r/Crossout • u/Faley016 Bob the Builder • 2d ago
Mass Testing Planned balance changes of the upcoming update, April 2025

Hello, survivors! Today we are ready to share the balance changes planned for the next update at the end of the month. We invite everyone to the test server (see instructions at the end of the article) to try out everything you are interested in and share your opinions and suggestions on the results of testing.
We remind you that all the new features described in this news are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can see all the planned changes in more detail on the special testing server!
“Little Boy 6LB”, “ZS-33 Hulk”, “ZS-34 Fat Man”, “ZS-46 Mammoth” and “ZS-52 Mastodon” cannons
- Rotation speed reduced by 16.6%.
Comment: after a number of previous changes, the use of these cannons has been greatly simplified. We are reducing the rotation speed to reasonably adjust the complexity of their use relative to other weapons.
Special parts
Emily
- Damage increased by 9%.
- Durability increased from 120 to 175 pts.
- Mass increased from 160 to 180 kg.
Comment: low efficiency of the revolver. The increase in mass compensates for the significant increase in durability.
Tempest
- Energy consumption increased from 8 to 9 pts.
- Time to overheat increased by 33%.
- PS increased from 760 to 855.
Comment: weapon efficiency is too high, especially at low PS. Changing the power consumption will increase the PS range where the weapon may be used. Changing the time to overheat will partially compensate for the changes, making the weapon less dependent on modules.
Falco
- Acceleration reduced by 15%.
Comment: high efficiency relative to the main rotors.
Genesis
- Increases the number of launches by 50% instead of 25% before.
Comment: this module has little effect on the number of drone and turret launches, forcing the player to install several pieces of “Genesis” at once.
Hardcore
- Added perk: increases the reverse speed of wheels up to 40% of standard.
Razorback
- Added perk: increases the durability of all movement parts by 10%.
Dun horse
- Added perk: every 100 m passed by the car reduce remaining cooldowns for modules and autonomous weapons (except sentry drones) by 7%.
Comment on engines: added less efficient versions of the perks of their epic counterparts to these engines, which should moderately increase their relevance.
Epic parts
R-37-39 Adapter
- Durability increased from 208 to 280 pts.
- Last shot bonus from perk is now 60% instead of 50%.
Comment: the changes are aimed at increasing the efficiency of the weapon in comparison with the other epic parts.
Gungnir
- Moved to the cryogenic weapons category, damage type changed to cryogenic.
- Weapon now freezes parts on hit by 1%.
Comment: the change will add additional distinction to Hyperborea machine guns and increase their efficiency.
Jotun
- Reload time reduced from 13 to 12 sec.
Comment: low efficiency of the howitzer.
Yokai
- Durability increased from 482 to 565 pts.
- Blast radius increased by 33%.
Comment: low durability combined with the large model of the weapon. The increase in blast radius is aimed at simplifying the use of the perk.
Corvo
- Damage increased by 15%.
- Penetration ability increased from 65% to 75%.
Comment: low ratio of revolver damage per battle to energy consumption.
Punji
- The range of connecting the stakes increased from 30 to 70 m.
Comment: the change to the connecting range will allow creating longer barricades using fewer “Punji” on the vehicle than previously required.
Blockchain
- Removed the damage bonus in missions with battle walkers and armoured aircraft.
Comment: “Blockchain”, unlike other weapons, will now do its usual damage in missions with battle walkers and armoured aircraft. The change is due to its high efficiency in the mode.
Clarinet TOW
- Changed perk damage bonuses depending on the rarity of the hardware:
- common — 2% (instead of 1%);
- rare — 3% (no changes);
- special — 4% (instead of 5%);
- epic — 5% (instead of 7%);
- legendary — 6% (instead of 9%).
Comment: starting from 8000 PS, the weapon has an inflated damage output per battle.
Raijin
- Damage on hit when fully charged is reduced by 11%.
- Penetration ability reduced from 65% to 55%.
- Durability reduced from 1281 to 1165 pts.
Comment: too high efficiency of the weapon over a wide range of PS (7000–16000).
Whirl
- Energy consumption increased from 8 to 9 pts.
- Time to overheat increased by 41%.
- PS increased from 1080 to 1215.
Comment: similar to the “Tempest” changes.
Tusk
- Added 50% bonus to ram damage.
- Ram damage bonus from perk reduced from 40% to 20%.
- Ram damage resistance increased from 60% to 70%.
Comment: the changes simplify the dealing of ram damage, making it less perk dependent, but not increasing its maximum value. The damage resistance change will increase the armoured car’s survivability.
Bigram
- Tonnage increased from 2300 to 2500 kg.
- Power penalty reduced from 20% to 19%.
- Rear “Bigrams” in wheel mode now turn at maximum angle (like front ones).
- All “Bigrams” now use one weapon group (like robotic legs).
Comment: lack of efficiency relative to other mechanical legs. Changing the penalty to cabin power and steering angle make the wheeled mode more mobile. Assigning all “Bigrams” to the same weapon group makes it possible to increase their parameters without fear of balance problems caused by simultaneous use of both modes on different “Bigrams” on high-PS armoured cars.
Meat Grinder
- Mass increased from 730 to 910 kg.
- Tonnage reduced from 3600 to 3400 kg.
- Power penalty increased from 18% to 22%.
- Speed of turning in place reduced by 15%.
Comment: after a number of previous changes, the movement part has become too efficient.
