* [PC][PS][Xbox] Crossout: Dronapocalypse 🤗

[PC][PS][Xbox] Crossout: Dronapocalypse

Dronapocalypse is back! This year there will be an even greater variety of drones and leviathans, 3 new locations for the mode, thematic rewards, and constant fun! In this update, you will also find a new event with a rewards scale and many important balance changes.


Attention! The event will last from March 23 to April 9 inclusive!

Key features of the brawl:

  • The battle takes place in the “8 vs 8” format.
  • The team that defeats the enemy leviathan wins the battle. If at the end of the allotted time, no team destroyed the enemy leviathan, then the one whose leviathan has more durability remaining wins. If at the end of the battle both leviathans have the same amount of durability, then the battle ends in a draw.
  • Survivors use pre-assembled drones in this brawl.
  • This year, we have again rebuilt the familiar leviathans, and also added a lot of new leviathans and drones with new weapons.
  • A voiceover of important events has also been added to the mode.
  • At the start of each battle, you are automatically given a drone with random weapons.
  • The mode has respawns. Before each respawn, you need to choose one of the 5 drones to continue the battle. The shown blueprints are randomly selected. If you fail to choose a drone in the allotted time, you will automatically be given one of the five picks.
  • Choose a drone wisely and take into account the current situation on the battlefield. The right choice will help you not only destroy the enemy leviathan faster, but also buy time by controlling your opponents and defending your leviathan.
  • From battle to battle, the leviathans of your or enemy teams may change.
  • This year, in addition to the already existing locations in this mode, we have added 3 new maps for Dronapocalypse:
    • Winter version of the “City pond”;
    • “Deadly crossing”;
    • “Oasis”.

Special challenges and rewards

  • During the event, a special challenge for 2 victories in “Dronapocalypse” will be available to you every day. For completing each challenge, you will receive a “Reward for laughter” container.
  • Rewards for opening the container are issued randomly.
  • Among the rewards there are several items from past April 1 events, as well as brand-new ones:
    • “Cyberduck”;
    • Paint: “Mattress”;
    • Hologram “Imaginary friend”;
    • Decor “The big question”;
    • A number of thematic stickers.

“Polar lights” season

As we have mentioned on the official platforms and in-game chat, the original duration of the “Polar lights” season was specifically extended so that all players would have the opportunity to complete all accumulated challenges and produce all necessary parts before the end of the event. Therefore, the additional month didn’t offer any new weekly challenges. Unfortunately, the increase in event time for less active players was perceived in a different way.

We have made conclusions and decided to add weekly challenges to the “Polar lights” season. The new challenges will appear in the game in a future update, but definitely before the current list of weekly season challenges is exhausted. After that, new weekly challenges of the season will be issued every week until the season is over.

“Waderkvarn stash” event

Attention! The event and pack will be available until April 16 inclusive!

  • The levels and corresponding rewards are unlocked as you complete special challenges and earn event experience points.
  • Event experience points are required to unlock levels and receive rewards.
  • As part of this event, you will receive new challenges every day, until the last day of the event (inclusive): 1 main and 1 additional challenge.
  • The challenges are updated every 24 hours.
  • The base event rewards are available to all players without exception. They include:
    • Access to the production of a new weapon: laser revolver “Athena” (as well as its upgraded version);
    • Containers with resources;
    • Certain stickers, decor and paint;
    • Engineer badges;
    • 50 in-game coins.
  • All additional rewards (marked with a lock icon on an orange background) are only available to those who have purchased the “Waderkvarn stash” pack. Purchasing the pack gives you access to:
    • Already produced and tradable parts;
    • New CK “Ragnarok” for the grenade launcher “Retcher”;
    • Additional 550 in-game coins;
    • Additional paints, stickers and decor;
    • Ability to produce certain parts during the event;
    • For each subsequent level, starting from 36, you will receive the nailgun “Summator” as a reward. Nailguns can be used in the production of parts on a special event workbench, as well as sold or used in upgrades.

