* [PC][PS][Xbox] Crossout: Next step

[PC][PS][Xbox] Crossout: Next step

Crossout is taking the next step and invites the players to become pilots of their own battle walkers! Assemble your walking war machine and tear your enemies to pieces! This update features: the new season with robotic legs and other parts, the “Next step” game mode, your favourite brawls, the new map for the “Bedlam” mode, balance changes and many other new features!

“Next step” season

Attention! The season and Battle pass packs will be available until December 18 inclusive! On consoles, the Battle pass packs will be available from September 19, 10:00 GMT!

New parts of the season

Attention! Armoured vehicles that use the new robotic legs can take part in the “Next step” game modes, in all raids, and in some brawls.

“Flamingo” robotic leg

  • Rarity: special.
  • PS: 400.
  • Maximum speed: 80 km/h.
  • Tonnage: +4310 kg.
  • Cabin power: -40%.
  • 15% blast damage resistance, 20% ram damage resistance and 30% melee damage resistance.
  • Durability: 1200 pts.
  • Mass: 1400 kg.

“Tengu” light robotic leg

  • Rarity: epic.
  • PS: 800.
  • Maximum speed: 90 km/h.
  • Tonnage: +4700 kg.
  • Cabin power: -25%.
  • 10% blast damage resistance, 30% ram damage resistance and 20% melee damage resistance.
  • Durability: 1070 pts.
  • Mass: 1120 kg.
  • Perk: When activated, performs a short and fast dash in the direction of the armoured car’s movement. Cooldown — 4 sec. If the armoured car makes contact with an enemy, the ability is blocked for 2 sec.

“RL-M Dino” heavy robotic leg

  • Rarity: epic.
  • PS: 1000.
  • Maximum speed: 70 km/h.
  • Tonnage: +6800 kg.
  • Cabin power: -50%.
  • 25% blast damage resistance, 20% ram damage resistance and 20% melee damage resistance.
  • Durability: 1550 pts.
  • Mass: 1750 kg.
  • Perk: Can be used to fly for a short time. The delay before cooldown is 4 sec.

“Swarm” rocket launcher

  • Rarity: legendary.
  • PS: 2200.
  • Fires fast and maneuverable rockets that home in on an area, fly on a plunging trajectory and explode on hit. The volley launches 24 rockets. Radar increases the range of fire.
  • Ammo reserve: 14 volleys.
  • Durability: 331 pts.
  • Energy drain: 11 pts.
  • Mass: 265 kg.
  • Perk: For each rocket from a volley that hits an enemy, the damage of the next volley increases by 2.5% and its reload speed increases by 3.5%. Maximum effect is achieved when 8 rockets successfully hit the target.

“Jackie” module with power nodes

  • Rarity: legendary.
  • PS: 600.
  • Explodes and deals damage when destroyed.
  • Durability: 303 pts.
  • Energy drain: 3 pts.
  • Mass: 264 kg.
  • Perk: Improves the parameters of parts attached to the power nodes depending on the type: weapons — +20% to damage, cabins — +7% to maximum speed, engines — +20% to the power of the armoured car.

“Slaughterer” grenade launcher

  • Rarity: legendary.
  • PS: 2400.
  • Fires slow projectiles that fly on a ballistic trajectory. On hit, the projectile splits into 6 fragments that explode within a small area. When the firing button is held down, the projectile will not split on impact and will have hit damage, the ability to penetrate enemy parts as well as increased accuracy and effective range.
  • Ammo reserve: 16 pcs.
  • Durability: 525 pts.
  • Energy drain: 12 pts.
  • Mass: 720 kg.
  • Perk: For every 2 enemy parts hit by the explosion, the damage of the next shot increases by 4%. The maximum bonus is 32%.