CR-2 Petrel
- Acceleration reduced by 15%.
- Tonnage reduced from 5000 to 4100 kg.
Comment: similar to the “Falco” changes.
Tengu
- Perk recharge time increased from 4 to 7 sec.
Comment: consistently high efficiency over a wide range of PS. Previously, the “Tengu” perk reloaded faster than most weapons, giving it a significant advantage in firefights.
Cheetah
- Bonus to maximum cabin speed increased from 13% to 14%.
- Bonus to tonnage increased from 3000 to 3200 kg.
Comment: the bonuses that the “Cheetah” gives to the armoured car are insufficient when compared to other engines of the same rarity.
Legendary parts
RA-1 Heather
- Energy consumption reduced from 14 to 13 pts.
- PS reduced from 2800 to 2600.
Comment: unpopular weapon. The change expands the possibilities of building a vehicle with it, allowing more additional modules to be installed.
Retcher
- Durability increased from 256 to 343 pts.
- Mass increased from 234 to 315 kg.
Comment: low survivability. The increase in mass compensates for the significant increase in durability.
Fukibari
- Projectile speed increased by 20%.
- Spread reduced by 20%.
- Increase in spread after firing is reduced by 25%.
Comment: lack of efficiency. The change makes it easier to deal damage with the weapon at range.
Nothung
- Moved to the cryogenic weapons category, damage type changed to cryogenic.
- Weapon now freezes parts on hit by 1.5%.
Comment: similar to the “Gungnir” changes.
Fortune
- Added perk: as the projectile travels the first 200 m, its damage and blast radius gradually increase, up to 30% and 15% respectively.
- Projectile lifetime increased from 8 to 12 sec.
- Rate of fire increased by 12.5%.
Comment: low efficiency and lack of a significant perk. Increasing the projectile lifetime will make it easier to use the weapon as a minelayer.
Compiler
- Recoil reduced by 32%.
- Minimum spread reduced by 53%.
- Maximum spread reduced by 29%.
- Increase in spread after firing reduced by 48%.
Comment: the changes are aimed at increasing the efficiency of long-range use of the weapon and improving the convenience of charging the perk.
Imugi
- Projectile speed reduced by 10%.
- Reloading time increased from 6 to 7 sec.
- Impulse reduced by 3 times.
- Perk radius reduced from 3.5 to 3 meters.
Comment: the weapon is characterized by its simplicity of use and fairly high efficiency. The changes will make it a bit more demanding on the player’s skills and less “toxic” for the enemy.
Kaiju
- Shot charge time increased from 3.5 to 4 sec.
- Holding time after charging reduced from 4 to 3.5 sec.
Comment: too high efficiency. The changes are aimed at making it slightly more difficult to use.
Charybdis
- The perk now activates when approaching an enemy from the rear quarter of an armoured car, not the rear half.
Comment: the change will make using the “Charybdis” perk more demanding on the player’s skills.
Griffon
- The perk now reduces the recharge time of modules and drones by 5% (in addition to hiding from radars) once per second while it is active. The boost only affects the cabin owner.
Comment: the perk was too narrowly focused. The additional feature should increase the relevance of the cabin.
Hippogriff
- Perk active time increased from 7 to 10 sec.
- Perk recharge time reduced from 25 to 20 sec.
Comment: the changes will increase the frequency of perk activation, which should increase the cabin’s popularity.
Whaler
- Speed reduced from 80 to 76 km/h.
- Perk active time reduced from 10 to 8 sec.
Comment: high efficiency of the cabin after the speed balance changes. Perk active time is reduced due to the simplicity of its charging.
Satori
- Maximum perk bonus is now gained after 3.5 sec. of continuous drifting instead of 3 sec. and resets in 1.5 sec. after exiting the drift instead of 2.5 sec.
Comment: high efficiency of the cabin. The change will make it more dependent on the player’s skills.
Fin whale
- Perk no longer affects spread stability.
Comment: high demand for the engine due to its perk. The spread bonus has an additional effect on efficiency, making it overly versatile.
“Pilgrim”, “Photon” and “Nova” cabins
Pilgrim
- Mass reduced from 1700 to 1400 kg.
- Tonnage increased from 4300 to 5500 kg.
- The effect of mass on acceleration reduced by 10%.
Photon
- Mass reduced from 2000 to 1650 kg.
- Tonnage increased from 6500 to 6700 kg.
- The effect of mass on acceleration reduced by 10%.
Nova
- Mass reduced from 2300 to 1900 kg.
- Tonnage increased from 6700 to 7000 kg.
- The effect of mass on acceleration reduced by 10%.
Comment: the changes are aimed at making this line of cabins more relevant to movement parts capable of moving in all directions.
All protective fields
- Vulnerability to blast damage reduced from 100 to 50%
Comment: the change applies to “Nova”, “Aegis-Prime”, “Barrier IX” and “Atom” shields, as well as “Morta” projectile. Protective fields are destroyed too quickly by blast damage.
Robotic legs
- Added jumping. The jump is activated by holding down the handbrake key.
Comment: the jumping mechanic was added to further diversify the gameplay of robotic legs without too much of an effect on efficiency. Please note that a poll on this mechanic will be launched after the test server is opened.
“Waltz” and “RL-9 Helicon”
- Added additional weld points.
How to get to the test server?
- Download the launcher here. Running this launcher will automatically start the installation of the version of the game client used for mass testing.
