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f13.net General Forums => MechWarrior Online => Topic started by: Slayerik on March 22, 2013, 09:05:12 AM



Title: Patch Stuff Here
Post by: Slayerik on March 22, 2013, 09:05:12 AM
http://themittani.com/news/mwo-march-19th-patch-review

Nice overview. See stealth buffs/nerfs


Title: Re: Patch Stuff Here
Post by: Falconeer on April 16, 2013, 10:15:45 AM
Patch notes.

Quote
PATCH NOTES APRIL 16TH, 2013
Open Beta Update #15

Upcoming Patch - Tuesday April 16th @ 10AM – 1PM PDT

Patch Number:  TBA

Change Log

UPDATE

Greetings MechWarriors!

  Can you hear the sound of bagpipes off in the distance? That is the sound of the Highlander standard variants marching into your mechbay.   This ‘Mech is a sight to behold and now you can take it for a spin without having to be in a Hot Pink Hero mech.

  Introducing our first Champion ‘Mech! Chosen by the people for the people! The Dragon 5N is the first stock ‘Mech to get the Champion treatment with a 10% XP boost. Will this replace your existing DGN 5N?  Will this be your first Dragon?  Take the Trial Mech 5N Version for a spin and see how effective this ‘Mech is.

  Battlefield coordination just got easier. We have added Lances and Lance Leader who can issue orders on the battle grid menu. The Commander can now issue orders to both Lances. You can press U to start a Lance Chat message in game. Read and use this feature to coordinate your team and dominate the battlefield!

  For those customization lovers we have new 'Mech Statues for your cockpit and a cool new pattern called Fractal.

  We have Projectile network improvements as well. Auto cannons, Gauss Rifles, and PPCs are affected by this change.  This should make some builds effective for players with high latency.

  Read on for more fixes and changes.

- Matt Newman

Content

Highlander HGN-732

    - Tonnage:  90.
    - Engine:  270.
        - Top Speed:  48.6 kph.
        - Max Engine Rating: 325.
    - Torso Movement:
        - 90 degrees to each side.
        - 20 degrees up and down.
    - Arm Movement:
        - 20 degrees to each side.
        - 30 degrees up and down.
    - Armor:  554 (Ferro-Fibrous).
    - Weapons & Equipment:
        - Left Arm:  SRM 6.
        - Left Torso:  LRM 20.
        - Right Torso:  2 Medium Lasers.
        - Right Arm:  Gauss Rifle.
    - Internal Structure:  Standard.
    - Hardpoints:
        - Left Arm:  2 Missile.
        - Left Torso:  1 Missile, 1 AMS.
        - Right Torso:  3 Energy.
        - Right Arm:  1 Ballistic.
    - Heat Sinks:  12 Single.
    - Jump Jets:  3 (3 Max).
    - ECM Capable?:  No.
    - Module Slots:  2.

Highlander HGN-733

    - Tonnage:  90.
    - Engine:  270.
        - Top Speed:  48.6 kph.
        - Max Engine Rating: 325.
    - Torso Movement:
        - 90 degrees to each side.
        - 20 degrees up and down.
    - Arm Movement:
        - 20 degrees to each side.
        - 30 degrees up and down.
    - Armor:  558 (Standard).
    - Weapons & Equipment:
        - Left Arm:  SRM 6.
        - Left Torso:  LRM 20.
        - Right Torso:  2 Medium Lasers.
        - Right Arm:  AC/10.
    - Internal Structure:  Standard.
    - Hardpoints:
        - Left Arm:  2 Missile.
        - Left Torso:  2 Missile, 1 AMS.
        - Right Torso:  2 Energy.
        - Right Arm:  1 Ballistic.
    - Heat Sinks:  13 Single.
    - Jump Jets:  3 (3 Max).
    - ECM Capable?:  No.
    - Module Slots:  2.

Highlander HGN-733C

    - Tonnage:  90.
    - Engine:  270.
        - Top Speed:  48.6 kph.
        - Max Engine Rating: 325.
    - Torso Movement:
        - 90 degrees to each side.
        - 20 degrees up and down.
    - Arm Movement:
        - 10 degrees to each side.
        - 30 degrees up and down.
    - Armor:  558 (Standard).
    - Weapons & Equipment:
        - Left Arm:  SRM 6.
        - Left Torso:  LRM 20.
        - Right Torso:  2 Medium Lasers.
        - Right Arm:  AC/20.
    - Internal Structure:  Standard.
    - Hardpoints:
        - Left Arm:  1 Missile.
        - Left Torso:  2 Missile, 1 AMS.
        - Right Torso:  2 Energy.
        - Right Arm:  2 Ballistic.
    - Heat Sinks:  13 Single.
    - Jump Jets:  3 (4 Max).
    - ECM Capable?:  No.
    - Module Slots:  2.

Highlander HGN-733P

    - Tonnage:  90.
    - Engine:  270.
        - Top Speed:  48.6 kph.
        - Max Engine Rating: 325.
    - Torso Movement:
        - 90 degrees to each side.
        - 20 degrees up and down.
    - Arm Movement:
        - 20 degrees to each side.
        - 30 degrees up and down.
    - Armor:  558 (Standard).
    - Weapons & Equipment:
        - Left Arm:  SRM 6.
        - Left Torso:  LRM 20.
        - Right Torso:  2 Medium Lasers.
        - Right Arm:  PPC.
    - Internal Structure:  Standard.
    - Hardpoints:
        - Left Arm:  1 Missile.
        - Left Torso:  2 Missile, 1 AMS.
        - Right Torso:  2 Energy.
        - Right Arm:  2 Energy.
    - Heat Sinks:  20 Single.
    - Jump Jets:  3 (3 Max).
    - ECM Capable?:  No.
    - Module Slots:  2.

Highlander Variant Quirks

    - HGN-732 and HGN-733 have a 10% faster turning rate.
    - HGN-733C has a 5% faster turning rate and a 5% faster torso movement rate.
 
Champion Mech: Dragon DRG-5N(C)

    - Tonnage:  60.
        - Engine:  300 XL.
        - Top Speed:  81 kph.
    - Max Engine Rating: 360.
    - Torso Movement:
        - 90 degrees to each side.
        - 20 degrees up and down.
    - Arm Movement:
        - 40 degrees to each side.
        - 20 degrees up and down.
    - Armor:  376 (Ferro-Fibrous).
    - Weapons & Equipment:
        - Left Arm:  Large Laser x2.
        - Right Arm:  Gauss Rifle.
    - Internal Structure:  Endo-Steel.
    - Hardpoints:
        - Left Arm:  2 Energy.
        - Center Torso:  1 Missile.
        - Right Torso:  1 AMS.
        - Right Arm:  3 Ballistic.
    - Heat Sinks:  12 Double.
    - Jump Jets:  n/a.
    - ECM Capable?:  No.
    - Module Slots:  2.
    - 10% XP Bonus.

New Cockpit items:

    - Raven statue.
    - Stalker statue.
    - Commando statue.

New Skin:

    - Fractal camo spec.

Gameplay

Maps

    - Added baked in shadows to terrain in all maps.
    - Changed geometry near edge of Tourmaline Desert where many players were being led out of bounds.
    - Updated Warning Billboard signs shader in River City.

Networking

Host State Rewinding Phase 2 (Ballistic/PPC weapons)

    - You should no longer have firing delay when shooting a ballistic/PPC weapon.
    - You should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.
    - Missile weapons are not affected by this change, but will be in the next host state rewinding phase.
    - The complete list of affected weapons:
        - PPC.
        - ERPPC.
        - AC20.
        - AC10.
        - AC5.
        - AC2.
        - Gauss.
        - LB10-XAC.
        - UltraAC5.

Performance

    - Extra server compression of movement state transmitted to clients, reducing client downstream costs.
 
Matchmaking

    - Added ability to tune weight class and Elo matching thresholds during runtime.
    - Adjusted player Elo down to their correct values by re-simulating match history (to account for the Elo-inflation bug).   
    - Users who disconnect during matchmaking are now correctly removed from their pending match. This should help reduce the number of erroneous 'failed to find match' errors.
 
Lances
    - Players will automatically be grouped into lances when they join a match.
    - Players who are grouped together before entering the match will be assigned to lances together as best as possible.
    - There is a maximum of 4 players per lance, and 3 lances per team.
        - Currently, the third lance will only be created if needed because of player groupings.
    - Players will now have a lance HUD element in the upper left of their screen which will inform them of their lancemates' health and grid location.
    - Members of your lance will be marked in a different color on your HUD.
    - In addition to taking command of the team, players can choose to take command of their lance while in the BattleGrid.
        - The team commander is automatically the commander of his lance.  The team commander's lance cannot have a separate lance commander.
    - Lance commanders can assign orders to their lance.  Only members of their lance will see the orders.
        - Lance commanders are marked with captain's bars.
    - Team commanders can assign orders to all lances, and see the orders given by all lance commanders.
        - Team commanders are marked with a star.
    - Commanders can remove orders they have given by clicking the order on the BattleGrid and choosing "REMOVE ORDER".
Team commanders can rearrange lance membership by dragging the players' names to different lances on the BattleGrid.
    - Players can chat to just the members of their lance by pressing 'U'.

Bug Fixes

    - Fixed an issue where certain users were getting random graphical corruption in the HUD (lots of multi colored polygons).
    - Fixed one case of users crashing mid game.
    - Fixed an issue where users with high latency would be stuck on a black screen after loading into a match.
    - Fixed an issue where after a user failed to load into a map other users could experience a black screen.
    - Fixed a bug that was causing Elo to rise by a large amount when defeating a weaker opponent, see details in command chair post.
    - Numerous map bug fixes.
    - Numerous Front End bug fixes.

General

    - Additional tooltips added throughout the Front End.
    - Gameplay tips added to loading screens.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Ironwood on April 16, 2013, 10:42:31 AM
New Highlander model is much, much better.


Title: Re: Patch Stuff Here
Post by: Goreschach on April 16, 2013, 11:05:58 AM
New Highlander model is much, much better.


Too bad the variants are all terribad.


Title: Re: Patch Stuff Here
Post by: Shannow on April 16, 2013, 11:09:01 AM
So actual different colour for my group mates?

How come I get the feeling that Piranha will manage to screw this up and assign my pre-made group into different lances.

Still forced grouping might (and heavy emphasis on the might) make PUGs a little better.


Title: Re: Patch Stuff Here
Post by: Arthur_Parker on April 16, 2013, 02:05:12 PM
Had fun games tonight in a 4 man, lots of highlanders out there, they seem slow to turn but I need to unlock the skills to see if any better.


Title: Re: Patch Stuff Here
Post by: Merusk on April 16, 2013, 08:12:53 PM
The scoreboard crash bug is back in a big way.  3 matches, 3 game-forced reboots when it tries to display the score.

Also, it seems the ballistics and center torso exploding are as bad as they were.  Also, my Elo seems to have stuck me I with idiots, while still matching me with more competent enemies.  All 3 games I was last man standing within the first 5 mins, light, heavy or assault mech. :heartbreak:


Title: Re: Patch Stuff Here
Post by: Shannow on April 16, 2013, 09:06:07 PM
wow Piranha, way to make the lance colour almost exactly the same as the team colour.


Title: Re: Patch Stuff Here
Post by: Ironwood on April 17, 2013, 01:55:42 AM
Bought a Highlander.

If there's a worse mech out there, I don't know what it is.  And I'm fucking HONOR BOUND to use one.  It says Highlander on it, for fucks sake.

Still, the game seems stable (to me) and the graphics seem to have been overhauled since it's much prettier now for some reason.  In addition, the Ballistics are just so much faster it's not funny.  Took me two games to stop overshooting people and leading the target toooo  much.



Title: Re: Patch Stuff Here
Post by: Falconeer on April 17, 2013, 02:03:34 AM
Yeah, AC20 is even more lethal as a result of the projectile fix. AC40 Cats and Jags are quite terrifying and scarily accurate now no matter the distance. Same is true for anything PPC based actually.


Title: Re: Patch Stuff Here
Post by: Ironwood on April 17, 2013, 02:28:18 AM
wow Piranha, way to make the lance colour almost exactly the same as the team colour.

It's things like THIS that reassure me these chaps have very, very little in the way of QA.


Title: Re: Patch Stuff Here
Post by: Falconeer on April 17, 2013, 03:30:06 AM
Honestly the new colours are fine to me. It might have to do with your video card or just with the way different people perceive colours.


Title: Re: Patch Stuff Here
Post by: Ironwood on April 17, 2013, 04:37:07 AM
Whut ?


Title: Re: Patch Stuff Here
Post by: Merusk on April 17, 2013, 05:11:23 AM
Yeah I don't get the bitching.. it's pretty distinct to me.  Like picking between "blue" and "cyan" in a color picker.  The exact color analogue is how someone on your  "friends list" shows-up in WoW vs. how other players names do.


Title: Re: Patch Stuff Here
Post by: Ironwood on April 17, 2013, 05:22:25 AM
You don't think that maybe just by picking two distinct colours, ANY bitching could have been avoided ?



Title: Re: Patch Stuff Here
Post by: Merusk on April 17, 2013, 05:48:03 AM
No, because the complaint would be "It gets lost in the background" or "I'm colorblind."  I would guess that blue's used because it's the color best able to contrast against the environments, but I don't know enough about UI design.   Certainly can't be yellow and green gets lost/ turns grey for too many people.  Purple? Amber?


Title: Re: Patch Stuff Here
Post by: Lantyssa on April 17, 2013, 06:22:28 AM
If there's a worse mech out there, I don't know what it is.  And I'm fucking HONOR BOUND to use one.  It says Highlander on it, for fucks sake.
Spider 5K

I had to throw in the towel after experiencing what Merusk did with the matching.  Also got sick of playing 'MechSniper Online.  When I got sick of it I took my little brawler into the open on Tourmaline (again, and again, and again) hoping my team would use the opportunity to take a few shots, but they were too busy cowering behind some rocks because apparently 'MechWarrior == Cover Shooter now.


Title: Re: Patch Stuff Here
Post by: Hoax on April 17, 2013, 08:34:45 AM
Elo seems massively improved, I had very very few 8-1 or 1-8 rolls last night compared to 20%+ before the patch and ballistic rewind is working like a charm. As in, I'm hitting and registering damage on jumping lights going top speed w/ gauss charm.

Unfortunately the game itself is in a pretty poor state of weapon balance is my knee jerk reaction. UAC5 and AC20 were for my money the two most powerful weapons in-game before the patch. Now it doesn't even seem to be close. The fights are feeling a ton faster and pop tarting has become very prevalent though I wonder if that's because of the elo adjustments because I've always heard that higher up the food chain there was a lot more of ppc warrior pop tart online going on.

All in all good patch. No fucking idea what you guys are on about with the lance color. Let me say if they had made them blue and purple or something I would have been annoyed. I'd prefer the lances look like they are the same general IFF color because I'm not sure why I care so much about which lance is which, when I'm at the start and looking for people I'm using the info key and reading names anyways.


Title: Re: Patch Stuff Here
Post by: Falconeer on May 07, 2013, 11:02:23 AM
Quote
Open Beta Update #16

Upcoming Patch - Tuesday May 7th @ 10AM – 1PM PDT

Patch Number: 1.2.219

Change Log

UPDATE

Greetings, MechWarriors

May is going to be a great month. I can feel it! Let's start by going over the content of this patch!

The Stalker Hero 'Mech "Misery" sure does live up to its name, with a paint job that reflects its war torn soul and the hard points to cause plenty of misery on the battlefield.
Just check out this trailer to see what I mean!

A new Trial 'Mech Champion! The Jenner JR7-F©. This is a legendary developer build that has been tearing through Atlas armour since closed Beta. Give it a spin and prepare to be tempted to purchase this Champion 'Mech on May 21st.

After making you wait long enough, you can now change the colours on your Hero 'Mech. We can't wait to see what kind of colour combinations you guys create.

We have a real treat for you, the Buccaneer custom pattern! I asked Alex (Flying Debris) what his inspiration was and this is what he said. I was imagining "Some crazy, bearded, malnourished man with missing teeth going to work with a paint roller in the 'Mech hanger while indulging in questionable substances. This mech painting bender happened after the force he was attached to made off with thirty tons of potatoes, women's shoes, and stereo equipment,from the last backwater planet they raided". Ok Alex. I am just going to back away slowly now. Plenty of hidden messages in this cool custom pattern can you spot them all?

New 'Mech statue Cockpit items added to round out the customization.

We have some good improvements and fixes as well, to clean up functionality and stability.

You should also be aware we are working hard to address the HUD issues and are getting closer to a solution.

See you on the battlefield,

Matt Newman

Content

New Hero Mech

“Misery” STK-M

- Stalker STK-M
- Tonnage: 85
- Engine: 255 Top Speed: 48.6 kph
- Max Engine Rating: 310
- Torso Movement:
- 65 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 30 degrees up and down
- Armor: 496 (Standard)
- Weapons & Equipment:
- Left Arm: 2 Medium Lasers
- Left Torso: Gauss Rifle
- Center Torso: Large Laser
- Right Torso: SRM 6
- Right Arm: 2 Medium Lasers
- Internal Structure: Standard
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 1 Ballistic
- Center Torso: 1 Energy
- Right Torso: 1 Missile, 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 21 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 1
- 30% C-Bill Bonus
- Quirks:
- 10% increase in turning rate
- 10% increase in acceleration

New Trial Champion Mech

Jenner JR7-F©

- Tonnage: 35
- Engine: 300 XL Top Speed: 138.86 kph
- Max Engine Rating: 300
- Torso Movement:
- 120 degrees to each side
- 20 degrees up and down
- Arm Movement:
- 0 degrees to each side
- 30 degrees up and down
- Armor: 238 (Ferro-Fibrous)
- Weapons & Equipment:
- Left Arm: 3 Medium Lasers
- Left Torso: Jump Jet
- Right Torso: Jump Jet
- Right Arm: 3 Small Lasers
- Internal Structure: Endo-Steel
- Hardpoints:
- Left Arm: 3 Energy
- Right Torso: 1 AMS
- Right Arm: 3 Energy
- Heat Sinks: 15 Double
- Jump Jets: 2 Max: 5
- ECM Capable?: No
- Module Slots: 1

New Trial Mechs

- Jenner JR7-F©.
- Hunchback HBK-4G.
- JagerMech JM6-S.
- Highlander HGN-732.

New Cockpit items:

- Dragon statue.
- Awesome statue.
- Cicada statue.

New Premium Skin:

- Buccaneer Skin.

Air Strike Improvements:

- There is now a plane that flies over the sky when an Air Strike is called.

Gameplay

- Players can now change the colours on their Hero Mechs.
- Players can reset the colours of their Hero Mechs using the colour channel selection.

Front End

- Fixed friends list size limitation.
- Better incoming message notification.
- Improved message context sensitivity.
- Chat Color coding/User identification.
- Decoupled Anti-Aliasing from System Spec option.
- Implemented brightness/Gama option.

Bug Fixes

- Fixed an issue where users were being disconnected during game.
- Fix for possible soft lock users experienced while playing a match.
- Fixed a crash that some users experienced when the end of round screen timer ran out and they were kicked back to the Mech Lab.
- Fix multiple control rebind issues.
- Fix for 'Mechs losing the ~1km/h with speed tweak.
- Fixed a black screen bug that could happen to users after the loading screen.

Known Issues

- HUD issues.
- We will be pushing a hot fix for this issue as soon as it is addressed.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Merusk on May 07, 2013, 11:17:00 AM
So more MC-Credit grabbies and little else.  :awesome_for_real:


Title: Re: Patch Stuff Here
Post by: Falconeer on May 07, 2013, 11:26:38 AM
Crazy. One of those situations where I would LOVE to be in their office and see what the fuck are they thinking. I mean, there's no way in hell they are not gonna lose money over this.

EDIT: And next patch is in two weeks!


Title: Re: Patch Stuff Here
Post by: satael on May 07, 2013, 12:13:27 PM
Crazy. One of those situations where I would LOVE to be in their office and see what the fuck are they thinking. I mean, there's no way in hell they are not gonna lose money over this.

EDIT: And next patch is in two weeks!

What if they can't see any long-term plan for revenue working out and are now just revving up the "cash shop"-machine to get the most out of the game when they still have exciting stuff (community warfare etc) in the works?


Title: Re: Patch Stuff Here
Post by: Ironwood on May 07, 2013, 12:53:48 PM
Annnnd crash.

 :oh_i_see:


Title: Re: Patch Stuff Here
Post by: Falconeer on May 21, 2013, 10:30:43 AM
PATCHNOTES, MAY 21st 2013.