Attention! The “Waderkvarn stash” pack will be available:

  • PC: with the start of the event until April 16 inclusive.
  • PlayStation®: from March 23, 10:00 GMT, to April 16 inclusive.
  • Xbox: from March 23, 12:00 GMT, to April 16 inclusive.

New Weapon — laser revolver “Athena”

Fires bursts of 7 laser beams that heat up enemy parts on hit. There are 4 charges in the cylinder. After they are fired, the weapon is reloaded automatically.

The Dawn’s Children’s laser revolver is a real marvel at the junction of engineering craftsmanship and cutting-edge science. Thanks to its cylinder reloading system, it can maintain an aggressive rate of fire without overheating the weapon.

  • Rarity: legendary.
  • PS: 2400.
  • Deals blast and energy damage.
  • Durability: 393 pts.
  • Energy drain: 6 pts.
  • Mass: 743 kg.
  • Perk: if all beams from the burst hit the target, the last of them will additionally deal blast damage.

At the moment, “Athena” can only be produced during the “Waderkvarn stash” event.

Weekly challenges

Implemented minor adjustments to the conditions of the regular weekly victory challenges in medium and hard raids (will take effect from March 27):

  • Now these challenges can be completed in any raids of the specified difficulty, without being connected to a specific resource.
  • Challenges for victory in raids became a part of the single chain.
  • The first challenge of the chain has become easier, so the reward in badges for completing it has decreased.
  • The reward for the second challenge is higher.
  • The total number of badges awarded for completing both challenges has not changed.


Added new vehicle blueprints for AI opponents (3500 — 4000 PS).

  • Added the ability to break glass windows on a number of locations:
  • Peaceful atom;
    • Assault Force garage;
    • Engineer garage;
    • Old Engineer garage.
  • During the battle on the map “Nameless tower”, in certain weather conditions, all attentive survivors will notice a pleasant surprise.
  • Improved a number of environmental objects in the Old engineer garage.

Rebalancing the cabins from “common” to “special” rarity

Comment: in the current realities, most of the cabins and rare cabins are in little demand compared to the “Duster” and, especially, “Growl” cabins. Special cabins, in general, are hardly in use. Parameters were rebalanced on the same principle as they are configured for the cabins of epic and legendary rarity. For the most part, this is seen in the addition of energy in exchange for mass limit. Special cabins received weakened versions of the epic cabin perks. The change for “Guerilla” is aimed at improving the player’s starting experience.


  • Now gives 9 pts. of energy (instead of 8 before)
  • Tonnage reduced from 3000 to 2800 kg.
  • Mass limit reduced from 6000 to 5500 kg.
  • PS increased from 300 to 350.


  • Durability increased from 170 to 200 pts.
  • Mass reduced from 300 to 250 kg.
  • Tonnage increased from 2000 to 2200 kg.
  • Mass limit increased from 4000 kg to 4200 kg.
  • Power increased by 5%.
  • PS increased from 350 to 450.


  • Now gives 10 pts. of energy (instead of 9 before).
  • PS increased from 350 to 450.


  • Cabin type changed to “light”.
  • Now gives 10 pts. of energy (instead of 9 before).
  • Tonnage reduced from 2800 kg to 2400 kg.
  • Mass limit reduced from 6000 kg to 4700 kg.
  • Max. speed increased from 80 to 90 km/h.
  • Power reduced by 25%.
  • PS increased from 350 to 450.


  • Now gives 10 pts. of energy (instead of 9 before).
  • Tonnage increased from 3000 to 3300 kg
  • Mass limit reduced from 7000 to 6500 kg
  • PS increased from 350 to 450.


  • Now gives 10 pts. of energy (instead of 9 before).
  • Tonnage increased from 3000 to 3300 kg.
  • Mass limit reduced from 9000 to 8000 kg.
  • PS increased from 350 to 450.