- Choose a folder to install the testing game client and decide if you wish to create a desktop icon for it.
- After the installation is complete, and all files are downloaded, run the game client using either the desktop icon or launcher.exe in the test game client folder, and then log into the game using your username and password.
- The whole progress of your main account will be transferred to the test server (including parts in storage and levels of reputation in factions).
- If you had not already done it before, you will need to transfer progress from your account after logging into the test server: press the “Esc” key and select “Copy account data”.
- Please note the schedule of the test server. The testing will have 2 stages, before each one some additional changes may be added:
- Friday, April 4, 2025: from 13:00 to 19:00 (GMT)
- Saturday, April 5, 2025: from 13:00 to 19:00 (GMT)
- Sunday, April 6, 2025: from 13:00 to 19:00 (GMT)
- Friday, April 11, 2025: from 13:00 to 19:00 (GMT)
- Saturday, April 12, 2025: from 13:00 to 19:00 (GMT)
- Sunday, April 13, 2025: from 13:00 to 19:00 (GMT)
- Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
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u/r0lo27 PC - Engineers 2d ago
Nice, i wonder if the tusk will be viable again, they nerfed it to dust before
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u/Kaprostar 2d ago
Meatgrinders were useless since 5 years and now you are nerfing it back into extinction.
Do the mass nerf on them but NOT the turning nerf.
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u/Ashamed-Status-9668 2d ago
Any chance we could get ram damage resistance added to all chain saws? It's kind of annoying having them fall off when using them as intended. The heavier and higher rarity the more resistance.
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u/_N_0_X_ Different opinions are allowed. 2d ago
They all have 75% ramming damage resistance tho.
As a melee main I'd be infinitely grateful for more but I'm afraid it won't happen since they even excluded them from both the Fin whale's and Golden Eagle's perks. They just don't want more durable melee weapons, simple as it is.
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u/Next_Employer_8410 2d ago
Thank you for the hippogriff buff! It's such a great cabin and now it should better stand a chance against the meta, without being meta itself. Also the punji buff is top tier, now they'll probably be more fun and useful on the battlefield.
the nothung and gungnir cryo changes should allow them to stand out among the high dps mgs, by giving them unique implications.
The mech and heli nerfs are dope and definitely a step in the right direction. I'm hoping to see further balance changes in the future address mechs and helis, and make them more equal to ground builds.
The grinder nerf sucks, but I understand it. They are strong, I just wish the devs wouldn't target the power/rotation speed. Nerf the durability or mass, don't make an already slow movement part even slower.
Giving special engines some perks was an awesome idea too. Everything else, I can't comment on because I don't use. I see a lot of people pissed though, I wonder if it's because their meta whirl dog or Kaiju brick garbage just got nerfed.
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u/Imperium_RS 2d ago edited 2d ago
The cannon changes are just going to encourage people to facehug with them more. I've already been seeing way to much of this, especially with mammoths.
The auger nerfs are getting ridiculous at this point. It's almost like the devs don't want them to be used. Surely this wouldn't have anything to do with them countering their precious bricks and other w warriors, right?
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u/Suppurax 2d ago
you don t see the bigger picture , it s not about being used , it s about them being PURCHASED , augers are atm almost mandatory in cw , so players bought and fused them and now that they are locked in inventory and out of market they can take the dust for the next 7 years.
Devs are running a business where they both create in game market demand and kill it once it has fulfilled its role.3
u/SIGMA920 PC Survivor 2d ago
Devs are running a business where they both create in game market demand and kill it once it has fulfilled its role.
Something that judging by the player count has been a good idea. Like killing a feature of the bigram to sell you on the current BP's bigram lite. /s
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u/_N_0_X_ Different opinions are allowed. 2d ago edited 22h ago
Other than further widening the gap between mechs and other ground builds, this has to be the best update I’m able to remember during my 6 years of playing this game, holy shiet.
HUGE W guys, very well done. Just please give Mechs, Helis and classic ground builds their own dedicated, separate game modes at this point.
Special thanks for giving perks to the Hardcore, Razorback and Dun horse engines, been waiting for these additions for almost a year now since the energy rework.
Also grateful for showing some love to the Emily, the Corvo and the Cheetah, while reducing the effectiveness of the rotors, the Tengu and the Imugi. All are very much needed.
Not sure about the Retcher buff tho, making it harder to degun bots with these DPS monsters will be a pain in the ass to be honest. You can always remove these bots tho.
About the Tusk… I see where you are coming from but that poor soul needs way more care to be anywhere near viable again.
Otherwise cool update again, much appreciated. Can’t wait to finally put those Special engines in some of my builds. Only the Razorback needs a visual update as well because now it's really hard to build with due to its clunky hitbox.
Edit:
After running some tests, I’ve found the Charybdis nerf pretty harsh, now it’s really difficult to proc the perk.
I genuinely believe it needs to be reverted because without the perk it’s quite useless due to its way too small regular contact area.
Everything else feels good besides the unannounced Leviathan change.
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u/_N_0_X_ Different opinions are allowed. 2d ago edited 2d ago
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u/Embarrassed_Equal_15 Xbox - Ravens 2d ago
Can you clarify?
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u/_N_0_X_ Different opinions are allowed. 2d ago edited 2d ago
This is my main Leviathan build that is also deployed on the live server in this very moment; yet on the test server this same build exceeds the energy limitation by 13 points.