Quote
PATCHNOTES:


Content


New Map - Canyon Network

Bordered by a metropolis on one side and a drop ship base on the other, the Canyon Network is essentially a rare green space in an otherwise arid landscape that doubles as a landfill. The maglev route that bisects the canyon is the most efficient means to transport supplies and personnel across the expanse and is therefore more valuable captured than destroyed. Likened to large scale foxhole warfare, the network is primed for snipers, surprise attacks and quick getaways. One MechWarrior, when asked, said the maglev was fought over so frequently as it was ‘the only way out of the garbage dump.’



New Battlemechs

Blackjack BJ-1
Tonnage: 45
Armor: 272 (Standard)
Internal Structure: Standard
Engine: 180
Top Speed: 64.8 kph
Max Engine Rating: 235
Torso Movement:
110 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Weapons & Equipment:
Left Arm: Medium Laser, AC/2
Left Torso: Medium Laser
Right Torso: Medium Laser
Right Arm: Medium Laser, AC/2
Hardpoints:
Left Arm: 1 Ballistic, 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy
Right Arm: 1 Ballistic, 1 Energy
Heat Sinks: 11 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
Quirks: +15% torso twist speed
Blackjack BJ-1DC
Tonnage: 45
Armor: 272 (Standard)
Internal Structure: Standard
Engine: 180
Top Speed: 64.8 kph
Max Engine Rating: 235
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Weapons & Equipment:
Left Arm: Medium Laser, AC/2
Left Torso: Medium Laser, Small Laser
Right Torso: Medium Laser, Small Laser
Right Arm: Medium Laser, AC/2
Hardpoints:
Left Arm: 1 Ballistic, 1 Energy
Left Torso: 2 Energy, 1 AMS
Right Torso: 2 Energy
Right Arm: 1 Ballistic, 1 Energy
Heat Sinks: 12 Single
Jump Jets: n/a
ECM Capable?: No
Module Slots: 2
Blackjack BJ-1X
Tonnage: 45
Armor: 272 (Standard)
Internal Structure: Standard
Engine: 225
Top Speed: 81 kph
Max Engine Rating: 295
Torso Movement:
80 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Weapons & Equipment:
Left Arm: Medium Laser, 2x Flamer
Left Torso: Medium Laser
Right Torso: Medium Laser
Right Arm: Medium Laser, 2x Flamer
Hardpoints:
Left Arm: 3 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy
Right Arm: 3 Energy
Heat Sinks: 18 Single
Jump Jets: n/a
ECM Capable?: No
Module Slots: 2
Blackjack BJ-3
Tonnage: 45
Armor: 272 (Standard)
Internal Structure: Standard
Engine: 180
Top Speed: 64.8 kph
Max Engine Rating: 235
Torso Movement:
110 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Weapons & Equipment:
Left Arm: Medium Laser, PPC
Left Torso: Medium Laser
Right Torso: Medium Laser
Right Arm: Medium Laser, PPC
Hardpoints:
Left Arm: 2 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy
Right Arm: 2 Energy
Heat Sinks: 10 Double
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2
Quirks: +15% torso twist speed

New Champion Mech:

Jenner JR7-F ©
Tonnage: 35
Armor: 238 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Engine: 300 XL
Top Speed: 138.86 kph
Max Engine Rating: 300
Torso Movement:
120 degrees to each side
20 degrees up and down
Arm Movement:
0 degrees to each side
30 degrees up and down
Weapons & Equipment:
Left Arm: 3 Medium Lasers
Left Torso: Jump Jet
Right Torso: Jump Jet
Right Arm: 3 Small Lasers
Hardpoints:
Left Arm: 3 Energy
Left Torso: 1 AMS
Right Arm: 3 Energy
Heat Sinks: 15 Double
Jump Jets: 2
Max: 5
ECM Capable?: No
Module Slots: 1
10% XP Bonus.

New Hanging Cockpit items:
Kurita Medallion
Liao Medallion
Marik Medallion
Steiner Medallion
FRR Medallion
Davion Medallion

New PremiumSkin:
Cobra

New Modules:

Seismic Sensor:
7,500 GXP
200 m range
Detects enemy Mechs as they impact the ground during movement or falling
Enemy Mechs that move or fall within the module's range leave behind "blips" on the minimap and battlegrid
The heavier the Mech and/or the faster its speed, the larger and faster the blip
Advanced Seismic Sensor:
10,000 GXP
Automatically upgrades all Seismic Sensors
Increases the sensors' detection range to 400 m


New Consumable Modules:

UAVs - General Info:
With a UAV module equipped, you can press Insert to launch a UAV into the air, 150 m directly above you. The UAV will automatically target all enemy Mechs that come within its sensor radius; this information will be shared to your team
A UAV will not launch if there is insufficient clearance above you
The UAV can target Mechs that are shielded by ECM and will share this with your team
Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive this
A UAV will be destroyed after taking a cumulative 10 damage. The UAV will self-destruct after being in the air for a certain length of time
Destroying an enemy UAV is worth 50 XP


Consumable Module: UAV
Automatically unlocked
40,000 C-Bills
Hovers for 45 seconds before self-destructing
Detects enemies up to 240 m away
Can be detected and targeted by enemies within 180 m
Consumed upon use

Consumable Module: Advanced UAV
Automatically unlocked
15 MC
Hovers for 60 seconds before self-destructing
Detects enemies up to 240 m away
Can be detected and targeted by enemies within 180 m
Consumed upon use

Upgrade Module: Improved UAV
15,000 GXP to unlock
Upgrades the UAV module
Increases the UAV's hover time by 15 seconds (60 seconds total)
Does not need to be equipped to a BattleMech

Upgrade Module: UAV Upgrade
15,000 GXP to unlock
Increases the sensor range of all your UAVs by 25%
Does not need to be equipped to a BattleMech
Gameplay

ECM Hardpoint Restriction
ECM must be equipped on a designated hardpoint for all ECM Capable Mechs. (Similar to AMS)
All Mechs equipped with an ECM will have their ECM unequipped after this patch

Mech Movement Speed Changes
When a Mech takes damage after losing a leg, its maximum movement speed is capped at 15 kph for 5 seconds
This 5 second timer resets each time the Mech takes damage
When a Mech has lost a leg, its maximum movement speed is capped at 50% of its normal max speed, or 40 kph, whichever is lower
When a Mech has lost a leg, its maximum reverse speed is 2/3rds of its maximum forward speed.
When its forward speed is capped at 40 kph, the max reverse speed is 2/3rds of 40 kph (or 26.667 kph)

Match Making Update
All new players starting the game will have 2 Elo scores assigned to them.
New Player Elo = 1100 (N-Elo)
Standard Player Elo = 1300 (S-Elo)
Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
The outcome of the game will affect both their N-Elo score and their S-Elo score.
When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.

Weapon Tuning

LRM
Speed 120 (up from 100)
Damage 0.9 (up from 0.7)
AMS
Damage per bullet 3.5 (up from 2.0)
NARC
Range 450 (up from 270)
Duration 30 sec (up from 20 sec)
Ammo per ton 12 (up from 6)
LB 10-X
Spread 2.25 (down from 3.0)
PPC/ERPPC
Cooldown 4.0 (up from 3.0)
Machine Gun
Damage 0.08 (up from 0.04)
Range 120-240 (up from 90-200)
Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)
Autocannon 5
Range 620-1700 (up from 540-1620)
Cooldown 1.5 (down from 1.7)
Beagle Active Probe
Now counters ECM within 150m.
BAP will only counter 1 enemy ECM 'Mech within its range
A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.
Flamer
Target Flamer heat will not exceed 90%
Heat % will no longer jump when using flamer or being flamed
Target heat will increase exponentially due to Heat Retention
Other
LRM and SRM flight paths have been re-engineered. Missiles now fall in a manner that aligns with our vision of their operation.
Streak SRM flight paths remain the same
The bonuses from TAG, Narc, and Artemis to gain and lose a missile lock have been corrected and now properly stack together.
TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.
Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.
Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.
Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons
e.g. TAG and Narc together reduce the time to achieve a missile lock to 37.5% of the normal time (50% of 75%).
TAG, Narc, and Artemis now reduce the size of the overall size and spread of the missile formations.
TAG reduces the spread of missile formations to 75% of their normal size.
Narc reduces the spread of missile formations to 75% of their normal size.
Artemis reduces the spread of missile formations to 67% of their normal size when the Mech has line of sight to its target.
Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons.
e.g. TAG and Narc together reduce the spread of missile formations to 56.3% of the normal size (75% of 75%).
Known Issue: Mechs with Artemis will currently receive the spread reduction bonus from Narc beacons.
Enemy disruption ECM will no longer mask the positions of your teammates
Air and Artillery strikes have had their splash damage radius increased to 25m (up from 10m). Mechs will start taking fairly substantial damage if caught in one of the two strikes. The radius remains the same no matter what level the strike is (including priority air/artillery strikes)

Front End
Added Mouse sensitivity options
Lance Improvements
Added local player and put him first on the list
Now displaying Alpha Lance instead of just Alpha, etc.
Added Mech type to player entries in both in HUD element and Battlegrid Lance Panel
All three lances now always show on Battlegrid
All lances show all four spots even if empty (empty spots have a different look than filled spots)
Team commander can move any player to any spot (dragging to a filled spot will still swap players)
Added drag icon to entries that did not already have an icon (only shows if you are team commander)

Performance
Gameplay bandwidth costs should be reduced


Bug Fixes
PPC's should now do appropriate damage within Min Range
Small amounts of packet loss should no longer cause extreme amounts of lag to the server
Players should be much less likely to get disconnected from a game due to poor network conditions
In-game chat messages should now be much more reliable
ECM & BAP will no longer function when the Mech they are in is powered down.

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on June 04, 2013, 02:03:01 PM
Patch notes, June 4th 2013. (http://mwomercs.com/forums/topic/120882-patch-notes-12226-04062013/)


Quote
Open Beta Update #18

Upcoming Patch - Tuesday June 4th @ 10AM – 1PM PDT

Patch Number: 1.2.226

Change Log

UPDATE

Greetings MechWarriors

Get ready, this is your patch update in 3...2...1!

Oh the burning! The JagerMech Hero "Firebrand" is here - the 30% C-bill boost is HOT! The custom paint job is HOT! The Hard-point layout is HOT (be careful or your build will run hot too)! I am going to buy one right now because it's time to master my JagerMechs!

I have a new favourite camo pattern and it is called Sherman! It makes your Mech look like a WWII tank and you already own the perfect olive drab Green colour to go with it! So go get some Sherman Camo and storm the beaches of Forest Colony!

Ever wonder how your aim stayed perfectly stable while jump jets exerted enough force to lift all that tonnage off the ground? So did we! We had your mechanic take a look at things and turns out your Gyro was broken.... so we fixed it! You're Welcome. Here is a pro tip - Fire after you let go of your Jump jet thrust.

We also have also completed host state rewind for missiles (Programmer talk for awesome missile network code) and some great improvements in this patch for the lance communication and coordination.

Patch up, get ready to drop, and we will see you on the Battlefield!

Matt Newman

Content

New Hero Mech

"Firebrand" JM6-FB

- Tonnage: 65
- Engine: 280 XL
- Top Speed: 69.8 kph
- Max Engine Rating: 340
- Torso Movement:
- 100 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 0 degrees to each side.
- 35 degrees up and down.
- Armor: 336 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: PPC, AC/2
- Left Torso: Medium Pulse Laser
- Right Torso: Medium Pulse Laser
- Right Arm: PPC, AC/2
- Hardpoints:
- Left Arm: 1 Ballistic, 1 Energy
- Left Torso: 2 Energy, 1 AMS
- Right Torso: 2 Energy
- Right Arm: 1 Ballistic, 1 Energy
- Heat Sinks: 15 Double
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
- 30% C-Bill Bonus

Trial Mech

- Spider SDR-5D
- Hunchback HBK-4P
- Cataphract CTF-4X
- Atlas AS7-RS

New Skin

- Sherman skin

Gameplay

- Jump jetting now cause:
- Screen shake - Jump jetting Mechs shake while jump jets are active.
- Cross hair shake - Cross-hair shake while jump jets are active.
- Weapon fire spread - Aiming weapons is randomly offset while jump jets are active.

Weapon Update

- LRMs now do 1.1 damage per missile.
- SRM spread reduced from 8m to 6m.
- Flamer self heat induction reduced from 1.1 to 1.0

User Interface

- Lance Improvements Phase 2
- Added text and audio notification when user receive an order
- Added text and audio notification when a team member takes a command position
- Company and Lance commander icons is now visible in team/lance chat channel
- Revised chat colours: Chat colours will correspond to each chat type: Global Chat (White), Team Chat (Blue), or Lance Chat (Green)
- Revised order icons to be more legible

Performance

- Host State Rewinding Phase 3 (Missile weapons)
- User should no longer have firing delay when shooting a missile weapon
- User should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms
- Affected weapons: SRM2, SRM4, SRM6, NARC

Bug Fixes

- Fixed packet sequence number overflow problem in CryEngine
- This fixes the random disconnect to Mech Lab bug
- Fixed excessive transmission of tiny packets introduced by last patch
- This is expected to reduce overall bandwidth and improve the small increases in ping some users have been experiencing
- Fixed potential crash that would occur when entering match or when returning to Mech Lab

General

- Users can take screenshots by hitting the PrtScn button. Screenshots are saved in the the USER folder in the main directory of MechWarrior Online.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Ironwood on June 04, 2013, 02:43:04 PM
Print Screen is wellllll overdue.


Title: Re: Patch Stuff Here
Post by: Falconeer on June 19, 2013, 09:21:27 AM
Just to keep up with the "changes". Yesterday's patch, a big block of nothing. They say the good stuff is coming in July.

Quote
Upcoming Patch - Tuesday June 18th @ 10AM – 1PM PDT

Patch Number: 1.2.227

Change Log

UPDATE

Give me a Q! Q!

Give me a U! U!

Give me an I! I .... don't want to do that any more. I want to stomp around in a new 'Mech. F.Y.I. I was spelling "Quickdraw", which is the new 'Mech.
This heavy 'Mech weighs in at and likes long walks on the beach, as long as there is glorious 'Mech combat at the end of that beach.

What happened to the Orion? The factory had some issues with orbital bombardment... production of the Orion will resume once the factory can be rebuilt. These 'Mechs don't just grow on trees, you know.

Which reminds me of a joke. If a tree falls in a forest... you must not be playing MWO.

We also added a new Champion 'Mech and made it a trial at the same time. The HBK - 4P©. A nice loadout at a good price with a 10% XP boost. Try it then buy it.

Design is tweaking weapon numbers, so read on and if you think this patch is small, all I can say is enjoy the calm before the storm because big things are aligning for July.

Many, many, things.

See you on the Battlefield

Matt Newman

Content

New Battlemechs

Quickdraw QKD-4G

- Tonnage: 60
- Engine: 300
- Top Speed: 81 kph
- Max Engine Rating: 360
- Torso Movement:
- 100 degrees to each side.
- 25 degrees up and down.
- Arm Movement:
- 35 degrees to each side.
- 40 degrees up and down.
- Armor: 256 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Medium Laser
- Left Torso: LRM 10
- Center Torso: SRM 4
- Right Torso: Medium Laser x2
- Right Arm: Medium Laser
- Hardpoints:
- Left Arm: 1 Energy
- Left Torso: 1 Missile, 1 AMS
- Center Torso: 1 Missile
- Right Torso: 2 Energy
- Right Arm: 1 Energy
- Heat Sinks: 13 Single
- Jump Jets: 5 (7 Max)
- ECM Capable?: No
- Module Slots: 2
- Quirks: +33% arm movement speed

Quickdraw QKD-4H

- Tonnage: 60
- Engine: 300
- Top Speed: 81 kph
- Max Engine Rating: 360
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 30 degrees to each side.
- 35 degrees up and down.
- Armor: 256 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Medium Laser
- Left Torso: LRM 10
- Center Torso: SRM 4
- Right Torso: Medium Laser x2
- Right Arm: Medium Laser
- Hardpoints:
- Left Arm: 1 Energy
- Left Torso: 2 Missile, 1 AMS
- Center Torso: 1 Missile
- Right Torso: 2 Energy
- Right Arm: 1 Energy
- Heat Sinks: 13 Single
- Jump Jets: 5 (5 Max)
- ECM Capable?: No
- Module Slots: 2

Quickdraw QKD-5K

- Tonnage: 60
- Engine: 300
- Top Speed: 81 kph
- Max Engine Rating: 360
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 30 degrees to each side.
- 35 degrees up and down.
- Armor: 286 (Ferro-Fibrous)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Medium Laser
- Left Torso: Medium Laser x2
- Center Torso: SRM 4
- Right Torso: Medium Laser x2
- Right Arm: Medium Laser
- Hardpoints:
- Left Arm: 1 Energy
- Left Torso: 2 Energy, 1 AMS
- Center Torso: 1 Missile
- Right Torso: 2 Energy
- Right Arm: 1 Energy
- Heat Sinks: 17 Double
- Jump Jets: 5 (5 Max)
- ECM Capable?: No
- Module Slots: 2

New Champion Battlemech

Hunchback HBK-4P C

- Tonnage: 50
- Engine: 260
- Top Speed: 84.2 kph
- Max Engine Rating: 260
- Torso Movement:
- 120 degrees to each side.
- 16 degrees up and down.
- Arm Movement:
- 40 degrees to each side.
- 28 degrees up and down.
- Armor: 338 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Head: Medium Laser
- Left Arm: Medium Laser
- Right Torso: Medium Laser x6
- Right Arm: Medium Laser
- Hardpoints:
- Head: 1 Energy
- Left Arm: 1 Energy
- Left Torso: 1 AMS
- Right Torso: 6 Energy
- Right Arm: 1 Energy
- Heat Sinks: 18 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 1
- 10% XP Bonus.

Cockpit Items

- Spider Statue.

Maps

- Slight change to out of bounds location in River City (and River City Night) near upper city capture base to allow 'Mechs walking within visual city limits to not be considered out of bounds. Mini-map updated accordingly.
- Completed art beautification pass and asset optimization pass on Caustic Valley.
- Updated lighting in Caustic Valley - Extended fog distance, Extended depth of field distance, increased cloud layer fog amount, added fog pools to tailing ponds, general sunlight and ambient light tweaks.

Gameplay

Weapons

- Flamer damage increased to 0.7 (up from 0.4).
- Machine Gun damage increased to 0.1 (up from 0.08).
- Pulse Laser Normalization (See Command Chair post on this).
- Small Pulse Laser damage up to 3.4 (up from 3.0) and heat lowered to 2.4 (down from 3.0).
- Large Pulse Laser damage up to 10.6 (up from 10.0) and heat increased to 8.5 (up from 7.3).

Bug Fixes

- Extended view distance on many buildings on River City to solve problem where low spec machines were seeing through buildings or buildings were disappearing completely potentially revealing hidden 'Mechs.
- Fixed various level stuck bugs.
- Fixed some issues that were occurring in the Front End.
- Made more improvements to the bandwidth costs.
- Fixed a few crash issues some users were having.

General

- Improved Lance and Team order icons for better visibility on the compass, mini-map and battlegrid.
- The F9 button displaying FPS and location has been removed and is being reworked.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Segoris on June 19, 2013, 09:28:58 AM
Easy to pick on the negative, but at least they can laugh at themselves at times  :why_so_serious:
Quote
Which reminds me of a joke. If a tree falls in a forest... you must not be playing MWO.


Title: Re: Patch Stuff Here
Post by: Pennilenko on June 19, 2013, 09:35:31 AM
I hate these developers so much. This game could be so awesome if they didn't suck at their jobs so bad.


Title: Re: Patch Stuff Here
Post by: satael on July 02, 2013, 10:03:56 AM
patch July 2nd


tl;dr: No Sarah's mech, no seismic nerf, no ppc nerf, climb speed penalty and limits, overheat damage at 120%


Title: Re: Patch Stuff Here
Post by: Falconeer on July 02, 2013, 10:28:27 AM
Meh.

Let's see how/if the new stuff impacts anything.


UPDATE:

- Honestly, I can't feel much of a difference in terms of speed, inclination and so on. Sure, there are more impassable points, but even though I am sure speed is affected, I can't relly feel it yet.
- They definitely changed the sounds of some weapon. PPC sound is different, some AC sound is different.


Too soon to tell but game seems identical.


