[PC][PS][Xbox] Crossout: Rundown
In the upcoming July update: lots of your favourite game modes, new event with a reward scale, the long-awaited relic minigun, balance changes and the updated “Crafting” tab. Off we go!
The new “Rundown” event
Attention! The event will be available from July 25 to August 21 inclusive!
- Event levels and their corresponding rewards will be unlocked as you complete special challenges and earn event experience points.
- Event experience points are needed to unlock levels and receive rewards.
- As part of this event, you will receive new challenges: 1 main and 1 additional challenge.
- New challenges appear every day. All incomplete challenges accumulate.
- Basic event rewards are available to all players. These include:
- Coupons for factions’ workbenches;
- 50 in-game coins;
- A number of stickers;
- “Exile’s stash” container with a CK of your choice;
- “Scout’s container” with a random legendary, epic or special part.
- Resource containers;
- Engineer badges.
- All additional rewards (marked with an icon of a lock on a blue background) are available only to those who purchased the “Rundown” pack (regular or deluxe edition). Purchasing the deluxe edition immediately unlocks the next 10 levels and all the rewards of the already unlocked levels.
- Purchasing the pack gives you access to:
- Certain already produced parts;
- Recipes for the production of certain upgraded parts on the event workbench;
- Additional in-game coins;
- 3 paints, a number of stickers “Right dokyo”, “Left dokyo” and “Loader” decorations;
- Storage expansion;
- For each subsequent level, starting from 41, you will receive 120 in-game coins as a reward.
Attention! The “Rundown” packs will be available on all platforms from July 25 to August 21 inclusive!
Return of the “Big Black Scorpions” brawl
Attention! The mode will be available from July 18 to July 24 inclusive!
- The “Big Black Scorpions” is a PvP brawl where players control the same preset armoured vehicles equipped with the “Scorpion” weapon, vertical boosters and “Right dash” and “Left dash” modules.
- The vertical boosters allow you to jump into the air for a short time, which is useful for confusing the enemy, evading fire, etc.
- Be careful: a direct hit from an enemy is practically guaranteed to destroy your vehicle.
- The goal is to destroy as many enemies as possible until the time runs out.
- The mode has respawns.
- The preset vehicle blueprint and its flight physics have been changed since the last iteration of the brawl.
- The reward for the battles of the mode is wires.
Special challenges and rewards:
- Day 1: destroy or help destroy 15 enemies in the “Big Black Scorpions” brawl. Reward: “Speeder’s container”.
- Day 2: complete 2 battles in the “Big Black Scorpions” brawl. Reward: 50 Engineer badges.
- Day 3: earn 2500 points in the “Big Black Scorpions” brawl. Reward: “Humanitarian aid” container.
- Day 4: destroy or help destroy 15 enemies in the “Big Black Scorpions” brawl. Reward: “Speeder’s container”.
- Day 5: earn 3 patches that are unique to the “Big Black Scorpions” brawl. Reward: 80 Engineer badges.
- Day 6: earn 2500 points in the “Big Black Scorpions” brawl. Reward: “Humanitarian aid” container.
- Day 7: destroy or help destroy 15 enemies in the “Big Black Scorpions” brawl. Reward: “Speeder’s container”.
“Taming the dragon” temporary raid
Attention! The raid will be available from July 25 to July 31 inclusive!
- “Taming the dragon” is a raid for 4 players with a mechanics already familiar to many survivors, with confronting groups of enemies.
- A group of players is given a limited amount of time, which can be replenished by destroying enemies and avoiding the destruction of their car. Additional time is also granted for completing a wave.
- If one player’s vehicle gets destroyed, the teammates have the ability to restore the destroyed player back to the battle faster than waiting for the player to be automatically respawned. To do this, you need to get to the place where the player was destroyed and wait for the special recovery scale to fill up.
- Among your opponents, you will encounter enemies with a variety of roles. To win and survive as long as possible, you need to take into account their features:
- Berserker — increased damage, but high vulnerability.
- Cryomancer — uses cryogenic and energy weapons. Leaves a puddle of refrigerant after being destroyed.
- Rocker — increases the damage of all allies in a certain radius around himself.