They haven’t included in the patch notes that they changed the formula of calculating energy consumption of parts from the same category once again.
Might be a bug, well at least I’m hoping for it otherwise I’m forced to remove another 2 weapons…
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u/IchiroSkywalker Rogue humanoid Ravager, slurping hydraulic fluid 2d ago
Start by removing the harvester. I don't think a Levi knows how to dog player in invasion.
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u/Zombot89 PS4 - Nomads 2d ago
Lol meat grinders good for a few months in 7 years and you nerf them again haha big time. So stupid.
Also tow nerf??? Same as above. Useable for the first time in a long time and you need it at high ps?
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u/Digity28 19h ago
its not just useable its flat out broken both of them, literally dominating cw out of nowhere
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u/AzraGrace 2d ago
Good thing my Kaiju is fused for charge time reduction... but whats going on with shotguns. They have basically the same range as firebugs and a quarter of the damage capability?
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u/IchiroSkywalker Rogue humanoid Ravager, slurping hydraulic fluid 2d ago
Finally a tusk buff, this gimmick cab was butchered 5 times in a row because the average Crossout player can't be bothered to properly armor their cabin and choose to cry on reddit instead.
Not a fan of the Steppenwolf AC nerf in terms of energy consumption tho, can't it be nerfed in another way?
Shotgun is still absolutely dead and replaced by flamethrower. They need their range back, fast; maybe also buff their projectile speed too. Why would such CQC weapons that need the user to trade range for damage to be stripped off their Hit-scan, anyway???
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u/vSpacedd Xbox - Ravens 2d ago
kaiju got nerfed im gonna cry
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u/cuckersucker 2d ago
I’ve never heard anyone say it needed a nerf… I don’t see why it could possibly need one.
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u/vSpacedd Xbox - Ravens 2d ago
i wanna say its because its really effective in clan war but maybe that isn't the reason
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u/SimpingForOdegon PC - Firestarters 2d ago
Reducing weapon rotation speed of anything makes zero sense when omnidirectional parts exist and are a massive part of the game's meta. You were saying so yourselves not too long ago. The cannons did not become an outlier because they became "easy to use" (how is that true when there's so many facehuggers anyway?), but because Jackie and Whaler became meta. Or anything that stacks Jackie with another damage boost too. Making cannons "harder" to use at range and on the move will not help anything at all.
Finally a Whirl nerf! This was long overdue for sure. Wish this change would go live before the BFU.
Yokai buff looks especially nice! Gonna have to start using them again now, I haven't used them in a while. Looking forward to this!
I like that the Fortune is getting a perk, but I hate the projectile lifetime buff - it feels like the worst possible response to players complaining about Imugi grenades being spammed everywhere and in turn adding even more projectiles from weapons rolling about for too long.
Finally a Whaler nerf. Too bad the speed of most wheeled vehicles had to get the nerf hammer in order to get here. Jackie nerf next, pretty please?
Many players will praise the Imugi nerf for sure.
I am not looking forward to seeing more Nova hovers and more Destructor/Athena hovers either.
The Meat Grinder nerf is rather huge. I feel like the problem with this movement part largely boils down to the horseshoe type builds and the sideways dog builds being too strong. Especially with the new cabin making the former way tankier. Guess I'll have to get some extra Atoms when they get buffed to keep that omnidirectional crutch going...
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u/_N_0_X_ Different opinions are allowed. 2d ago
Jackie nerf next, pretty please?
As a Jackie user myself (tho just on 2 builds in total) I was thinking about how to make it less universal without losing its real purpose, so I came up with the idea of simply removing its top speed and engine power bonuses while keeping its damage bonus and even increasing it back to its original 20%.
Just a simple damage boost module for 3 energy which explodes. The other 2 modules with nodes (Averter and Omamori) also have just a single function, thus I don't see where the Jackie having 3 at the same time makes any sense whatsoever.
AND since we saw modules with nodes giving speed bonuses could be an actual thing, they can always release a new one in the future, which strictly gives top speed and engine power bonuses without anything else.
Sounds like a good deal to me; well, at least better than the current all-in-one Jackie, that's for sure.
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u/SimpingForOdegon PC - Firestarters 2d ago
I'm sure they will eventually sell other modules that do just that instead, especially a dedicated speed module. Jackie's bonuses should decrease when you're using up more than one of the individual bonuses to be honest. Make the speed bonus higher and then just divide it or something. It was completely dumb to add such a powerful module that adds speed and damage and then nerf the speed on almost everything.
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u/PhatKnoob 1d ago
The issue is, current meta builds (Augers and MLs mainly) use Jackie primarily for the damage bonus, to make their Typhoon or Scorp do unreasonable amounts of damage. The only builds that really rely on the other parts of the perk are bricks and hovers, both of which are kind of gutted
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u/Boring-Farm4528 2d ago
So mech legs jump, dash, and half fly now. Seriously? I don't mind playing them when say challenges require it but cars are obsolete with this.
The categories on world map need a change. Classic PVP, capsule PVP, patrol 1 and 2 - All movement Classic PVP, capsule PVP, patrol 1 and 2 - No mech/heli
Each mode gives all 3 resources.
Change the challenges daily.
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u/_N_0_X_ Different opinions are allowed. 2d ago
One of the best ideas I've read this year, shame I can only upvote once.
Even a Dash module for wheeled and tracked builds could not save them from the dominance of Mechs and Helis, be them either enemies or teammates. But at least it could be good for a start.