Title: Re: Patch Stuff Here
Post by: Falconeer on July 16, 2013, 10:30:38 AM
Patch

Quote
Greetings MechWarriors

Top 10 Awesome things in this patch. #inmyopinion

Number 10. Visual bug Fixes – Bye Bye Flickering terrain! #thatisbetter

Number 9. Performance Improvements! We’ve been hard at work optimizing the code so 12 v 12 won’t hurt your frames as much. #cantwaitfor12vs12

Number 8. The Victor is available for C-bills now! Those with mech bays and fat C-bill accounts are recommended to purchase this ‘Mech immediately. #greatmech

Number 7. Victor Customization – Now that you own a Victor, it’s time to customize your mech. I recommend Buccaneer! #lookinggood

Number 6. The Atlas Champion is on sale. Stacking XP boosts from a Champion ‘Mech and a Premium Account can get you all the XP you need to Elite this mech. #getthosemodules

Number 5. Jump jet crosshair shake frequency has been reduced. #nomotionsick

Number 4. Testing Ground Map Selection - Finally you can pick which map you're testing your mech in! #choices

Number 3. Streak SRM Targeting – This is pretty in depth so you may want to Read how it works in the patch notes #hitallthethings

Number 2. SRM Damage buff – I can figuratively hear you cheering! #brawlingahoy
And the Number 1 awesome thing in this patch.

Heat Scaling – I’m not going to spoil this but go you should read up how it works in the patch notes. #gamechanger

There you have it MechWarriors!
See you on the battlefield!

Matt Newman

Content

New 'Mechs

Victor VTR-9K

Tonnage: 80
Engine: 320

Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 400 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Medium Pulse Laser x2
Left Torso: SRM 4, CASE
Right Torso: CASE
Right Arm: Gauss Rifle
Hardpoints:

Left Arm: 3 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (6 Max)
ECM Capable?: No
Module Slots: 2


Victor VTR-9B

Tonnage: 80
Engine: 320

Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

10 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: Medium Laser x2
Left Torso: SRM 4
Right Arm: AC/20
Hardpoints:

Left Arm: 2 Energy
Left Torso: 2 Missile
Right Torso: 1 AMS
Right Arm: 3 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2


Victor VTR-9S

Tonnage: 80
Engine: 320

Top Speed: 64.8 kph
Max Engine Rating: 385
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

10 degrees to each side.
30 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: Medium Laser x2
Left Torso: SRM 6
Right Arm: AC/20
Hardpoints:

Left Arm: 2 Energy
Left Torso: 3 Missile
Right Torso: 1 AMS
Right Arm: 2 Ballistic
Heat Sinks: 15 Single
Jump Jets: 4 (4 Max)
ECM Capable?: No
Module Slots: 2


New Champion Mech

Atlas AS7-RS©

Tonnage: 100
Engine: 325

Top Speed: 52.6 kph
Max Engine Rating: 360
Torso Movement:

80 degrees to each side.
16 degrees up and down.
Arm Movement:

40 degrees to each side.
30 degrees up and down.
Armor: 608 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Medium Laser x2, AMS
Left Torso: LRM 15 w/ Artemis IV FCS x2
Right Torso: Gauss Rifle
Right Arm: Medium Laser x2
Hardpoints:

Left Arm: 2 Energy, 1 AMS
Left Torso: 2 Missile
Right Torso: 1 Ballistic
Right Arm: 2 Energy
Heat Sinks: 13 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
10% XP Bonus


Gameplay
Heat Scale Addition
Heat scale has been added to certain weapon systems. This is a heat penalty applied to weapons that are fired in an Alpha Strike manner. The following chart shows the MAXIMUM number of that weapon type that you can fire at the same time with no heat penalty.

Weapon System   
Max No-Heat Penalty Alpha   
Scale Multiplier

PPC   
2   
7.0

ERPPC   
2   
4.5

ML   
6   
1.0

LL   
2   
2.8

AC/20   
1   
24.0

SRM2   
4   
1

SRM4   
4   
1

SRM6   
3   
1

LRM15   
2   
2.8

SSRM   
4   
1.0


Maximum Heat Threshold
You will now take internal damage at 100+% heat. Reduced from 120%

SRM Damage Buff
SRM damage increased from 1.5 to 2.0
(Note: This is for SRMs only, not SSRMs)

Streak Missile Changes
Streak missiles will now target limbs more directly instead of near the joints. There are now 7 distinct locations a streak can target, the locations have been placed in the arms, legs, and left/right/center torso. The current weighting for a mech with all it's components is as follows:
Component
%

Left Arm   
15

Right Arm   
15

Left Leg   
15

Right Leg   
15

Left Torso   
12

Right Torso   
12

Center Torso   
16

TOTAL   
100

As arms become destroyed, the weighting will be rebalanced proportionally. For example, if the right arm and or left arm of a target has been destroyed, the new weighting will be as follows:
Component
%
Component
%

Left Arm   
18 |

(Left Arm)   
0

(Right Arm)   
0 |

(Right Arm)   
0

Left Leg   
18 |

Left Leg   
24

Right Leg   
18 |

Right Leg   
24

Left Torso   
13.8 |

Left Torso   
15.6

Right Torso   
13.8 |

Right Torso   
15.6

Center Torso   
18.4 |

Center Torso   
20.8

TOTAL   
100 |   
TOTAL   
100


Some other notes on the new streaks:

Legs that are destroyed will still be targeted by streaks.
If an arm is initially targeted but is destroyed before the streak connects, it will auto target the neighbouring torso piece instead.

Bug Fixes

Improved terrain flickering on all maps.
Fixed an issue where users who used a Saitek x52 joystick experienced dead zones.
Fixed an issue when chain firing AC 5 where the fourth shot would be delayed even though users should have been able to fire.
Artillery Strike and Airstrike will cause the camera to shake when 'Mech takes damage.
If a user is zooming, in thermal vision or night vision while power down in testing grounds, the camera will reset to default.
More optimization to bandwidth.
Fixed an issue where Streak missiles would appear to 'orbit' on client machines.

General

Now clicking on "Testing Grounds" in the mode select menu will bring up a dialog that allows users to select what level they wish to play.
Reduced cross-hair shake frequency while jump-jetting
Certain cockpit items will now animate when you power down/power up your 'Mech.
Catapult Founder has a new pattern, with this pattern comes the ability to color it as well.


We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on July 30, 2013, 11:48:16 AM
PATCH NOTES JULY 30TH, 2013

Next patch is in a week, not two weeks as usual.

Quote
Open Beta Update #22

Upcoming Patch - Tuesday July 30th @ 10AM – 1PM PDT

Patch Number:  1.2.233

Change Log

UPDATE

Greetings, MechWarriors.

What is this? A third patch in July? Madness!

First off, we want to acknowledge the amazing work the community is doing with the Sarah Jenner! We knew you were a caring community but these results are exceeding our expectations and for that we truly thank you.

It's summer and things are heating up around here with the release of our latest map Terra Therma. Lava is hot! So read the Patch notes for a full description. Remember to use Testing grounds with map select to learn your way around Terra Therma and test out your ‘Mech under these extreme heat conditions.

We also have a host of gameplay tweaks. Heat scaling is expanding its reach, linking weapons of similar types while seismic sensors get a range reduction. Air and Artillery strike get a bit of a buff.

Some programmer found us some frames and some other programmers fixed some bugs! Programmers are great!

One week today we will be patching again and I can’t wait!

So patch up your game and get ready to drop. I’ll see you on the battlefield!

Matt Newman

Content

New Map - Terra Therma

Terra Therma is a planet-sized moon in a large, synchronous orbit around an epistellar Jovian planet.

It is constantly exposed to tidal forces from its parent planet and therefore is prone to frequent volcanic eruptions and persistent tectonic activity; but, because of its large orbit, the gravitational influence on Terra Therma is not strong enough to expedite the natural degassing of primordial reservoirs of Helium-3 and Tritium.

These subterranean reservoirs (of T and H-3) are what bring the fight to Terra Therma. Their value, compounded by the ease of extraction are worth the installment and regular replacement of expendable, automated infrastructure; the same has been remarked about the ‘Mechs and their pilots.

“The only evidence of the constant battling over this hell-hole’s resources is in the paper work” one commander said, “as every fallen 'Mech and the sorry sob who piloted it, aka collateral loss, is quickly swallowed up by this fiery beast.”

Gameplay

Weapon System Heat Penalty Linking

    - ERPPCs and PPCs will now share their max alpha limit.
    - LRM20, LRM15 and LRM10s now share their max alpha limit.
    - LL, ERLL, LPL will now share their max alpha limit.
    - SRM6 and SRM4 will now share their max alpha limit.

Linked weapons will always use the highest base heat value and highest multiplier of the weapons fired.  e.g. if you launch LRM15s with LRM10s, it will use LRM15 numbers.  If you fire Large Lasers with ER Large Lasers, it will use ER Large Laser numbers.

For detailed explanations to our current heat scale, please refer to our forum post here: http://mwomercs.com/forums/topic/127904-heat-scale-the-maths/page__pid__2575376

Seismic Sensor Ranges

    - Seismic Sensor - Range reduced to 180m from 200m.
    - Advanced Seismic Sensor - Range reduced to 250m from 400m.

Air/Artillery Strike

    - Radius of Artillery strike increased from 50m to 60m.
    - Radius of explosive shell increased from 25m to 30m.
    - Radius of Air Strike explosive shell increased from 25 to 30m.

Performance

    - Optimization to the client code.
        - Math functions.
        - Gameplay code.
        - Rendering code.
        - HUD draw calls.

Bug Fixes

    - Missiles were sometimes doing more damage than their listed amount.  This has been fixed.
    - SRM max range had an issue of being innacurate in the simulation.  This is now significantly improved and any variation should be negligible.
    - Heat penalties now properly reflected on the HUD when spectating other players.
    - Heat Containment Pilot Talent is now affecting the start-up sequence.  Players will return from overheat status faster if they have this upgrade.
    - Fixed many collision issues in River City (stuck against structures, walk-through buildings, etc...).
    - Fixed many "stuck on small rocks" bugs in Canyon Network.

General

    - Spread out spawn point locations on Forest Colony.
    - Light 'Mechs will now use smaller death smoke columns.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on July 30, 2013, 11:51:13 AM
And this is an update on what didn't make it on this patch but will be in next Tuesday's.

Buff to pulse lasers and ER large laser, nerf to PPC.

Quote
Weapon Balance continues on track as we head toward Launch.

This week, you see the linking of heat scales as well as buffs to the Air/Artillery Strikes. Seismic Sensor has taken a significant reduction in their effective radius.

Next patch, you will see the following:

- A % of critical damage done to the internals of a component will be applied directly to the inner structure of that component.
- Large and medium pulse lasers are going to have their beam durations reduced.
- ER Large Laser is going to have its base heat reduced.
- PPC and ERPPCs will be bumped by 1 base heat each.

p.s. Noticed a question about Terra Therma... yes... you will take damage if you stand in exposed lava. The longer you stand in it, the hotter it's going to get so be VERY careful.


Title: Re: Patch Stuff Here
Post by: Merusk on July 30, 2013, 11:53:33 AM
Lava demands collision so I can punt lights in to it.


Title: Re: Patch Stuff Here
Post by: Falconeer on July 30, 2013, 02:54:25 PM
The new map is beautiful, but pointless in 8 vs 8. Another point in its favour is that sniping is really not that good there.


Title: Re: Patch Stuff Here
Post by: Samprimary on July 31, 2013, 10:28:36 AM
The heat nerf to PPC's is more important to the game than everything else in that patch combined, and yet they didn't get it into that patch as promised.

Might be about time to shelf this game.


Title: Re: Patch Stuff Here
Post by: Lantyssa on July 31, 2013, 05:08:31 PM
Lava demands collision so I can punt lights in to it.
Tor Mechannoc.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 06, 2013, 10:39:07 AM
PATCH NOTES AUGUST 6th, 2013

Quote
Hey everyone, it's patch day, so servers will be down, as always, at 10am PDT. Servers will return by 1pm PDT. This patch is serious business, 12v12 incoming!

Patchnotes:

Greetings MechWarrior!
I just wrote you folks a week ago but I can’t get enough of you! And you can’t get enough of me right? Anyway I am here to say; ”This patch is Legen ... wait for it … dary.”

BAM! 12 vs. 12!
POW! First Victory of the Day!
KAPLOW! New Hero Mech! GOLDENBOY!

Not to mention:

PEW! New Trial Mechs!
PEW! New Gameplay Tuning!
PEW! New Champion Mech! (available for purchase Mid-August)

Read on for the details. NOTHING WILL BE THE SAME AFTER THIS!
So patch up your game and get ready to drop. I’ll see you on the battlefield!
Matt Newman

Content

New Hero Mech
"Golden Boy" KTO-GB


Tonnage: 55
Engine: 220 XL

Top Speed: 64.8 kph
Max Engine Rating: 290
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6 x2, Medium Pulse Laser
Center Torso: SRM 4 x2
Right Torso: SRM 6
Right Arm: Medium Pulse Laser x2
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 2 Missile
Right Torso: 1 Missile
Right Arm: 2 Energy

Heat Sinks: 14 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
30% C-Bill Bonus

New Trial Champion Mech
Catapult CPLT-A1©


Tonnage: 65
Engine: 280 Standard

Top Speed: 69.8 kph
Max Engine Rating: 315
Torso Movement:

120 degrees to each side.
16 degrees up and down.
Arm Movement:

0 degrees to each side.
35 degrees up and down.
Armor: 394 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: LRM 15, Streak SRM 2 x2
Right Torso: Beagle Active Probe
Right Arm: LRM 15, Streak SRM 2 x2
Hardpoints:

Left Arm: 3 Missile
Right Torso: 1 AMS
Right Arm: 3 Missile

Heat Sinks: 10 Double

Jump Jets: 0 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Large

New Trial Mechs

Raven RVN-2X
Cicada CDA-3C
Catapult CPLT-A1©
Victor VTR-9K

Gameplay

15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.

This is only applied to the critical damage done. Base weapon damage is not taken into account.
Critical damage is not applied through armor.
Armor must be reduced to 0% before any crit damage is applied to internals.
Large Pulse Laser duration reduced to 0.6 (down from 0.75)
Medium Pulse Laser duration reduced to 0.6 (down from 0.75)
ER Large Laser base heat reduced to 8.5 (down from 9.5)
PPC base heat increased to 9.0 (up from 8.0)
ERPPC base heat increased to 12.0 (up from 11.0)
SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)

12v12 gameplay is now in.

The 8-man queue is now replaced by a 12-man queue.
Players can launch in groups of 1,2,3,4,12. Numbers between 4-12 will be addressed when we get tonnage limits into the game.
CB rewards have been adjusted to compensate for the additional 4 players on the battlefield.
Assault mode base captures now take longer.
Conquest point captures now take longer.
Players should be aware that capping in Conquest mode takes longer now, and that it is often wise to pre-plan your routes to account for that.

Performance

Created low and medium spec optimized versions of weapon effects.
Removed ground level vegetation and debris in Forest Colony and Forest Colony Snow for low spec.

Bug Fixes

Added missing LOD's to Quickdraw Battlemech.
Added missing LOD's to Highlander Battlemech.

General

First Victory of the Day

The first time of each day you win a match for each 'Mech variant (owned or trial), you will earn double the XP rewards at the end of the match
If one of your Mechs is eligible for the first victory bonus, it will be marked with an "XP x2" icon in its Mech Bay
Once you earn a first victory bonus with a 'Mech, you can't earn the bonus again for that 'Mech until the eligibility resets at 12:00 AM UTC

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


- 12 vs 12 is here
- New Hero 'mech
- Pulse lasers buff (shorter beam duration)
- ER Large Laser buff (less heat generated)
- PPC and ER PPC nerf (more heat generated))
- Less CapWarrior Online (capping bases takes more time)



Title: Re: Patch Stuff Here
Post by: Falconeer on August 20, 2013, 11:43:19 AM
PATCH NOTES AUGUST 20th, 2013. (http://mwomercs.com/forums/topic/132338-patch-day-august-20th/)

Third Person view is officially in.

Quote
Hello MechWarriors!

This is a reminder that - 1) Today is a patch day, and 2) That means servers will be coming down at 10am PDT!

I'll update this with the patchnotes once they're all completed. Oh, and if you post 'were patchnotes' or other hilarious posts about the patchnotes, I will remove them.

That said, hope you guys enjoy it, and we'll see you on the battlefield!

Cheers,
The MechWarrior Online Team

UPDATE

Greetings MechWarriors,

Wow another patch notes intro! I hope I never stop writing these and I hope you never stop reading.

Lots happening in the the world of MWO so first a little recap

The Launch Event was announced if you can make it we hope to see you there.
Phoenix Variants were revealed and the Loyalty program is unlocking bonus content adding more and more value.
Sarah's Jenner donation drive is over and It raised a lot of money for a good cause. Thank you from the bottom of our hearts for making this such a success.

On to the Patch content

3rd Person is here! We hope you enjoy it!
The Kintaro is available for C-bills now and we have also released a slew of patterns for the Kintaro.
The Catapult Champion CPLT-A1©, with its 10% XP bonus, is available for MC now.

See you on the Battlefield,

Matt Newman
Content

New Mechs
Kintaro KTO-20


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

115 degrees to each side.
25 degrees up and down.
Arm Movement:

45 degrees to each side.
30 degrees up and down.
Armor: 358 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6
Center Torso: Large Laser
Right Torso: SRM 6, LRM 5
Right Arm: Medium Laser x2
Hardpoints:

Left Arm: 1 Missile
Left Torso: 1 AMS
Center Torso: 2 Energy
Right Torso: 2 Missile
Right Arm: 2 Energy

Heat Sinks: 10 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Kintaro KTO-18



Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

100 degrees to each side.
20 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 352 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6, LRM 5, Medium Laser
Center Torso: SRM 6
Right Torso: SRM 6
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 1 Missile
Right Torso: 2 Missile
Right Arm: 1 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Kintaro KTO-19


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

100 degrees to each side.
20 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 358 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: SRM 6, LRM 5, Medium Laser
Center Torso: Narc
Right Torso: SRM 6
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy, 2 Missile
Left Torso: 1 AMS
Center Torso: 1 Missile
Right Torso: 1 Missile
Right Arm: 2 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Catapult CPLT-A1©


Tonnage: 65
Engine: 280 Standard

Top Speed: 69.8 kph
Max Engine Rating: 315
Torso Movement:

120 degrees to each side.
16 degrees up and down.
Arm Movement:

0 degrees to each side.
35 degrees up and down.
Armor: 394 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: LRM 15, Streak SRM 2 x2
Right Torso: Beagle Active Probe
Right Arm: LRM 15, Streak SRM 2 x2
Hardpoints:

Left Arm: 3 Missile
Right Torso: 1 AMS
Right Arm: 3 Missile

Heat Sinks: 10 Double

Jump Jets: 0 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Large
10% XP bonus

Cockpit Items

Highlander Statue.

New Skin

Virus skin.

Gameplay

Reducing spread on LBX-10 from 2.25 down to 1.3
Reducing the crit probability of Machine Guns. (0.11, 0.06, 0.02 > 0.06, 0.03, 0.01)
Crit damage multiplier on Machine Guns reduced from 12.5 to 9.0
Ultra AC/5 has a 15% chance of jamming, down from 25%
Streak SRM-2 damage has been increased from 1.5 to 2.5
AC2 cooldown was increased to 0.52s (up from 0.50) to fix a timing issue.
Reduced the amount of Conquest Resource reward for the losing team.
Increased heat amount on lava in Terra Therma.

Lava heat increased by 20%.
Lava damage amount per second doubled.
Slightly increased ambient heat in center volcano area.


Third Person View:

In the options menu is a "Start In Third Person" option to determine which view you start each match in

By default, this option is toggled on (to start games in third person view)
When you are in third person view, Arm Lock is turned on and cannot be turned off
When you are in third person view, the lance and minimap HUD elements are not available
When you are in third person view, there is a camera drone hovering behind you that other players can see
By default, you can press F4 to toggle between third and first person view

This key can be rebound in the options menu
You cannot switch views while your Mech is shut down


Medium Mech Tuning:

Blackjack:



Torso Pitch Angle increased to 30 degrees


Torso twist speed increased by 25%


Centurion:



Torso pitch angle increased to 25 degrees


Torso twist speed increased by 25%


Arm pitch angle increased to 35 degrees


Cicada:


Torso pitch angle increased to 30 degrees

Torso twist speed increased by 10%


Hunchback:


HBK-4H, -4J, -4P, -4SP:


Torso pitch angle increased to 20 degrees

Torso twist speed increased by 25%

Arm pitch angle increased to 35 degrees

Max engine size increased to 275

Torso pitch speed increased by 10%

Torso twist angle increased to 125 degrees


HBK-4G:


Torso pitch angle remains at 25 degrees

Torso twist speed increased by 25%

Arm pitch angle increased to 35 degrees

Max engine size increased to 275

Torso pitch speed increased by 10%

Torso twist angle increased to 125 degrees

Kintaro:


KTO-20:


Torso pitch angle increased to 35 degrees

Torso twist speed increased by 25%

KTO-18, -19, -GB:


Torso pitch angle increased to 30 degrees

Torso twist speed increased by 25%

Trebuchet:


Torso pitch angle increased to 35 degrees

Torso twist speed increased by 25%



Bug Fixes

Changed spawn location in Terra Therma for players spawning too close to the shipping containers. This was causing Mechs to have human scale movement collision capsules, making it very difficult to navigate the world.
Removed collision around the hole in center of Terra Therma's platform in Assault mode.
Fixed many "stuck bugs" in Terra Therma.
Fixed some collision issues in River City (Night) where certain sized Mechs were getting stuck between buildings.

