* Mass Testing, Planned balance changes in the upcoming season

Planned balance changes in the upcoming season

Hello!

The next update that will start a new season in Crossout will also bring a number of balance changes. We invite you to personally try out and share your impressions of all the changes before they are introduced into the game on a special test sever!

We remind you that all the new features described in this news article are not final and may be changed before they are introduced into the game or may not be implemented into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!

Ram damage

  • Base ram damage increased by 10%.
  • Reduced the bonus to ram damage for bumpers, passive melee weapons, “Goblin”, “Gremlin” and “Draco”. Removed the bonus completely for “Bastion”.

Comment: currently, the difference between dealing ram damage with a regular part and a part that has a ram damage bonus is too great. Ramming an enemy with a regular part does significantly less damage than ramming with a part with the bonus. The change levels out the difference and reduces the maximum possible damage.

“Yongwang”, “Fortune” and “Porcupine”

Disabled the projectiles’ inertia.

Comment: this change was announced before, but got postponed due to feedback. As promised, we will give you the opportunity to test the change on the test server. You will also have access to a poll on this change, the results of which will influence the decision.

Tempest

  • Rate of fire increased by 15%.
  • Heating rate reduced by 20%.
  • As a result of the above changes, the time to overheat has increased by 9%.

Comment: low efficiency of the autocannon. Increasing the time to overheat will allow players to fire longer and deal more damage.

Prosecutor 76mm

  • Projectile speed increased by 18%.
  • Penetration ability increased from 25 to 50%.

Comment: low efficiency of the weapon. The change will help to deal damage with it.

Carapace

  • Perk’s bonus to weapons reload speed increased from 30 to 40%.
  • Perk’s active time increased from 6 to 8 sec.

Comment: unpopular and inefficient cabin in comparison with other available options.

Clarinet TOW

  • Added a perk that increases damage depending on the modules installed (similar to “Yongwang”).
  • Energy drain increased from 10 to 20 units.
  • PS increased from 1350 to 2700.
  • Added 150 points to damage upon hit and 100% penetration ability.
  • Control of the vehicle now returns to the player in the second phase of the rocket’s flight (when the rocket is launched into unguided flight).
  • The time before you can transition from the first phase of the rocket’s flight to the second phase is reduced from 1 to 0.3 sec.
  • Sped up the return of control of the vehicle after the rocket has detonated.

Comment: a weak weapon with a unique mechanic. The perk, damage, energy drain and PS changes should prevent the weapon from having inflated efficiency at low PS as it was before, but make it more relevant at medium and high PS. The rest of the changes were implemented to make gameplay more comfortable.

Elephant

  • The projectile now deals cryogenic damage upon detonation and freezes parts by 25%.
  • The radius of the projectile’s explosion reduced by 30%.
  • Moved the weapon to the “Cryogenic” category.

Comment: low efficiency and popularity of the cannon. We decided to update the “Elephant’s” mechanic instead of just increasing its parameters, making it a predecessor to “Narwhal”. Due to the freeze mechanic, the “Elephant” will be more efficient in dealing damage and helping allies to do so. Explosion radius has been reduced due to the high efficiency of the freeze mechanic. The test server also features updated cannon textures.

Thresher

  • Perk’s damage bonus increased from 7 to 8%.
  • The perk now stacks for up to 6 times instead of 5.

Comment: low efficiency. Changes increase efficiency when actively using the perk.

Executioner 88mm

  • Projectile speed increased by 18%.
  • Penetration ability increased from 30 to 50%.

Comment: similar logic to the “Prosecutor 76mm” changes.

AC64 Joule

Damage increased by 12%.

Comment: the damage increase should solve the problem of the autocannon’s low efficiency.

ATGM Flute

  • Perk changed to: “Hitting the target increases the damage by 14%, the bonus stacks up to 5 times. Each miss reduces the number of accumulated hits”.
  • Damage increased by 38%.

