Welcome to this unpretentious guide to hoping to guide you further into the crossout mechanics. this guide will always be changing becuase the game is still in beta, which includes a risk of more or less important mechanical changes or the addition / removal of content, and Possible inaccuracy of content; Retouching is welcome.
So you decided to try crossout, welcome to the club.
The Main Menu
- Garage: first window that one sees when opening the game, allows construction, testing your vehicle and launching the battles.
- Faction: allows to see the different factions of the game, as well as the system of craft.
- Market: Your second livelihood and aspiring-thune ingame after the battles.
- Storage: Your warehouse. Parts not used by your car are stored here.
- Shop: the tab to participate in capitalism by throwing your salary out the window against a virtual object.
- Exhibition: A tab to view the creations of other players, whether they are hilarious, useless or genius.
- Season: The seasons are campaigns allowing you according to the difficulty chosen to amass a little more wealth ... Virtually of course.
- Fuel (green bar): Your fuel remaining. The contents of this bar are used to carry out the raids, and is refilled each day automatically, or using your precious fuel picked up during your battles.
- Currency: No simpler than the name. Currency common to the game, used to either rent an advanced benchmark, or buy items from the market (market tab)
- Account name: allows you to change the icon of your profile, as well as access your stats.
- Daily missions: Each day a challenge is proposed to you. Lets save a little extra scrap.
Garage: Vehicles, PS
Good the longest part definitely: building a vehicle. Let's assume that you have amassed a few coins.
Your vehicle rests on a chassis. To make it up, take the pieces denoted "Frames". In order not to deceive you, you can also click on the "frame" filter. You will then need a cockpit: this is a "cabin" This is the heart of your vehicle: if it is vulnerable, you will not make long fire in PvP. So try to protect it well. But let us see already the statistics proposed ... Apart from the powerscore that we will evoke later, we have the following information:
- Engine speed: Engine speed. The standard travel speed of the vehicle.
- Max. Speed: The maximum speed that the vehicle can reach, in any way. Slope, boost, etc ...
- Power: engine torque: cockpit load capacity.
- Tonnage: The weight that the station can advance without loss of speed.
- Mass limit: the maximum weight that the vehicle can withstand.
- Energy: the energy produced directly by the post.
- Structure: cockpit life points in itself.
- Mass: weight of the cockpit itself.
The cockpit greatly affects your gameplay. So try out what role you want. This will allow you later to choose your favorite faction.
- A quick and agile vehicle? Start with a huntsman.
- Heavy vehicle with many armor and armament but slow? Take a docker.
Then add some wheels. The wheels allow a better tonnage (and therefore a better load capacity), in return, the maximum speed of the vehicle is reduced.
- Keep a high speed? Take as little wheel as possible.
- Another shielding? More wheels.
Always have ST wheels (STeering = rotating). It would be idiotic to be able to go only in a straight line.
When you build, continue to pay attention to your maximum weight. Special warning against "frame" parts: damage, in addition to being inflicted on the piece itself, passes through, thus touching the piece behind.
Also take note of parts adding life to your cockpit. This greatly increases your chances of survival. If you want to push your vehicle a little further, you can add an engine. Against some menu energy points, you can gain a little tonnage, and therefore increase its acceleration, and in some cases increase its standard speed. Obviously, armament is also an important part of your vehicle. Take the time to read the characteristics of your weaponry. More precisely the energy required for its use.
There are five main categories of weapons:
- Machine guns: Automatic shooting, low damage per hit. Useful to medium short range to saturate a zone of damage.
- Shotguns: Automatic firing, multiple shots per shot. Short-range devastator.
- Auto-cannon: Low-speed automatic firing, good bullet damage, excellent range and precision. Very good for "sniper" parts of a vehicle from a distance.
- Canon: Shoot an explosive shell. Long reloading, but potentially destructive at any distance so well mastered. Limited ammunition. Beware of melee, your vehicle could take damage from the shell.
- Rockets: Mostly unguided, long, but destructive reloading. According to the launcher, one or more rockets are launched at the same time. Random precision, and therefore useful at medium / short range.
If you miss a few energy points, you can opt for adding a generator. The generators are in the same way as barrels, ammunition boxes or explosive parts. Beware when installing them.
Factions: Reputations, Workbench, Crafting
The factions represent your progression in the game.
The reputation you win in battle is basically your experience. At each level gained in a faction, you unlock pieces of vehicles that are clean to each. Post tutorial, you have a free workbench (white) in the engineers, which serve as a benchmark on your advancement. After a while, you can choose a second faction.
Here is the list:
- Engineer: Your basic faction. Their vehicles are good at everything, but master of nothing. You can basically do everything with engineer parts. But no more.
- Lunatics: The closest one can get crazy without losing the ball. This faction relies on extremely agile, lightweight, and hand-to-hand vehicles. The separate armaments of this faction are: explosive shotguns, rocket launchers, spears, and any melee craft, from the circular saw to the combine harvester reconfigured into metal crusher.
- Nomads: These strange men traverse the desert in caravans, and boning aircraft fuselage to create their vehicles. This time, the emphasis is on medium and long range combat, as well as above-average shielding, while preserving mobility. They also have interesting technologies, such as attack drones, or the camouflage chameleon system.