General

Navigation marker posts in Terra Therma will now actually cast light (med+ spec) for slightly better path-finding. Pro-tip: If the marker post is on the right edge of the path, you are headed toward the center volcano.
Terra Therma - Damage and heat sustained whilst in the Volcano has been increased and is subject to further tweaking.
Cockpit lights indicating the open/closed state of weapon bay doors are currently non-functional. Normal functionality will return in a future release.



We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team

- Third Person view is in.
- Buff to LBX-10
- Slight buff in the form of less jamming to UAC5.
- Buff to Streaks.
- Nerf to Machine Guns.
- Various angle/twisting/mobility buffs to all Medium 'mechs.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 20, 2013, 02:19:03 PM
Also spotted in the patch, what seems to be the framework for games that won't allow the use of 3rd person view. Hardcore mode.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Hardcore.jpg)


Title: Re: Patch Stuff Here
Post by: Ironwood on August 21, 2013, 04:45:43 AM
Everyone with streaks.

EVERYONE.

 :oh_i_see: :uhrr: :ye_gods:


Title: Re: Patch Stuff Here
Post by: Merusk on August 21, 2013, 04:49:01 AM
Are they auto-hitting center-torso again?  Because since only SRM2 received a damage buff I can't see why that'd happen.


Title: Re: Patch Stuff Here
Post by: Ironwood on August 21, 2013, 05:11:08 AM
Something's going on with them.  4 Catapults and 2 Stalkers in the enemy team and they had nothing but streaks.  That kinda loadout usually means there's something exploitable happening.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 21, 2013, 08:20:14 AM
Everything with Streaks and UAC5  :uhrr:
But no at least they are not hitting CT much. I don't think they are that devastating except for Lights.


Title: Re: Patch Stuff Here
Post by: Ironwood on August 21, 2013, 09:09:32 AM
Not convinced.


Title: Re: Patch Stuff Here
Post by: satael on August 21, 2013, 09:28:05 AM
Somehow I got headshotted (cockpit destroeyd) with a PPC (no other locations beyond yellow armor) in a fully armored atlas while I was moving from 500m+  :ye_gods:


Title: Re: Patch Stuff Here
Post by: Falconeer on August 21, 2013, 11:16:59 AM
Uhm, well if I remember correctly it takes 27 damage to a 100% healthy cockpit to destroy it, regardless of the 'mech or the amount of armour. 1PPC cannot oneshot you, but the overabundant 2PPc+Gauss combination can totally do it, and while it is highly unlikely I would say it can happen out of sheer chance. As tiny as the eye is on the Atlas, it is still there and with pinpoint weapons all hitting in the same spot one could have done that to you without even trying.

Or they might be cheating.


Title: Re: Patch Stuff Here
Post by: Slayerik on August 21, 2013, 08:58:35 PM
I've done it before. Like twice ever.


Title: Re: Patch Stuff Here
Post by: Zaljerem on August 23, 2013, 09:46:12 AM
I've done it before. Like twice ever.

Ditto. It can and does happen.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 03, 2013, 09:46:55 AM
PATCH NOTES, SEPTEMBER 3rd 2013

It is MAJOR.

- PPC and ERPPC HEAT increased.
- PPC does 0 damage under 90m
- PPC Projectiles slowed down.
- Gauss must be charged before shooting.
- Gauss Projectile speed raised.
- New 'mech, Orion, is here.
- Cooldown lowered on SRM2 and SRM4
- First tutorial (movement) is in.
- Improved HSR (netcode) for better hit registration.
- Advanced Zoom module improved (fixed).

What do you say? Does this sound like the old closed-beta MechWarrior to you? Everything Long range has been nerfed beyond any wildest expectation.


Quote

It's patchday! And that means - servers come down at 10am PDT, and will be back up by 1pm PDT! I'll update this as soon as the servers are back. So without (orion) further time wasting, here's some patchnotes to tide you over!

Cheers,
Garth


UPDATE

Greetings MechWarriors!

Can you believe it's September already? (ORION) Wow time flies when you are working hard (ORION!) on features! Much love to those who know patience and understanding (ORION). This patch is (ORION!) dedicated to you.

Speaking of patience (ORION), this month the Orion makes its début in the game! The “Protector” Orion Hero ‘Mech is sure to be an instant classic with a paint job that is simply gorgeous. The Orion Standard variants will be available for MC on the 10th and for C-bills on the 17th.

We have 4 new Trial ‘Mechs! One of which is our new champion, a Centurion CN9-A ©, with a great load out for all players to try out. Don’t forget this New Champion ‘Mech comes with a 10% XP boost and will be on sale Sept 17th!

We have our first tutorial covering the basics of movement to help out new players. We will be working on more tutorials in the future as well. (ORION!)

Gameplay! Look at all those changes! (ORION) A nice variety of changes, some of which are small, and some are really big. Hello better Advanced Zoom!

Host state rewind has had some improvements, and as a Ballistic fan I couldn’t be happier! Now I can bull’s-eye womp rats in Canyon Network. (ORION!)

We have so many more great things on the horizon!

Until then, I will see you on the Battlefield! (And maybe at the Launch Event too!)

Matt Newman (with some edits from Garth)

Content

New In-Game Tutorial

Click the button for the Game Modes menu (in the upper right corner of the main menu) and choose TUTORIALS.
You will be loaded into a tutorial that will walk you through the basic movement controls.
You will automatically use a Cataphract CTF-3D for the duration of the tutorial.
When the tutorial is complete you can continue to practice in the tutorial level or press ESC and quit out to the main menu.

New Hero Mech


"Protector" ON1-P

Tonnage: 75
Engine: 300 Standard

Top Speed: 64.8 kph
Max Engine Rating: 360
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 448 (Ferro-Fibrous)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: Medium Laser
Left Torso: PPC, SRM 4 w/ Artemis IV FCS
Right Torso: Gauss Rifle
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy
Left Torso: 1 Energy, 2 Missile, 1 AMS
Right Torso: 2 Ballistic
Right Arm: 1 Energy
Heat Sinks: 10 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Large
30% C-Bill Bonus

New Trial Champion Mech


Centurion CN9-A©

Tonnage: 50
Engine: 275 Standard
Top Speed: 89.1 kph
Max Engine Rating: 275
Torso Movement:

100 degrees to each side.
25 degrees up and down.
Arm Movement:

35 degrees to each side.
35 degrees up and down.
Armor: 322 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Torso: SRM 4 w/ Artemis IV FCS x3
Center Torso: Medium Pulse Laser x2
Hardpoints:

Left Torso: 3 Missile
Center Torso: 2 Energy
Right Torso: 1 AMS
Right Arm: 1 Ballistic
Heat Sinks: 11 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Medium

New Trial Mechs

Raven RVN-3L
Centurion CN9-A©
Quickdraw QKD-4G
Stalker STK-5M

Gameplay

SRM2 and SRM4 cooldown times reduced to 2.5s and 3.25s respectively.
PPC damage under 90m has been reduced to 0.
Gauss Fire Delay:

The Gauss Rifle requires a 0.75 second charge before it will fire.
Once charged, the shooter has 1.25 seconds to fire the round.
If not fired during the 1.25 second charge, the Gauss Rifle will instantly dissipate the charge and require another charge to fire.
Both the cooldown bar and the weapon group ready light will turn green when the Gauss is ready to fire.
PPC base heat increased to 10 (up from 9).
ERPPC base heat increased to 15 (up from 13).
PPC/ERPPC projectile speed slowed to 1500m/s down from 2000m/s.
Gauss projectile speed increased from 1200m/s up to 2000m/s, internal health increased to 5 (up from 3).
Reduced the size of the Kintaro's center torso hit boxes by increasing the coverage of the side torso and leg hit boxes.
Reduce lava damage/second by 30%.
Advanced Zoom Module's implementation slightly changed giving it increased picture fidelity. Instead of returning to the default FoV before overlaying the PIP, it now zooms in closer and then applies the PIP zoom.
Small changes to the third person camera position and angle to better show off the lower half of the 'Mech.

Known issue: The tops of the following 'Mechs partially obscure the player's view of where the crosshairs are aiming. A fix is currently being worked on.

Cataphract
JagerMech
Orion



Performance

Made various improvements to host state rewinding system and hit detection overall.

Bug Fixes

Fixed an issue where the 'Mech walk animation wouldn't adjust correctly to the Engine Rating.
Hanging cockpit items will now move when the 'Mech walks.
Fixed an issue where the Kintaro's lower center torso would clip through the upper center torso when twisting.
Weapon door light indicators in the cockpit are now working correctly.
Fixed a number of stuck bugs in River City, Frozen City, and Forest Colony.
Fixed some geometry clipping issues in Alpine Peaks.
Fixed bug where BlackJack's rear center torso would incorrectly apply damage to rear side torso.
Fixed bug where Kintaro ragdoll would react wildly upon death.
Fixed a hang that could happen to certain users during combat.
Fixed a desync bug for the UAC5 where the client would incorrectly fire a shot right before jamming, where the server wouldn't.

We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Merusk on September 03, 2013, 09:52:27 AM
End result is going to be missiles. Lots and lots and lots of missiles.  Oh and more AC20s/ UACs on those with enough speed to close.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 03, 2013, 09:59:14 AM
End result is that, after 12 months, they reverted a bunch of weapons to exactly what they were when everyone was loving the game, the brawling era of closed beta. I think they might have gone a bit too far with the ER-PPC (both heat and speed? Overkill), but I can only say I am very happy to read this. Let's see how it plays out, but it's hard to be unhappy about these changes. As for missiles, at least they have counters. And I agree, this will mark the rise of the U-AC5, but what can you do? Brawling is back, this seems to be a fact.

EDIT: A very strange "emo" video for the just released new 'mech, Orion. (http://www.youtube.com/watch?v=lPxvVbgkYTo)

Connected to the lore? Would be cool if they put two seconds into writing down that lore for the hero 'mechs and shared it with us.



Title: Re: Patch Stuff Here
Post by: satael on September 03, 2013, 10:11:15 AM
In theory I really like most of the patch's content (but the practical effect might be something else)


Title: Re: Patch Stuff Here
Post by: Falconeer on September 03, 2013, 10:39:01 AM
The real Orion video, apparently. (https://www.youtube.com/watch?v=34CFdxya-hA)

(https://dl.dropboxusercontent.com/u/3584773/MWO%20Orion%202.jpg)


Title: Re: Patch Stuff Here
Post by: Merusk on September 03, 2013, 10:52:49 AM
In theory I really like most of the patch's content (but the practical effect might be something else)

Yeah, this.  I have no problem with a rise of missiles and ACs because they have very effective counters or limitations.  1) Terrain and AMS 2) Limited by Ammo.   

Sure that 4x UAC can chew the hell out 3-4 mechs, but with 12 on a side he's going to be in serious trouble before the match is over.  (When it was 8v8 he'd taken out half the team by then.)  Plus misses more costly than a PPC miss due to that ammo being gone, so you're not going to just blow shit across the map and HOPE it hits.

Yes, 5x LRM20 can destroy you if that Stalker pegs you, but you were out in the open and didn't bring an AMS. You deserve it.  Plus they spread where ballistics are pinpoint.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 03, 2013, 01:28:15 PM
Pretty sure it's the effect of people panicking about the PPC nerf and trying new builds, but the first six matches after the patch have been surreal. Not a single PPC, pure brawling, longer matches. So so strange. In a good way, but I don't want to get my hopes too high. Anyway, so far, "miracle patch" for me.


Title: Re: Patch Stuff Here
Post by: Shannow on September 03, 2013, 01:46:21 PM
shit I may have to try again..damnit. My last effort was another CT cored fest so hoping it's a tad better. I think I like the Gauss changes too.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 03, 2013, 04:27:07 PM
About the Gauss and moving forward (http://mwomercs.com/forums/topic/134428-about-gauss-and-moving-forward/) by Pauk Inouye.


Quote
Just a quick update for upcoming weapon checks and balancing.

First off, the Gauss Rifle. As mentioned in AtD45, I stated that the changes to the Gauss Rifle's firing mechanic were to help make it a role specific weapon. Testing has proven that while the mechanic takes a bit to get used to, it is very effective at defining the Gauss Rifle as a long range sniper weapon. The charge time is easy to get used to, due to its short (0.75 second) delay. While it is meant to be a long range weapon, the Gauss Rifle is still usable at short range. It just requires a much higher skill shot rather than a simple point and click.

This is the first of our upcoming changes that involve diversifying some of the weapon systems into more defined role types. These won't be big game changers, just small tweaks to bring some of the weapons in line with the rest. More info will be released as we put changes into the pipeline.

That being said, Flamers and a revisit of the UAC/5 are currently being looked at. I've also asked Dave to take a look at lights the same way mediums were addressed. Stay tuned for more information on that.

As per usual, feedback can go here: http://mwomercs.com/...rward-feedback/


- Paul


Title: Re: Patch Stuff Here
Post by: Ironwood on September 04, 2013, 01:28:47 AM
Played last night.  Didn't really notice any change in the dynamic.  Not really sure why, but there you go.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 04, 2013, 01:40:50 AM
Seriously? Well, this makes me sound like a PGI shill then. I played for about five hours straight and I definitely noticed much less sniping, less PPCs, and much more brawling. And definitely less insta-gibs.

If anything, sniping builds are still viable, but they are Twin-Gauss based which means they are gonna make those 'mechs more fragile. Or are still twin-PPC based which makes them way less efficient when an enemy gets in brawling range (due to increased heat, hence way lower DPS). This doesn't only work on paper, but apparently, at least in my five hours, in a very different development of the fights.


Title: Re: Patch Stuff Here
Post by: Ironwood on September 04, 2013, 01:49:07 AM
I think it's just the Numbers Game mate.  Don't think anyone thinks you're shilling.  I probably just kept getting grouped with those unable to manage change.

I really, really blew through them.  Since my Highlander hasn't changed at all, I was still rocking an average 800 damage and 3 kills per game. 


Title: Re: Patch Stuff Here
Post by: Merusk on September 04, 2013, 05:02:26 AM
I think it's just the Numbers Game mate.  Don't think anyone thinks you're shilling.  I probably just kept getting grouped with those unable to manage change.

I really, really blew through them.  Since my Highlander hasn't changed at all, I was still rocking an average 800 damage and 3 kills per game. 

Yeah, since you're not playing 5 hours a day your ELO is probably lower than Falcs.  Therefore you're getting lumped in with the masses who don't read forums.  I know the same will happen to me when I fire it up again.  I should do that tonight for giggles.


Title: Re: Patch Stuff Here
Post by: Shannow on September 04, 2013, 05:12:44 AM
Holy mother of LRMs Batman. Jeezus keep your AMS equiped boys and girls.

Was a little better last night. I'm pretty sure I just suck. I still dislike getting CT cored ALL THE FRICKEN TIME.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 04, 2013, 05:28:48 AM
The bew evil are the LRM5 boats.


Title: Re: Patch Stuff Here
Post by: Merusk on September 04, 2013, 06:01:05 AM
What, how?  I've found that not enough LRMs make it through AMS with only a 5-shot.  I tried that a bit ago with a light mech and a single AMS was enough to prevent them from doing anything at all.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 04, 2013, 09:13:26 AM
Seems that the influx of missiles is just so constant that it drives people crazy (and eventually some damage goes through). It is mostly like some sort of Crowd Control, because no matter hoe many missiles actually deliver damage, the shake is so constant that it literally forces mistakes (and panick) on targets. Granted, not sure how really efficient it is, but it is highly in style and if you or your friends happen to be under a LRM 5 barrage without ECM you can actually notive how frustrating it can be.


Title: Re: Patch Stuff Here
Post by: Ironwood on September 04, 2013, 11:19:40 AM
Confirmed two Cats with nowt but LRM5.  Seems people are 'trying this oot'.

I suspect it won't come to much.


Title: Re: Patch Stuff Here
Post by: Der Helm on September 05, 2013, 06:03:49 AM
Hm. Wanted to fire this up and now I have to download 21 patches ???

And each patch seems to take about 10 seconds to download and about 5-10 minutes to "finalize" ?

Wtf.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 05, 2013, 06:14:25 AM
The "finalize patch" thing is a mystery that I think speaks volumes about the coding talent at PGI. This whole project to me is boiling down to this:

- They have someone, not sure who they are, who coded the core fighting part, sounds, lasers and they did a great job. That's why we all got hooked to the game a year ago.
- Then they have an amazing artist, Alex Iglesias, who drew the concept art for the 'mechs, and he's just insanely good at his job.

- THEN, there's everyone else, in all the other departments. And they pretty much all sucks.

Outside of the core fighting (which probably just owes a lot to the Crytek engine) and the 'mech designs, I'd say we are looking at a group of very un-talented developers, from designers to the coders to PRs and pretty much everyone. I hate to say this, but it's really hard to see it otherwise at this point. Hell, even their website and forums are a laggy mess.


Title: Re: Patch Stuff Here
Post by: Ironwood on September 06, 2013, 02:31:44 AM
The 180 you've done is a wonder to behold.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 06, 2013, 03:36:23 AM
The "180" is based on the disappointment of features that have been on hold for too long. It is my "delayed Christmas" rant combined with the obvious feeling that they are really not that good at developing (something I admitted a year ago when I said they were way less talented than the World of Tanks team, but still believed they had a right to have some slack cut due to the beta state). There is no 180 as my love for the game itself is unchanged, I am just really annoyed that after playing without interruptions for 13 months with a minimum amount of features eventually I will get burned out before what was supposed to be in will ever see the light of the day. There aren't many games I played this long without interruption, and it's quite crazy that I am still on it considering how little there is to do.

But yes my judgement of the team has suddenly worsened because I assumed they were working hard enough to deliver at least one major feature by the self imposed deadline called "launch", and now that I know they won't it is hard to believe they have the ability to pull off anything in a reasonable time. I've been saying for months "Relax, there is no way they will release without UI 2.0. Why would they want to commit commercial suicide?". Obviously I was wrong, but jaded cynicism aside, I still think this is really weird, and clearly a sign poor hiring and investment, something I didn't think was that obvious until now (again, beta state).

Simply put, I cannot understand the point of a "launch" if none of the promised, major features is gonna be in it. And yes, it might be a personal thing but I consider UI 2.0 incredibly important.

Last night I've been playing, and I will be tonight, and I will be tomorrow. Nothing really changed here. I am just so fucking annoyed that the new stuff isn't coming, and that the game will be bashed for it so will probably lose players. And now for the first time I feel there are no more excuses as they are dropping the beta tag (and the beta "shield" which mitigates criticism) so I feel entitled to question who the fuck did they hire with the 5M they got from the founders program alone, and what are the fucking project leaders and management thinking. "Reviews and new consoles"?!?! FUCK YOU.

Call it a 180, but failing so blatantly to deliver *this one thing* on time was my limit, my line on the sand. This, not the 3PV thing nor the balance dance not the hit registration issues and not the delays on Community Warfare, this is what it took to convince me that there's too many idiots there and too little skill. Too bad the few skilled ones there at PGI were good enough to deliver one of the most enjoyable games for me in about a decade, with Demon's Souls and a few others. And too bad that they are now captive in the same boat with a bunch of complete muppets.


Title: Re: Patch Stuff Here
Post by: Ironwood on September 06, 2013, 04:05:25 AM
Calm.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 06, 2013, 05:04:02 AM
I am still in love with the game. And I never said they were great developers. But I am now, finally, officially pissed off at them.


Title: Re: Patch Stuff Here
Post by: apocrypha on September 06, 2013, 05:16:36 AM
I think we're going to be seeing a lot more of this in the coming few years as a direct result of crowdsouced funding of popular IPs and pay-to-beta models.

Enormous amounts of slack are given to dev teams behind such projects, whilst at the same time those dev teams already have your money and have had their egos pumped up by massive funding successes, built almost exclusively on the hopes of fans desperately wanting a revival of the joy they felt playing these games when they were 10-20 years younger.

I put some money into MWO - not a vast amount, but my rule has always been to never put in more than I'd pay for a full-price retail game - and don't feel I got my money's worth, and have zero hopes whatsoever that they'll fix the game.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 06, 2013, 05:38:44 AM
See, this is the thing for me. I put more than 200$ so far (over 13 months) and I feel I already, completely got my money's worth. If the game closed today, I wouldn't feel bad about the money spent cause, as I said, I am having and had so far massive amounts of fun. My rage comes from impatience at this point for what is an expected (and promised) increase of that already high fun factor. But I understand I am not representative of the average customer here, as I just got very lucky with the skeleton of a game happening to scratch all my deepest gaming itches.