Comment: in its current form, the weapon is unpopular and difficult to use. A new perk that is not related to projectile flight time should fix this.

Yongwang

  • Added a mechanic to reduce the number of projectiles in the volley from 5 to 2 if the “Yongwang” is upside down.
  • Perk’s bonuses from modules of each rarity are now 1% higher.
  • Durability increased from 465 to 560 pts.

Comment: the weapon simultaneously shows high efficiency when mounted upside down under the armoured car, and low efficiency when mounted conventionally. These changes should correct the situation.

Raijin

  • Damage reduced by 11%.
  • Durability reduced from 1440 to 1281 pts.
  • Perk’s damage and damage protection bonus increased from 7 to 12%.
  • Perk now deactivates 10 sec. after the last hit.
  • Rotation speed reduced by 32%.

Comment: with its simplicity of use, the weapon is extremely effective at a wide range of PS, and shows high results not only in “Clan confrontation”, but also in “Clan wars”. With these changes, the weapon will become more demanding on the player’s skills, while leaving unchanged the maximum possible damage and survivability (with fully accumulated perk).

Tachi

  • Perk changed to: “If the direction of the vehicle’s movement does not match the direction of “Tachi’s” activation, the length of the damage zone will be significantly increased”.
  • Reduced the base damage zone length. It is now equal to the damage zone of “Tempura”.
  • Active time reduced from 2 to 1.2 sec.
  • Damage increased by 125%.

Comment: too high efficiency at the 7000 to 9000 PS range when mounted in the front of the vehicle and played similarly to “Tempura”. The weapon will now function more like a “Tempura” of epic rarity when mounted this way, and will not be affected when mounted in other directions, which is in line with the original intent.

Jotun

  • The puddle now reduces power and speed by 17% instead of 33%.
  • Comment: deceleration effect was too strong when combined with the freezing over a large area.
  • Aurora
  • Heating rate reduced from 20 to 10% per second.

Comment: high efficiency as an auxiliary weapon to miniguns / machine guns due to rapid heating of parts to maximum level.

Spectre-2

  • Damage reduced by 3%.
  • Perk’s damage bonus reduced from 4 to 3%.

Comment: high efficiency at the range of 8000–10000 PS and in “Clan confrontation”. The machine gun was quite close to its legendary counterpart, the “Aspect”, in terms of damage dealt per battle.

Manitou

  • The maximum bonus to revolvers’ reload speed increased from 30 to 50%.
  • Removed the reloading of the perk.

Comment: low popularity of the cabin among the players who use revolvers.

Echo

  • Perk’s bonus to weapon reload speed increased from 50 to 65%.
  • Perk’s active time increased from 7 to 10 sec.

Comment: similar logic to the “Carapace” changes.

Tracks

Traction significantly increased.

Comment: after changing the mechanics of the tracks, there was feedback on their insufficient surface traction. The change should correct this.

Goliath

The bonus to durability of attached parts increased from 10 to 25%.

Comment: the change encourages building a vehicle with focus on the perk, which is not currently used very often.

Gerrida I

  • Durability increased from 410 to 435 pts.
  • Tonnage increased from 1400 to 1500 kg.
  • Slightly increased traction.

Comment: partial reversal of recent changes that have reduced “Gerrida’s” efficiency beyond expected levels.

Meat Grinder

  • Perk’s maximum bonus is now accumulated at 30000 kg mass of the armoured car instead of 20000 kg before.
  • Perk’s maximum damage bonus increased from 200 to 400%.
  • Added damage protection bonus to the perk, equal to 200% at a mass of 30000 kg.
  • Durability reduced from 820 to 550 pts.
  • Mass reduced from 1100 to 730 kg.
  • Fire and cryogenic damage resistance increased from 25 to 40%.

Comment: these changes are aimed to strengthen heavy builds on augers, but weaken relatively light builds at low PS, and achieve the following effects:

  • below 15000 kg mass, augers will do the same damage, but their survivability will be reduced;
  • at masses between 15000 kg and 20000 kg the damage will remain the same, but survivability will increase;
  • above 20000 kg mass, both damage and survivability of augers will increase significantly.