  • Now gives 9 pts. of energy (instead of 8 before).
  • Mass reduced from 2400 to 2000 kg
  • Tonnage increased from 4000 to 5000 kg
  • Mass limit reduced from 12000 to 11000 kg
  • PS increased from 350 to 450.


  • Now gives 11 pts. of energy (instead of 10 before).
  • Tonnage reduced from 4000 to 3500 kg.
  • Mass limit reduced from 9000 to 8500 kg.

Hot Rod

  • Now gives 11 pts. of energy (instead of 10 before).
  • Mass limit reduced from 9000 to 8000 kg.


  • Now gives 11 pts. of energy (instead of 10 before).
  • Tonnage increased from 4000 to 4200 kg.
  • Mass limit reduced from 9500 to 9000 kg.


  • Now gives 11 pts. of energy (instead of 10 before).
  • Tonnage reduced from 4500 to 4000 kg.
  • Mass limit reduced from 9000 to 8500 kg.


  • Now gives 11 pts. of energy (instead of 10 before).
  • Tonnage increased from 4000 to 4100 kg.
  • Mass limit reduced from 10000 to 9000 kg.


  • Now gives 10 pts. of energy (instead of 9 before).
  • Tonnage reduced from 6000 to 5500 kg.
  • Mass limit reduced from 16000 to 14500 kg.


Max. speed increased from 50 km/h to 55 km/h.


  • The influence of mass on acceleration reduced by 43%.
  • Added a perk: increases the number of extra charges from “Ammo pack” and “Microfactory” modules by 20%. Extends the radius of projectile explosions by 10%.


Added a perk: weapons that have energy damage and are mounted on an armoured vehicle with this cabin deal 15% more damage to heated parts.


  • Tonnage reduced from 6500 to 6200 kg.
  • Mass limit reduced from 17500 to 16800 kg.
  • Added a perk: taking damage temporarily increases the inflicted damage. Max. effect — 15% at 1000 damage.

Other changes in part parameters

Car jack

  • The part no longer drains energy.
  • PS reduced from 85 to 65.
  • It’s not possible to install more than one jack on the vehicle.
  • After using the module, the armoured car receives a penalty to speed and power for 5 sec.
  • The time to activate the automatic car jack reduced from 15 to 10 sec.

Comment: we would like to make the module more popular, as well as give players a choice: wait 10 seconds until the automatic jack is activated, or install the module and be able to immediately return to combat after being turned over, but at the cost of a short-term loss in mobility.

Avenger 57mm

  • Firearm damage reduced by 10%.
  • Mass increased from 370 to 468 kg.
  • Ammo decreased from 35 to 20.

Comment: analysis of statistics after previous changes to reduce energy drain while improving other parameters showed that the weapon has become too effective for a weapon of “common” rarity.


Durability increased from 30 to 45 pts.


Durability increased from 36 to 72 pts.

Comment: both generators, in comparison with other generators (including the light “Thor-6S”), have a very poor ratio of survivability to damage caused by detonation relative to other generators.

ML 200

  • Added the ability to mount the legs on all sides of the armoured car.
  • The animation has been changed: the legs will no longer stand in parallel to each other, their placement will resemble the legs of a spider.
  • The hitbox of the model has been slightly reduced.
  • Durability reduced from 810 to 750 pts.
  • Increased the height within which the legs are still trying to find a point of contact when they come off the ground.

Comment: frontal mounting is aimed at expanding the capabilities of the in-game constructor. The changes in animations will be aimed only at visual improvement.
Because of these changes, the hitbox and durability of the movement part were slightly reduced. Changes in height should reduce the number of situations where the leg “bends” and doesn’t look for a point of contact, although the length of a straightened mechanical leg allows it.


Power penalty reduced from 25% to 20%.

Comment: these legs show lower efficiency compared to “ML 200”. Because “Bigram” was initially designed as a “lighter” version of mechanical legs, it should consume less power.
We should note that changers to the animation and installation on all sides of the vehicle cannot be implemented to “Bigrams” due to their specific features.