- Scavengers: This third faction is very much played, Relies on overwhelming firepower, to the detriment of speed. Truck steering, cannon mounted turret, chariot tracks, their vehicles are imposing, slow, and having a colossal firepower.
- Stepparents: The latter, apparently arrived recently, is unlocked only at engineer levels. And I think that justified it. These are military-grade equipment. Their vehicles are robust, equipped with advanced technologies: fully automated machine-gun, remote-controlled missile, walking vehicles, and even artillery cannon, capable of pulling at very long distance in lobe.
- Engineers: Versatile, basic faction.
- Lunatics: Melee, fast but fragile. Nomads: Medium / long distance, Good speed and shielding.
- Scavengers: Firepower, Slow but very durable.
- Stepparents: Adaptable, rather slow but tough By choosing your second faction, you can access new models of vehicles and workbenches in addition to parts for each level reached at home. These benches allow you by a craft system to get the rare coins, and having specific characteristics. They will, however, cost you a lot of scrap, copper (Raid Reward only), items you've gotten into battles as well as maybe other rare materials. Moreover, choose your parts well, because unlike the common bench (white) engineer that is free.
Market: Buy / Sell, Currency, and Fuel
The market is not, unlike the first, the pay-to-win club.
The market is an area where players can put up for sale whatever is possible to be sold, for a more or less annoying price.
The interest of this place is the possibility for a free-2-play, to be able to obtain the famous currency necessary to the rent of a workbench of faction, or to buy a missing piece, without too much to take the head.
The market meets the principle of supply and demand: players put up for sale at a certain price their commodities, and others are looking for a product to X coins. If you have a rare but unnecessary item, it may be useful to put it on sale, especially if it is not, Is really not common and in high demand, prices are climbing fast. What is also interesting, and is certainly the basis of the economy in free-2-play, is the price of fuel. Indeed, in addition to serving to fill your fuel gauge, whenever you have 100 fuel units, you can resell it on the market.
The supply and demand being stable, the course is 25 pieces. Battery for a rare workbench. Knowing that in addition, the fuel comes by 5 when you win a game AND you survive : 100/5 = 20 Survive 20 winning games and you can make yourself +25 pieces. Part = 5 minutes therefore it takes about 1:10 to make your fuel. EDIT: from the maj 0.7.0, It is possible to craft a larger fuel tank, to amass the double of fuel per battle. Forecast a lower fuel price. Please be aware that when selling, you can set your price. Pay attention to the current demand (bottom pricing) to see what price you can sell instantly and how much. Likewise when buying (upper price component), look at what is the lowest price you can buy.
Storage: Instant sale, storage, Fusion
I tell you nothing by saying that storage is your warehouse of spare parts. An interesting mechanic is the instant purchase / sale.
If you want to sell or buy directly at the best price, right click on the subject and you can do it. Note that your storage is limited. A bar at the bottom right allows you to judge the remaining space. Think about expanding it or making the attic void from time to time! Also note the merge tab. Fusion improves parts of higher quality than common. For you may have the required parts, the merge can significantly increase the stats of the element. Structure, power, etc. In return.
Let us pass quickly to the exhibition.
The community benchmark of Exhibition allows you to see which creations your playmates have made. This can range from unusable sculptures to the perfect craft. But frankly, it's more for fun than some stuff happens here.
What's worth it? test it. Even if you do not have the parts, you can see how X works. Some have a behavior to say the least ... Surprising. If you really enjoy a creation, you can save it in your blueprints for later, or drop a like.
Enjoy the destructible room system.
- All parts of your vehicle can be destroyed. Take advantage of this to make it impossible to harm an enemy.
- He is agile as not one? Blow up one or two wheels and we'll talk about it again.
- These weapons hurt? It would be a shame if they came to break prematurely.
Aim for weaknesses.
- Generators, boxes of ammunition and cans of petrol are weak points not to neglect on a vehicle.
- Less resistant than the cockpit and occasionally highlighted, they can hurt the vehicle, and if it survives, half of its chassis is already scrapped. Be sure not to be too close at the time of the explosion.
- Imagine for a moment that you are in Car, without wheels or weapons to defend you. You are surrounded by the entire enemies team that is within 3 meters of you to kill you.
- Quite to die, so much try to take one or two with you in the grave.
- Holding the Reverse (above the Enter key) pressed starts the self-destruct sequence of your vehicle. A red light flashes in your cockpit.
- After 5 seconds, the rest of your vehicle explodes, inflicting immense damage in a small radius. -As long as your attacker has a melee machine or completely stupid not to see the red light, there is a good chance that it is cooked and that you have a see even several free kills.
- Technical wholesale guns. You're slow. The enemy is tracking you down. You have unimaginable power per shell. It's time to peek-a-boo.
- The peek-a-boo is a technique used to take by surprise at a turning player.
- You are not far from a street corner. The enemy arrives at any leg by the said corner.
- You know what you have to do when it happens. Once the shot (s) is realized, take advantage of the confusion to either relocate or complete the.
- Technique of filling. You are in bad condition, unarmed, unlike your bored team in a corner? The bait.
- You stand before the enemy and make sure that he notices you. Use your durability or speed to bring your prey directly to your poles so that they reduce it to dust.