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[Announcement] Additional information about the “Big chase” update


Hello!

We remind you that the update 0.13.80 is scheduled to be released next week. This update will include a new season with a battle pass, an updated “Chase” mode, as well as a redesigned co-drivers system and a new PvP map.

Like we promised earlier, today we will share additional information about the update.

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are implemented into the game or may not make it into the game at all.

[h2]New amusement rides for the range[/h2]

In this season, all battle pass owners will be able to receive new amusement rides which will add more various challenges to the track on your range. These rocket and machine gun turrets can be activated and deactivated. Activated turrets will constantly attack your armoured car. Each type of turrets can be activated and deactivated separately.

[h2]Co-drivers[/h2]

First of all, we’d like to thank everyone who took part in the mass testing of the new co-drivers! Thanks to your feedback and suggestions, we’ve also made one very important change (and there may be more of them till the update is released).

[h3]Mass limit bonus skill[/h3]

Among other popular comments, the requests to add a skill to increase the mass limit of an armoured car stood out noticeably. We heard you and will definitely add such a skill, but there is one important point to consider. In its current version (+500 kg to the mass limit, like on the game servers), this skill affects the in-game balance too much, and, in fact, provides an ultimate and non-alternative bonus for many builds. This is especially true for lightweight and medium armoured vehicles.

In order to balance this skill against all others, we will change its mechanics. Now it will provide a bonus to the mass limit in the amount of 3% of the current armoured car’s mass.

For example, an armored car of 15,000 kg will receive an increase of 450 kg, which is almost identical to the original bonus. As a result, practically nothing will change for heavy armoured vehicles. But for lightweight and medium vehicles, the difference will be within a few heavy parts that will need to be removed or replaced with lighter ones.

[h3]Co-drivers for other types of weapons[/h3]

Separately, we’d like to answer questions about co-drivers who would have special skills, for example, for plasma weapons.

Previously, it was mentioned that the starting amount of co-drivers will be expanded. In future updates we plan to add more specialized heroes, which would work well with certain types of weapons and match certain situations on the battlefield. As a result, almost every player will be able to find a co-driver that will fit their style of gameplay.

We will share the information about the upcoming co-drivers with you in advance so that you can evaluate their pros and cons. By the way, we already have some ideas regarding the upcoming co-drivers, so you can expect new information about them in the foreseeable future.

[h3]Resource to unlock new co-drivers[/h3]

The resource for unlocking the co-drivers (previously titled “glory points”) will be called “Intel”. How will you be able to earn it?
  • Upon reaching reputation level 30, the player is given a certain amount of intel as a gift, for which you can unlock one co-driver of your choice.
  • You can start earning intel in PvP battles (missions) when you reach reputation level 30 with the “Engineers” faction.
  • In total, a certain amount of intel can be stored on one account at a time. Any intel that is obtained in battles over the limit does not accumulate.
  • A certain amount of intel can be earned in battles in one week.
  • An active premium subscription will increase the weekly limit and the amount of intel received for each battle.
  • Compensation will take into account both the normal levels of old co-drivers and the levels that players have spent resources on. For one fully leveled-up old co-driver, the player will receive enough intel to unlock one new co-driver.
  • All intel acquired through refunds, purchases of packs, giveaways and gifts are added and stored over the limit.

[h2]Balance changes[/h2]

[h3]Structural parts[/h3]

In this update, we will make changes to the formula that automatically calculated the parameters of structural parts. In some cases, the calculation may have been done incorrectly. It is planned that the parameters of the following parts will change:
  • “Left buggy corner” and “Right buggy corner”
    • Durability increased from 3 to 4 pts.
    • PS increased from 5 to 11.
  • The durability of “Digger side” increased from 62 to 64 pts.
  • The durability of “Backend” increased from 118 to 155 pts.
  • “Mengu”
    • Mass increased from 139 to 296 kg.
    • Durability increased from 86 to 183 pts.
    • PS increased from 30 to 68.
  • “Haraate”
    • Mass increased from 161 to 343 kg.
    • Durability increased from 69 to 212 pts.
    • PS increased from 35 to 77.
  • “Gessan”
    • Mass increased from 263 to 562 kg.
    • Durability increased from 113 to 347 pts.
    • PS increased from 58 to 126.

[h3]Crossbows[/h3]

With the “Big chase” update, we will refine the physical models of the “Spike-1”, “Toadfish”, and “Phoenix” crossbows. After those changes, their size will decrease and they will correspond to their visual models better.

[h3]Cabin “Master”[/h3]

Previously, we have already announced changes for the “Master” cabin. After mass testing, we decided to improve the cabin a little more and reduce the maximum heating received from the perk to 25%. As a result, the full list of changes looks like this:
  • Cabin type changed to “Medium”.
  • PS reduced from 2400 to 2100.
  • Max. speed cabin reduced from 95 to 75 km/h.
  • Tonnage increased from 5000 to 5350 kg.
  • Weight limit increased from 10000 to 14100 kg.
  • Mass increased from 750 to 1150 kg.
  • Now the cabin heats up to a maximum of 25% (instead of 100% before).
  • Now, the automatic activation of the parts restoration occurs immediately after the cabin heats up to the maximum possible level. You can still turn off the cabin heating manually at any time.
  • Now the perk description looks like this:
    When the module is activated, the cabin heats up to 25% for 5 sec., and then cools down for 5 sec., restoring 10% of durability per sec. to the parts that are connected to the power nodes. After 2 sec. of being active, the module can be disabled. This will stop the heating and reduce the durability recovery percentage accordingly. Cooldown is 10 sec.