- Chief — after his destruction, all allies in this wave receive a permanent bonus to the damage they deal.
- Tank — has powerful armour due to increased damage resistance of his parts.
- Communicator — calls for reinforcements some time after the player enters the detection zone.
- Hunter — when dealing damage to players, he leaves a mark on them that increases the damage dealt to them. Destroying the Hunter removes the mark.
- Defender — creates an aura of invulnerability on all allies within a certain radius around himself.
- The final amount of rewarded resources (scrap metal and plastic) depends on how many waves you survive and how many points you score.
Special challenges and rewards:
- Day 1: win 3 battles in the “Taming the dragon” raid. Reward: “Speeder’s container”.
- Day 2: destroy or help destroy 50 enemies in the “Taming the dragon” raid. Reward: “Military reserve” container.
- Day 3: destroy 200 parts in the “Taming the dragon” raid. Reward: 50 Engineer badges.
- Day 4: win 3 battles in the “Taming the dragon” raid. Reward: “Speeder’s container”.
- Day 5: deal 25000 damage in the “Taming the dragon” raid. Reward: “Paints package” container.
- Day 6: destroy or help destroy 50 enemies in the “Taming the dragon” raid. Reward: “Military reserve” container.
- Day 7: earn 10000 points in the “Taming the dragon” raid. Reward: “Storage expansion”.
“Impulsiveness” brawl
Attention! The mode will be available from August 1 to August 7 inclusive!
- Fight with your own armoured car.
- The impulse from shooting and hits is greatly increased.
- The mode has respawns.
- The victory is awarded to the team that scored more points in the allotted time for shooting off parts and destroying opponents. The battle ends if one of the teams scores 4000 points.
- The reward for the battles of the mode is plastic.
Special challenges and rewards:
- Day 1: destroy or help destroy 20 enemies in the “Impulsiveness” brawl. Reward: “Speeder’s container”.
- Day 2: deal 10000 damage in the “Impulsiveness” brawl. Reward: 50 Engineer badges.
- Day 3: complete 3 battles in the “Impulsiveness” brawl. Reward: “Military reserve” container.
- Day 4: destroy or help destroy 20 enemies in the “Impulsiveness” brawl. Reward: “Speeder’s container”.
- Day 5: complete 3 battles in the “Impulsiveness” brawl. Reward: “Military reserve” container.
- Day 6: deal 10000 damage in the “Impulsiveness” brawl. Reward: 50 Engineer badges.
- Day 7: earn 3000 points in the “Impulsiveness” brawl. Reward: 2 “Special stabilizers”.
“Wheels of fortune” brawl
Attention! The mode will be available from August 8 to August 14 inclusive!
- Battles with preset armoured cars equipped with the “Fortune” minelayer.
- The mode has respawns.
- The victory is awarded to the team that scored more points in the allotted time for destroying parts and opponents. The battle ends if one of the teams scores 6000 points.
- The reward for the battles of the mode is scrap metal.
Special challenges and rewards:
- Day 1: deal 12000 damage in the “Wheels of fortune” brawl. Reward: “Speeder’s container”.
- Day 2: complete 2 battles in the “Wheels of fortune” brawl. Reward: “Constructor’s container”.
- Day 3: destroy or help destroy 10 enemies in the “Wheels of fortune” brawl. Reward: “Paints package” container.
- Day 4: deal 12000 damage in the “Wheels of fortune” brawl. Reward: “Speeder’s container”.
- Day 5: complete 2 battles in the “Wheels of fortune” brawl. Reward: “Constructor’s container”.
- Day 6: deal 12000 damage in the “Wheels of fortune” brawl. Reward: “Speeder’s container”.
- Day 7: earn 6000 points in the “Wheels of fortune” brawl. Complete 4 times. Reward: “Trophy CK crate” container.
“At gunpoint” brawl
Attention! The mode will be available from August 15 to August 21 inclusive!
- “At gunpoint” is a team PvP brawl with preset armoured cars.
- The brawl’s main feature is its unusual viewing angle, which simulates a first-person view.
- In this mode, you can select an armoured car from several offered and enter the battle with it. A total of 15 different armoured vehicles are available in the mode.
- The blueprints provided for selection are random. If you don’t manage to choose a car in the allotted time, you will automatically be given one of the offered ones.