“BWC Warrior” cabin

  • Rarity: legendary.
  • Medium cabin.
  • PS: 2100.
  • Maximum speed: 70 km/h.
  • Tonnage: 6100 kg.
  • Mass limit: 16000 kg.
  • Energy supply: 24 pts.
  • Durability: 450 pts.
  • Mass: 2850 kg.
  • Perk: Mode 1: increases the maximum speed of the cabin by 10% and its power by 20%. Bonus damage for mode 2 accumulates during movement up to 10% after travelling more than 400 m. Mode 2: increases the damage of all weapons by 10%. Dealing damage accumulates additional bonuses to maximum speed and power for mode 1 up to 10% and 20% respectively. The higher the rarity of the weapons, the more damage you need to deal to accumulate the bonuses. Additional bonuses stay active for 10 sec. after switching to the corresponding mode.

Structural parts

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  7. 7

General information

  • There are 75 “main” levels with rewards in the season. Levelling up in the event will unlock new rewards.
  • Starting from level 76, the player can unlock bonus rewards of “additional” levels of the rewards scale.
  • During the season, the player receives a special resource — “Bearings”. A player can exchange a certain amount of accumulated “Bearings” without additional expenses for a part from the list of available parts or for other available items.
  • After reaching level 122 of the season, the player receives 15 “Bearings” for each subsequent level if the Battle pass is purchased.
  • At the end of the season, all unused “Bearings” will be withdrawn from the game.
  • All players without exception can unlock:
    • Recipes for the production of new parts and their upgraded versions during the season.
    • 150 pcs. of “Bearings”.
    • 100 in-game coins.
    • A logo for banner customization.
    • New structural parts.
    • Resource containers.
    • Engineer badges.
    • 1 container with “epic” parts of your choice for the additional levels of the reward scale.
  • Players who have purchased the Battle pass may receive the following:
    • An armoured vehicle with the new “special” robotic legs, ready for battle.
    • New crafted and upgraded parts. Please note that such parts are issued with certain upgrades and cannot be sold or bought at the market.
    • New garage “Scavengers’ camp”.
    • 2 new portraits.
    • Additional in-game coins.
    • 1 container with “special” parts of your choice (for an additional level of the reward scale).
    • Cosmetic items: paints, stickers, decor.
    • 1 “Storage expansion” and 1 “Blueprint storage”.
    • Additional “Bearings”: both for the levels of the main scale and for additional levels of the season.
    • New elements for banner customization.
  • Rewards marked with a lock icon are only available with the Battle pass.
  • Parts that you didn’t have time to unlock can be purchased at the in-game market from other players.

Season level up

  • You can increase your level in the season by completing special daily and weekly challenges.
  • At the end of the day, all uncompleted daily challenges are reset and replaced with new ones.
  • Every Thursday, after the list of challenges is updated, all uncompleted weekly challenges are carried over to the next week.
  • Weekly challenges of the season are divided into “main” and “additional” groups. At one time, 4 “main” and 2 “additional” challenges are issued.
  • Try not to miss challenges to unlock all available rewards as soon as possible.
  • When the event level is increased, the reward is issued automatically.
  • You can still complete the regular daily and weekly challenges to gain badges and other resources.

The new “Next step” game mode with armoured aircraft and battle walkers

  • All main PvP missions that previously allowed the use of armoured aircraft have been replaced by “Next step” modes and now allow the use of battle walkers with robotic legs.
  • The modes can be accessed by: combat vehicles with the new robotic legs, armoured aircraft and armoured cars.
  • All “Next step” modes have respawns.
  • The team that first accumulates 15 victory points wins.
  • Victory points are earned by destroying the enemies and picking up capsules that they drop.
  • Allies may pick up the capsule left by a destroyed teammate before the opponents do, so that it does not add victory points to the enemy team.
  • The mode has a number of modifiers for different types of armoured vehicles:
    • All armoured vehicles:
      • Increased weapon damage;
      • Increased ammo reserve for weapons and fuel reserve for boosters.
    • All armoured cars without robotic legs or rotors:
      • Increased power;
      • Improved surface traction.
    • Armoured vehicles with hovers and mechanical legs (not the new robotic legs): increased maximum speed.

