Changes to the system of energy consumption and energy supply of parts. Third testing
The previous announcements can be seen here and here
Hello!
We continue the testing of the new system of energy consumption and energy supply of parts! We have taken your feedback from previous testing phases into account and would like to make the transition to the new system as convenient and seamless as possible for all players.
Therefore, we decided to drop some of the most controversial points and focus only on changes that were proven to perform best or are necessary for the transition to the new system.
If we are satisfied with the results of this testing, we are going to implement the transition to the new system in the next major update (the final version may have additional changes).
It is important for us to move to the new system because we currently cannot use energy as a balancing unit (1 unit of energy is too much at the current scale). The new system will make it easier to further balance the increasing number of parts and allow for more fine tuning of energy consumption and energy supply in relation to efficiency rather than just changing the efficiency of a part to match the amount of energy it consumes or provides.
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 familiarize yourself with all the planned changes in detail on the special test server!
Energy supply
Cabins
According to the results of previous testings, the changes to the energy supply of the cabins have shown good results. This means that we will keep the system of energy supply parameters increasing by rarity and depending on the type of the cabin. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
Rarity | Light | Medium | Heavy |
Common | 21 (10) | 20 (10) | 19 (9) |
Rare | 22 (11) | 21 (11) | 20 (10) |
Special | 23 (11) | 22 (11) | 21 (10) |
Epic | 24 (12) | 23 (12) | 22 (11) |
Legendary | 25 (12) | 24 (12) | 23 (11) |
Since “rare” and “epic” 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 favorite generator in each “light/heavy” pair and use it much more often than its counterpart. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
Rarity | Name | Energy | Explosion damage | Explosion radius | PS | Extra |
Rare | Big G | 2 (1) | +25% | 130 (150) | ||
Special | Ampere | 4 (2) | -50% | 380 (410) | Durability: 65 (45) | |
PU-1 Charge | 5 (2) | +71% | +50% | 475 (410) | Mass: 576 (445) | |
Epic | Gasgen | 6 (3) | -54% | -33% | 810 (870) | Durability: 105 (72) |
Bootstrap | 7 (3) | +71% | +50% | 945 (870) | Mass: 765 (600) | |
Legendary | Thor-6S | 8 (4) | -36% | -33% | 1600 (1600) | |
Apollo | 9 (4) | +67% | 1800 (1600) | |||
Relic | Odin | 10 (5) | -22% | -17% | 3000 (3000) | Mass: 715 (874) |
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. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
- “Fuel barrel”, “Car jack”, “Radio”, “RS-1 Ruby” — 40 (65).
- “Fuel tank”, “Contact 2M”, “Rift 2M”, “TS-1 Horizon” — 65 (115).
- “Hardcore” — 95 (157).
- “RD-2 Keen” — 135 (216).
- “FHT-3 Flock” — 200 (375).
- “Genesis” — 160 (157).
- “Expanded ammo pack” — 230 (216).
- “Rune-1” — 190 (206).
- “RN Seal”, “Shiver”, “KA-2 Flywheel” — 270 (400).
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:
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.
Also, the Yongwang perk’s bonus for energy spent on modules is now reduced from 12 to 6%.
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 consumes 1 point of energy instead of 2.
- PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.
Oculus
- Now consumes 1 point of energy instead of 2.
- PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.
KA-1 Discharger
- Now consumes 1 point of energy instead of 2.
- PS reduced from 190 to 95.
- Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.
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%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.
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.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.
“Argus” and “Interceptor”
- Now consume 1 point of energy instead of 2.
- PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.
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%.
Comment: these changes are necessary so that when using weapons with heating mechanics in conditions of energy shortage it would be possible to replace an epic module with a weaker one, or to install it if you have 1 free point of energy (similar to weapons with reloading and “Discharger” / “Flywheel”).
You’re welcome to test different builds, submit them to the Exhibition (including if there are any problems) and share your constructive feedback.
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
- Create a new folder for the game on your hard drive.
- Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
- Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
- After the installation is complete, start the Launcher and enter the game with your username and password.
- The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
- After logging into the server, to transfer progress from your account, press the “Esc” key and select “Copy account data”.
- Please note the schedule of the test server:
- Friday, April 26, 2024 from 13:00 to 19:00 (GMT time)
- Saturday, April 27, 2024 from 13:00 to 19:00 (GMT time)
- Sunday, April 28, 2024 from 13:00 to 19:00 (GMT time)
- Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in THIS THREAD (it will open a bit later after the launch of the test server).
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.