- The mode has respawns. Before respawning, you again need to choose an armoured car you want to continue the battle with.
- The team that scores more points in the allotted time wins. The points are rewarded for destroying parts and opponents.
- The reward for the battles of the mode is wires.
Special challenges and rewards:
- Day 1: earn 5000 points in the “At gunpoint” brawl. Reward: “Speeder’s container”.
- Day 2: complete 2 battles in the “At gunpoint” brawl. Reward: “Military reserve” container.
- Day 3: destroy 200 parts in the “At gunpoint” brawl. Reward: 80 Engineer badges.
- Day 4: earn 5000 points in the “At gunpoint” brawl. Reward: “Speeder’s container”.
- Day 5: complete 2 battles in the “At gunpoint” brawl. Reward: “Military reserve” container.
- Day 6: deal 35000 damage in the “At gunpoint” brawl. Reward: 20 in-game coins.
- Day 7: destroy or help destroy 25 enemies in the “At gunpoint” brawl. Reward: 2 “Rare stabilizers”.
New relic weapon: “Devourer” minigun
- Shoots a continuous burst of 48 fast projectiles and then reloads. Needs time to spin up barrels.
- PS: 3900.
- 85% penetration ability.
- Ammo: 7 pcs.
- Durability: 1076 pts.
- Energy drain: 13 pts.
- Mass: 1507 kg.
- Perk: if 30 projectiles from the burst hit an enemy, the next burst will consist of common, cooling, armour-piercing and explosive projectiles fired alternatingly. The armour-piercing projectile penetrates up to 4 pins of structure without losing damage.
Balance changes
Armour slab
The side with the hole on the reinforced half of the part with resistances now has no resistances.
Comment: the part was extremely effective as armour when mounted between weapons with its small side with a hole facing forward. This was especially noticeable on omnidirectional movement parts. The change removes the ability to protect weapons with it in this way.
Rotation speed increased for a number of weapons:
- “MG13 Equalizer” and “MG14 Arbiter”: by 44%.
- “Miller”, “Reaper”, “Spike-1” and “Toadfish”: by 58%.
- “AC43 Rapier”, “AC50 Storm”, “AC72 Whirlwind”, “AC80 Stillwind” and “Yokai”: by 42%.
- “AC62 Therm” and “AC64 Joule”: by 17%.
- “Tempest”, “Whirl” and “Astraeus”: by 60%.
- “Cyclone”: by 36%.
- “Little Boy 6LB”, “ZS-33 Hulk” and “ZS-34 Fat Man”: by 71%.
- “Elephant”: by 50%.
- “ZS-46 Mammoth”, “ZS-52 Mastodon”, “Phoenix”, “Synthesis”, “Prometheus V” and “Helios”: by 100%.
- “Median” and “Varun”: by 40%.
- “Waltz” and “RL-9 Helicon”: by 47%.
- “Narwhal”: by 114%.
- “Jotun” and “Aurora”: by 25%.
- “Quasar” and “Pulsar”: by 75%.
- “Trigger”: by 18%.
- “Destructor”: by 12%.
- “Blockchain”: by 8%.
- “Assembler”: by 22%.
Comment: low rotation speed is an outdated weapon balancing mechanic that affects only the vehicles with wheels or tracks. Therefore, many of the weapons that use this mechanic are only used in combination with the “Oppressor”. The increase to the rotation speed of most of the weapons will allow players to utilize them efficiently in combination with other engines and movement parts that don’t strafe. And using the “Oppressor” will now make the rotation of the weapons as comfortable as possible.
We understand that those changes may make the “Oppressor” less popular. We will rework its perk if it becomes too unpopular.
“Buggy wheel”, “Bigfoot” and “Sabbath”
The perks of these wheels will now have reduced efficiency in combination with other movement parts.
Comment: the perks of these wheels are quite efficient as is, but combining them with other movement parts strengthens vehicles quite significantly. The change doesn’t affect builds made with only one type of wheel, but it weakens vehicles with a lot of different movement parts and the play style aimed at “using all possible perks”.
