In the previous system, 1 point of energy was too large a value relative to the total energy limit. This problem was especially evident with hardware, most of which consumed 1 energy, even though the modules themselves were not equal to each other in their efficiency. Some of the modules had powerful effects; weakening those effects might make them impractical, and increasing the energy consumption of those modules to 2 energy points might make them too weak. Other modules were too situational in their use, and therefore very unpopular. In case of those modules, strengthening their effects does not fix the situation, and removing their energy consumption forces restrictions or negative effects.
In the new system, 1 point of energy is equivalent to 0.5 points of energy in the old system, which will allow making energy consumption of a part more fair in relation to its efficiency, and viable builds should become more diverse.
Energy supply
Cabins
Old values are shown in brackets, the new ones are shown outside brackets.
Rarity | Light | Medium | Heavy | [/tr]
Common | 21 (10) | 20 (10) | 19 (9) | [/tr]
Rare | 22 (11) | 21 (11) | 20 (10) | [/tr]
Special | 23 (11) | 22 (11) | 21 (10) | [/tr]
Epic | 24 (12) | 23 (12) | 22 (11) | [/tr]
Legendary | 25 (12) | 24 (12) | 23 (11) | [/tr]
Since “rare” and “epic” medium cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:
Wyvern
- Tonnage increased from 3500 to 4000 kg.
Bear
- Mass limit increased from 9000 to 9500 kg
- Tonnage increased from 4200 to 4500 kg.
- Power increased by 7%.
Fury
- Mass limit increased from 8500 to 9000 kg.
- Tonnage increased from 4000 to 4300 kg.
- Power increased by 7%.
Quantum
- Mass limit increased from 10000 to 11000 kg.
- Tonnage increased from 5000 to 5500 kg.
- Power increased by 11%.
Photon
- Mass limit increased from 13000 to 14000 kg.
- Tonnage increased from 5000 to 6500 kg.
- Power increased by 8%.
Omnibox
- Mass reduced from 2100 to 1700 kg.
- Mass limit increased from 12500 to 13000 kg.
- Power increased by 4%.
Favorite
- Maximum speed increased from 80 to 83 km/h.
The Call
- Maximum speed increased from 77 to 80 km/h.
Howl
- Maximum speed increased from 80 to 83 km/h.
- Tonnage increased from 4500 to 5500 kg.
Generators
The changes of the energy supplied by generators remain the same and complement the changes to cabins.
Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favourite generator in each “light/heavy” pair and use it much more often than its counterpart. Old values are shown in brackets, the new ones are shown outside brackets.
Rarity | Name | Energy | Explosion damage | Explosion radius | PS | Extra | [/tr]
Rare | Big G | 2 (1) | +25% | 130 (150) | [/tr] | |
Special | Ampere | 4 (2) | -50% | 380 (410) | Durability: 65 (45) | [/tr]|
PU-1 Charge | 5 (2) | +71% | +50% | 475 (410) | Mass: 576 (445) | [/tr]|
Epic | Gasgen | 6 (3) | -54% | -33% | 810 (870) | Durability: 105 (72) | [/tr]
Bootstrap | 7 (3) | +71% | +50% | 945 (870) | Mass: 765 (600) | [/tr]|
Legendary | Thor-6S | 8 (4) | -36% | -33% | 1600 (1600) | [/tr] |
Apollo | 9 (4) | +67% | 1800 (1600) | [/tr] | ||
Relic | Odin | 10 (5) | -22% | -17% | 3000 (3000) | Mass: 715 (874) | [/tr]
The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.
Energy consumption
Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.
The PS values of some parts that don’t consume energy were also changed. Old values are shown in brackets, the new ones are shown outside brackets.
[olist]
Weapons
In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption, and a number of melee weapons that are too efficient:
Enlightenment
- Now consumes 1 point of energy instead of 2.
- PS reduced from 275 to 135.
Barrier
- Now consumes 3 points of energy instead of 4.
- PS reduced from 550 to 405.
Acari
- Now consumes 7 points of energy instead of 8.
- PS reduced from 1100 to 945.
Yongwang
- Perk’s bonus for energy spent on modules is now reduced from 12 to 6%.
Borer
- Now consumes 5 points of energy instead of 4.
- PS increased from 260 to 325.
Buzzsaw
- Now consumes 5 points of energy instead of 4.