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u/Leading_Geologist391 2d ago
Punisher is at 18k coz its trash and no1 plays it, the projectile update was the nail in the coffin.
Feels like a waist of time to play the game when u spend time fuseing a relic just for it to become pretty damm useless for 1½ year +
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u/Mammoth-Guava4396 PS4 - Syndicate 1d ago
Meat grinders keep getting the bad end of it. It's crazy. Heavy cabs are already slow, adding meat grinders isn't changing that!!! Punjis are only used in bedlam for fun so increasing the connectivity distance will be nice for visible designs.
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u/Mammoth-Guava4396 PS4 - Syndicate 1d ago
Meat grinders are ok for defense against bricks and dogs. At least give us that on our heavy/slow builds....
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u/SavingsCellist2617 2d ago
dont nerf meat grinders they are perfect atm. They've been so bad for such a long time and now that they are useable you want to nerf them wtf
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u/Large-Influence4928 2d ago edited 2d ago
Griffon
The perk now reduces the recharge time of modules and drones by 5% (in addition to hiding from radars) once per second while it is active. The boost only affects the cabin owner.
All protective fields
Vulnerability to blast damage reduced from 100 to 50%
Comment: the change applies to “Nova”, “Aegis-Prime”, “Barrier IX” and “Atom” shields, as well as “Morta” projectile. Protective fields are destroyed too quickly by blast damage.
You also have to add solutions against fusion builds or Leviathan which spam Barrier IXs permanently.
Like add barrier lifetime penalty to Barrier IX when you mount multiple pieces of it like Aegis
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u/WinSuspicious1148 2d ago
So tell me—if everything is so "balanced" and "diverse," why isn’t everyone using Barrier crafting builds?
And while we're at it—why is it that, after nearly five years, the meta Leviathan is still just a long, skinny noodle with guns strapped to it?
Is that your idea of diversity?Actually, it’s kind of poetic. This perfectly represents the stunning lack of imagination not only in the game’s balance design, but also in its remaining player base.
It’s as if the creative limitations of the developers and the diminishing number of players are holding hands in perfect harmony—how beautifully ironic.A true reflection of tunnel vision… both in the design room and on the battlefield. Bravo.
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u/tastelikecrayons Xbox - Syndicate 2d ago
Did I miss the bit about reapers? Dazes? Machinists?
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u/RedditMcBurger 2d ago
Why the hell are you guys nerfing the raijin every time? I got it when it came out... It deserved the first 2 nerfs. It didn't require being nerfed multiple more times.
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u/RenardDesSablesNR PC - Founders 2d ago
I validate.
Two might need more attention :
- griffin cab
- hypogriff cab
I have both but never used them more then a few times. I use the agressor can instead which is lighter, faster and has a more interesting perk.
Hypogriff, well ... the stats just don't fit well with my kind of build and the perk is not that interesting since I often have a dopler. I guess that's just me.
Griffin is hard to build around, the space for the rear wheel is barely usable and the hiding perk is very specific and useful only against a few enemies equipped with invisibility detectors. Maybe the new perk will help... we will see.
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u/SavingsCellist2617 2d ago
ok increase the whirl's ps but man the time to overheat increased by 41% and the energy consumption increased from 8 to 9 pts are just too much!! i just bought whirls and i just found out that they were going to get nerf to the ground :(
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u/Auto_Wrecker Xbox - Engineers 2d ago
The overheat time was increased... that means it can fire longer....
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u/SIGMA920 PC Survivor 2d ago edited 2d ago
Bigram
- Tonnage increased from 2300 to 2500 kg.
- Power penalty reduced from 20% to 19%.
- Rear “Bigrams” in wheel mode now turn at maximum angle (like front ones).
- All “Bigrams” now use one weapon group (like robotic legs).
Comment: lack of efficiency relative to other mechanical legs. Changing the penalty to cabin power and steering angle make the wheeled mode more mobile. Assigning all “Bigrams” to the same weapon group makes it possible to increase their parameters without fear of balance problems caused by simultaneous use of both modes on different “Bigrams” on high-PS armoured cars.
Also known as removing a feature in exchange for 3 buffs that literally no one using them will ever feel while it was actually useful to have the ability to increase how far down you could aim when using bigrams. Example 1. Example 2 that I literally just recorded.
Especially since this is an explicit feature that isn't being removed from other parts that can do the same thing as like the widgets.
Robotic legs
- Added jumping. The jump is activated by holding down the handbrake key.
Comment: the jumping mechanic was added to further diversify the gameplay of robotic legs without too much of an effect on efficiency. Please note that a poll on this mechanic will be launched after the test server is opened.
Yes, because mecha legs supermobility features wasn't enough of a problem already. /s
You're removing a feature of bigrams because of it easing your job of balancing them (To give them 3 minor buffs that won't matter in practice with the nerf that they're receiving.) and then making mecha legs harder to balance. Don't lie to us and just say you hate that you gave us permanent blueprints for parts like bigrams and that mecha legs aren't as popular as you were hoping for.
Also:This is a shitty "Jump" mechanic, it doesn't even appear to take weight into account.
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u/Key-Ticket199 2d ago
You cant nerf augers so quicky! they been so bad for like the whole game lifetime, what? i just spent all my lighters past battle pass to get only 5 and they are not even played that much, masto cars and satori scorp cars are the most used builds at the moment, roll it back!!