For example, if half of the movement parts on a vehicle are “Buggy wheels”, their perk currently works at 50% of its maximum, meaning it reduces speed requirements by 20%. After the change, the perk in this situation will work at 35% of its maximum, i.e. reduce speed requirements by 14%.
“Bigfoot”, “Sleipnir”, “Tank track” and “Meat Grinder”
Changed the group of those wheels in the tonnage calculation mechanic. Now, installing those parts will cause other lower movement parts to increase the tonnage and use their perks only if they make contact with the ground.
Comment: when this mechanic was first introduced, we did not separate these movement parts into a group separate from most low movement parts to avoid inconvenience to “tilted” vehicles; and designs with wheels suspended in the air were not popular at the time.
Now, with the increasing popularity of “Bigfoot”, there are cars with lower wheels that act as a source of tonnage and perks without touching the ground, which is unfair to builds with mechanical legs and hovers that don’t have the ability to do so.
“Yongwang”, “Fortune” and “Porcupine”
Attention! This update WILL NOT include the previously announced change (the projectile trajectory no longer depends on the movement speed of the vehicle). We plan to first give the players an opportunity to test this change out at the testing server and provide their feedback on it. Only after that we will make a decision on the further implementation of this change.
Cabins maximum speed upgrade
Bonus changed from +3 km/h to +3%.
Comment: the change is similar to the recent change of the “Phobos” passive skill. The upgrade will not lose its relevance in comparison to other upgrades in the “Power” category, but will give a slightly lower bonus to slow cabins.
Tempura
- The length of the damage zone reduced by 24%.
- Damage reduced by 30%.
Comment: the weapon is too efficient in battles at 5000–7000 PS.
ZS-33 Hulk
The perk now speeds up reloading by 10% instead of 0.3 seconds.
ZS-34 Fat Man
The perk now speeds up reloading by 15% instead of 0.5 seconds.
Comment: the changes are due to the fact that the time bonus could make these weapons reload too fast in some combinations with other reload time bonuses (percentage bonuses). The changed perks will be slightly more efficient (or at the same level) at reducing reload time on most vehicles, but will lose effectiveness in combinations with other bonuses that are too great.
Spike-1
Added perk: “Increases the impulse of other installed “Spike-1” parts by 25%”.
Comment: the unique feature of the “Spike-1” (the high impulse) is almost unnoticeable in its current form. Adding the perk will make the impulse noticeable on medium PS vehicles with three “Spikes”, but will not increase it at low PS levels, where the mass of enemy vehicles is much lower.
Yongwang
Previously, the perk increased damage for each energy point spent on modules by 6%. Now the bonus also depends on the rarity of modules: legendary — 6%, epic — 5%, special — 4%, rare — 3%, common — 2%.
Comment: the efficiency of the weapon was too high at a wide range of PS (7000–16000). The change aims to weaken the weapon at low PS and in “Clan confrontation”, but keep it relevant in battles at high PS.
Quantum
Bonus to the energy weapons damage is now 25% instead of 20%.
Comment: compared to other epic cabins, “Quantum” has a rather weak and narrowly focused perk that needs strengthening.
Caucasus
Dependence of spread on flight speed increased by 2 times.
Comment: high efficiency when used on armoured aircraft. The change only affects the spread in flight (with the rotor on) and does not affect ground gameplay in any way.
Bigfoot ST
Tonnage increased from 1250 kg to 1500 kg.
Comment: the change is due to changing the group of “Bigfoot” in the tonnage calculation mechanic. The change is necessary because the “Bigfoot’s” tonnage is often insufficient for heavy vehicles, and lower wheels will no longer increase it.
Gravastar
Radiators now work with the “Gravastar” like with the other shotguns, meaning they give it a reduced bonus to time before overheat.
Comment: high efficiency at 8000–11000 PS and in “Clan confrontation”.
ST-M26 Tackler
- Energy consumption reduced from 6 to 5 pts.
- PS reduced from 810 to 675.
- Damage reduced by 19%.
Comment: low popularity of this machine gun. The changes will create more options for building a vehicle with the “Tackler”, from installing more “Tacklers” to installing additional modules. The reduce in damage is due to the fact that reduced power consumption alone would make it overpowered.
Snowfall
- Energy consumption reduced from 10 to 9 pts.