“For the Emperor!” brawl

Attention! The brawl will be available from September 19 to September 25 inclusive!

  • “For the Emperor!” is a team PvP brawl. Players take part in the battles on preset vehicles.
  • Specially for the “Next step” season, we have updated the preset cars blueprints. Now all kinds of movement parts will be used in the mode, except rotors.
  • The reward for the battles of the mode is scrap metal.

Special challenges and rewards:

  • Day 1: destroy or help destroy 5 enemies in the “For the Emperor!” brawl. Reward: 2 “Paratrooper’s containers”.
  • Day 2: destroy 50 parts in the “For the Emperor!” brawl. Reward: 80 Engineer badges.
  • Day 3: complete 3 battles in the “For the Emperor!” brawl. Reward: “Humanitarian aid” container.
  • Day 4: destroy or help destroy 5 enemies in the “For the Emperor!” brawl. Reward: 2 “Paratrooper’s containers”.
  • Day 5: earn 1000 points in the “For the Emperor!” brawl. Reward: 1 “Blueprint storage”.
  • Day 6: complete 3 battles in the “For the Emperor!” brawl. Reward: “Humanitarian aid” container.
  • Day 7: deal 10000 damage in the “For the Emperor!” brawl. Reward: CK container.

Upgraded parts workbench

During “For the Emperor!” brawl, you will also have access to a special workbench with a rich assortment of parts with predetermined upgrades. Don’t miss out on the many popular parts with the most efficient upgrades to greatly improve your gameplay!
Attention: not all recipes will be available at once. The list will be renewed daily up to and including September 22.

“Firefight” brawl

Attention! The brawl will be available from September 26, 06:00 GMT to October 2 inclusive!

  • Team brawl. Players take part in the battle on preset vehicles.
  • If a team destroys the opposing team before the time runs out, they win. Otherwise, it’s a draw.
  • Each player is issued an armoured vehicle on hovers, which has a number of weak points, as well as a number of places that are completely invulnerable.
  • We improved the dynamic of the mode and made a number of changes, including increased speed and power of armoured cars, as well as a significant reduction in weapon reloading time.
  • In order to destroy the enemy, you must accurately aim for their weak points and manage to keep your own weak points out of the line of fire.
  • The reward for the battles of the mode is wires.

Special challenges and rewards:

  • Day 1: destroy or help destroy 1 enemy in the “Firefight” brawl. Reward: “Sniper” sticker.
  • Day 2: complete 2 battles in the “Firefight” brawl. Reward: 80 Engineer badges.
  • Day 3: deal 2500 damage in the “Firefight” brawl. Reward: “Military reserve” container.
  • Day 4: destroy or help destroy 2 enemies in the “Firefight” brawl. Reward: “Lemon smoke” paint.
  • Day 5: earn 450 points in the “Firefight” brawl. Reward: “Military reserve” container.
  • Day 6: complete 2 battles in the “Firefight” brawl. Reward: 80 Engineer badges.
  • Day 7: destroy or help destroy 4 enemies in the “Firefight” brawl. Reward: “Horns” decor.

“Enemy in reflection” brawl

Attention! The brawl will be available from October 3, 06:00 GMT to October 9 inclusive!