Icarus IV

PS increased from 220 to 350.

Icarus VII

PS increased from 220 to 300.

Comment: in anticipation of the planned changes to firearm damage of projectiles (after which a lot can change for vehicles with “screen” armor), we are satisfied with the current parameters of hovers. But in the 5000 - 6000 PS range they stand out too much (especially “Icarus IV”), which we wouldn’t like to leave unnoticed. Increasing the PS should improve the situation.


  • The minimum delay between the accumulation of the bonus will be increased from 3 to 4 sec.
  • The amount of damage required to accumulate the bonus when using weapons of “common” rarity, will be increased by 12%.

Comment: increasing the delay should slightly equate automatic weapons to single-shot weapons in terms of the rate of bonus accumulation from the perk. The damage requirement for weapons of “common” rarity turned out to be too low compared to other rarities.

ST-M26 Tackler

The perk of “ST-M26 Tackler” is now implemented through damage protection rather than damage resistance. This is due to technical features and optimization.

AM-5 Avalanche

Fixed an issue where the “Avalanche” projectile didn’t lose direct firearm damage when destroying vehicle parts.


Fixed an issue where the damage absorbed by “Omamori” was further reduced by the resistance upgrade, the talent of the co-driver “Grizzly”, or any other similar perk.


  • The drone’s maximum flight speed was reduced from 150 to 90 km/h.
  • Now the reduction of speed and power of the cabin from perk is 3% (instead of 4% before).
  • Drone durability increased from 58 to 84 pts.
  • Damage increased by 6%.

Comment: with the drone’s previous flight speed and the size of the penalty to the enemy’s speed and power, it was almost impossible to break the distance and drive away from him. These changes are aimed to equalize the two types of counterplay destroying a drone or breaking the distance) without drastically changing the overall effectiveness of the weapon.

  • Now you cannot “like” your own blueprints shared on the exhibition.
  • Updated the appearance of the window with the item contents in the store. Also, the content of the item (in a pop-up window in the general list of items) is now displayed as icons.
  • Added an in-game notification about the ongoing special event for part upgrading.
  • Added a setting “Spectate through the player’s eyes” (enabled by default). In spectator mode, the camera is fixed to the crosshairs of the selected vehicle. Moving the mouse with the RMB or stick pressed switches the camera control to manual. It can be disabled in “Settings” — “General” — “Game”.
  • Added a specific value of the received bonus for the rifle to the perk description.
  • Added a display of the number of clan battles played to the personal survivor file.
  • Improved the appearance of the window with special requirements for the blueprint.
  • Added a new setting for gamepads — “Additional camera boost”. With its help, you can adjust the gradual acceleration of the camera movement along the horizontal axis while holding the stick in its furthest position.

  • Recorded and added new shell casings sounds for the “Aspect” and “Nothung” machine guns.
  • Optimized the firing sounds of the “Synthesis” and “Helios” weapons.
  • Improved environmental sounds in garages.
  • Recorded and added new sounds for the “Frankenstein” CK.

  • Due to certain technical problems, the “Full-screen” screen mode has been removed. Now it’s possible to change the resolution in the “Windowed Full-screen” mode. Unlike “Full-screen”, this mode works better with multiple monitors.
  • Added new attachment points for the part “Frontend”.
  • Updated the visual and physical models of the part “Gun-mount wheel”.
  • Updated the visual and physical models of the part “RS-1 Ruby”.
  • Added the ability to discard the items that cannot be sold or used in production, upgrading or recycling from the storage.
  • Added stickers of the game’s partners:
    • JBRider;
    • Crossout Lovers;
    • High Potential.
  • Added visual effects for a number of exhaust pipes (decor):
    • Chingachgook;
    • Winnetou;
    • Corno destro;
    • Corno sinistro;
    • Braid;
    • Tank pipe.
  • Improved appearance of the cabin “Huginn”.
  • Improved the textures of the part “Captain’s bridge”.
  • Optimized the effects of the CK “Hammerhead fish” for the “Omnibox” cabin.