- PS reduced from 1350 to 1215.
Comment: the logic is similar to the “Tackler” changes.
Nagual
The increase in spread after a shot reduced from 2 degrees to 1.
Comment: weapon lacks efficiency. The change allows to quickly fire the entire clip with higher accuracy.
Omnibox
Perk now increases speed by 15% instead of 10% in the first mode, and power by 25% instead of 20%. In the second mode, it speeds up cooldown and reloading by 20% instead of 15%.
Comment: cabin lacks efficiency. The change improves each of the modes, increasing their impact on gameplay.
Steppe spider
The perk no longer reduces rocket damage, but the bonus to projectile speed and accuracy is reduced from 50% to 35%.
Comment: the change is due to the low efficiency of the cabin. The perk would be too powerful without the damage reduction; that is why we decided to reduce the bonus to projectile speed and accuracy.
Arothron
- Projectile damage increased by 10%.
- Projectile impulse increased by 20%.
- Pellet damage increased by 10%.
- Pellet spread reduced by 10%.
Comment: lack of efficiency given the complex mechanics of using the weapon.
Fin whale
Speed bonus reduced from 25% to 23%.
Comment: we expect that after the weapon rotation speed changes, a significant number of vehicles that use wheels will replace the “Oppressor” with the “Fin whale”, which will make the average speed of armoured vehicles in the game higher. To reduce this effect, we are bringing the speed bonus of the “Fin whale” closer to that of the “Oppressor”.
Omamori
- The module now absorbs 300 damage instead of 400.
- Durability reduced from 303 to 252 pts.
Comment: even with the increased energy consumption, the module remains too strong and, therefore, highly popular.
Yeti
- Recharge time increased from 16 sec. to 25 sec. (like that of “Chameleons”).
- Manually disabling the module now reduces recharge time by 68% (i.e. to 8 sec., as before).
- The manual disabling delay is now 2 sec. instead of 1 sec.
Comment: the change will reduce the frequency of vehicles entering the invisibility state and increase the value of disabling it. If used carefully, manual disabling of the module will keep the recharge duration the same.
Mandrake
- Energy consumption reduced from 14 to 13 pts.
- PS reduced from 2800 to 2600.
Comment: the logic is similar to the “Tackler” and “Snowfall” changes.
Narwhal
- Energy consumption increased from 12 to 13 pts.
- PS increased from 2400 to 2600.
- The spread increase is now significantly greater during strafing.
Comment: an extremely efficient weapon in various modes. The change aims to weaken vehicles that use “Narwhal” by reducing their number of installed modules and increasing their PS. The change to spread increase additionally adjusts the efficiency of the weapon in combination with omnidirectional movement parts.
Pulsar
- Damage upon hit reduced by 9%.
- Damage bonus for hitting modules reduced from 30% to 20%.
Comment: after adding damage upon hit, the efficiency of “Pulsar” increased significantly, and the perk began to be utilized more often.
Yokozuna
The perk now increases the cabin’s power by 200% instead of 30% and speed by 10% instead of 20%. The bonus to allies’ power is now 50% and speed bonus for allies is now 10% (for any cabins, not just heavy cabins as before).
Comment: the change affects the gameplay when using the “Yokozuna” perk: due to the huge increase in power, it will be more suited for manoeuvring and accelerating and less for catching up with someone. The cabin will also be more useful for any allies, not just the ones with heavy cabins.
Hammerfall
- Energy consumption increased from 10 to 11 pts.
- PS increased from 2000 to 2200.
Comment: the logic is similar to the “Narwhal” changes.
Nidhogg
Damage reduced by 15%.
Comment: the shotgun stands out as having one of the highest damage to energy consumption ratios and has too high efficiency at a wide range of PS levels: from 6000 (2 “Nidhoggs” + “Growl” cabin) to 18000 (2 “Nidhoggs” + 1 “Jormungandr”).
Spark III
“Spark” now reduces the armoured vehicle’s power and speed by 5% instead of 4% when dealing damage, but the effect stacks up to 12 times instead of 15.
Comment: this is partially a reversal of the recent changes that were supposed to make the “Spark” a more independent weapon. Unfortunately, it did not work as intended; moreover, it became noticeably weaker as an auxiliary weapon.