  • The “Enemy in reflection” is a team PvP brawl with preset vehicles, which continues the traditions of the “Spring mayhem” and “Confrontation”.
  • Battles take place on preset armoured vehicles of the Brotherhood or the Ravagers.
  • At the beginning of each battle, you can choose the desired armoured car. If you do not have time to choose a car in the allotted time, the blueprint is randomly selected.
  • There is a choice of 5 blueprints with different weapons, movement parts and, accordingly, roles:
    • Scout: high-speed and lightly armoured APC with a radar detector. No radar or radio is installed on other vehicles;
    • Tank: offensive armoured combat vehicle;
    • Anti-aircraft gun: a good option for battles at medium and long distances, vulnerable to flank attacks. Good counter to armoured aircraft;
    • Bomber: rocket APC with high damage and light armour;
    • Armoured aircraft: aerial fire support. Vulnerable to precision anti-aircraft fire.
  • The same blueprint can be selected at the same time by no more than 3 players.
  • Your objective in the battle: fill the point scale earlier than the opposing team, or score more points before the time runs out. Points are awarded for the destruction of opponents and for assists.
  • A team is awarded a win if it scores 50 points and outscores the opponent’s team by at least 5 points.
    • If the battle time is over, but the gap of 5 points between the teams is not reached, then the teams are given additional time. At the end of the additional time, the victory is awarded to the team that has more points at that moment.
    • If at the end of the additional time the teams scored the same number of points, the battle ends in a draw.
  • For the destruction of opponents, the team is awarded points according to the formula “1 + the number of bases captured at the time of destruction”. You can always check how many points your team will get for the opponent’s destruction at the moment by looking at the number of filled diamonds under the team points counter.

Leaderboard

Attention!

  • Quitting the battle before its completion is considered a defeat and leads to a loss of rating points, as in case of a defeat.
  • If the player has not scored the minimum number of activity points in the mode (40), it is also considered a defeat.

For moving up the leaderboard and moving to the next league, you will get rewards:

  • Iron: starting league, no rewards.
  • Steel: 2 “Elite fighter” stickers and “Tank pipe” decor.
  • Bronze: “Quagmire” paint.
  • Silver: “Bucket” decor.
  • Gold: “Quackstein” decor.
  • Legend:
    • 1–3 places: 2 “Legendary merchant cases”.
    • 4–10 places: 1 “Legendary merchant case”.
    • 11–50 places: 2 “Epic merchant cases”.
    • 51–500 places: 1 “Epic merchant case”.

Special challenges and rewards:

  • Day 1: destroy 250 parts in the “Enemy in reflection” brawl. Reward: “Paratrooper’s container”.
  • Day 2: complete 2 battles in the “Enemy in reflection” brawl. Reward: 50 Engineer badges.
  • Day 3: deal 12000 damage in the “Enemy in reflection” brawl. Reward: “Military reserve” container.
  • Day 4: earn 2500 points in the “Enemy in reflection” brawl. Reward: 80 Engineer badges.
  • Day 5: destroy 250 parts in the “Enemy in reflection” brawl. Reward: “Paratrooper’s container”.
  • Day 6: deal 20000 damage in the “Enemy in reflection” brawl. Reward: “Humanitarian aid” container.
  • Day 7: destroy or help destroy 12 enemies in the “Enemy in reflection” brawl. Reward: 20 in-game coins.

“Kaiju” brawl

Attention! The brawl will be available from October 10, 06:00 GMT to October 16 inclusive!

  • “Kaiju” is a PvP brawl in the “Free for all” format.
  • The player who destroyed the most enemies wins.
  • Each player fights on a preset armoured car equipped with the weapon “Kaiju”.
  • The reward for the battles of the mode is scrap metal.

Special challenges and rewards:

  • Day 1: earn 2000 points in the “Kaiju” brawl. Reward: “Engineer’s container”.
  • Day 2: complete 2 battles in the “Kaiju” brawl. Reward: 50 Engineer badges.
  • Day 3: earn 2000 points in the “Kaiju” brawl. Reward: “Engineer’s container”.
  • Day 4: deal 8000 damage in the “Kaiju” brawl. Reward: 5 “Repair kits”.
  • Day 5: complete 2 battles in the “Kaiju” brawl. Reward: 50 Engineer badges.
  • Day 6: earn 2000 points in the “Kaiju” brawl. Reward: “Engineer’s container”.
  • Day 7: destroy or help destroy 15 enemies in the “Kaiju” brawl. Reward: 2 “rare” upgrade stabilizers.

