be the case.

AC80 Stillwind

Changed the perk: for every 100 m passed by the projectile, its explosion radius increases by 0.35 m.

Comment: the original perk does not match the intended style of playing with this autocannon, and therefore has little effect on its efficiency. The new perk, as in the case of its predecessors, increases efficiency based on distance.

Waltz

Projectiles’ rotation radius reduced by 25%.

Comment: low efficiency. The change will make it easier to deal damage from longer distances.

Parser

  • Durability increased from 290 to 370 pts.
  • Charging time reduced from 1.5 to 1.2 sec.
  • Charging now also increases projectile speed by 20%.

Comment: low efficiency of the shotgun.

Reaper

  • Durability increased from 520 to 611 pts.
  • Mass increased from 603 to 709 kg.

Comment: low survivability of the weapon.

Assembler

  • Energy consumption increased from 12 to 13 pts.
  • PS increased from 2400 to 2600.
  • Damage at full charge without perk increased by 10%.
  • Maximum damage with perk increased from 280% to 305%.
  • Durability increased from 359 to 413 pts.
  • Mass increased from 293 to 337 kg.

Comment: “Assembler’s” efficiency is not very dependent on modules, so it is used in a narrow PS range (quite low for a legendary weapon). The changes aim to increase the PS range in which it will be used.

Charybdis

  • Distance required to activate the perk reduced from 25 to 15 m.
  • Delay to reset the perk reduced from 4 to 1 sec.

Comment: the change will make turning the front of the vehicle towards the attacking “Charybdis” a more effective way to counteract this weapon. With the previous parameters, in such a situation, the perk of a “Charybdis” pursuing a player would take a very long time to reset, and the weapon would have time to deal damage deep inside the armoured car. Also, due to the rather long distance, the perk was sometimes activated by a nearby ally.

Swarm

  • Rate of fire reduced by 10%.
  • Reload time increased from 7.5 to 9 sec.
  • Blast radius reduced by 22%.

Comment: the previous change of damage dependence on blast radius was necessary for stable damage dealing, but it also increased the efficiency of the weapon too much. The reduction of blast radius partially compensates for this. The rest of the changes make it easier to counteract the “Swarm”.

Kami

  • Power increased by 10%.
  • The perk now also unhooks cables (from “Skinner”, “Kapkan”, “Jubokko”).
  • Perk active time increased from 4 to 6 sec.
  • Perk cooldown time reduced from 16 to 10 sec.

Comment: the “Kami” perk has quite narrow use, so we are expanding its implementation and frequency of activation. Additional power increase will make armoured cars with this cabin more mobile.

Nova

  • Power increased by 10%.
  • Perk cooldown time reduced from 20 to 16 sec.

Comment: low efficiency of the cabin.

CC-18 Typhoon

Changed the perk: after a hit, deals damage to weapons and movement parts in the amount of 2% from their current durability 3 times during 1 sec. The damage is not dealt if the durability of a part is lower than 25%.

Comment: the perk should make “Typhoon” an effective choice against armoured cars with high combined durability of movement parts and weapons.

Ripper

  • Added interaction with “Tormentor”. Activating the module increases the damage from shots.
  • The ram damage multiplier of a disc stuck on an enemy increased by 2.5 times.

Comment: synergy with the “Tormentor” will allow more efficient use of energy on armoured cars with two “Rippers”. Ram damage of discs became too low after the changes to ram damage mechanic, the multiplier change should fix this.

Firebug

  • Fire jet speed increased by 87.5%.
  • Optimal and maximum ranges increased by 3 times.
  • All accuracy parameters increased.

Comment: the changes are aimed at improving the usage of the weapon when it is not hidden behind armour and at some distance from the enemy, as it was originally designed, rather than just driving up close to the enemy.

Ram damage

Reduced the dependency of damage on the mass.

Comment: the change will reduce the efficiency of ramming with heavy armoured cars.

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, January 17, 2025: from 13:00 to 19:00 (GMT)
    • Saturday, January 18, 2025: from 13:00 to 19:00 (GMT)
    • Sunday, January 19, 2025: 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

Buff nagual with durability make them viable
Make the hit box of gravstars bigger so they cant be mounted underneath builds there a nightmare to deal with at 9k on a mars cabin could give them a durability buff to compensate and also can the energy weapons get some durability buff love too since your doing machines guns

1 Like

I’m still waiting for purple-colored smoke flares… :unamused:

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Treat them the same as a fire dog.

Nobody was on the test server. Just me and the bots (both teams, PVP). That’s probably the most relevant and dramatic change I saw. The developers have demolished their player population.

I didn’t try out much or play very long, but PVP ran fine and basically unremarkable…other than there being literally nothing but bots.

I really don’t know what to test, as I have little to no experience with 90% of these weapons. The Firebug was pretty extreme, but that’s the first time I’ve ever used one, so IDK what to think about that…good luck escaping that thing? It seemed a lot easier to use than anything I’m used to.

I tried the Junkbows, which I am familiar with, and 20 shots isn’t much, but at least they work.