“BC-17 Tsunami” and “CC-18 Typhoon”
Recoil reduced by 23%.
Comment: high efficiency in combination with the “Whaler”, the perk of which charges too quickly when using these guns. The change will also slightly increase the comfort of playing vehicles with other cabins.
Breaker
- Energy consumption increased from 10 to 11 pts.
- PS increased from 3000 to 3300.
Comment: the logic is similar to the “Narwhal” and “Hammerfall” changes.
Jormungandr
- Damage increased by 33%.
- Reloading time increased from 2 sec. to 2.5 sec.
- Heating from a pellet reduced from 12.5% to 5%.
Comment: the shotgun was weak as a standalone weapon and was exclusively used in combination with two “Nidhoggs”. The problem was due to the fact that a shot from a single “Jormungandr” heated enemy parts by 100%, and its own damage was lower than that of the “Nidhogg”. The changes should help “Jormungandr” become a weapon in its own right.
Flash I
“Flash” now reduces power and speed of the armoured vehicle upon dealing damage, and slows the reload speed and cooldown rate of weapons by 5% instead of 3.5%, but the effect stacks up to 12 times instead of 17.
Comment: the logic is similar to the “Spark III” changes.
- The following locations have been adapted for battles with armoured aircraft and added to the rotation:
- Powerplant;
- Chemical plant;
- Factory;
- Sector EX;
- Volcano.
- Improved the collision of the collapsed bridge at the “Bridge” location.
- Updated the “Crafting” tab interface:
- All fraction part recipes are now displayed at a common faction workbench.
- Part production time is reduced for each of the rarities:
- Rare: from 15 minutes to 5 minutes;
- Special: from 2 hours to 1.5 hours;
- Epic: from 6 hours to 5 hours;
- Legendary: from 12 hours to 8 hours;
- Relic: from 21 hours to 14 hours.
- Free workbench coupons still work the same: only for the specified faction (if specified) and only for parts of the specified rarity.
- In conjunction with the “Crafting” interface update, a number of changes were made to other windows that display faction workbenches.
- You can now add a recipe for any part to favourites and see all the parts you bookmarked in one list (the new “Favourites” tab was added to the “Crafting” tab). To favourite a recipe, you need to hover your mouse over a part and click the bookmark icon.
- Added a general “Crafting” tab that displays all currently available workbenches, including seasonal and event workbenches, “Building” and “Badge exchange”.
- Added tracking of challenges progress for each section to the “Challenges” tab.
- Added display of complete challenges chains for events to the “Challenges” tab. Now you can always see what challenges and rewards await you in the future.
- Updated the design of the “Ravagers” faction.
- Updated visual effect of energy shields.
- Optimized the effects of refrigerant puddles and exploding refrigerant projectiles.
- Fixed a bug with vehicles being heavily illuminated when using the “Neutrino” scope.
- Fixed a bug when a music track was not being heard correctly from the parking lot roof in the Syndicate garage.
- Fixed a bug that caused the “Trending” filter in the Game center to not work properly.
- Fixed a bug that caused “SD-15 Vulture” drone explosion damage to not increase from cabin perks and co-driver bonuses.
- Fixed a bug that caused “Catalina’s” perk to accumulate when a “Morta” projectile passes through allies and armoured car wrecks.
- Fixed a bug that caused “Catalina’s” perk to accumulate when its own drones got destroyed.
- Synchronized the “Yongwang” grenade launcher animation with its reloading sound.
- The “Yeti” invisibility module added to the list of parts that can be used while obtaining the “Backstab” patch.
- Fixed the location of some environment objects on the “Fortress” map.
- Fixed the “Jawbreaker” cabin paint mask.
- Improved the suspension of the “Small wheel”.
- Battle search is now automatically canceled after accepting or sending an invitation to a group.
- Fixed a bug that caused vehicles that use hovers to not be destroyed when falling down on the “Air harbour” map.
- Fixed a bug that caused “Bigfoot” and “CR-2 Petrel” perks to not work properly.
- Fixed a bug when approaching certain walls on the “Clean island” map was counted as being outside the battle zone.
- Improved a number of in-game texts and icons.