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u/Feraloop 2d ago
Auger and Tow nerf are so unnecesary, they are not even played that much anymore, L update, not wasting my lighters on movement parts anymore, they only care to promote their newest movement parts by nerfing others.
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u/NoUploadsEver PC - Engineers 2d ago
Could you please add to all weapons a number or other indicator of what leviathan energy weapon category it is in? It is very unintuitive. Also, can you split cryo-weapon categories up so we can have cryo-weapon themed leviathans?
With this change, just for the silliness, I am looking forward to double mandrake double heather on my leviathan even if I doubt it will be any good due to leviathans not being able to aim those wepaons well.
Can you add to the UI the movement speed of bigrams in wheeled mode under then when driving icon?
Blockchains are really only more effective on helicopters, but that also applies to most cannons. Quasar and Pulsar helicopters, and spark helicopters have also been menaces. Likely some normal cannon ones are also a bit over the top. The only other thing is the helis that are wearing tank treads as armor and using swarms. Having specific nerfs for parts when on a flying helicopter might be important for balance.
One thing is more weapons need better firing up and down angles. Morta being one that needs better firing down angles by a lot.
Helicopter mode bots should be only builds that can hit helicopters.
Random suggestions: In helicopter mode give ML-200s an ability similar to Dinos, and Gerridas and ability similar to Tengus.
Track movement parts as a whole: Half-track: Tracks only cause half the penalty to the bonuses of other movement parts. Full Track: Tracks only cause quarter the penalty to the bonuses of other Track movement parts.
On the whole I feel like the perks for all movement parts should be revisted. It effects build creativity to be restricted to just one movement part like bigfoot and to be unable to mix large and small wheels. Meanwhile hermits and quite a few others suffer no penalty for being used with other movement part types.
Also, an epic wheel that functions like the shiv would be very cool.
1
u/ThatNZowl PC - Syndicate 2d ago
I dont care about the balance changes, look at this cool af picture of the mechs!!! (p.s can you put all of these pictures on the "wallpapers" or "screenshots" section on crossout.net?)
1
u/masterbeef3000 2d ago
Total newbie here but I am glad to see that blockchain change, I hate going against folks with that, 1 shot and my rotors is gone >_<
1
u/qPimpNamedSlickBack Xbox - Syndicate 2d ago
Emily's will now have 4 more HP than impulses, while being half the size, and have 18kg less too. Makes sense. At this point, the impulses need to be 200HP and be heavier too. Give me my goddamn weapons of war back
1
u/ButterDog6969 1d ago
You guys NEED to buff the savior cabins movement speed to around 68 km/h, sane as the yokozuma because both perks are melee based, but literally do nothing when people can outrun you at walking pace. Even when I used an oppressor with the savior, max speed was only 70 km/h
1
u/WaitOk6658 1d ago
My mammoth finwhale car is ripp
Heather’s were dead. Good change but rotation speed and blast radi ( same mechanic from compilers. Universal blast radi ) should be increased too. Mandrake is far better
Photon Destructor - Fukibari = lets go
1
u/WinSuspicious1148 1d ago
The turning speed of all weapons is absurd. Are they using paper craft parts or something? Over the past few years, there have been constant updates that push the same kind of wheel-based designs, and now, it feels like they're returning to square one. It's way too slow, and the updates themselves feel half-baked. Wake up and face reality. What’s lost is never coming back. How many years will it take for you to realize this? Even if a developer's family passed away, would they not notice?
1
u/Coheed419 1d ago
Bit surprised at the Satori change, always found it fairly tricky to get the max perk as it is, gives me less incentive to use this over the Jannabi if they make it harder to get the max damage boost.
1
u/idkcats87 1d ago
Cheetah should get an additional buff to 400+ HP. It's currently the only energy requiring purple engine below 400 HP.
The Fortune buffs look great.
Auger nerfs are kinda weird. Just buff legs instead of nerfing Augers. Or at least drop their PS back to 650. 850 PS per Auger is oppressive as fuck when trying to make a CC build. Hermit wheels are 190 PS each, ffs.
1
u/DikkeNeus_ 1d ago
Yet still they don't even take the slightest glimpse at my precious medians. They have a high PS for their rarity, low damage, average reload time, and their only perk WAS not needing ammo.... RIP my two upgraded medians... 😢 😪
1
u/Silent_Mirror_2345 1d ago
Great! They nerfed raijin again, and then the kaiju gets nerfed just after I get a fused one. Way to go making my tanks worse every update. Thank you🙏 very cool. 😎 looks like I’m stuck using my cyclone build forever.
1
1
0
u/BillWhoever PC - Steppenwolfs 2d ago
Turret cannons getting a rotation nerf I like.
Whaler nerf I like .
Finwhale nerf I like but it's the minimum necessary.
Imugi nerf I like.
Fukubari buff not sure if needed.
Raijin nerf I like.
Nothung changes I like as long as you leave the other stats alone.
Kaiju nerf not sure if needed.
Punji buff I like and hope is enough to help this weapon.
Meat grinder nerf I like as an ML200 fan.
Bigram buff I like but what it needed is 50km/h
5
u/Zombot89 PS4 - Nomads 2d ago
Grinder nerf is unneeded. MLs go side by side with them and they are both pretty equal, our top teams on ps run a couple of each as spiders do well against other grinders and the grinders can catch hovers and cars.