If anybody has a request I can jump back in and check it out if you like, but I don’t think any of these live action tests against bots will compare well against actual PVP with real people.

been on the test server and i got a slight suspicion that the changes are merely the previous bot settings

you know there is something rotten in denmark when the bot with 4x chord deals more damage per hit then a players 3x AC64.

firebug is just discusting … pretty much half the effective range of the hornet and double of every shotgun if this remains like that the higher tiers will be Brick and Firebugs only

Oh I know what I want to test now. @Sethhaveron gave me an Idea…Hornets!

I miss my Thug so bad, but normally I can’t get into a sub-3K PS match ever. Otherwise I’d absolutely abandon the quest for all the fancy garbage most players covet, because I think most of it just creates balance issues and makes for a really bad gaming experience. It’s very much the haves vs have-nots in PVP, and I don’t find that very amusing, personally.

BUT…at this moment, I could go bust out that Thug, slap on some wheels, Chords, and paint and actually enjoy some Classic Original Old School Crossout. The game I fell in love with; simple, personal, atmospheric, apocalyptic, rusty rat rod, Mad Max, Lego heaven…but with Bots. It’s basically PVE.

It’ll be a nice walk down memory lane, though.

1 Like

Literally bought three ML’s the day before this announcement… bought another the next day and noticed the price was up. Glad to see ML’s are finally going to be a serious threat. :grin:

Ahhh, the good ol’ days. It was fun. I wish the Test Server was open later in the evening so I could get into it more.

screenshot-250117-112224(61;18;-92)

IDK what it’s going to be like at the higher power-scores (wish I could avoid them), but at entry level degunning isn’t much of a thing anymore. I really had to aim for the cabs to win. Cannons seemed to be in a pretty sweet spot, and the bots were cooler than usual.

There was even one Bot with Boosters zipping around. I don’t recall ever seeing that before, not outside of adventure mode anyway. He was sort of a menace, and added a lot of color to the matches.

The Bots also did a little seal clubbing, and that wasn’t hella cool, but it was more true to regular PVP.

I expect high and middle PS to still be wonky garbage that makes everybody mad, and nothing here makes me think this game is going to advert from it’s nose dive in popularity, but ultra low PS was fun. Refreshing…even if the bots mostly kicked my ass. Those guys aren’t messing around anymore. I liked it. They’re a good bit dangerous. I know most people hate the bots having any sort of “skills” but I think it’s better that they don’t get pwnd all the time, like they used to.

Also, I still really hate the new energy re-work.


WTF am I supposed to do with this odd energy point? Do I really need another module? I’ve got four guns, three coolers, and an engine already in there.

I don’t like what they’ve done to this game over the last two years…other than the bling. There’s been some seriously cool bling.

we got many 1065 PS builds in 3k bounds lateley not sure if these are bots (not the usual pattern)

but let me assure you you get even in 1500ps battles pretty fast

also the bots on the test server are able to miss now …
no more smack in the face aimbot anymore you can dodge the barrage of shit now.

and the boosting turd is old news … but some bot builds are more like player builds



All of my matches on the test server were completely populated by bots. I never saw a real person. And if I tried to get into sub-5k PS matches on the regular server, I will sit there for 3 minutes or more, sometimes eternally, waiting for a match.

I really wish that wasn’t the case, because I can avoid a lot of this game’s BS by playing under it, and actually enjoy the game consistently. Most of their balance issues come from battle passes and high PS weapons and modules introduced through that feature…that they later routinely nerf to make way for the next round of high PS BS OP unbalanced BP weapons and modules…the Punji clearly isn’t one of those though.

I found the patrol bots last night to be much stronger than normal, but that wasn’t on the test server. Did they all get smarter already, or is that only a test server thing?

IDK, I haven’t played anything but the test server or that race thing for about a week, but that is the kind of thing they typically update without any patch-notes, announcements, or explanations. Matchmaker updates is another one they rarely announce. Sometimes after major updates, I think they make various unannounced adjustments too.

Point is, probably they did, IDK, but you’ll never be able to really, verifiably, quantify exactly how or what.

While I was on the test server I did notice the bots ignoring the other bot’s Cobras. I had to kill them, when I expected one of them to immediately cancel them, like usual. Nerp. That was different, especially considering, I was the only human, and the rest of the players (8 vs 8) were all bots. They just let it sit there and shoot.

Played a few patrol’s earlier for quick daily’s, bots are just as dumb as always.

This is normal I might try tomorrow. It didn’t use to be like that btw.

On the test server it’s often whatever you normally play around with plus what they give you.

Yeah. It il be nice

HEY! Here’s something positive I can report: This thing kicked ass…
screenshot-250117-155332(28;4;43)
This build usually has a pair of Junkbows. Junkbows that really weren’t much improved…probably a bit, but the friggin’ Nidhoggs tore schit up.

I’ve never played those before, but they were very menacing. I actually did end up coming across some real humans in PVP, but ran them off in about three matches with that thing.

The bots were still tough, but the humans were tender and delicious. I could cut through the bots and pull regular wins with it too, even when the matches were all bots, but any human I ran into got deleted. I ran out of humans. I can’t say I don’t like this Nidhogg. The power-score on them feels pretty comfortable too…Maybe I want some? They sure perked up that build and made it work good…and put a much needed smile on my face. :slightly_smiling_face:

1 Like

Must have just had some unlucky matches. It’s rare that the humans lose patrol more than once in a row, but we also had very few humans on our team, and I wasn’t trying very hard.