Title: Re: Patch Stuff Here
Post by: apocrypha on September 06, 2013, 06:09:48 AM
I'm not criticising anyone for spending money on a game they enjoy. Like you said Falc, you've been playing this for 13 months! I'm sure I've spent considerably more than the equivalent of $200 on WoW over the years!

My ire is reserved for the sections of the gaming industry that are using mixtures of paid early access, crowdsourced funding, F2P and preying on the eager dreams of franchise fans, to extract large amounts of money out of people and not delivering on the promises that got them that money in the first place.

It can only be a short lived thing because there's some really big failures coming that are going to poison the well badly IMO.


Title: Re: Patch Stuff Here
Post by: Shannow on September 06, 2013, 06:12:19 AM
Don't worry Falc, enjoy it. Shit I'm still a WW2OL fan after 12 years , I feel your pain.


Title: Re: Patch Stuff Here
Post by: Ironwood on September 06, 2013, 06:17:22 AM
I'm not criticising anyone for spending money on a game they enjoy. Like you said Falc, you've been playing this for 13 months! I'm sure I've spent considerably more than the equivalent of $200 on WoW over the years!

My ire is reserved for the sections of the gaming industry that are using mixtures of paid early access, crowdsourced funding, F2P and preying on the eager dreams of franchise fans, to extract large amounts of money out of people and not delivering on the promises that got them that money in the first place.

It can only be a short lived thing because there's some really big failures coming that are going to poison the well badly IMO.

You mean Hex ?


Title: Re: Patch Stuff Here
Post by: apocrypha on September 06, 2013, 07:06:57 AM
No, I wasn't thinking of that one actually. I've never had any interest with CCGs so I know very little about them. I have no idea if Hex will succeed or not.

I was thinking more of things like Star Citizen, Elite: Dangerous, Project Eternity, Godus, Wasteland 2, etc.


Title: Re: Patch Stuff Here
Post by: Shannow on September 06, 2013, 07:49:02 AM
If Star Citizen fails, the fanboi wailing is going to be delicious


Title: Re: Patch Stuff Here
Post by: eldaec on September 06, 2013, 01:23:15 PM
Personally I find this, in its current state, to be worth a fair amount more than a typical retain single player 10 hour game.

Its only a pub match fps. But I enjoy it as much as something like TF2.

I don't have particular long term hopes for it. Not least as the 'improved' lobby looks broadly negative for absolute casual players and newbies. One thing I find surprising a year after launch is how viable I am in random matches, even tools like map selection will widen the gap between me and people who know wtf.


Title: Re: Patch Stuff Here
Post by: satael on September 10, 2013, 10:10:10 AM
Quote
Please be advised we will be performing a maintenance on Tuesday the 10th of September, 2013. This downtime will begin at approximately 10:00 AM (PDT) and last approximately 2 hours.

During the maintenance, the game and website may be inaccessible to players. The goal of this Hot-Fix is to attempt to resolve some stability issues, including some occurrences of players being disconnected from in-game.

A hotfix instead of a real patch (with a week to go until launch)  :oh_i_see:


Title: Re: Patch Stuff Here
Post by: Falconeer on September 10, 2013, 10:47:58 AM
To be fair, that was known. Patch is every two weeks, and the next one is scheduled for "launch day", which according to them is not a big deal since it is not a real launch but instead just the removal of the word "beta".
I am as annoyed as you at how slow the process is, all I am saying is that no patch was expected for today.


Title: Re: Patch Stuff Here
Post by: Slayerik on September 11, 2013, 10:20:34 AM
Havin' fun with it again. Let's roll! :)


Title: Re: Patch Stuff Here
Post by: Falconeer on September 11, 2013, 11:16:54 AM
I am on it every day... right when you are at work and just before you get home to play.  :uhrr:


Title: Re: Patch Stuff Here
Post by: Falconeer on September 17, 2013, 10:03:22 AM
PATCH NOTES, SEPTEMBER 17th 2013

In short, there isn't one single new thing. Zero. We kind of knew it but were really hoping for a last minute surprise. No.

Anyway:

- UAC5 nerfed
- Flamer buffed
- AC2 ghost heat fixed
- Third Person View not allowed in 12v12 premade matches and queue (which probably means not allowed in Community Warfare either)
- Matchmaker fine tuned for better matching.


... and that's it.



Quote
It's not just Patch Day, it's LAUNCH DAY! Congratulations everyone, we made it! As usual the servers will be coming down at 10:00am PDT, and I will let you know when they are back up. Below are the patchnotes for you to peruse at your leisure.

Woo, LAUNCH DAY!
PATCHNOTES:
3, 2, 1, Launch!
Wow It’s been a year since open beta and how time has flown! It has been a fun experience sharing this journey so far but we’re not done, in fact, the opposite is true!
There is plenty of work still on our plate and we are not going to stop till every feature is in your hands. With that said here are some of this patch’s highlights!
The Orion is available for C-bills and has all of its patterns available to customize this amazing mech.
There is a new Applejack Custom Pattern you can equip on you ‘Mechs with some nice new Custom Colors as well.
All the Trials are Champions! Give them a try if you missed them the first time around! You have to buy them to get the XP boost though.
3rd person is disabled in the 12 players pre-made group matches you lucky competitive Warriors.
Non 12 player Matchmaking is tightening its search parameters for Weight and ELO.
Weapon tuning and Bug fixes round out this patch.
Oh yeah and the Credits are up on the Website now with a link from the front end! Legendary Founders included!

See you on the battlefield, MechWarrior’s
Matt Newman
 
Content

Users can purchase skins for the Orion 'Mechs.
Orion 'Mechs can be purchased with CBills.
New Premium Skin Apple Jack is available for purchase.
New Trial 'Mechs
Jenner JR7-F©
Centurion CN9-A©
Dragon DRG-5N©
Atlas AS7-RS©
Gameplay

12 players pre-made group launch is 1st Person View only.
Match making ELO and Weight Class thresholds narrowed down. NB: These changes will not affect 12 player groups.
The longer a match took to kick off, the broader the range the MM uses in terms of matching ELO and weight class.
This reduction means that the MM will no longer search as broad a spectrum over time (still increases but in a narrower range). It will be much more refined in terms of how much variance will be given in matching players and 'Mechs.
Match making timeout increased to 3 minutes.
This allows the MM more time to find players before terminating its search.
Weapons

AC/2
Heat scale multiplier reduced from 1.0 to 0.6.
UAC/5
CD changed to 1.5 (same as AC/5).
Jam rate increased to 20% (up from 15% but still down from 25%).
Flamer
Range increased to 90m (up from 64m).
Heat impulse balance so target takes more heat than player (heat generated on target increased and self generation decreased).
Front End

Added a credits button to the login screen.
Bug Fixes

Fixed an issue where users are experiencing severe heat from the center volcano area in Terra Therma.
Fixed an issue where the lava in Terra Therma is causing unintentional damage to Mechs.
Fixed a number of stuck bugs in Forest Colony, Frozen City, and Terra Therma.
Fixed an issue where the 3rd Person drone appears to have weapon collision to the user firing.
Fixed an issue where the spectator will remain in 1st person view when spectating a 'Mech in 3rd person view.
3rd Person drone will no longer spawn in Testing Grounds for the dummy 'Mechs.
UAV should no longer interfere with the 3rd Person camera by snapping camera back and forth when launching an UAV.
Fixed an issue where PPC is still colored yellow when aiming at a 'Mech below 90m.
Gauss Rifle will no longer charge when out of ammo.
Fixed key hold repeat issue for Backspace in chat windows.
Fixed chat messages being cut off in chat windows. Fixed the Hunchback Founder 'Mech colour.
Fixed an issue where users could not colour all three channels on the Hunchback Founder 'Mech.
Fixed an issue where shooting a specific point on the destroyed actuator of a Blackjack's side torso will damage the opposite side torso.
Fixed an issue where certain users were seeing blue tree sprites in the Forest Colony maps.
Fixed an issue where shadows would flicker depending on the angle of the camera.
We thank you for your patience and we look forward to seeing you on the battlefield!

-The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: satael on September 17, 2013, 10:06:15 AM
Probably the least exciting launch patch I can think of (especially since there is no rush to do stuff like usually in MMOs at launch even if they don't have new stuff)


Title: Re: Patch Stuff Here
Post by: Falconeer on September 17, 2013, 10:11:42 AM
It is not only the least exciting launch patch ever, it is the least exciting MWO patch ever. Every single patch, from closed beta to yesterday, has been at least a tiny bit more exciting than this. Amazing achievement.


Title: Re: Patch Stuff Here
Post by: Shannow on September 17, 2013, 12:08:44 PM
Wow just wow. Are they stupid or just have no shame?


Title: Re: Patch Stuff Here
Post by: Ironwood on September 17, 2013, 12:33:47 PM
The trailer's good tho.


Title: Re: Patch Stuff Here
Post by: Njal on September 20, 2013, 07:18:23 AM
Hmmm, I'll have to play this again. Is there any idea when/if community warfare is coming?


Title: Re: Patch Stuff Here
Post by: Falconeer on September 20, 2013, 07:48:40 AM
We are gonna find out that and all the details next Wednesday, September 25th. There will be a full unveiling of Community Warfare at the launch party tournament in San Francisco. My educated guess is March 2014.


Title: Re: Patch Stuff Here
Post by: satael on September 20, 2013, 08:20:52 AM
I'd guess the CW will come at the start of the next year but it will consist only of grinding some loyalty points for whatever (npc)faction you choose to represent. Anything more complex will not get added before the summer (the spring will consist of adding some way to spend the loyalty points...and the inevitable rounds of nerf of any loyalty point bought benefits)

edit:typos


Title: Re: Patch Stuff Here
Post by: Slayerik on September 20, 2013, 11:18:58 AM
They shoulda threw everyone 5mil cbills at least.


Title: Re: Patch Stuff Here
Post by: Falconeer on October 01, 2013, 10:21:23 AM
PATCH NOTES, OCTOBER 1ST 2013

Highlights:

- New Map
- New pre-game screen to organize lances
- New hero Atlas
- Jump Jets now push you slightly forward


Quote
Greetings MechWarriors!

In addition to the patch coming tomorrow, we're also performing some server maintenance and firewall changes. All this means on your end is that the servers will be down slightly longer than usual (between 45 minutes to 1.5 hours total, depending.)

So we hope you enjoy the patch, and we'll see you on the battlefield!

Cheers,
The MechWarrior Online Team

Patchnotes:

UPDATE

Greetings MechWarriors!

We are excited to be adding our ninth map to the game - Crimson Strait! We can't wait to see what kind of interesting new tactics players develop on this map.

Finally the Hero Atlas rears its head; The Boar's Head. All I can say is: 3 energy hard points on each arm? Yikes! This guy is going to pack a punch!

Also, a Spider Champion is born! Love em or Hate 'em, a Spiders presence in the battle can really turn the tide. This little champion is sure to be a thorn in my side.

The new pre-match organization screen lets you take command of your lance or your whole team, because teamwork is OP. Read on for more Tuning Fixes and Improvements.

And remember! Project Phoenix Talon, Storm, Guardian, and Overlord Packages are dropping next patch! Now is the time to get in on the action with these awesome packages.

See you on the Battlefield!

-Matt Newman.

Content

New Map:
Crimson Strait divides two major land masses and is an exclusive economic zone that has been in on-going dispute for many decades. At its mid-point, lies a major metropolis skirted by an airport and shipping terminal, which also serves as the city’s main entry point.

The port is surrounded on two sides by a high cape and a steep mountain ridge. The strait gets its name from the reddish pigment in the water which is due to the the metabolizing of naphthalenes from endophytes living in marine plants; this also has a side effect of producing a slightly sweet aroma.

Although this large capacity transshipment port has limited storage capabilities, most goods are cross-docked and therefore a high risk hub for contraband and derivative contraband such as battletech parts, technology and chassis'.

Along with having commercial shipping airport facilities, dignitaries and business people usually arrive here as it is deemed the securest point of entry on the northern continent.

Gameplay

New Hero Mech

"The Boar's Head" AS7-BH

Tonnage: 100
Engine: 400 XL

Top Speed: 64.8 kph
Max Engine Rating: 400
Torso Movement:

75 degrees to each side.
16 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 592 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Medium Pulse Laser x3
Left Torso: LRM 10
Right Torso: AC/10
Right Arm: Medium Pulse Laser x3
Hardpoints:

Left Arm: 3 Energy, 1 AMS
Left Torso: 1 Missile
Right Torso: 1 Ballistic
Right Arm: 3 Energy
Heat Sinks: 20 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Huge
30% C-Bill Bonus

New Trial Champion Mech

Spider SDR-5K©

Tonnage: 30
Engine: 255 XL

Top Speed: 137.7 kph
Max Engine Rating: 255
Torso Movement:

110 degrees to each side.
20 degrees up and down.
Arm Movement:

40 degrees to each side.
30 degrees up and down.
Armor: 210 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Machine Gun x2
Center Torso: ER Large Laser
Right Arm: Machine Gun x2
Hardpoints:

Left Arm: 2 Ballistic
Left Torso: 1 AMS
Center Torso: 1 Energy
Right Arm: 2 Ballistic
Heat Sinks: 10 Double
Jump Jets: 2 (6 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Tiny

New Trial 'Mechs.

Spider SDR-5K©
Centurion CN9-A©
Dragon DRG-5N©
Atlas AS7-RS©

Front End

Pre-round screen:

Players can take command of company or lance.
Company commanders can re-organize players in the company.
Ready button - when all players have clicked ready, the game will start, overriding the timer.

Performance

FPS improvements when users look out at an empty horizon.

Gameplay

Jump Jets now provide a slight forward thrust on take off. Once in the air you cannot vector off your current trajectory.
UAC/5 ammunition per ton now matches the AC/5 at 30 rounds per ton.

Bug Fixes

Fixed an issue with CPU detection in CryEngine where AMD processors weren't being correctly identified while running Avast! virtualization.
Fixed an issue where the flamer particles were on an angle when firing from the weapon.

General

Greater visual weapon customization for the Atlas variants. They will better visually reflect the weapons that have been equipped on them.

Known issue: The Founders variant does not currently have the new level of customization.


Known Issues

Damage may not be dealt to `Mechs standing in Lava on Terra Therma. Heat is correctly applied.
The pre-round countdown may sometimes display incorrect numbers (including negative numbers) in some specific cases.
Audio warnings for airstrike and artillery strikes may be incorrectly heard during the pre-match countdown. MechWarriors using these modules should await the ingame audio notification before attempting to unleash these weapons.

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Shannow on October 01, 2013, 03:22:49 PM
New lobby system...another PGI special... :uhrr:

To expand upon this , whats the fucking point? For the 1 percent of people who actually want to organise lances? Can you even drop in groups of 8 or 12 yet? (must admit I haven't kept up on that) Its just an extra minute waiting for the battle to start (because there is always on tool who doesn't ready up).

Outside of the proliferation of Hero Atlas's the patch didn't seem to do much except crash occasionally (a problem I've never had with MWO before) . Maybe its a good thing though that they didn't need to do a bunch of weapon tweaks this go around. Didn't see the new map yet.

A thought in terms of organisation and stuff, there needs to be a button that gives a contact report to your team when you hit it on a mech you've targetted or something. Gives name of mech and map location. Might make scouting a little more useful and teamwork a little easier.
Mind you would have to watch the spammage.


Title: Re: Patch Stuff Here
Post by: Falconeer on October 15, 2013, 10:17:29 AM
PATCH NOTES, OCTOBER 15th 2013

Quote
Servers will be coming down at 10AM PDT as per usual, we'll let you know when they return.

PATCHNOTES:

Greetings MechWarriors!

It’s an exciting day! Today we’re releasing pre-ordered content to all players who purchased Project Phoenix. You’re among the first to pilot these mean machines! Project Phoenix is still on sale for a limited time with an end-date to be announced soon. Moving forward, Project Phoenix packages will be delivered during the regular maintenance period following your order (typically Tuesdays and Fridays around 10am PDT). We’re already drooling over Sabre Reinforcements...

Phoenix Loyalty Rewards hit the third and final phase, which means you're getting extra goodies as a small token of our gratitude. Please note the "Flame" pattern has been renamed Hotrod. Project Phoenix Faction Medallions can be claimed by visiting your profile on the website and selecting your preferred medallions.

More about today’s patch:

Halloween items have arrived! Deck out your cockpit with some spooky business. I'm excited to pilot my BattleMaster with our raging Hotrod skin and a smiling pumpkin to keep me company.
We've been reading your feedback and have tweaked the end-of-round screen. We hope you'll find that it’s easier to read the breakdown with this revision. Bug fixes include a slew of map stuck bugs and visual issues, so be sure to check out those in the verbose notes below.

Our special thanks to everyone who continues to submit feedback and bug reports. We've seen posts from many players giving us their suggestions from all over our forums, tickets and social media and we can’t reiterate enough how much we appreciate your contributions.
And of course, a huge thanks to our Talon, Storm, Guardian, and Overlord owners for your overwhelming support.

Tonight we’ll be raising a glass to you… and then we’ll be blasting out your cockpit.


Content

New Mechs

Locust LCT-1V


Tonnage: 20
Engine: 160 Standard

Top Speed: 129.6 kph
Max Engine Rating: 190
Torso Movement:

130 degrees to each side.
20 degrees up and down.
Arm Movement:

0 degrees to each side.
60 degrees up and down.
Armor: 128 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: Machine Gun
Center Torso: Medium Laser
Right Arm: Machine Gun
Hardpoints:

Left Arm: 2 Ballistic
Center Torso: 1 Energy
Right Torso: 1 AMS
Right Arm: 2 Ballistic

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Tiny

Locust LCT-3M


Tonnage: 20
Engine: 160 Standard

Top Speed: 129.6 kph
Max Engine Rating: 190
Torso Movement:

130 degrees to each side.
20 degrees up and down.
Arm Movement:

0 degrees to each side.
60 degrees up and down.
Armor: 106 (Ferro-Fibrous)
Internal Structure: Endo Steel
Weapons & Equipment:

Left Arm: Small Laser x2, AMS
Left Torso: CASE
Center Torso: Medium Laser
Right Arm: Small Laser x2
Hardpoints:

Left Arm: 2 Energy, 1 AMS
Center Torso: 1 Energy
Right Torso: 1 AMS
Right Arm: 2 Energy

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Tiny

Locust LCT-3S


Tonnage: 20
Engine: 160 Standard

Top Speed: 129.6 kph
Max Engine Rating: 190
Torso Movement:

130 degrees to each side.
20 degrees up and down.
Arm Movement:

0 degrees to each side.
60 degrees up and down.
Armor: 88 (Ferro-Fibrous)
Internal Structure: Endo Steel
Weapons & Equipment:

Left Arm: Streak SRM 2
Left Torso: CASE
Center Torso: Medium Laser
Right Arm: Streak SRM 2
Hardpoints:

Left Arm: 2 Missile
Center Torso: 1 Energy
Right Torso: 1 AMS
Right Arm: 2 Missile

Heat Sinks: 10 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Tiny

'Mech Customization:

Halloween Cockpit items.
New Hot Rod skin.

Gameplay

Light Mech Tuning

Commando COM-1B, -1D, -3A:

Increased maximum engine size to 240
Increased turning rate by 10%
Increased maximum reverse speed to 75% of forward speed
Commando COM-TDK:

Increased maximum engine size to 240
Raven RVN-2X, -4X:

Increased maximum engine size to 275
Increased turning rate by 10%
Spider SDR-5K, -5K©, -5V:

Increased maximum engine size to 285
Increased maximum reverse speed to 75% of forward speed



Weapons

Impact shake when being hit by the following weapons has been reduced:

AC/5, SRM/4,SSRM/2, LB10-X
Impact shake when being hit by the following weapons has been increased:

AC/20, AC/10
Airstrike damage per shell has been increased from 10 up to 40.
Artillery damage per shell has been increased from 10 up to 40.

Performance

Remade LODs for several 'Mechs

Bug Fixes

Atlas Founder head hitbox returned to normal size (left eye) for all weapon types.
Streak SRMs no longer target the Blackjack's center torso exclusively.
Fixed an issue where users could see out of world when using 3rd person near a vertical piece of terrain.
Moving the reticle away from a targeted 'Mech will decay the lock-on once again.
Fixed a slew of map stuck bugs and visual issues.
Fixed an issue where certain 'Mech components would return a wrong index when they were hit with a ballistic or missiles, this would result in dealing damage to the wrong component.
Fixed a few collision issues on the Trebuchet and Hunchback.

General

Updated the Match Summary screen for improved clarity & readability.
The First Victory of the Day XP reward is now calculated after Premium Time and `Mech bonuses are applied.