New map “Way to the top” for the “Bedlam” mode

Only the most daring can get to the top of this anomaly.

Challenge your armoured car driving skills, stock up on good luck charms and try to conquer the way to the top!

Structural parts

Reduced damage resistances:

  • Engineers
    • Bullet damage: from 20% to 15%
    • Blast damage: from 20% to 15%
  • Nomads
    • Bullet damage: from 30% to 20%
  • Syndicate
    • Bullet damage: from 30% to 25%
  • Hyperborea
    • Bullet damage: from 35% to 30%
  • Founders
    • Bullet damage: from 20% to 15%
    • Blast damage: from 20% to 15%
  • Scavengers
    • Bullet damage: from 15% to 10%
    • Blast damage: from 35% to 25%
  • Steppenwolfs
    • Bullet damage: from 15% to 10%
    • Blast damage: from 35% to 25%

Comment: the latest increase of damage resistances turned out to be excessive, since heavy parts became more advantageous than the light ones to the extent that was not originally intended. Lowering the values of resistances to the most popular damage types should correct the situation.

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.

Lupara, Sledgehammer, Mace, Thunderbolt, Hammerfall, Breaker, Gravastar

  • Optimum range reduced by 10%.
  • Maximum range reduced by 33%.

Comment: the change should lower the efficiency of the shotguns by making them more dependent on vehicle’s speed and its ability to get into close range.

Tempest

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

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.
  • Reloading time increased from 7 to 10 sec.
  • 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 parameters change and adding the perk 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.

Thresher

  • Energy drain reduced from 12 to 11 pts.
  • PS reduced from 1620 to 1485.

Comment: low efficiency. Changes will reduce the PS of the vehicle by changing the generator or the option of installing an additional module.

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 5%.
  • Rate of fire increased by 16%.
  • Durability increased from 262 to 284 pts.

Comment: low efficiency of the autocannon.

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 605 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 20% 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 13% 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 25000 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 25000 kg.
  • The perk now depends on the original mass of the armoured vehicle, i.e. it does not reduce with the loss of parts in battle.
  • Durability reduced from 820 to 550 pts.
  • Mass reduced from 1100 to 730 kg.
  • Fire and cryogenic damage resistance increased from 25 to 40%.
  • The penalty to cabin power reduced from 28 to 18%.
  • Tonnage increased from 3100 to 3600 kg.

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 14000 kg mass, augers survivability will be reduced;
  • above 14000 kg mass, augers survivability will be increased;
  • augers damage will be increased at any mass above 10000 kg.

Reducing the mass, increasing the tonnage and resistances further improve the survivability of vehicles on augers; and reducing the power penalty increases their mobility.

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, and will also improve the stability of such vehicles. 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 leg, but will be able to compensate for this with the wheel 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.
  • Durability increased from 662 to 760 pts.

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%.
  • Fire rate reduced by 6.6%.
  • Overheating speed reduced by 4.3%.
  • As a result of the above changes, the time to overheat increased by 12%.

Comment: the damage of this flamethrower is too high for its rarity and is close to the damage of the relic “Firebug”. The change of fire rate combined with the change of damage reduces the damage per second parameter. The change of overheating speed partly makes up for the changes, reducing the damage dealt before overheating less than damage per second.

Yokozuna

  • Mass limit reduced from 21000 to 19000 kg.
  • Power reduced by 9%.
  • Power bonus from the perk reduced from 200% to 135%.
  • 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.
  • Projectile speed reduced by 10%.

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.

Co-driver “Yuki”

Passive skill “Light alloys”: bonus to tonnage increased from 5 to 15%.

Comment: the current value of the bonus is too low and has almost no effect on the armoured car’s parameters.