[h3]Disc launcher “Ripper”[/h3]
  • Now the weapon rotates freely around its axis.
  • Durability increased from 484 to 581 pts.
  • Mass increased from 540 to 648 kg.
  • Disc impact impulse increased by 40%.
  • Weapon rotation speed increased by 25%.
  • The time before the disks that are stuck in objects are destroyed has been increased from 5 to 7 sec.
  • Damage received from colliding with discs that are stuck in objects has been increased by 2 times.

[h3]Drone “SD-15 Vulture”[/h3]

We plan to leave the balance tweaks unchanged:
  • Target acquisition time reduced by 19%.
  • The drone’s flight speed increased by 5%.
  • Enemy detection range increased by 17%.
  • Cooldown time reduced from 13 sec. to 12 sec.
  • Explosion radius increased by 80%.
  • Blast damage reduced by 53%.
  • Periodic damage increased by 33%.
  • The drone now deals periodic damage 5 times before it explodes.

[h3]Pulse accelerator “Astraeus”[/h3]

The physical size of the projectile has been reduced by 75%.

Next week, we plan to launch our official livestream, where we will show all the new features and major changes in the upcoming update. And tomorrow we invite everyone to take part in the final mass testing of the new co-drivers. Don’t miss it!

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[Video] Crossout Show: Big Scary


https://youtu.be/8PKuzVqVHZY
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When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!

In this episode:
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[Announcement] Crossout Art — July 2022


July is finally here and that means that a new big season in Crossout will begin soon!

There are just 2 weeks left before survivors can get their hands on lots of new parts, the updated “Chase” mode, new co-drivers and a new PvP-map. And those are only the major changes and novelties of the update! The confrontation between the Steppenwolfs and the Syndicate promises to be a memorable one!

The monstrous build from our July artwork could become the perfect vantage point to track the movements of the truck and its convoy. What if the survivor is setting him up for just that?

We remind you that you can download this and many other artworks from the “Wallpapers” section on our official website.

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[Development Blog] New features of the upcoming season. Part 5


Hello!

Today we release the final development blog about the upcoming season. Some of you have guessed correctly that we are going to finally show a new cabin and, possibly, a new module. Let’s find out more about these parts!

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.

[h2]Passive defence module of legendary rarity[/h2]

With this module, the vital parts of your armoured car will be safely protected! The device uses power nodes — special welding points that provide an additional bonus to the parts that are attached to them. The new module is able to absorb half of the damage dealt to parts that are attached to its power nodes.
  • The module can only absorb a certain amount of damage, i.e. the absorption resource is limited.
  • If the damage that the module absorbs doesn’t exceed or is not equal to the absorption threshold, then the resource is gradually restored if no damage is dealt to the parts attached to the module. Taking damage interrupts the recharging process.
  • If the damage absorbed by the module exceeds the absorption resource, then the excess damage is dealt to the module itself. In this case, the module recharges and the defence resource will not be available until it is completed.

Let’s analyze everything with examples (all numerical values are provided only to make the examples more understandable):

[h3]Example 1[/h3]
  • Let’s assume that the absorption resource of the module is 200 pts.
  • The enemy fires at your weapon, which is attached to the module’s power node and deals 100 damage.
  • The weapon receives 50 damage, and the remaining 50 pts. are consumed by the module’s resource. Its absorption resource is reduced from 200 pts. to 150.
  • If the module doesn’t absorb any damage again within a few seconds, its resource begins to gradually restore back to 200 pts.

[h3]Example 2[/h3]
  • The enemy fires at your weapon, which is attached to the module’s power node and deals 600 damage.
  • The weapon receives 300 damage, and the remaining 300 pts. are absorbed by the module. But, because its resource is limited to 200 pts., it absorbs only these 200 and the remaining 100 pts. deal direct damage to its durability. In this case, the module is deactivated until the resource is fully restored and will be able to absorb damage again only after the recharge is complete.

[h2]Lightweight legendary cabin[/h2]

If you compare the parameters of the new cabin with the ones of “Griffon”, you will not notice any striking differences. The cabin has a slightly higher maximum speed, but a slightly lower tonnage and mass limit. The cabin is not as durable as “Griffon”, but at the same time, it is noticeably lighter. And the main “feature” of the cabin is, of course, its perk.

As you know, there are a lot of parts in the game that impose various negative effects on opponents. Such effects, for example, include: heating of parts, slowing down an armoured car and weapon rotation, shells that are attached to the vehicle and explode after a while, etc.

Now imagine that in the heat of battle you can ignore all these effects and, as if nothing had happened, circle around the enemy at the same speed and/or not be afraid that the vehicle parts will receive increased damage from heating.

All this is possible with the new cabin! Its perk not only removes all negative effects from your armoured car, but also makes the car immune to them for the entire time while the perk is active. The same applies to enemy shells that are attached to your armoured car: they will be automatically destroyed. Once used, the perk recharges for a certain amount of time.

[h2]New structural parts[/h2]

In the new season, each player will be able to get the left and right versions of two new structural parts: “APC fender” and “Turret vault”.


[h2]New decorations[/h2]

We haven’t forgotten about those survivors who always strive to assemble the most authentic cars. New neon lights and side mirrors will be at your service!

This concludes our series of devblogs about the upcoming update “Big chase”. We remind you that the season is planned to be launched in the middle of July. In case there are any balance tweaks or other important changes planned for this update, we’ll be sure to inform you about it in our news.

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***Encrypted signal***


Survivors!

Beep! Encrypted signal. There is 1 attempt left to unlock the information. If you make a mistake, the file will be destroyed.
"In what year, according to history of Crossout world, the main Mechanics' HQ was destroyed and faction split into two smaller ones?"
Insert answer here: xo.pub/

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