  • Fixed a bug where the “Meat grinder” auger couldn’t deal damage to large parts on contact. To fix the error, it was necessary to make changes to the part’s model. Because of this, some of the blueprints may become incorrect. In order to correct the error, it will be enough to just remove and mount the part in the same place.
  • Fixed one of the known bugs that caused a wheeled car to “stick” to the walls for a short time after colliding with them.
  • Fixed a bug where a tracked vehicle couldn’t be turned over using a carjack until the player was holding the “forward” button.
  • Fixed a bug due to which the sound of the tracked vehicle landing wasn’t always played.
  • Fixed a bug where the “Jubokko” minelayer, while being covered with other parts, couldn’t fire if the vehicle was standing on a slope.
  • Fixed a bug where the parts mounted on the “Oppressor” engine were visually present in the air.
  • Fixed a bug that allowed player to get outside the game zone when playing on the “Cursed mines” map.
  • Fixed a bug where it was possible to change the armoured car blueprint while waiting in the battle queue.
  • Fixed a bug due to which, after the player gets destroyed, the enemy that destroyed the player wasn’t shown.
  • Fixed a bug where deleting one of the saved blueprints could block the interaction with other blueprints.
  • Fixed a bug with incorrect animation of the “Huginn” cabin’s engine.
  • Fixed a bug with a mismatch between the visual and physical models of the cliff in the Engineer garage.
  • Fixed a bug due to which one of the walls on the “Sector EX” map could become invisible at a certain camera position.
  • Fixed a bug where a wall could block the view if an armoured vehicle was standing close to it.
  • Fixed a bug due to which player armoured cars could appear on top of each other on the “Chemical plant” map.
  • Fixed a bug with the incorrect location of the neutral base on the mini-map of the “Peaceful atom” location.
  • Fixed a bug due to which the skill of the co-driver “Phobos” didn’t work for the minimum detection range.
  • Fixed a bug with the lack of sound of the triggered “King” mine.
  • Improved a number of in-game texts, descriptions and icons.
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As another event unfolds with the “new norm” of event crafting! Taking an item only available in the stores as a pack item or from the market with an artificially inflated market price solely for a money grab. If this keeps up as the new norm of events it will surely discourage any clients. One way to make a fast buck in the current failing world economy. Surely not from me. Also the back to back events never seen before in this game offered so frequently. Sad state of affairs IMHO.


I’ll be looking up!


Grats JB!

In case anyone missed it, just remove and re-equip to fix issue :slight_smile:

Kill cam is back baby!

Aw crap! there goes my sneak attacks!

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Happy about the balance changes and bug fixes, pleased about the return of Dronapocalypse, not interested in the mini-BP.

Really hoping they go through with the projectile changes after this. Getting impatient!

Droneapocalypse is still fun, which is good, the new voice lines are a bit of a hit and miss, but some of them are pretty funny

No pack seems to be in the store with the donuts and fake scorpion, not that I would buy it even if it was but looks like it’s not internationally available then

Sad that they went ahead with the Icarus IV being more ps bloated now, now it is absolutely outclassed by the Icarus VII even further, to the point that Icarus IV sucks even further compared to the VII

New minipass, new thing to ignore

Athena is not that great luckily at least based on exhibition tests, so not being able to get it does not feel that bad at all, especially at what they are trying to rip out of people financially for a chance to own them. Gun sucks lmao

New drone hologram looks neat

Not sure what the new adding of weekly challenges does to polar lights level progression, I make around 6-8 levels per week, now with these new weekly challenged added, I counted I’ll make the same 6-8 levels per week again so eh?