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Shannow on October 16, 2013, 11:54:20 AM
Thought they were nerfing spiders with this patch ...no luck?


Title: Re: Patch Stuff Here
Post by: satael on October 16, 2013, 01:19:24 PM
Now that Death Knell goes over 170kph it's kind of fun  :grin:


Title: Re: Patch Stuff Here
Post by: Falconeer on October 16, 2013, 01:23:53 PM
Ooooh you have a Death Knell? How cute  :grin:


Title: Re: Patch Stuff Here
Post by: 5150 on October 17, 2013, 04:31:16 AM
Now that Death Knell goes over 170kph it's kind of fun  :grin:

The lack of missiles put me off, I've learned I'm only worth a damn in a light if I have Streaks Streaks and more Streaks


Title: Re: Patch Stuff Here
Post by: satael on October 17, 2013, 05:41:01 AM
Now that Death Knell goes over 170kph it's kind of fun  :grin:

The lack of missiles put me off, I've learned I'm only worth a damn in a light if I have Streaks Streaks and more Streaks

I'm suck with lights whatever weapons I use so TDK with AMS and 4*ML workis well enough for me.  :why_so_serious:


Title: Re: Patch Stuff Here
Post by: Slayerik on October 18, 2013, 07:15:51 AM
At 170, I'd recommend small pulses unless you like splashing shit.


Title: Re: Patch Stuff Here
Post by: satael on October 18, 2013, 07:53:31 AM
At 170, I'd recommend small pulses unless you like splashing shit.

At 170 I just run a large circle out of the enemy's LOS and shoot them in the back most of the time (I'm really not good at trying to avoid being hit in close quarters with a light)


Title: Re: Patch Stuff Here
Post by: Falconeer on November 05, 2013, 10:03:15 AM
PATCH NOTES, NOVEMBER 5th 2013

In short:

- New Hero 'mech, Catapult "Jester".
- Visual improvements on Artillery and Air Strike feedback.
- Seismic Sensor tweak: doesn't work while you move, and weapons can give you false positives.
- Rewards for good use of UAV.
- Lots of screen shake added, including when other 'mechs drop dead or land after poptarting.



Quote
Hey Everyone!

Patch is coming in 15 minutes at 10am PST, so I'll let you know as soon as it's back up! Oh, and please check out my new baby, the Jester :)

See you starside!

Patchnotes:

UPDATE

Greetings MechWarriors!
The Jester is here! Finally a Catapult Hero with a 30% C-Bill boost to add to your collection! The paint job won't scare anyone but that load-out will! Just look at the energy hard points on this 'Mech and double AMS all the way! Whoa!
A new Champion has arrived! The Blackjack BJ-1© affectionately known as 'Bam Bam". This 'Mech is joining the other Champions in the Trial 'Mech line up. Try this 'Mech out all week and buy it on Nov 12th with its 10% XP bonus.
Other cool things in this patch, seismic sensor gets some tweaks, UAV gets some rewards, some new screen shake events and some bugs get squished.
See you on the battlefield!
Matt Newman

Content

Gameplay
New Hero Mech
"Jester" CPLT-J


Tonnage: 65
Engine: 295 Standard

Top Speed: 73.5 kph
Max Engine Rating: 355
Torso Movement:

95 degrees to each side.
16 degrees up and down.
Arm Movement:

0 degrees to each side.
30 degrees up and down.
Armor: 400 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Large Laser
Left Torso: Medium Laser, AMS
Center Torso: Small Laser x2
Right Torso: Medium Laser, AMS
Right Arm: Large Laser
Hardpoints:

Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Center Torso: 2 Energy
Right Torso: 1 Energy, 1 AMS
Right Arm: 1 Energy

Heat Sinks: 18 Double

Jump Jets: 2 (2 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Large
30% C-Bill Bonus

New Trial Champion Mech
Blackjack BJ-1©


Tonnage: 45
Engine: 235 XL

Top Speed: 84.6 kph
Max Engine Rating: 235
Torso Movement:

110 degrees to each side.
30 degrees up and down.
Arm Movement:

0 degrees to each side.
30 degrees up and down.
Armor: 304 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Medium Laser
Left Torso: Medium Laser
Right Torso: Medium Laser
Right Arm: AC/20
Hardpoints:

Left Arm: 1 Energy, 1 Ballistic
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy
Right Arm: 1 Energy, 1 Ballistic

Heat Sinks: 10 Double

Jump Jets: 1 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium

Weapons

Visual effects improvements for artillery and air strike explosions

Gameplay

Seismic Sensor Module Changes:

No seismic sensor detection while moving.
Weapon fire causes seismic events.
Rewards for advantageous UAV deployment:

XP and C-Bills rewards for each unique enemy taking damage from LRMs with a UAV detecting it to UAV owner.
XP and C-Bills rewards for each unique enemy seen by UAV for more than 5 seconds to UAV owner.

Screen shake when a dead mech falls to the ground and when mechs land nearby.
Screen shake in the area of an airstrike/artillery.
Removed the key binding option "Fire Selected Weapon Group". Mouse 1's (Left Click) default key bind is now "Fire Weapon Group 1", this can be remapped in the options screen.

Bug Fixes

Fixed an issue where the 'Critical Damage Warning' does not display at the correct time.
Fixed an errant zoom sound effect being played at level start up and when switching from first to third person.

General

Greater visual weapon customization for the Catapult variants. Their appearance will better reflect the weapons that have been equipped on them.

Known Issues

If two or more friendly mechs launch a UAV at around the same time and location, all potential UAV rewards will goes to the last mech that launches the UAV.

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: satael on November 05, 2013, 10:18:06 AM
Have they said when DX11 is going to be released?


Title: Re: Patch Stuff Here
Post by: Falconeer on November 05, 2013, 10:39:08 AM
They said last July  :why_so_serious:

More seriously, they obviously couldn't make that work out if their lives depended on it. It was supposed to go in OPEN PUBLIC TEST in August, but they had to pull it last minute. Same happened every month since then. At the beginning of October they said, again, it was going to be on the Public Test Server before the end of the month, but they ended up letting us only test UI 2.0. Obviously they are in deep shit with DX11, which probably means that by the time they'll release it (who knows when), it'll be buggy as hell, underperforming, and terribly unstable. But hey, decals depend on it.

As pissed as I am, I still want to see UI 2.0 and Community Warfare before DX11, so as long as fixing it doesn't take resources away from those, they can implement it or not and I don't really care.

Anyway, official word from a few days ago:

Quote
DX11

As most of you are aware DX11 had some last minute critical bugs not entirely dissimilar to some of the black screen issues that have plagued production (it remains to be seen if the fixes for DX11 translate to DX9) we finally got to the bottom of these issues for DX11 this last week and it is moving back to QA to setup for a public test shortly.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 16, 2013, 05:44:23 AM
Quote
Hello my fellow MechWarriors,

When preparing the next patch, we found that the Object.pak file was about to exceed the 2GB size limit on a tool we use.

With all the new content coming in future patches, we needed a better way to package it all.
To prevent this issue happening again we moved files from the Object.pak file to their own unique PAK file. This means users will see a big patch this week because we have to patch the Object.pak file and patch/add the new PAK files. As a result, the next patch will be approximately 1.3GB.

We are sorry for the trouble of the increased patch size this week; However, this should be a one-time thing.
For the inconvenience, on patch day: We will be issuing all players that have logged in after August 19th, 2013 with one (1) day of Premium Time.


Title: Re: Patch Stuff Here
Post by: Der Helm on November 18, 2013, 01:02:25 AM
 :awesome_for_real:


Title: Re: Patch Stuff Here
Post by: Ironwood on November 18, 2013, 01:38:59 AM
Just.... Fuck Off.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 18, 2013, 02:48:18 AM
But...

(1) day of Premium Time.


Title: Re: Patch Stuff Here
Post by: eldaec on November 18, 2013, 09:01:15 AM
You know, if they just wrote...

'sorry, we're doing some techie shut to improve the code base so the next patch is big'

I'd just be 'meh, whatever', but explaining their incompetence makes it worse, it's like they don't realise that this makes them look like bush league amateurs.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 18, 2013, 10:57:18 AM
You know, they are Canadians...

(http://cdnexpat.files.wordpress.com/2012/09/captain-canada-canuck-sorry.jpg)


Title: Re: Patch Stuff Here
Post by: Shannow on November 18, 2013, 12:26:41 PM
You know I love to rag on PGI as much as anyone but really guys?

So the patch is big (like no other company has had huge patches post release before), they've communicated it to us AHEAD of time (amazing how many companies fail at that) and giving us something tangible for it.
I'll give em a pass on this one.



Title: Re: Patch Stuff Here
Post by: Ironwood on November 18, 2013, 01:52:33 PM
I'm utterly, utterly sick of massive, massive, massive fucking patches.

You buy a new game and it's got a massive massive patch.  You play a browser game and it's got a massive, massive patch.  You're browsing porn for a wank ;  Bang, massive, massive patch.

Sick of it.



Title: Re: Patch Stuff Here
Post by: Shannow on November 18, 2013, 03:19:26 PM
You're browsing porn for a wank ;  Bang, massive, massive patch.


I think your doing it wrong.. :uhrr:

Mind you I don't care about the size of the patch, I have my son start it for me when he gets home from school and I get a free day of premium.


Title: Re: Patch Stuff Here
Post by: Merusk on November 18, 2013, 04:15:11 PM
You don't live in a country with Data caps or backwater internets.

Tho, IW, you should look on your crappy speed as a penance for the souls you reaped to buy that posh Scottish bog villa.


Title: Re: Patch Stuff Here
Post by: Ironwood on November 19, 2013, 01:39:54 AM
If I'd known then what I know now.

I do like my house, but Goddamn.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 19, 2013, 09:45:20 AM
PATCH NOTES, NOVEMBER 19th 2013.

Quote
Hey all! It's patch day, and that means servers will be down at 10am PST as per usual. They shouldn't be down more than a couple hours, but if there are any changes I'll let you know. Also, just a reminder, but as noted here the patch will be much bigger than usual to accomodate the file restructuring.

Anyway, we hope you enjoy the  and  purchaseable Shadowhawks (woo!), the new modules, the hitbox changes for the Awesome, Atlas, Orion, and Spider, and a bunch of other stuff!

See you on the battlefield!

PATCHNOTES:

UPDATE

Greetings MechWarriors!

It’s patch time! So gather around your monitor and listen while I entertain you with stories of development.

The ‘Mech of the month is the Shadow Hawk. Some of you will already have this ‘Mech but the rest of us now have 55 tons of jump jetting fun to catch up on. Buy it, Make a crazy loadout, master the ‘Mech, and paint It with the NEW Raider pattern.

We also have 2 new modules that are going to rock (technically reduce the rocking of) your world and allow you to climb to new heights!

What’s this? Counter ECM now nets the user XP and C-Bill rewards? Fantastic!
Get ready because cockpit Items have been re-categorized! Mounted items are standing items and various hanging Items became mounted items. In the end it means that all player cockpit customization will be visible 99% of the time. Won the Heavy VS the World banner? Show it off! Killed a Dev? Show it off! You have nothing to hide now!

We’re also tuning hit boxes! YES, hit boxes! This process will happen to each ‘Mech over the coming months. In Round 1 we chose Atlas, Awesome, Orion, and Spider! Run, Spiders, run! Read on for all the details and even more changes!
See you on the battlefield!

-Matt Newman

Content

New Mechs
Shadow Hawk SHD-2H


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

90 degrees to each side.
30 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 304 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Head: SRM 2
Left Torso: AC/5
Right Torso: LRM 5
Right Arm: Medium Laser
Hardpoints:

Head: 1 Missile
Left Torso: 3 Ballistic, 1 AMS
Right Torso: 2 Missile
Right Arm: 1 Energy


Heat Sinks: 12 Single


Jump Jets: 3 (3 Max)


ECM Capable?: No


Module Slots: 2
Movement Archetype: Medium
Quirks: +25% Torso Twist Speed, +5% Turning Rate
Shadow Hawk SHD-2D2


Tonnage: 55
Engine: 275 Standard

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

90 degrees to each side.
30 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 208 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Head: Streak SRM 2
Left Arm: Medium Laser
Left Torso: AC/5
Center Torso: Streak SRM 2
Right Torso: LRM 5
Right Arm: Medium Laser
Hardpoints:

Head: 1 Missile
Left Arm: 1 Energy
Left Torso: 1 Ballistic, 1 AMS
Center Torso: 1 Missile
Right Torso: 2 Missile
Right Arm: 1 Energy


Heat Sinks: 12 Single


Jump Jets: 3 (3 Max)


ECM Capable?: No


Module Slots: 2
Movement Archetype: Medium
Quirks: +25% Torso Twist Speed, +5% Turning Rate
Shadow Hawk SHD-5M


Tonnage: 55
Engine: 275 XL

Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:

90 degrees to each side.
30 degrees up and down.
Arm Movement:

35 degrees to each side.
30 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Endo Steel
Weapons & Equipment:

Head: Streak SRM 2
Left Torso: Ultra AC/5
Right Torso: LRM 20
Right Arm: Medium Laser
Hardpoints:

Head: 1 Missile
Left Torso: 2 Ballistic, 1 AMS
Right Torso: 1 Missile
Right Arm: 2 Energy


Heat Sinks: 10 Double


Jump Jets: 5 (5 Max)


ECM Capable?: No


Module Slots: 2
Movement Archetype: Medium
Quirks: +25% Torso Twist Speed, +5% Turning Rate
New Support Modules
Improved Gyros:

Reduces the amount of screen shake when being hit by enemy fire.\
Hill Climb:

Reduces the rate of deceleration when navigating slopes by 10%.
New Camo Skin
New Raider skin available.
Cockpit Items Changes
Converted all mounted items to standing items.
Converted the following items to our new mounted cockpit items:

Christmas Lights.
Chinese Lanterns.
Halloween Lights.
3050 Banner.
3050 Balloons.
Now users can have a standing item, hanging item and mounted item (see above).
Gameplay


Hitbox Tuning

Atlas:
Hitbox geometry aligned better to the render geometry.
Tighter corridor for Center Torso (it's smaller and sides are bigger).
Pelvis adjusted for damage disbursement to left and right leg instead of all center torso.
This BattleMech will still be investigated.
Awesome:
Head hitbox reduced by 35%.
More of the shoulder regions now apply damage to L/R Side Torsos rather than Center Torso.
Pelvis split to apply damage to Left and Right Leg instead of Center Torso.
Center Torso has been reduced by approximately 15-20%.
Spider:
Hitbox geometry reduced in complexity and increased in size to encompass components more thoroughly.
Split Pelvis to apply damage to Left and Right Leg instead of Center Torso.
The Left REAR Torso and Right REAR Torso have been increased in size by approximately 10%.
The front Center Torso has been increased in size (around the chest area) by approximately 10%.
Orion:
Head hitbox reduced by 30%.
Split Pelvis to apply damage to Left and Right Leg instead of Center Torso.
Front Center Torso decreased in size by approximately 10%. Side torsos increased by about 5% on each side.
Rewards for using Counter ECM advantageously
XP and C-Bills given for successfully countering an ECM enabled enemy 'Mech for 5 seconds.
XP and C-Bills given for countering an ECM 'Mech that then takes locked missile damage from allies.
Bug Fixes
Fixed an issue where destroying the last jumpjet from a flying Mech causes the SFX and Hud shake to continue permanently.
Fixed an issue where destroying an enemy UAV provides no XP bonus.
Death Knell's arms will now move when you are aiming.
Mech Lab: 'Mech & Cockpit no longer shake & flicker when changing the loadout/modules/cockpit items.
Mech Lab: 'Mech weapon doors no longer clip into the 'Mech when rotating.
Fixed a bug with HSR algorithm where an inaccurate bounding box would sometimes be used resulting in false misses. This was an edge case and is not expected to have a significant effect on hit detection.
Fixed a collision issue with the container ship in Forest Colony and Forest Colony Snow.
Fixed a bug where clients were not being properly informed of override status changes when the 'Mech has a missile lock.
General
Re-added the key binding "Fire Selected Weapon Group". By default it is unbound.
We thank you for your patience and we look forward to seeing you on the battlefield!



- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on December 03, 2013, 10:25:55 AM
PATCH NOTES, DECEMBER 3rd 2013

Quote
Hello everyone! Patch day starts shortly, so don't mind the downtime ;) I've added the patchnotes below to tide you over until the servers come back up, and will be updating this post when that happens. See you starside!

UPDATE

Greetings MechWarriors!

Our Black Friday sale is over and your MC stockings must be full. To fix that, I give you the first patch of December as we head into the holiday season.

Finally “Oxide” the Jenner hero is here! Having a 30% C-bill boost on a Jenner is like a license to print C-bills! Buy some Premium time and you will become a C-billionaire* in no time! I only hope this falls into the right hands and that you use these powers for good and not evil.

Our newest Champion is a Highlander and it joins the Ranks of the Trial ‘Mechs. Try it out all week and see if this build is for you. It goes on Sale on Dec 10th and will be loaded with a 10% XP boost. If you were planning on mastering your Highlanders this month, this is the perfect way to get it done.

If you are feeling festive we have a bunch of new holiday themed Items! If you see something you like, buy it! These cockpit items are seasonal.

Spawn points have been redistributed on Most maps and in some cases the spawns change depending on mode. For some maps this is really going to shake things up.

Hit box fixes Round 2! Dragons, Centurions, Cicadas, Trebuchet, and Atlas’! Is there an old favorite in there? A ‘Mech you have been meaning to master? Either way you need this info, If you aren’t piloting one of them, you’re sure to be shooting at them!
See you on the battlefield.

-Matt Newman
*there are currently no C-Billionaire’s in the game

Content

New Hero Mech
"Oxide" JR7-O



Tonnage: 35
Engine: 235 Standard
Top Speed: 108.7 kph
Max Engine Rating: 300
Torso Movement:
110 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Armor: 128 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: SRM 4
Center Torso: LRM 5 x2
Right Arm: SRM 4
Hardpoints:
Left Arm: 1 Missile
Left Torso: 1 AMS
Center Torso: 2 Missile
Right Arm: 1 Missile



Heat Sinks: 10 Double



Jump Jets: 0 (0 Max)



ECM Capable?: No



Module Slots: 2
Movement Archetype: Tiny
Quirks: 20% slower acceleration
30% C-Bill Bonus
New Trial Champion Mech


HIghlander HGN-733C©



Tonnage: 90
Engine: 300 Standard
Top Speed: 54 kph
Max Engine Rating: 325
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
10 degrees to each side.
30 degrees up and down.
Armor: 558 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Streak SRM 2
Left Torso: Streak SRM 2 x2, Beagle Active Probe
Right Torso: ER Large Laser x2
Right Arm: AC/10
Hardpoints:
Left Arm: 1 Missile
Left Torso: 2 Missile, 1 AMS
Right Torso: 2 Energy
Right Arm: 2 Ballistic



Heat Sinks: 16 Double



Jump Jets: 2 (4 Max)



ECM Capable?: No



Module Slots: 2
Movement Archetype: Huge
New Holiday Cockpit Items


Standing items:
Holiday Stocking
Holiday Snowman
Hula Elf
Golden Package
Snow Globe
Hanging Items:
Candy Cane
Holiday Ball
Holiday Mistletoe
Holiday Star
Snowflake
Mounted items:
Blue Lights
Green Lights
Red and White Lights
White Lights
Yellow Lights


Gameplay

New spawn point layouts in each map. Spawns are further separated by lance in all game modes. Most maps will have different spawn layouts per game mode.

Hitbox adjustments:

Dragon
Side Torsos climb the side of the Center Torso by approximately 5%. This slight change is meant to mitigate some of the damage that the huge Center Torso takes from both direct and splash damage types.
Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.

Centurion
There were 2 sections on the side of the Centurion's head that were applying damage to the Left and Right Arm. These have been corrected and now apply damage to Center Torso.
The Front Center Torso of the Centurion was very narrow. The upper section of the Front Center Torso (hips and above), has been widened by approximately 10%.
Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.

Cicada
Rear Center Torso was too narrow on this BattleMech. It has been widened by approximately 5%.
Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.

Trebuchet
There were two components at the hip of the Trebuchet that were applying damage to the Left and Right Leg. This has been corrected to apply damage to the Left and Right Torso.
The head hitbox of the Trebuchet was slightly too large. It has been reduced by approximately 5%.
Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.

Atlas
There was a mislabled hitbox on the Atlas' right hip that was applying damage to the Left Torso. This has been fixed.


Bug Fixes

Fixed a bug where "Fire Selected Weapon Group" was not working when set in the Alternate key map column.
Fixed a number of locations where players would get stuck on geometry in Frozen City, Crimson Strait, and Forest Colony maps.