Whaler need also only really only affects DPS right? So that's good as reload can only get 2 shots out anyway
I want to see a porc buff though. They are pretty clapped ATM
1
u/Equivalent-Ad-469 Xbox - Steppenwolfs 2d ago
Perhaps we may be start the conversation about cyclones?
2
u/ExtraThiccJosh 2d ago
Really good patch except for the Kaiju nerf..... making it slightly more difficult to use? you have drones and cacaucus in the game....since when do you care about difficulty of use?
1
u/Mantrial 2d ago
I am so against the auger nerf, they are not even in the top best 3 options for clan wars, they are not even played enough in regular games, what is this?
1
1
u/Medical-Stress-8914 PC - Syndicate 2d ago
Meat ginder nerf is not that on the point, generally what's toxic about it is some ppl keep using is as main weapon without other weapon to elevate the PS, making it a melee dog build with 4k+ health below 9k ps. Make the damage decrease with mass going up will be better
1
1
u/WinSuspicious1148 2d ago
Why on Earth haven't you reverted the Cheetah perk back to 20%?
It was nerfed to 15% back when drones and other similar builds were still everywhere—but those days are long gone. Sure, maybe it's because the player base has shrunk and people are just chasing meta now, but still, the entire environment has changed drastically since then.
And yet... we’re still stuck with 15%? Seriously? That number is laughably low.
Take a look at other epic or legendary engines—some of those values are just insane.
Weapon damage resistance perks are casually throwing out 30%, even 50%, with basically no conditions. That’s not balance. That’s comedy.
And it's not just the perks—look at some of the newer weapons like the Raijin. They’re stronger than many legendary items, despite their rarity.
What happened to consistency? Or are we just inflating stats to push sales?
Please, try not to sacrifice the entire player base just to sell a few more packs.
How many players have you lost just in the past year?
Spoiler alert: they're not coming back.
Maybe try using those genius chimpanzee brains of yours to actually figure out how to bring real diversity into the game.
(And to all actual chimpanzees out there—sorry for the comparison.)
1
u/humuhumunukunuku_eh 1d ago edited 8h ago
So if all robot legs can jump now then all dino have goin for them is their ability to carry? Perk now useless on dino.
Hows about making everything in the game craftable instead of hiding it behind payalls of forceable market useage or bp purchasing. Tired of buyin a pass just to have the craftable parts be locked to non craftable market purchase after the pass is up and even though we bought the right to craft them now we have to wait to buy the right to do it again at a random date 4 or more months away. And then when more new stuff comes out we need to craft stuff from prior pass thats not craftable anymore, couldnt craft those last time cause they too used uncraftable parts and we dont ever know what will be needed to craft.
Heres a list of all the currently uncraftable parts. Will include time limited craftables (eg. Mainframe, commit etc.) in the list too as well as the new stuff because they will move to the uncraftables after pass again:
CABINS:
42/65 uncraftable
Dusk
Cokpit, spelling changed for obvious reasons xD
Tusk,
Blight,
Cerberus,
Deadman,
Catalina,
Manitou,
jannabi,
Satori,
Griffon,
Kami,
Aggresor,
Kronos,
Favorite,
Whaler,
Howl,
Inferno,
Kensei,
Ghost,
Hippogriff,
The call,
Muninn,
Steppe spider,
Master,
Beholder,
Nova,
Omnibox,
Bwc warrior,
Beacon11,
Hadron,
Echo,
Savoir,
Icebox,
Mainframe, uses uncraftable parts to make and will be gone after pass
Ermak,
Mars,
Huginn,
yokozuma,
Cohort,
Machinist,
So mostly all cabins are uncraftable not a single craftable legendary cab
WEPS: huge chuck of weps are uncraftable
83/166 uncraftable
M-25guardian,
M-37 piercer, cant aquire engraved casing anymore
Leech,
Ac62 therm,
Tempest,
Median,
Pyralid,
Tempura,
Emily,
Summator,
Enlightenment,
R-37-30 adapter,
Astraeus,
Argument,
Corvo,
Yaoguai,
Punji,
Fatum,
Granadier,
Doom,
King,
Kapkan,
Elephant,
Jotun,
Rememdy,
Lacerator,
Tachi,
Varun,
Spike-1,
Acari,
Yokai,
Blockchain,
Trigger,
Gravastar,
Thresher,
Yongwang,
Trombone,
Nest,
Snowfall,
Atgm flute,
Locust,
Raijin,
Nagual,
Whirl,
Ac64 joule,
Gremlin,
Arothron,
Miller,
Gungnir,
M-38 fidget, cant aquire engraved casing anymore
St-m26 tackler,
M-32 vindicator,
M-39 imp, cant aquire engraved casing anymore
Nothung,
Parser,
Split, uses uncraftable parts and will be uncraftable after b pass
Ac80 stillwind,
Aa gun-4 starfall,
Compiler uses uncraftable parts and will be uncraftable after b pass
Am-5 avalanche,
Lucifer,
Waltz,
Ra-1 heather,
Swarm,
Imugi,
Slaughterer,
Athena,
Desructor,
Assembler,
Morta,
Toadfish,
Fukibari,
Commit, uses uncraftable parts and will be uncraftable after b pass
Charybdis,
Skadi,
Narwhal,
Jubokko,
B12 dove
Annihilator,
Sd-15 vulture,
Kaiju,
Thysus I,
Fht-3 flock,
** Nemesis, uses uncraftable parts
** RL-9 helicon, uses uncraftable parts
** Devourer, uses uncraftable parts
these three are always craftable but like stated use uncraftable parts.