Reducing the mass and increasing resistances further improve the survivability of vehicles on augers.

Icarus IV

  • Flight altitude reduced by 1.33 pins.
  • Tonnage reduced from 1350 to 1100 kg.

Icarus VII

  • Flight altitude reduced by 3 pins and is now the same as that of the “Icarus IV”.
  • Tonnage reduced from 900 to 740 kg.

Comment on hovers: hovers are the best choice for using with firearms because of a number of advantages, one of which is the flight altitude of an armoured car. Changing the altitude will help ground vehicles destroy parts that are mounted on top of the vehicles with hovers. Changing the tonnage should help make some builds lighter.

Bigram

  • Speed in legs mode reduced from 55 to 45 km/h.
  • Traction reduced.

Comment: in its current form, the “Bigram” stands out for its parameters relative to other legs, which may be exacerbated once hovers are weakened. With these changes, it will become the slowest mechanical legs, but will be able to compensate for this with the wheels mode. Changing the traction will slightly weaken its ability to push other vehicles.

Athena

The effect of speed on the spread is reduced in half.

Comment: lack of efficiency. The change will simplify the damage dealing and use of the perk and will help “Athena” to perform well on fast vehicles.

Skadi

Damage increased by 12%.

Comment: not enough damage for a frost cannon of legendary rarity.

Harvester

Perk now accumulates in 0.5 sec. of contact instead of 1 sec. and stacks up to 8 times instead of 7.

Comment: low efficiency of the weapon.

Kaiju

  • Removed negative effects during charging.
  • Damage increased by 8%.
  • Rotation speed increased by 80%.
  • Charged shot can now only be held for 4 sec.

Comment: currently unpopular weapon used only in combination with legs, which are not hindered by its negative effects. The change should fix the situation and make it more efficient when used with other movement parts.

Cyclone

Maximum rate of fire is now achieved in 6 sec. instead of 4 sec.

Comment: high efficiency of the autocannon. This change is due to a recent rebalance that made the rate of fire reset gradually instead of instantaneously.

Draco

Damage reduced by 12%.

Comment: the damage of this flamethrower is too high for its rarity and is close to the damage of the relic “Firebug”.

Yokozuna

  • Mass limit reduced from 21000 to 19000 kg.
  • Power reduced by 9%.
  • Perk active time reduced from 13 to 10 sec.

Comment: after several changes, the cabin has gone from being forgotten to one of the most popular ones. These changes are aimed at reducing the total durability and average mobility of vehicles that use it.

Apollo IV

Durability increased from 427 to 515 pts.

Comment: insufficient survivability for a heavy generator in comparison with other generators.

Scorpion

The damage reduction rate upon piercing parts reduced by 15%.

Comment: the change in damage reduction rate should further strengthen the “Scorpion’s” perk, which is rarely implemented in battles.

Porcupine

  • Blast damage reduced by 11%.
  • Reload time increased from 3 to 3.5 sec.
  • Maximum ammo reduced from 16 to 12 pcs.

Comment: extremely efficient weapon with very high damage and rate of fire, even for a relic rarity. Reducing the maximum ammo will additionally limit the possibility of uncontrollably throwing barrels all over the battlefield.

How to get on the test server?

If you have ever participated in testing features on a special server, then just 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 are logged into 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 into the folder you created (for example D:\Public test\Crossout).
  • After the installation is complete, start the Launcher and log into the game with your username and password.
  • The progress of your main account will be transferred to the test server (including parts in storage and levels of reputation with 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, August 30, 2024 from 13:00 to 19:00 (GMT)
    • Saturday, August 31, 2024 from 13:00 to 19:00 (GMT)
    • Sunday, September 1, 2024 from 13:00 to 19:00 (GMT)
  • After the first phase of testing is complete, additional changes may be made based on the results of the first phase of testing. Testing will then continue:
    • Friday, September 6, 2024 from 13:00 to 19:00 (GMT)
    • Saturday, September 7, 2024 from 13:00 to 19:00 (GMT)
    • Sunday, September 8, 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.