Continued…

  • Now the shield of the “Nova” cabin becomes more transparent when the camera is zoomed in with a scope.
  • The painting of the following parts has been improved:
    • “Car jack”;
    • “Left filter” and “Right filter”;
    • “Blastoff” and “Hermes” boosters;
    • “Right phantom fender” and “Left phantom fender”;
    • “Armored track” in the “CK Snow worm”.
  • The “Camera auto-follows car movement” option is temporarily disabled for battle walkers.

  • Fixed a bug that caused “Raijin’s” damage bonus to not increase blast damage.
  • Fixed the position of certain environment objects at the “Old Town” location.
  • Fixed a bug that caused the progress of season challenges to be 100% when there were multiple uncompleted challenges.
  • Fixed a bug that caused the indicator for the availability of all components to produce a part to take blocked parts in storage into account.
  • Fixed a bug that caused “Yongwang” to not shut down when losing a generator and running low on energy.
  • Fixed a bug that caused the “Titan” wheel perk accumulation effect to not turn off when an armoured aircraft rotor was activated.
  • Fixed a bug that sometimes caused the leader icon in the “Frontier defence” raid to not be assigned correctly.
  • Fixed a bug that caused the barrel tilt animation of the “Devourer” minigun to not match the actual tilt angle of the barrels.
  • Fixed a bug that caused a rotor to stop if it was touching the “ceiling” in the Horsemen of Apocalypse garage.
  • Improved a number of in-game texts and icons.
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thanks for the nerf,cant wait to upgrade something else to get nerfed. :stuck_out_tongue_winking_eye:

screenshot-240919-100641(23;3;40)

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“A weak weapon with a unique mechanic.” Yes, and now you’ve made it 100% useless with your energy and ps increases. Why don’t you just get rid of it? It’s obvious to me you’re sorry you ever designed the weapon; just remove it from the game already.

And on another note, glad I sold my yongwang just the other day, anticipating the nerf.

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oh look at that, the new weapons are ALREADY ON THE MARKET!
gee isnt it nice that the whales are getting their fix? :roll_eyes:

the “missile launcher” looks interesting. its like the mandrake in which it can hit pretty far away. im going to get 2 of these for fun.

the “grenade launcher” might as well be a BB gun. this thing is WEAK AS F YALL. i tried the first explosive mode and it does 190 base damage with additional as explosive… and a little over 300 damage when charged… wow… the retcher facepalms at this thing. are you sure this isnt a special tier weapon?

legs: what the hell doofy cartoon did they pull these out of? they look so funny running around like that!

MAJOR NOTE: i tested these in the garage and these actually deal damage to enemies if you land on top of them. however you have to be VERY accurate with them. you have to physically land ON TOP OF THEM in order to deal damage. how much damage do they deal? well i landed on a cabin on one of the training trucks from about 1/2 of the booster height and did about 474 damage to the cabin itself. 530 on max height. so go ahead and do with that info what you will.

I’m actually excited about the TOW change. I’m going to finally try it out this week!
One of the few old weapons that I have never tried, other than in the Droneapocalypse events.

The new guns are not that threatening when trying them out on the test track, Slaughterer sucks like everything explosive, and while Swarm can do ok damage so can Lucifer on a test track, I don’t see it performing any better or worse than Lucifers for the most part

Legs are kinda neat, honestly the little I have fought against legs in the emperor brawl, they are fun to fight against with non-leg builds, so I really don’t see much reason to wall them off from normal pvp, they seem fine rather than as annoying as trying to engage a heli with a ground build not specifically designed to fight helis. Dash is ok and jump flight is meh

New cab is lackluster and kind of too much busybody work with switching between the perks and whatnot, so convoluted

Out of the little I managed to test the balances before servers became completely unplayable due to constant ping and lag and your build just teleporting in a random direction every 10 seconds or turning by itself into a random direction due to ping spikes (No seriously the after-update lag and ping has not been as bad as with this update ever before, I could not play even if I wanted to currently so i am just gonna marathon some anime instead adn hope it fixes itself out eventually)

Anyway Raijin is still very good, Kaiju became a god gun, TOW change is kinda ok, on a fully beefed out 12k tow only build you can do some serious damage per shot, Manitou change is also pretty nice, not OP but it definitely needed that. Now you can actually use the perk to beef up your shots during a battle rather than never being able to.