HARDWARE didnt realize till now that no recharge boosters are craftable
24/67 uncraftable
Contact 2m,
Rift 2m,
Iris
Ka-1 discharger
Power unit,
Argus,
Interceptor,
Daze,
Averter,
Ka-2 flywheel,
Verifier,
Harmonizer, uses uncraftable parts and will be uncraftable after b pass
Bootstrap,
Golden eagle,
Rune-1,
Aquilo,
Pegasus,
Oyabun,
Fin whale,
Thor, uses uncraftable parts and will be uncraftable after b pass
Cyclops,
Yeti,
Jackie,
Omamori,
MOVEMENT PARTS
34/71 uncraftable
Low clearance,
Gun-mount wheel,
Stallion,
Array,
Camber,
Buggy wheel,
Uwabaki,
Hermit,
Widget, uses uncraftable parts and will be uncraftable after b pass
Titan,
Claw,
Sabbath,
Omni,
Atom,
Sleipnir,
Tank track,
Goliath,
Icarus IV,
Bigram,
Gerrida I,
Tengu,
Rl-m dino,
Mr-2 maple,
Impeller,
So again make all these craftable before making more changes to the game, this buisness practice is getting outta hand, that list is of the games parts locked behind a paywall of sorts. FIX THIS*
-2
0
u/zenbrush I exhibit my cannon 2d ago
Good changes, it should reduce dumb play styles a bit
Additionally, I request these changes:
1) Main BP Daily Challenges - it is punishing the paying players with too heavy daily grinding. Could you follow the lead of other games, please? https://www.pcgamesn.com/dead-by-daylight/quest-system
2) The invisibility mechanics is too OP - can we reduce its effect a notch, from the Hary Potter level to more realistic? And, anyway, what is wrong with just tactically using the environment like in War Thunder? Or maybe we could have a separate mode "realistic" with even more limitations?

0
u/GH05TV1P3R 2d ago
The Whirl energy increase is diabolical. Why not just reduce damage or some other form of reduction? This guts their flexibility with modules.
I understand dogs/bricks, but this doesn't solve the dog/brick problem. On normal builds, they seem fine.
0
u/MrSkeletonMan 2d ago edited 2d ago
Please lower price of blueprint slots! No Reaper adjustment since it's used more than most of the weapons listed? Should get an energy increase by 2 if won't go back to needing radiators. Nice special engine changes. What Meat Grinders really needed was a damage nerf, killing people with just movement parts is crazy, you can frame ground builds so easily.
-4
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u/Ecoclone 1d ago
Well looks like all of my whirl builds will now be useless do to energy increase. Thats for fucking up yet another item that was fine.
-4
u/Mega3000aka PC - Engineers 2d ago
Why increase whirl and tempest energy consumption? I'm sure there are other ways of nerfing these without reducing support module flexibility with them.
Also no cyclone nerf?
1
u/SIGMA920 PC Survivor 2d ago
Because it fucks over those using them without actually solving the brick lite or dog problem.
And cyclones don't need nerfs.
2
u/Mega3000aka PC - Engineers 2d ago
Cyclones are used extensively in both regular PVP and CC (raids aswell but fuck that).
I like using them but objectively they definitely need a nerf.
1
u/SIGMA920 PC Survivor 2d ago
They don't. They're large and easy to degun which is balanced by having good damage and HP.
As such they're balanced weapons, they just happen to also be popular weapons. The whirl and tempest are getting nerfs for being popular for example, they're balanced weapons when not on a brick/lite or dog. They're still getting the nerf hammer because of their popularity.
-2
u/I_Cry_And_I_Game Xbox - Knight Riders 2d ago
All good Changes from what I can tell; however Hardcore shouldn't be given 40%, when Hot Red is 50%🙊
Hardcore's perk should be half, so 25%, since every other Special Engine was only given 50% of their Epic upgrades perk (Razorback having 10% since Colossus is 20% and Dun Horse given 7% since Cheetah is 15%)🤔
3
u/_N_0_X_ Different opinions are allowed. 2d ago
since every other Special Engine was only given 50% of their Epic upgrades perk
I assume it's only because their energy cost is also halved compared to the Epics. However both the Hardcore and the Hot Red cost 0 energy, so giving the Hardcore a halved perk wouldn't make that much of a difference in the usage of it since the Hot Red gives way more speed and a better perk in exchange for being a bit bigger and just 40 more PS.
The Hardcore simply needs this amplified perk to be considered again because the price you pay for the advantages of the Hot Red is kinda insignificant anyway - unless you really need a smaller engine.
-2
u/Boring-Farm4528 2d ago edited 2d ago
FALEY - tell the devs that BALANCE means not putting 8k power scores with 13k, in any mission, ever! Fix this
Get daze banned from CW
Get lock on MG a nerf on heli
Balances
-2
u/AdPatient1883 2d ago
Undo the super nerf to lances. You all have made the weapon so terrible its unusable. Just delete it off the game and refund everybody that has them fused or bought
15
u/Ok-Permission1233 PC - Steppenwolfs 2d ago
Hey, could you add an indicator for the RN Seal? I think it should have one because of the way its Perk works. The indicator could work the same as AC64 Joule, which also has a nearly identical Perk.