The new mechanism is good for weapons that can achieve its characteristics, but there are others such as immediate hit bullet damage and pure explosions which for technical reasons they may not have been changed which is a pity, perhaps with probabilities such as 90% chance of getting through those frames, pure explosions can’t get through small fragmentation armour, But at least letting them get through the frames(I’ve mentioned some other suggestions before, but there are so many changes that it may not be feasible)

I’m not so worried about that. Just letting cannons penetrate better will shift the meta a lot, and in my testing, I’ve always found that spaced armour is much more effective against cannons than any other projectile weapon.

It’s a bit of a pity, but it’s better than not changing anything

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In game store lists prices in EUR instead of $. Convenient. I guess I can’t buy anything then, since I don’t have any EUR. Oh-well. :wink:

Seriously though, it looks like a darn good spot to reel in my wallet anyway. The new psychology of it will work out great. Since I’m not trained to spend EUR like I am $, I am able to shop without any subconscious urge to spend. Thanks, Pavlov. I don’t even know what the prices are (don’t tell me, let me guess) so what do I know what “Sale” means now? I don’t. Haha, you can’t catch me now…no speaky European. :upside_down_face:

Previously, in the game is used in US dollars, I use CNY to exchange into US dollars still need fees, and have to buy items at a more expensive price, then there are online platform other channels can buy, so using them, recently is not clear what the situation, in any case I have enough coins

This makes me wonder - I was sure that cabin’s power dictated the rate of acceleration reduction by increasing mass. Turns out it is a separate stat. In that case, what is cabin’s power actually influencing?

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I am also curious about that. I remember the nerfed the same stat for Kami, as it was helping hovers accelerate way too quickly, but until then I assumed that’s what Power meant.
I’m guessing that power is essentially the time it takes to get to max speed on a skeleton build, while there’s a hidden stat that determines how much mass slows you down. It would make more sense to me if that stat was what tonnage meant, but I don’t think it is.

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I have been waiting for this as well as the Punisher Horseshoe hover meta drives me up a wall. But then, I realized the following:

  1. When I started playing in 2019, Typhoons were the no. 1 relic by a mile. You would drive along and Boom. Wheels shot off, engine blown, spinning in circles. You didn’t even see who hit you. If you used spaced armor, then the paralyzing perk got you.

  2. The test server Typhoons are worse than the 2019 Typhoons. They punch through everything, and blow up in the middle of your build for a thousand + points of damage every shot.

  3. I don’t own Typhoons.

Xbox’s own HCommanderH explains the problem thusly:

I want this. For me, not against me. At least I get to see the Punisher hovers and have ways of fighting back against them.

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I’m going to have to agree. If the change goes through “as is” it will be very bad for the game.

Weapons will need major adjustments to be fair.

i have no idea what hes saying. can you elaborate?

why is that? im kind of lost here. i watched the video but i dont understand what hes saying in the video as i dont speak that language.

In the notes about the changes, they seemed pretty clear that they intend to rebalance the weapon damage, once they figure out the penetration mechanics.
Having said that, I expect the first month after the change to be full of people figuring out cannon exploits.

Honestly, I’m ok with getting hit hard by cannons. It should hurt to get hit by a high end cannon, and it feels weird that most of my builds can just shrug off the majority of cannon hits. I don’t even really use spaced armour much.

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HCommanderH says: [email protected]#$%^&. Or so I gather. My Espanol is a little bit rusty.

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I get you man, and I read the same thing.

BUT that is what really scares me.

Not only are they trying a completely new feature they also have to balance all the canons in the game.

I do think a canon change does need to be added, no one can deny that, but they don’t have a very good track record of being able to implement something on this scale without major issues.

Fun will be fun for the people that make everyone suffer I guess :slight_smile: lol. Welcome to CrossOut!

He talks English at the end.

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Right. Now, it takes 4 clean Typhoon salvos onto the front of any of my hovers to have something bad happen to my build. They are just a minor inconvenience. In real life, 1 cannon blast would put any aircraft into pieces.

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