3 Likes

Wow, this is a big change, but is along the lines of what I always thought they should have done with this weapon. Thinking it might be time for me to craft one, if the change goes through.

Wasn’t expecting this, but it’s definitely going to get me using my elephants more.

Glad to see these changes!

This was needed. Glad I resisted buying one before the nerf.

Excited to try some more side-mounted builds with this. It was a good idea, but front mounted was much more efficient, although a bit boring.

This feels excessive. The slowing thing is the most interesting part of this weapon, IMO.

Does this mean it doesn’t give the damage boost anymore? Or just that the perk is always active? I got used to the manual triggering of the perk, but having it always active is more useful.

While I didn’t feel the traction was a huge problem, I know many others will be happy about this.

As an auger lover, I’m happy about this.

This should make it a lot more versatile, and hopefully make it appropriately scary again.

Not sure this is a big enough nerf, but anything helps.

You still should buy one. It is still a halfway decent cannon even after the nerf.

2 Likes

I’m planning on it!
I just wanted to wait until after the inevitable nerf, so that hopefully I can get it at a better price than it’s currently selling for.
I’ve been wanting a cannon like this for a long time, and I’m really glad they added it.

Finally some actual balance changes
Even if they don’t go through with all of these, it’s still exciting to see some unloved parts get some love finally

Especially the TOW I have a fused one sitting in my inventory for many years now without any actual use outside a few novelty builds

2 Likes

Wow some useful changes! Good going devs!

2 Likes

I still wish they would add 3d flight though, I think this is important to bring the weapon up to spec to deal with helicopters. @Charlie9204_XO Please do discuses this in the weekly meetings.

2 Likes

Yea my 200k coin investment is getting a nerf :cold_face:
Screenshot 2024-08-30 165703

Only to be buffed back up again by my favourite cab :rofl: yea :heart_eyes:
Screenshot 2024-08-30 165940

It’s still crazy OP, I tested it on the test server, this tiny nerf will be nothing

Of course, nerf the Raijin. Buy it. Nerf it.

Making the Elephant a cryo weapon is dumb IMO. Guess I’ll just keep using the Narwahl. Maybe I should sell the Elephant.

The new version of Elephant might be a better choice for CC, as you’ll be able to run more armour (or better movement parts/modules) without going over the PS limit.

impossible, they nerfed and buffed what they had to. cant wait for the next item idential to raijin to come out so i get to repeat this comment

Are they reducing the model size? The power consumption? They are HUGE and sluggish. Being even less durable will require several more for redundancy. Will it even out turn a aircraft carrier at that point?

Ouch. What a huge auger nerf. 820hp all the way down to 550. They really feel compelled to nerf light low PS augers that much when they are already trash.

2 Likes

I appreciate change. I rarely whine about much. I wont whine about anything they did here.

I will whine about what they didnt do…which is balance fire. Draco has probably been in my top 2 builds since aquiring them…and I am bored with fire being so powerful. While draco itself is nerfed, wheeled fire builds are buffed overall, by the huge hover and bigram nerfs.

I could be wrong (and hope I am), as I am not on the test servers, but i expect hovers to be MUCH easier for fire (and everything else) to kill, as they likely wont bounce over much at all. And bigrams will be much slower.

What am I missing?