General

Greater visual weapon customization for the Jenner variants. Their appearance will better reflect the weapons that have been equipped on them.
New MechLab icons for all Jenner variants.
Reduced the size of the AC/20, AC/5, LB 10-X AC, and Ultra AC/5 models used on the Catapult.
New visual effects when 'Mechs hit the ground on death
New visual effects when walking through lava
Flamers now cast light starting on high spec

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on December 03, 2013, 10:26:32 AM
Skirmish mode, the one without bases to cap, is coming next patch.


Title: Re: Patch Stuff Here
Post by: Falconeer on December 17, 2013, 08:47:13 AM
PATCH NOTES, DECEMBER 17th 2014. (http://mwomercs.com/forums/topic/145258-patch-day-december-17-downtime-from-10am-1pm-pst/)


Quote

We're happy to announce MechWarrior Online's final patch for the 2013 year! With a new map, new game mode, and other goodies, we've got quite a substantial patch lined up. Please note that our game servers will be offline from 10:00am PST - 1pm PST while we apply this patch.

Put on your moon boots, HPG Manifold is the newest world to defend! This map features a HyperPulse Generator which offers a good mix of open battles and tight corners. It's more of a planet than a moon, but don't let that stop you from blasting up this desolate landscape.

(http://infinitegamepublishing.com/images/mwosale-2013-12-17.jpg)

Wolverine & Griffin will automatically become available to those who purchased the Sabre Reinforcement promotion upon first login after the patch.


If you're still in the reading mood, check out MWO Lead Designer Paul Inouye's thoughts on Clan Technology, and President Russ Bullock's Command Chair post detailing the State of the Inner Sphere.

Today, Thunderbolt becomes available for MC and C-Bills!

(http://infinitegamepublishing.com/images/mwosale-2013-12-17-b.jpg)

The giving season is upon us and your Mech deserves a present too! With Hula Girl in the festive spirit, you can now grab a variety of holiday-themed cockpit items from the MechLab!
Brighten up your cockpit with some lights, gifts, snow-globes and holly! These jingles are only available during the holiday season.

With this patch you'll notice music during start and end-of-round screens and the MechLab, and lots more that you can see in the Patch Notes below.

Seasons greetings from everyone here at MechWarrior Online, we'll see you in 2014 with more Mech-blasting action.

Developer Update & Patch Notes:

Greetings MechWarriors,

Well it’s the last patch of 2013! And it’s a big one!

Saber pack is in the wild! Wolverines and Griffins are preparing for battle as we speak!

Phoenix pack introduced our first 55 ton Medium ‘Mech and with the Saber pack we just doubled down. Enjoy responsibly.

The New map; HPG Manifold Is generating a hyper pulse in my cardiovascular system. Remember, in space, no one can hear you scream… unless you use VoIP. Move carefully and cover your sectors it’s going to be raining metal and lasers. Is that music I hear? Yes it is!
New Game mode: Skirmish! Many have asked for this mode and now it is here! I have to admit the thing I am most excited about is more new spawns!

Thunderbolt is out there for C-Bills and MC and all his Patterns are available for MC as well. Snowfall is the new pattern of the month and will help you blend in on those maps with snow falling.

See you on the battlefield MechWarriors!
Matt Newman

Content

New Game Mode - Skirmish

Skirmish is the first step toward the evolving game modes that will make up part of Community Warfare. In this mode, both teams battle it out in a last man standing scenario. There are no longer bases to capture, or resources to collect. This is epitome of which team can destroy the other team first. Which team has the ultimate co-ordination and striking capabilities to dominate the other team? Get online and into Skirmish mode to find out!
Winning conditions:
Destroy all enemy 'Mechs
On time out most kills wins
New Map - HPG Manifold

This ‘A’ Station HyperPulse Generator is located on the only rocky planet in a tri-body system and is facilitated by a massive complex encircling the main array.
Because of the planet’s thin atmospheric density (of only ~25,000-75,000 atoms/cm3 at 263˚K and 25-100 rads of 8000 keV radiation), the complex must be fully shielded and self-sustaining.
The planets remoteness necessitates the conglomerate to also maintain a vast sensor array, house cargo & battlemech stations, fuel bunkers, warehouse facilities, living quarters and hangar bays.
Although destroying the facility would be a crippling blow, for the victors it is deemed far too valuable and therefore appropriation is the preferred strategy. [/indent]

New Mechs

Thunderbolt TDR-5S

Tonnage: 65
Engine: 260 Standard
Top Speed: 64.8 kph
Max Engine Rating: 315
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:Armor: 416 (Standard)
20 degrees to each side.
30 degrees up and down.
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Machine Gun x2
Left Torso: Medium Laser x3
Right Torso: LRM 15, SRM 2
Right Arm: Large Laser
Hardpoints:
Left Arm: 2 Ballistic
Left Torso: 3 Energy
Right Torso: 2 Missile, 1 AMS
Right Arm: 1 Energy

Heat Sinks: 15 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Thunderbolt TDR-5SS

Tonnage: 65
Engine: 260 Standard
Top Speed: 64.8 kph
Max Engine Rating: 315
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:Armor: 416 (Standard)
20 degrees to each side.
30 degrees up and down.
Internal Structure: Standard
Weapons & Equipment:
Left Torso: Medium Laser x3, SRM 6
Right Torso: Flamer
Right Arm: PPC
Hardpoints:
Left Torso: 3 Energy, 1 Missile
Right Torso: 2 Energy, 1 AMS
Right Arm: 2 Energy

Heat Sinks: 21 Single

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Thunderbolt TDR-9SE

Tonnage: 65
Engine: 260 Standard
Top Speed: 64.8 kph
Max Engine Rating: 315
Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:Armor: 422 (Standard)
20 degrees to each side.
30 degrees up and down.
Internal Structure: Standard
Weapons & Equipment:
Left Torso: Medium Laser x3, LRM 10
Right Arm: Large Pulse Laser
Hardpoints:
Left Torso: 3 Energy, 2 Missile
Right Torso: 1 AMS
Right Arm: 2 Energy

Heat Sinks: 15 Double

Jump Jets: 4 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Sabre Reinforcement BattleMech Details (expand the spoiler)

Spoiler





New Camo Skin
New Snowfall skin available.
Gameplay
Music added to the Front End. (Can be disabled in options)
Music added to the 'Mech startup sequence.
Victory and Defeat music added.
Bug Fixes
HSR improvement - Reduced possible desyncs that would occur for projectile weapons -- especially for connections with variable latency.
Fixed an issue where some parts of the terrain had seams or holes, particularly on Low Spec.
Fixed an issue where Vsync wasn't working when users played in Window or Full Screen Window mode.
We thank you for your patience and we look forward to seeing you on the battlefield!



- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Der Helm on December 23, 2013, 01:39:43 PM
And once more I am reinstalling the whole game because the patcher just does not work.


Title: Re: Patch Stuff Here
Post by: Falconeer on January 07, 2014, 10:12:28 AM
PATCH NOTES, JANUARY 7th, 2014.

Basically nothing new, except for the hero Hunchback, Gridiron. And AC20 and AC10 projectile speed lowered.

(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/1507895_585014598233187_675500881_n.jpg)


Quote
Tuesday January 7th @ 10AM – 1PM PDT

Patch Number: 1.2.259

Change Log

Greetings MechWarriors!

2014 and still no flying cars? Well at least the Clans are invading!

15 seconds left on the clock and your team is on the 10 yard line! Who do you send in? The Hunchback Hero ‘Mech “Grid Iron”! He won’t fumble and won’t stop till he wins! Like most pro athletes, he gets a healthy salary boost of 30% C-Bills for each match. Get some bam and swoosh with your pew pew today! Also check out the Limited Edition version with an exclusive cheerleader cockpit item!


The Cicada champion is here! This is as close as you are going to get to a “Garth” Hero ‘Mech. Its available to pilot now in the Trial ‘Mechs and will be on sale Jan 14th. Don’t forget the 10% XP boost so you can power level this fast medium 'mech.

We have some weapon tuning in this patch as well as some bug fixes too. Read on to get the full details!

See you on the battlefield.
Matt Newman

P.S in the Dec patch notes I stated “*there are currently no C-Billionaire’s in the game” Well since then we had a player reach this milestone. I’m not going to reveal who it is but I will say this “you’ve changed man… The C-Bills have changed you! You used to be so down to earth.” ;) Congrats.

Content
New Hero Mech
"Grid Iron" HBK-GI

Tonnage: 50
Engine: 200 XL
Top Speed: 64.8 kph
Max Engine Rating: 275
Torso Movement:
125 degrees to each side.
25 degrees up and down.
Arm Movement:
40 degrees to each side.
35 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Head: Small Laser
Left Arm: Medium Pulse Laser
Left Torso: SRM 6
Right Torso: Gauss Rifle
Right Arm: Medium Pulse Laser
Hardpoints:
Head: 1 Energy
Left Arm: 1 Energy
Left Torso: 1 Missile, 1 AMS
Right Torso: 2 Ballistic
Right Arm: 1 Energy

Heat Sinks: 11 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Quirks: 37.5% faster torso twist speed, 10% faster torso pitch speed
30% C-Bill Bonus

New Trial Champion Mech
Cicada CDA-2A©

Tonnage: 40
Engine: 340 XL
Top Speed: 137.7 kph
Max Engine Rating: 340
Torso Movement:
125 degrees to each side.
30 degrees up and down.
Arm Movement:Armor: 232 (Ferro-Fibrous)
0 degrees to each side.
30 degrees up and down.
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Torso: Medium Laser x2
Center Torso: Medium Laser x2
Right Torso: Medium Laser x2
Hardpoints:
Left Torso: 2 Energy
Center Torso: 2 Energy
Right Torso: 2 Energy, 1 AMS

Heat Sinks: 15 Double

Jump Jets: 0 (0 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Small
Gameplay
Weapon Tuning:
AC/20 - Projectile speed decreased from 900m/s to 650m/s (250m/s decrease)
AC/10 - Projectile speed decreased from 1100m/s to 950m/s (150m/s decrease)
Bug Fixes
Fix to a very rare deadlock during reloading the shaders.
Changed capping the FPS from 30 to 60 in the front end. Reason for this cap is we took off forcing vsync on in the front end and we have to cap at some frame rate so certain users will not have 5000 FPS in the front end and overheat their GPUs. Users who also want to change the sys_MaxFPS can once again.
General
Greater visual weapon customization for the Hunchback variants. Their appearance will better reflect the weapons that have been equipped on them.
New MechLab icons for all Hunchback variants.


We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Sir T on January 07, 2014, 10:16:45 AM
Just a tune to make ac10/20 sniping a little harder. Meh

*edit* Don't know my 12s from my 20s.


Title: Re: Patch Stuff Here
Post by: Falconeer on January 07, 2014, 10:17:41 AM
Especially considering the domineering combo is based on AC5s, not 2s, 10s, or 20s. Anyway, right, meh. Also, I am gonna get that Hunchback  :drill:


EDIT: Gridiron video. (http://www.youtube.com/watch?v=LAhvuIOchG0)


Title: Re: Patch Stuff Here
Post by: Shannow on January 07, 2014, 01:16:20 PM
Guess they didn't like me dominating in my dual ac20 jager.

Frankly it's probably deserved but it's really the only mech I have fun in anymore..:P


Title: Re: Patch Stuff Here
Post by: Kageru on January 08, 2014, 12:05:26 AM

I'm not expecting to see less Jagers, I assume it's just them being too effective at range..

I'd forgotten how ugly hunchbacks were. Having just finished eliting 2 variants so I could move on to the 4SP I would not wish that hero mech on anyone. Now is not a good time for a sluggish medium, the hunch gets shot off *really* fast and putting a huge weapon that explodes into it plus an XL engine is just suicidal.


Title: Re: Patch Stuff Here
Post by: Sir T on January 08, 2014, 05:33:36 AM
Have to say it again, those guys who do the music and make the vids for the Hero mechs do good work.


Title: Re: Patch Stuff Here
Post by: eldaec on January 08, 2014, 03:44:23 PM
Fewer Jaegers.

And the hero hunch looks neat but is terrible. I'm not sure it would be possible to make a good 50 ton mech with that shape.


Title: Re: Patch Stuff Here
Post by: Sir T on January 09, 2014, 05:05:54 AM
Oh and if you buy the "limited edition" for 500 odd more MC you not only get a stupid looking Cheerleader bobblehead, your Mechname to anyone targetting you is "GRIDIRON LIMITED EDITION" which is rather stupid looking.

That said, they bring out a Raven Hero mech I'll be giving them my money.


Title: Re: Patch Stuff Here
Post by: Sir T on January 21, 2014, 11:38:04 AM
http://mwomercs.com/forums/topic/148172-patch-notes-12261-21-jan-2014/page__pid__3088504#entry3088504

Quote
Greetings MechWarriors

Release the BattleMaster! Now available in the 'Mech lab for C-Bills and MC. This Assault 'Mech has been tearing it up since Phoenix was released so you may want to get some premium time and earn extra C-Bills and XP on each match as you work towards mastering this fine assault 'Mech.
Check out the new Crusader pattern in Camo spec. You can unlock it for your new BattleMaster 'Mechs, or for any of your other 'Mechs in your stable. For me this pattern is an instant Classic.

We now have a Cockpit glass effect . You may not think this was a big deal but it helps reinforce the cockpit feel and immerse the player in the action.

Hit boxes continue to be tweaked and improved. It doesn't matter if you pilot these 'Mechs or not, you will want to read these changes before you head into battle to see what makes them pop.

We have a handful of Bug Fixes to round out the patch read on for details.

Enjoy this content as we push forward to the next release. It's going to be a big one.
See you on the battlefield.

Matt Newman

Content

    New pattern Crusader available for most 'Mechs.
        This pattern is not available for Saber 'Mechs.

New Mechs

(battlemaster stats)

Gameplay

    Hitbox adjustments:
        Jagermech
            Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
            Shoulders have been adjusted so that a much smaller section of it applies to the arms.
        Cataphract
            Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
            Rear Center Torso hitbox has been reduced by approximately 20%.
            Shoulders area has been adjusted to increase the arm hitbox.
        Blackjack
            Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
            Rear Left and Right Torso hitbox has been increased by approximately 15%. This reduces the size of the Rear Center Torso hitbox.
        Stalker
            Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
            Front Center Torso hitbox has been increased by approximately 5%, however will gaining more protection from the side torsos.
            Waist area has been split up to distribute the damage across the torsos instead of just the Center Torso.
        Kintaro
            Center Torso hitbox reduced by approximately 10%.
            Shoulder area added to arms increasing arm hitboxes by approximately 10%.
        Catapult
            Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
            Increased the size of the leg penetrating the hip by approximately 5%.
            Head hitbox reduced by approximately 20%.
    Added glass to the cockpits(Glass will not crack or break).
    Assault game mode has a new Mobile Command Base that the team is trying to capture.

Bug Fixes

    Weapon lock will no longer engage when out of all lockable ammo.
    Screen shake will now happen when a component is destroyed.
    Coolshot VFX now works in Testing Grounds.
    Skirmish game mode stats are now tracking correctly.
    Bitching Betty will no longer repeat certain dialogue ("The base is being captured"). She really did like to hear her own voice.
    If a user joins a game late after the waiting for players screen, they will not have to sit through the start-up sequence.
    In Testing Grounds and the Tutorial, users no longer have to sit through the start-up sequence.
    Engine SFX will now play correctly if the user is tabbed out during waiting for players screen and the start-up sequence.
    Bases have been removed from Testing Grounds. HUD has also been updated to only show the timer and kill counter
    Some collision fixes on HPG Manifold where players would fall through the ground (or fall forever in place).

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team

Apart from cockpit glass (why?) nice round of tweaks


Title: Re: Patch Stuff Here
Post by: Falconeer on January 21, 2014, 12:10:50 PM
Total nothing, but hey the big one is on February 4th!  :awesome_for_real:


Title: Re: Patch Stuff Here
Post by: Falconeer on February 04, 2014, 10:26:52 AM
PATCH NOTES, FEBRUARY 4TH 2014. (http://mwomercs.com/forums/topic/149248-patch-day-tuesday-february-4th-10am-%E2%80%93-1pm-pst/)

Quote
Greetings MechWarriors

The day is upon us! UI 2.0 is here and it is glorious! Cue dramatic music! … Hold on just a minute.
Yes UI 2.0 is here and that is a good thing however It isn’t perfect. It almost wasn’t shipped today due to some issues we discovered at the last minute.
So I need to tell you about these issues and what we are doing to fix them.
First - We have a log in issue that can affect a low percentage of users. If you are hit with this issue please be patient as you can restart the client and attempt another log in do this until you succeed. Skipping the video intros with the ESC key also seems to lower the chance.
Second We have an issue with consumables that are used during a match not being unequipped, yet they are not valid for the next match. You can avoid this bug by not leaving matches early or equipping modules for the time being.
Third – Activate BANKED premium time currently doesn’t work– so if you have banked time and you were going to activate it today you’re going to have to wait for the HOT FIX!
Fourth - we have an issue with Camo Spec not showing up correctly . This is fairly minor so just leave the screen and return and it should be fine.
Did you say HOT FIX? Yes I did. The team has been burning the midnight oil to get UI 2.0 out to you, and while it isn’t perfect, it is a step in the right direction. The above issues are our number one priority to get fixed asap. We’re going to address the most critical issues in a hot fix once we have confirmed fixes.
There are some other cool things in this patch so let’s talk about those.
Firestarter hero ‘Mech Ember is here. As Doge would say! WOW, SUCH HARDPOINTS! MUCH POTENTIAL, VERY 30% C-BILLS. I don’t pilot light myself but this mech has converted me. I MUST MASTER THIS MECH!
2 maps have been updated with Turrets in assault mode. Crimson Straight and River City so when you play there maps watch out. We’re going to watch the match data and looking for your constructive feedback on the current implementation before we move ahead placing these turrets in other maps.
Finally Tier 1 Weapon Modules are here! These modules affect range and should make for an interesting tradeoff for certain types of builds. Again were going to be watching the data and listening to feedback.
This is the start of UI2.0 and its only going to get better. See you on the Battlefield.
Matt Newman

Content
New Hero Mech
"Ember" FS9-E
Tonnage: 35
Engine: 210 Standard
Top Speed: 97.2 kph
Max Engine Rating: 295
Torso Movement:
100 degrees to each side.
15 degrees up and down.
Arm Movement:
25 degrees to each side.
30 degrees up and down.
Armor: 176 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Flamer x2
Left Torso: Machine Gun x2
Right Torso: Machine Gun x2
Right Arm: Flamer x2
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Ballistic
Right Torso: 2 Ballistic, 1 AMS
Right Arm: 2 Energy
Heat Sinks: 11 Double
Jump Jets: 5 (6 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Small
30% C-Bill Bonus

New Trial Champion Mech
Stalker STK-3F©
Tonnage: 85
Engine: 310 XL
Top Speed: 59.1 kph
Max Engine Rating: 310
Torso Movement:
85 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Armor: 512 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
Left Torso: LRM 15 w/ Artemis IV FCS, TAG
Right Torso: LRM 15 w/ Artemis IV FCS
Right Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
Hardpoints:
Left Arm: 1 Missile, 2 Energy
Left Torso: 1 Missile, 1 Energy
Right Torso: 1 Missile, 1 Energy, 1 AMS
Right Torso: 1 Missile, 2 Energy
Heat Sinks: 13 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 1
Movement Archetype: Large

