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Crossout is the post-apocalyptic MMO Action game in which you can craft your unique battle vehicles from a myriad of interchangeable parts, ride them directly into combat and destroy your enemies in explosive PvP online battles in the air and on the ground.

Planned balance changes

Hello, survivors!

Closer to the middle of July, we plan to release the next update, in which we plan to implement the necessary balance changes. Today we will tell you what changes you can expect in the near future.

Please note that all the balance changes specified in this news are relevant at the time of publication and may not be final or not get into the game at all. Certain additional changes, if necessary, can be made after the announcement.


  • Reduced the resistance to melee damage from 90% to 65% for all bumpers, except for the “Impact” bumper.
  • Reduced the resistance to melee damage for the “Impact bumper” from 80% to 60%.

Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased.

All turret cannons from “Little Boy 6LB” to “ZS-52 Mastodon”

Ammunition increased to 14 shells.

All cannons from “Judge 76mm” to “CC-18 Typhoon”

Ammunition increased to 12 shells.

Comment: cannons are weapons that are highly dependent on ammunition and, in the current realities, there may not be enough ammunition for them.

Prosecutor 76mm

Penetration ability increased from 10% to 25%.

Comment: the cannon’s effectiveness decreased a lot after all the changes, but bringing back the 2-pin penetration of the structure would be an overly powerful enhancement. Therefore, we are improving its penetration ability.

Executioner 88 mm

  • Penetration ability increased from 10% to 30%.
  • Durability increased from 600 to 655 pts.

Comment: just like with the “Prosecutor”, the parameters of the “Executioner” were also greatly reduced. These changes will help restore the cannon to its effectiveness and relevance.


  • Damage increased by 15%.
  • Penetration increased from 80% to 100%.
  • Improved accuracy.

Comment: the cannon’s effectiveness is noticeably lower than that of its epic equivalents.

“BC-17 Tsunami” and “CC-18 Typhoon”

  • Blast damage increased by 9%.
  • Penetration ability increased from 65% to 75%.

Comment: even after the change in damage dealing mechanics, the effectiveness of these cannons remained at an insufficient level.

ZS-46 Mammoth

  • Damage increased by 23%.
  • A direct hit now increases the cannon’s damage by 10% for 10 sec. (instead of 20% before).

Comment: with this change we make the cannon less dependent on its perk and preserve its maximum damage.


  • Rate of fire increased by 28%.
  • Improved accuracy.

Comment: the “Cricket” was insufficiently effective when compared to other epic weapons. Increased accuracy and rate of fire will help in the implementation of its perk and inflicting the maximum possible damage.

Barrier IX

  • Shield activation time increased from 1 sec. to 2 sec.
  • Cooldown increased from 20 sec. to 25 sec.

Comment: these turrets have become an overly effective way of blocking damage. Reducing the possible frequency of shield deployment should bring the parameters in line with those expected. The implementation of the turret’s capabilities will become more dependent on thoughtful actions on the battlefield.


  • Penetration ability increased from 10% to 30%.
  • Damage increased by 10%.

Prometheus V

Penetration ability increased from 10% to 30%.


  • Penetration ability increased from 10% to 30%.
  • Damage increased by 12%.

Comment: the effectiveness of plasma emitters was greatly reduced after the change in the mechanics of dealing damage. Their penetration ability turned out to be too weak, and the projectile stopped its flight after colliding with the first part in its path. Also, the damage of “Synthesis” and “Helios” didn’t correspond to their rarity.

AC80 Stillwind

Damage reduced by 10%.

Comment: the autocannon’s ratio of damage to energy drain was too advantageous compared to other “legendary” weapons.


  • Damage increased by 5%.
  • Durability increased from 661 to 714 pts.

Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles.


Damage reduced by 6%.


Damage reduced by 8%.

Comment: by gaining the ability to deal damage through the parts that let damage through, the flamethrowers became very effective. We don’t want to deprive them of this feature, and therefore we reduce the damage they deal.


The delay before activating the mine has been increased from 1 sec. to 2 sec.

Comment: “delay” refers to the time from setting the mine until it is able to capture the enemy. This change should reduce the effectiveness of planting mines directly in front of the enemy and give him a little more time to react.


  • Damage increased by 23%.
  • Now, when the machine gun is fully heated, its damage increases by 30% (instead of 60% before).

Comment: as with the “Mammoth”, we are making the weapon less dependent on its perk and preserving the maximum damage.


Changed the weapon’s perk. Pulsar will now deal 30% more damage to modules.

Comment: the previous perk of the “Pulsar” for increasing blast radius had almost no effect on the effectiveness of the weapon. Now successful hits will help you to quickly deprive the enemies of vital equipment on their armoured cars.


Durability reduced from 320 to 290 pts.

Comment: for a weapon capable of firing at long distances, the “Parser” had a very high durability parameter.


  • Damage reduction as parts are penetrated is now 6% faster.
  • Reloading time increased from 5 sec. to 5.5 sec.
  • Increased dependence of accuracy on movement speed.

Comment: with the old mechanics, the weapon’s damage was excessive, but this was offset by the “screen” armour. Now, it has become easier to implement damage and the average effectiveness of the “Scorpion” has increased. The changes should slightly increase the cost of a miss and make the weapon more dependent on the player’s skills.


  • Damage increased by 50%.
  • Changed the perk: now damage is increased by 20% for every second of contact with the enemy. The effect stacks up to 5 times and gradually resets every 0.5 sec. when the weapon doesn’t deal damage.

Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters.

Follow our news — we will definitely inform you about any major changes in a separate publication.

Good luck in battles!

Discuss it here!

3 July 2023