1 Like

“charge can only be held for 4 seconds”
oh f**k off! SERIOUSLY?! this is a charging weapon and hard to use, holding it down for 4 seconds before it goes off is so limiting and unfair.
well looks like another weapon ill be throwing in the junk pile of weapons ill never use again.

omg stop with the hover nerfs! seriously if hovers are THIS MUCH of a burden to this game then remove them for god sake! and “make some builds lighter”?! your making them unusable! now my incinerator hover build is going to be ruined because of this. THANKS DEVS! :expressionless:

uhh… the only way to get these at 30k kg of weight is to use a heavy cabin with an engine and alot of armor… i dont use meatgrinders sooooo… idk.

by nerfing its durability… and by only giving it resistance to fire and cryo damage… anything with a mg is going to eat these things alive…

this is way to excessive. the thing keeping the jotuns good was that slowdown. without that keeping them in the puddle longer they take less damage. common devs…

i meaaaaan… i think this would be a better change for this weapon. it wasnt really good normally but still that laser sight is still going to give you away.

now thats something i didnt foresee. thats interesting but the elephant is a pack item so… how ya gonna make that work?

ok so… i got a bit to say about this. increasing the energy from 10 to 20 is… a HUGE jump in energy cost. itll have to do alot of damage in order to justify that energy spike. lets also not forget that the weapon is not that good, it leaves you vulnerable. i mean depending what modules increase its damage and how much the damage actually IS… it might be good. but i guess we will see. it is good that the weapon doesnt keep you in unguided mode anymore to.

wait… so the cabin is just getting a set bonus to it instead of the activation perk? does… the gun still get the bonus damage or hows this going to work?

nobody uses this perk because its useless. who wants to mount weapons on the sides of tracks? the only thing thatll go there is things like armor.

I really like most of these balance changes prob one of the best ones yet, the draco nerf is not nearly enough and the skadi buff ain’t quite enough either but beggars can’t be choosers. Seems they also finally realized that the tow even existed.

1 Like

Some of the changes are worthwhile, especially the cannon changes, but as for some others…

They’re increasing the energy drain of the otherwise useless TOW rocket from 10 to 20 and some of you think it’s wonderful? What am I missing here?

A weapon that I never see anyone use (except me, and ONLY as a novelty in bedlam), and they’re making it even less useful? Mounting it upside down was the only way you COULD use it at all. Selling it first thing tomorrow.

“Highly efficient” at 8-10k ps? I have nothing against the gun; when I was a newer player, I was excited to get a few of them. However, I wouldn’t consider it effective beyond the 7K ps range.

Oh yes, changing the tonnage will make some builds lighter…because you will be forced to remove most of the armor. Survivability just went out the door.

Wrong, what they SHOULD be saying is that it’s barely better than the Remedy flamethrower. Compare the specs. I only have 1…time to sell that too.

You gotta be shitting me…I just got one today and was going to get a second one. Had I known this was going to happen, I would never have bought it. Never even got to enjoy it yet. Selling it as soon as the 24-hour window expires.


I have a simple solution for the mental minimalists with the rebalancing fetish: just have 1 gun in the game, 1 wheel, and 1 cabin. Everyone uses the same stuff. Just allow the paints and decor to be variable. You won’t need to rebalance anything ever again.

No, I think it just doesn’t reload your weapons on activation anymore.

huh… i mean i think that would be better no?
still the damage bonus on it was nice. they could have a perk where you can activate it to give your weapons a damage boost for a certain number of shots before the perk has to charge. it would only work with the revolvers though to make it balanced.

that got me questioning it to. the tow isnt all that powerful, leaves your build wide open and is just… not good. i dont know why people are liking that change, its odd. i dont think the 150 points of damage added to it should add 10 more energy points to it. they do say though that depending on the modules installed it gains a damage bonus. but… this is stupid because it gains a boost to it when you use the nautrino and it can see all the weak points as you pilot the rocket.

i never used the yongwang myself, what makes mounting it upside down better then mounting it right side up? is it just more accurate?

thats what i thought to. this is a horrible way to balance things out.

i think you forgot the kaiju. they want to completely nuke that weapon and make it unusable.

i doubt anyone will like that change or want them to go through with it. the change would destroy any usefulness that the jotuns have. im getting rather tired of them nerfing stuff like this. we dont want jotuns to be as bad as incinerators.