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[Special]+50% Reputation in battles and switch between factions without waiting!


Attention all survivors!

Get ready for the particularly fierce battles — it’s bonus XP days in the Wastelands! During these days you will be able to become more powerful and gain any favour from the factions faster! On June 17, 18 and 19 the bonus to all reputation earned is 50%. Moreover, you will be able to switch between factions without waiting.

[h3]The event will be available from 10:00 GMT on June 17 until 05:00 GMT on June 20![/h3]

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[Development Blog] New features of the upcoming season. Part 3


Hello, survivors!

Today we are releasing the third part of our devblog, which means the start of the new season is getting closer! Let’s take a look at the new special autocannon, the legendary artillery launcher and 2 more new CKs.

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]Special autocannon for short and medium distance firing[/h2]

We continue to expand the range of “special” weapons for those players who have just begun their journey in the Wasteland world, as well as for those who occasionally take part in battles on lower PS levels, but don’t want to change their favourite weapon.

This special autocannon is the predecessor of the epic “Whirl”. But, if it seemed to you that this is another “younger” version of the weapon, with all its parameters being lower than for its epic counterpart, then it’s not so simple.

This autocannon has a slightly lower rate of fire, has less durability, and heats up faster. But on the other hand, it deals the same amount of damage as “Cyclone” and has an increased firing accuracy!

We are sure that this curious weapon will find its fans among the autocannon enthusiasts or those who just want to try this type of weapon out.

[h2]Legendary rocket artillery[/h2]

Have you often wanted to punish an impudent enemy who has taken up a position and is now firing from that hill over there with one powerful and precise shot? Or take a moving enemy by surprise with one unexpected shot? Then this weapon is for you!

After a first quick glance, some might say that this is the second “Mandrake”. But the first impression is deceptive: all these weapons have in common is their aiming mechanics.

Artillery shells hit without a miss. Do you remember how randomly the shells of “Mandrake” can scatter on the battlefield? 5 artillery rockets launched at the same time hit much more accurately, and you have almost no chance of missing a stationary target. If the enemy didn’t understand who he was dealing with and didn’t begin to change his position before your next shot, then it’s likely that he will no longer be able to retaliate.

The full power of this artillery can be observed during movement: the weapon’s reloading will be boosted as the speed of your armoured car increases. This will allow you to get even more benefit from frequent position changes: not only will you be safe, but you will also be on your guard.

Finally, we’d like to mention the ability to conduct accurate preemptive fire: once in a battle against a driver armed with powerful artillery, the enemies will always plan their route carefully. Or they will pay for their carelessness.

[h2]Customization kits for the “Aurora” combat laser and “Small track”[/h2]

Many of you have commented that there are plenty of CKs for wheels in the game, but there are none for other types of movement parts. Let’s change this situation: we present you the first CK for the small track!

As for “Aurora”, we think you will immediately guess who created this new appearance for this laser. It would seem that a weapon of a high-tech faction cannot become even more high-tech, right? The Syndicate can do anything.

[h2]Additional information about the co-driver system rework[/h2]

In the last devblog, we briefly described the rework of co-drivers, which will be one of the new features included in the upcoming update. In the comments, we’ve received a lot of questions about the reasons why we compensate only the experience earned by leveling up the existing co-drivers, but not the resources spent on unlocking their skills.

We want to clarify this point: it’s not just experience that will be compensated with glory points, but the resources as well, so your new co-driver line-up will be equivalent to the one you have now! In other words, those who didn’t invest resources into unlocking the levels of their current co-drivers and limited themselves to only levels for “experience” will receive less glory points than those who unlocked all levels and spent resources.

In the next devblog we will share the information about a couple new parts, as well as about a long-awaited return of... can you guess what? Yes, the co-drivers system rework is not the only surprise of the upcoming update.

See you soon!

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***Encrypted signal***


Survivors!

We have intercepted encrypted signal. It contains a riddle, which will give you the word. This word gives you access to the secret file.
"What was the name of the Waderkvarn corporation rival, which still exists in the Wasteland?"
The answer must be pasted here: xo.pub/

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[Video] Crossout Show: Shall We Dance?


https://youtu.be/LimfeS56bDE
Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to [email protected] containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win!
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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[Development Blog] New features of the upcoming season.


Hello!

We continue to share the details of what you can expect with the start of the ninth season in Crossout. It’s time to tell you about one of the most long-awaited changes that you’ve been regularly asking us about. Today’s devblog will be devoted to the co-drivers system rework.

Please note that all co-drivers changes described in this devblog are preliminary. It’s possible that the final version of this mechanic, which will be presented in the update, will receive a number of additional changes. In this devblog, we will discuss only our current plans.

Let’s start with the fact that the co-drivers system will be completely redesigned. We took the maximum amount of comments and suggestions from the players into account, and we are working on turning this mechanic with doubtful benefits into an important part of the game.

[h3]List of co-drivers[/h3]

We will abandon the current list of co-drivers and present you with new characters. Each of them will have their own personal card, where you will be able to see the co-driver’s skills, additional information and their visual appearance. A certain number of co-drivers will be available at the start, and their list may be expanded in the future.

[h3]Co-driver skills[/h3]
In the current system, the skills of co-drivers rarely affect the outcome of the battle. Among them, only a few really useful bonuses can be distinguished, and in order to receive them, the co-driver must reach his maximum level. The new system will change this situation.

Our main goal is to make each co-driver useful for certain kinds of armoured vehicles and to give them specific roles on the battlefield. Long-range combat enthusiasts will definitely be interested in choosing “Sniper”, and thanks to a co-driver codenamed “Rogue”, the fans of close-range battles will become even more dangerous while they are being close to their enemies.

Each co-driver will have several passive skills that will improve your armoured car’s parts in one way or another. They can include: a bonus to weapon rotation speed, reduced spread, increased projectile speed, increase in mass limit and tonnage, increased radius of explosions or flame puddles, and much more. There will also be a “tank” co-driver, and all his skills will be aimed at providing maximum survivability on the battlefield.

In addition to useful passive skills, each co-driver will have their own “talent”. In order to activate it, you will need to perform certain actions. One of the co-drivers, for example, will be able to increase the damage you deal to the enemy for a certain time and highlight the weak spots on the enemy’s car. To activate this talent, you will need to hold your crosshairs on the enemy for a certain time. And the other co-driver will be able to restore the durability of their car by collecting the remains of destroyed enemies.

Of course, the skills that are listed here are not final and may be changed several times before we are ready to present the final version to you. But, we think that you have caught the essence of future changes and how the right co-driver can affect the course of the battle.

[h3]Co-drivers leveling up system[/h3]

With the new system, there will be no need to level up a co-driver to get the next skill. Each co-driver with all his skills will be purchased for “glory points” (this name may be changed later). Glory points will be earned in every battle. Just by playing the game, you will gradually be able to accumulate the required number of points and unlock the next co-driver of your choice. After you have unlocked a co-driver, all his skills immediately become available to you.

[h3]Will there be some kind of compensation for old co-drivers and the resources spent on them?[/h3]

Of course! We will take all the unlocked levels of all your co-drivers into account and issue a corresponding amount of glory points. You can use these points to unlock new co-drivers.

[h3]When will we be able to try out this new system?[/h3]

We will definitely launch a test server where everyone will be able to try out the new co-drivers. After this testing, you will be able to share your feedback, thoughts and comments with us. We will additionally inform you when the test server is going to be open to everyone.

That’s all for today! In the next devblogs, we will continue to show you new parts of the season and talk about other features planned for the next major update.

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