Hover nerf for me feels more like a buff, while closer to the ground many builds can no longer just straight up drive under me and make me unable to aim my guns down enough to hit them, and the few battles I was in, it felt like rather than enemies slipping under your hover or tilting it in a way that you just can’t shoot at anything, they just bumped you around, so now you can fight back a bit more better than before. Wish I got to test it out in more than 5 battles though but crossout servers are crossout servers

All I want is a revert to the MASSIVE energy increase it got. It does really bad damage for a 20 energy weapon.

Even when you max out your modules?

I know some people find Yongwang damage underwhelming, but I always found it pretty good if you ran a lot of modules like you’re supposed to.

I’m trying to decide what modules to use with the TOW build I plan on making. I might try to use the boosters that are collecting dust in my storage, or possibly my Daze module.

Still no fix for their broken omni, atom and augur mechanics?, shame on them.
Still no fix for their new and improved Bot A.I.?
You are a sucker if you send these goons your money.
They cant even fix their own game and just pump out more content completely oblivious.

Those were intentional. They’re not changing them.

Intentionally breaking movement parts, and people keep saying its the new fast pivot nobody uses?
result, nobody using these movement parts anymore, another dev fail.

I use augers a lot still, and really enjoy the quick pivot.
I think you might be using the controls differently than I do though.
But it also seems like you are not willing to adjust your technique.

Really looking forward to trying them since the update. Reduced power drain is something I’ve been asking for forever.

How does one adjust their technique to movement parts that turn their car uncontrollable left or right 90 degrees when they stop moving? just keep moving and never stop?

That’s pretty much how I play all movement parts.

But as me and others have said many times, the quick pivot only happens if you rotate/turn while not using the accelerator or strafing controls.
I think your problem is that you aren’t using the strafing controls enough. Most of your maneuvering should be done with strafing, often in combination with rotating/steering.

Anyway, you seem to be the only one on the forum experiencing this problem, which is a sign that your problem is due to your technique, not a bug.

Just got rid of my Tow rocket. It was fused, so all I could do was salvage it for pittance. You don’t make a “weak” weapon better by doubling its energy cost. Got some really sharp minds on that development team. Like I said earlier, the devs obviously don’t want the weapon in the game; they should just remove it altogether.

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And yet i see a 90% reduction of people using these parts ingame since they patched in their new improvement, i dont care what people on the forum say, playing the game alot will make you see for yourself.
I even made a video about it awhile ago pointing out the obvious.

But i think most ingame players dont use this forum, but rather the steam forum of this game, so maybe thats why you dont see many complaints about this.

my guess some WH40K afficionado works in targem or smt. more like it (various walker legs, For The EMPEROR!!!.. :grin:)
hope they “fixed for the emperor” (didn’t try it as of yet…) 'cuz it was a disgrace to the emperor…i think those poor space marines (the blue tanks…) commited ritual suicide after the last one ended, and the orks (the spiky ones)…returned to the drawing board with a very big ? over their heads… :rofl:
(…need more DAKKA!.. :rofl:)

plus, my guess he/she wanted to go around driving a dreadnought into war…

…and “if adv mode was more like this”…

…(…i know, i know…)…i wouldnt mind legs and helis in adv mode…
:grin:

…or, smt like this… ( :grin:)

You just proved Poony’s point. The wobble didn’t exist when you were moving forwards, only when you let off the gas, and I assume based on the sound it made that you pressed the handbrake, making the “wobble” worse. It’s not bugged, you just have to adapt.

1 Like