- PS increased from 380 to 475.
“Lacerator” and “Mauler”
- Now consume 7 points of energy instead of 6.
- PS increased from 825 to 945.
Modules
Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:
“Dun horse” and “Razorback”
- Now consume 1 point of energy instead of 2.
- PS reduced from 190 to 95.
Oculus
- Now consumes 1 point of energy instead of 2.
- PS reduced from 190 to 95.
KA-1 Discharger
- Now consumes 1 point of energy instead of 2.
- PS reduced from 190 to 95.
- Efficiency reduced from 15 to 10%.
Yeti
- Now consumes 3 points of energy instead of 2.
- PS increased from 400 to 600.
- Invisibility reserve increased from 30 to 45 sec.
- Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
- Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Omamori
- Now consumes 3 points of energy instead of 2.
Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.
B-1 Aviator
- Now consumes 1 point of energy instead of 2.
- PS reduced from 85 to 40.
- Boost reduced by 30%.
- Now gives 3% bonus to damage with the “Cockpit” perk.
Blastoff
- Now consumes 2 points of energy.
- Boost increased by 21%.
- Now gives 10% bonus to damage with the “Cockpit” perk.
Hermes
- Now consumes 3 points of energy instead of 2.
- PS increased from 275 to 405.
- Boost increased by 56%.
- Now gives 25% bonus to damage with the “Cockpit” perk.
- Durability increased from 129 to 172 pts.
“Argus” and “Interceptor”
- Now consume 1 point of energy instead of 2.
- PS reduced from 275 to 135.
R-1 Breeze
- Now consumes 1 point of energy instead of 2.
- PS reduced from 85 to 40.
R-2 Chill
- Now consumes 1 point of energy instead of 2.
- PS reduced from 130 to 65.
- Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).
RN Seal
- Now consumes 2 points of energy.
- Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).
CS Taymyr
- Now consumes 1 point of energy instead of 2.
- PS reduced from 130 to 65.
- Efficiency reduced from 60 to 40%.
Additional balance changes
Large wheel
- Durability increased from 220 to 275 pts.
Landing gear
- Durability increased from 110 to 130 pts.
Camber
- Durability increased from 135 to 175 pts.
Lunar IV
- Durability increased from 125 to 155 pts.
Array
- Durability increased from 200 to 245 pts.
APC wheel
- Durability increased from 215 to 230 pts.
Twin wheel
- Durability increased from 235 to 295 pts.
Sabbath
- Perk stacking delay increased from 0.3 to 0.5 sec.
Meat Grinder
- Added additional weld points.
- Added resistances to thermal and cryogenic damage (25%).
Incinerator
- Fire puddle damage reduced from 5 to 2.5 pts.
- Parts heating rate reduced from 20% per second to 5% per second.
- Projectile blast damage increased from 30 to 120 pts.
- Added parts heating from the projectile explosion (25%).
Jotun
- Projectile blast damage increased from 60 to 150 pts.
- Added parts freezing from the projectile explosion (25%).
Cerberus
- Damage of the built-in melee weapon reduced from 32 to 20 pts.
- Reduced the length of the damage zone. Built-in weapon now can’t deal damage through parts that are 1 structural cell thick.
Tusk
- Removed the permanent bonus to ram damage. Now ram damage increases only from the perk.
- Ram damage resistance reduced from 75 to 60%.
“MG13 Equalizer” and “MG14 Arbiter”
- Fully charged perk now doesn’t reset immediately, but gradually reduces over 2.45 sec.
Cyclone
- Fully charged perk now doesn’t reset immediately, but gradually reduces over 1.5 sec.
Retcher
- Rotation speed increased by 67%.
Skadi
- The speed of the perk’s negative effect increased by 57%.
- Parts freezing speed increased by 47%.
Scorpion
- The rate of projectile’s damage loss as parts are penetrated reduced by 12%.
- Rotation speed increased by 60%.
- Spread increase while turning reduced by 25%.
Co-driver “Phobos”
- The “Nitrous oxide system” skill now increases the speed of the armoured vehicle by 5% instead of by 5 km/h.
Ram damage mechanics
- Reduced the influence of speed on ram damage and its penetration depth.
Cabins with drones (“Yokozuna”, “Cohort” and “Mars”)
- The drones of these cabins can now share the effects of their bonuses with the allies as well.
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