Front End
UI 2.0
Key Features:
Re-engineered from the ground up to be more stable and flexible.
New look and feel.
Improved representation of what is being viewed at any given moment.
Improved new player experience.
Store functionality.
Improves turn around time on new implementation of UI features and updates.
Is the gateway for the big upcoming features of Community Warfare and Clan Tech.
Gameplay
Assault w/Defense Turrets
Two maps have had defensive turrets added to them in Assault mode.
River City (Day)
Crimson Straight
These two maps will provide a benchmark on the overall tuning of turrets in the mode. After we find out how the mode plays with turrets, we will finalize tuning and add them to all maps in Assault mode.
Tier 1 Weapon Modules Group 1
Small Laser Range 1: Increase the long range of a Small Laser by [2] meters, increase heat output by [0.04], increase maximum range by [4] meters.
Small Laser Range 2: Increase the long range of a Small Laser by [4] meters, increase heat output by [0.08], increase maximum range by [8] meters.
Medium Laser Range 1: Increase the long range of a Medium Laser by [5.4] meters, increase heat output by [0.08], increase maximum range by [10.8] meters.
Medium Laser Range 2: Increase the long range of a Medium Laser by [10.8] meters, increase heat output by [0.16], increase maximum range by [21.6] meters.
Large Laser Range 1: Increase the long range of a Large Laser by [10] meters, increase heat output by [0.14], increase maximum range by [20] meters.
Large Laser Range 2: Increase the long range of a Large Laser by [20] meters, increase heat output by [0.28], increase maximum range by [40] meters.
SRM 6 Range 1: Increase the long range of a SRM 6 by [6] meters, increase heat output for SRM 6 by [0.08], increase maximum range by [6] meters.
SRM 6 Range 2: Increase the long range of a SRM 6 by [12] meters, increase heat output for SRM 6 by [0.16], increase maximum range by [12] meters.
SRM 2 Range 1: Increase the long range of a SRM 2 by [6] meters, increase heat output for SRM 2 by [0.04], increase maximum range by [6] meters.
SRM 2 Range 2: Increase the long range of a SRM 2 by [12] meters, increase heat output for SRM 2 by [0.08], increase maximum range by [12] meters.
SRM 4 Range 1: Increase the long range of a SRM 4 by [6] meters, increase heat output for SRM 4 by [0.06], increase maximum range by [6] meters.
SRM 4 Range 2: Increase the long range of a SRM 4 by [12] meters, increase heat output for SRM 4 by [0.12], increase maximum range by [12] meters.
Streak SRM 2 Range 1: Increase the long range of a Streak SRM 2 by [6] meters, decrease rate of fire by [0.04], increase maximum range by [6] meters.
Streak SRM 2 Range 2: Increase the long range of a Streak SRM 2 by [12] meters, decrease rate of fire by [0.08], increase maximum range by [12] meters.
L. Pulse Laser Range 1: Increase the long range of a Large Pulse Laser by [6.6] meters, increase heat output by [0.15], increase maximum range by [13.2] meters.
L. Pulse Laser Range 2: Increase the long range of a Large Pulse Laser by [13.2] meters, increase heat output by [0.3], increase maximum range by [26.4] meters.
M. Pulse Laser Range 1: Increase the long range of a Medium Pulse Laser by [4] meters, increase heat output by [0.1], increase maximum range by [8] meters.
M. Pulse Laser Range 2: Increase the long range of a Medium Pulse Laser by [8] meters, increase heat output by [0.2], increase maximum range by [16] meters.
S. Pulse Laser Range 1: Increase the long range of a Small Pulse Laser by [2] meters, increase heat output by [0.048], increase maximum range by [4] meters.
S. Pulse Laser Range 2: Increase the long range of a Small Pulse Laser by [4] meters, increase heat output by [0.096], increase maximum range by [8] meters.
AC/10 Range 1: Increase the long range of a AC/10 by [9.5] meters, increase heat output by [0.06], increase maximum range by [28.5] meters.
AC/10 Range 2: Increase the long range of a AC/10 by [19] meters, increase heat output by [0.12], increase maximum range by [57] meters.
AC/5 Range 1: Increase the long range of a AC/5 by [13] meters, increase heat output by [0.02], increase maximum range by [39] meters.
AC/5 Range 2: Increase the long range of a AC/5 by [26] meters, increase heat output by [0.04], increase maximum range by [78] meters.
AC/2 Range 1: Increase the long range of a AC/2 by [15] meters, increase heat output by [0.02], increase maximum range by [45] meters.
AC/2 Range 2: Increase the long range of a AC/2 by [30] meters, increase heat output by [0.04], increase maximum range by [90] meters.
AC/20 Range 1: Increase the long range of a AC/20 by [5.4] meters, increase heat output by [0.12], increase maximum range by [16.2] meters.
AC/20 Range 2: Increase the long range of a AC/20 by [10.8] meters, increase heat output by [0.24], increase maximum range by [32.4] meters.
Flamer Range 1: Increase the long range of a Flamer by [1] meters, increase heat output by [0.01], increase maximum range by [1] meters.
Flamer Range 2: Increase the long range of a Flamer by [2] meters, increase heat output by [0.02], increase maximum range by [2] meters.
AMS Range 1: Increase the long range of a AMS by [4] meters, increase maximum range by [8] meters.
AMS Range 2: Increase the long range of a AMS by [8] meters, increase maximum range by [16] meters.
LB 10-X AC Range 1: Increase the long range of a LB 10-X AC by [11] meters, increase heat output by [0.04], increase maximum range by [33] meters.
LB 10-X AC Range 2: Increase the long range of a LB 10-X AC by [22] meters, increase heat output by [0.08], increase maximum range by [66] meters.
Machine Gun Range 1: Increase the long range of a Machine Gun by [2.6] meters, increase maximum range by [5.2] meters.
Machine Gun Range 2: Increase the long range of a Machine Gun by [5.2] meters, increase maximum range by [10.4] meters.
General
Normalizing glass visibility by lowering lighting intensity in River City, Forest Colony Day, and Tourmaline Desert, and increasing in HPG Manifold.
Lowered opacity of front "clear" glass areas globally.
Mechs
The Founders' Atlas now has the same level of weapon customization as the other Atlas variants.
Known Issues under immediate investigation
The following issues are under investigation for a potential hot-fix later this week
Players may on occasion become stuck shortly after login with a 'Connecting' message displayed onscreen. This issue will normally manifest if the client was closed immediately after changing the selected `Mech. Attempting to log in again will normally resolve this issue.
The Activate Button for Banked Premium Time is currently non-functional. A fix is in place that will be deployed at the earliest opportunity.
Used consumables may rarely behave as if they were not consumed within the UI after a leaving a match. When attempting to re-equip a consumable module in this condition, a error message will be presented. This issue can sometimes result from quitting matches before they have concluded. In testing this issue does not present itself if the player observed the match end. Current workaround - log out and log back in again to ensure correct consumable module behavior. Alternately, play through a second match and the Mechlab should behave normally.
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on February 18, 2014, 10:44:21 AM
PATCH NOTES, FEBRUARY 18th, 2014. (http://mwomercs.com/forums/topic/150814-patch-day-tuesday-february-18th/page__pid__3161115#entry3161115)

Quote
Greetings MechWarriors,

The servers and website will be coming down for maintenance today at 10AM PST

Patch Notes:


Greetings MechWarriors

Firestarter variants are here and they want your C-Bills! They also want a new coat of paint, so it’s a good thing all patterns are now available for the Firestarter.

Did you know we have 150 colours, and 20 different patterns compatible with 29 different Chassis types? That’s customization!

Speaking of customization, we were so inspired by the suggestions for the “Pimp my ‘Mech” contest, we created 7 new cockpit items. So head on over to the Mechlab and pimp your 'Mech. My personal favourites are the Pug and the Oscilating fan. We also have a couple of new features to make your time in the Mechlab more productive.

First up is the “Strip ‘Mech” function with options for Equipment, Modules and Armour. Keep in mind your cockpit items and customization remain on the ‘Mech.
Second is the Error and Warning Widget that will flash when your ‘Mech loadout contains potential issues. Click the flashing Icon to get more details.

This patch is rounded out with some weapon tuning to lasers and good bug fixes. My favourite; Video options are fully functional again. So take some time to reset your options.

See you on the Battlefield.
- Matt Newman.

NOTE:
We found an issue with a pure function call bug that affects some players launching into game.
The issue was discovered too late to have it fixed for this patch however we are currently working on a hot fix to address this issue.
This issue seems to affect players with high ping and one of the possible ways to avoid this bug is to drop solo.

Content
Pimp My Mech Content
New Standing Cockpit Items:
Disco Light, Plasma Light, Lava Lamp, Pug in a Helmet, and Oscillating Fan
New Hanging Cockpit Items:
Davion Dreamcatcher, Kurita Dreamcatcher, Liao Dreamcatcher, Marik Dreamcatcher, FRR Dreamcatcher, Steiner Dreamcatcher, and Disco Ball
Store Bundles
4 Starter Bundles in Store:
Light 'Mech Starter, Medium 'Mech Starter, Heavy 'Mech Starter, and Assault 'Mech Starter
All Firestarter 'Mechs are available for CBills.
All patterns and colors are not available for the Firestarter 'Mech.
Front End
MechBuild Warnings
When a Mech has been put into a state of being INVALID, an icon will appear in the bottom right corner of the 'Mech display area.
If the icon is red, the 'Mechcannot be launched until the critical issues are fixed.
E.g. Removing the 'Mech's engine will cause this to trigger.
E.g. Not enough heat sinks on the 'Mech will cause this to trigger.
If the icon is yellow, the Mech CAN be launched butyou should be very aware of the issues with the 'Mech's build.
E.g. Having no ammunition for a weapon system will cause this to trigger.
E.g. Having multiple high heat weapons, affected by heat scale, equipped will cause this to trigger.
Added "Strip 'Mech" function in MechLab
This new button will remove all items, weapons, armor and ammunition from a 'Mech leaving a bare chassis.
Gameplay

Weapon Tuning
Medium Pulse Lasers - Range increase from 180 to 200 Long Range and 360 to 400 Max Range
Large Pulse Lasers - Range increase from 300 to 350 Long Range and 600 to 700 Max Range, Heat decreased from 8.5 to 8.0.
Bug Fixes
Missile Turrets will now be prohibited from firing LRMs at any targets if they within a enemy ECM field
Artillery and Airstrike once again produce proper SFX
Light on top of the Turrets has been removed
'Mech targeting will no longer lock up when fighting lots of enemies around turrets
'Mech alphabetical designation will no longer increment when UAV is launched
Fixed the issue where Camo spec would occasionally display white elements instead of colors and patterns.
Fixed an issue where XL engines would disregard armor and structure slots when equipped.
The engine SFX of the Firestarter 'Mech will no longer be heard when playing in third person view.
Fixed the Video option screen.
We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on March 04, 2014, 10:37:32 AM
PATCH NOTES, MARCH 4th, 2014 (http://mwomercs.com/forums/topic/152112-upcoming-patch-tuesday-march-4th-10am-%E2%80%93-1pm-pst/page__pid__3197576#entry3197576)

Jump Jets tuning, to counter the overabundance of pop tarting?
Also, new Assault 'mech (Banshee), turrets, and DirectX 11.

Quote
Greetings MechWarriors,

Boom! Banshee is here! The “La Malinche” Banshee hero leads the charge of this Assault Mech. This Hero ‘Mech is available now for MC and comes equipped with serious fire power and 30% C-Bill boost. The Standard Variants of the Banshee chassis will be available for MC on the 11th and C-Bills on the 18th. The same goes for the Wolverine! Soon you will be able to pilot this Phoenix collection 'Mech which will be available for MC on the 11th and C-Bills on the 18th.

We have a new Champion in our line up of trial mechs. The Cataphract CTF-3D© take it for a spin and decide if this mech is for you. It will be available for MC on the 11th and comes with a 10%XP boost so you can level this mech fast.

DirectX 11 is now supported! So if you have a DirectX 11 capable video card check out your video options. We will continue to add and enable DX11 features within the game and content as we move forward.

Turret! Turret! The rest of the Assault maps have had turrets added to them so be careful out there. Jump jets get an overhaul and it looks like some of us will need to add some J.J.'s back into our mechs.

There are a hand full of great bug fixes as well so read on!

See you on the battlefield,
Matt Newman


Content

New Hero Mech
"La Malinche" BNC-LM



Tonnage: 95
Engine: 380 XL

Top Speed: 64.8 kph
Max Engine Rating: 400
Torso Movement:

110 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 560 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Head: Small Pulse Laser
Left Arm: PPC
Left Torso: AC/10, Medium Pulse Laser
Right Torso: LRM 15
Right Arm: Large Pulse Laser
Hardpoints:

Head: 1 Energy
Left Arm: 1 Energy
Left Torso: 1 Ballistic, 1 Energy
Center Torso: 1 AMS
Right Torso: 1 Missile
Right Arm: 1 Energy


Heat Sinks: 16 Double


Jump Jets: 0 (0 Max)


ECM Capable?: No


Module Slots: 2
Movement Archetype: Huge
Quirks: 10% lower torso twist speed.
30% C-Bill Bonus

New Trial Champion Mech



Cataphract CTF-3D©



Tonnage: 70
Engine: 280 Standard

Top Speed: 64.8 kph
Max Engine Rating: 340
Torso Movement:

90 degrees to each side.
20 degrees up and down.
Arm Movement:

20 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:

Left Arm: Medium Laser
Left Torso: Large Laser
Right Torso: Large Laser, LB 10-X AC
Right Arm: Medium Laser
Hardpoints:

Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy, 1 Ballistic


Heat Sinks: 16 Double


Jump Jets: 1 (4 Max)


ECM Capable?: No


Module Slots: 2
Movement Archetype: Medium

DX11

DirectX 11 is now supported.

Front End

Tutorial popup will trigger once per user. This is stored in the user directory and will be triggered again if the user folder was deleted or reinstalled.

Performance

Default system setting set to Medium.
Please note that enabling MSAA in DX11 can drop fps by 20+ fps this is an expensive technique for high end PCs.

Gameplay

All maps now have turrets in Assault Mode.
Jump Jet Fixes and Updates:

Jump Jets will now have slower turning rates based on the class of Jump Jets equipped and the 'Mech's base turning speed.
Heavies and Assaults will notice this the most as they will not be able to snap turn as fast as they used to.
Medium 'Mechs will barely notice the change.
Light 'Mechs will not notice any change.
There is now a significant difference between bringing full Jump Jets and 1 Jump Jet and there is a linear scale to them based on the number equipped to the 'Mech.
The issue of 1 Jump Jet providing nearly the same amount of thrust as 3 Jump Jets is no longer the case.

Bug Fixes

Fixed an issue where large Friends lists took a long time to display.
Weapon Range Modules now affect Artemis Weapons.
Testing Grounds are now affected by players' Pilot Modules and Mech Efficiencies.
Devices now enumerate correctly on Windows 8 using DX11.
Window Sizes now work correctly on Windows 8 using DX11.
Fixed a bug in the hardware skinning shader that could impact Radeon Users.

Known Issues

nVidia 3D Vision is not currently supported.
nVidia TXAA is not currently supported.

We thank you for your patience and we look forward to seeing you on the battlefield!



- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on March 18, 2014, 01:38:37 PM
PATCH NOTES, 18th MARCH 2014. (http://mwomercs.com/forums/topic/153208-upcoming-patch-tuesday-march-18th-10am-%E2%80%93-1pm-pdt/page__pid__3228450#entry3228450)

Two major additions:

- Visual "Smurfy" mechlab interface.
- Achievements.

Quote
Posted Today, 08:27 AM
Greetings MechWarriors,

The servers and website will be coming down for maintenance today at 10AM PDT.

Happy Patch Day!


Patch Notes:


UPDATE


Greetings MechWarriors,

It is said that the wail of the Banshee foretells death, and that the Wolverine is known for displaying unparalleled fearlessness and aggression to predator and prey alike. Now you can do both, as Banshee and Wolverine are available for C-Bills!

Want to really wail on the enemy? Make your Banshee extra scary by taking part in the Banshee Customization Sale!

Are you howling for more? You can now see all the details on your owned Mechs from the Mech Details screen before dropping into battle. We thank all players who recommended this feature and are eager to hear back on how we can further improve the game experience.

Achievements Unlocked!
Starting today, Achievements are now available to track and collect! Your Stats are reset but you can see your archived stats in your profile.

See you on the Battlefield

Matt Newman

Content

Achievements Added
Added achievement tracking screen
Cadet Bonus has been moved to the Achievement system
TXAA is now enabled for GPUs that support TXAA




Front End

-Added "Mech Detail" screen in Mech Lab. (Phase 1 - Static)

Gameplay

Mech Tuning
Highlander HGN-732, HGN-733, HGN-733P, and HGN-HM torso movement speed changed from default to -10%.
Highlander HGN-733C and HGN-733C© torso movement speed changed from +5% to default.
All Victor variants' turning speed and torso movement speed changed from default to -20%.
All Victor variants' arm movement speed changed from default to -10%.
Locust Hitbox Update
Locust leg hitboxes reduced by approximately 10% to make them a little harder to hit.
NARC Weapon Update
NARC no longer gets knocked off a 'Mech via damage.
NARC counters ECM while the NARC is still active.
LRM Weapon Update
LRM flight speed has been increased from 120m/s to 175m/s
AMS Weapon Update
AMS active range has been increased to 120m (up from 90m)
Additional Zoom Level Commands
Zoom In
Zoom Out
Reset Zoom
Set Zoom 1
Set Zoom 2
Set Max Zoom
Toggle Zoom 1
Toggle Zoom 2
Toggle Max Zoom
By default, all of the above commands are not bound to any key/button
Turret Updates
Destroying a Turret now rewards the player with 750 CB.
Destroying a Turret now rewards the player with 150 XP.
Turrets in cocoon mode will now have a damage reduction value of 85% instead of 99%.
General
Fixed a build configuration issue that was resulting in misses in the shader cache causing stuttering for both DX9/DX11
UI 2.0 - Mechlab - Fixed an issue where stripping a Mech of its equipment did not update the inventory until the changes are saved
UI 2.0 - Mechlab - Improved stability while customizing Mech loadout
UI 2.0 - Skills - Fixed an issue where unlocking master of a currently selected Mech which had the module window open caused a critical loadout error
We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on March 18, 2014, 02:25:20 PM
New "Smurfy" interface looks nice. It will be a bright day when we'll be able to interact with it.

(https://dl.dropboxusercontent.com/u/3584773/MWO%20smurfy.png)


Title: Re: Patch Stuff Here
Post by: Lantyssa on March 18, 2014, 02:58:13 PM
Oh look, the design it should have been all along.  Was it that hard to duplicate a 25-year old format?


Title: Re: Patch Stuff Here
Post by: Ironwood on March 18, 2014, 03:44:02 PM
You bastards, I just patched and logged in and that's not there yet.

Logged out.

Fucking Mechlab is like cancer.


Title: Re: Patch Stuff Here
Post by: Merusk on March 18, 2014, 04:02:59 PM
Oh look, the design it should have been all along.  Was it that hard to duplicate a 25-year old format?

Ha.. my exact thought.


Title: Re: Patch Stuff Here
Post by: Falconeer on March 18, 2014, 04:12:42 PM
It is there Ironwood. That screenshot is from my client. Problem is, as I said, it's only "visual". You can't drag and drop pieces to and from that.


Title: Re: Patch Stuff Here
Post by: Ironwood on March 19, 2014, 02:57:22 AM
I couldn't find it.  And if it's just a picture, I can't be bothered looking.


Title: Re: Patch Stuff Here
Post by: taolurker on March 19, 2014, 05:37:52 AM
There's a button on the right with the mech picture that opens it.


Title: Re: Patch Stuff Here
Post by: Goreschach on March 23, 2014, 01:03:59 AM
Christ.

I just logged in to see how things were going. I knew the new UI was supposedly a joke, but this is fucking absurd.

I had to alt-tab out because I couldn't figure out how to close the fucking thing.


Title: Re: Patch Stuff Here
Post by: Lantyssa on March 23, 2014, 11:00:24 AM
I finally spent enough time in the 'Mech Lab this weekend to realize to save a configuration you have to go to the Weapon Config tab so that it asks you to save.  Trying to back out cancels all changes and there isn't a save button.

Their UI guy needs to be lined up against a wall and shot.


Title: Re: Patch Stuff Here
Post by: taolurker on March 23, 2014, 11:17:14 AM
Actually, you can save loadouts by hitting "Checkout", and even if you haven't bought anything it's the same as "Save Changes". I'm definitely not disagreeing with you that the UI sucks big time, but this was something I figured out that improved your specific issue.


Title: Re: Patch Stuff Here
Post by: Sir T on April 05, 2014, 07:47:13 AM
I know I'm a bit late to comment but I actually felt love looking at that screenshot. :(


Title: Re: Patch Stuff Here
Post by: Falconeer on April 15, 2014, 02:38:11 PM
PATCH NOTES, APRIL 15th 2014

Quote
UPDATE

Greetings MechWarriors!

As the snow fades away, the Phoenix Rises event is here to rain fire upon the battlefield, with new varieties of the BattleMaster, Locust and Shadowhawk; Warming us from winter's coil.

For one week, these new variants will be available for MC purchase only. During this time, fans can be the first to field test the ranged might of the BLR-3M's deadly ER-PPC or the LCT-1M's twin missile systems. You can dive right in and bring the heat close to their enemies with the combined arms of the SHD-2D or the LCT-1E.

Those owners of other BLR, SHD and LCT variants won't be left out in the dusty cold though: We are also pleased to light a fire under these Mechs with a sale on chassis-unlocks for Fractal, Buccaneer, and Hotrod patterns on these chassis'.

A firestorm is brewing as a cold front of balance changes for small-caliber Auto-Cannons is sweeping in while things are heating up a bit for SRMs. These and other incendiary weapons should see a marked improvement in hit-registration, with fewer de-syncs taking place due to changes in the host-state-rewind logic.

Before things get any hotter though, we can cool you off with some good news regarding in-game water, which has seen a performance boost on all settings lower than Very-High. This is combined with actually cooling you off with an optimization to the way water affects your 'Mech's heat. To help keep your system from overheating in the smoke and embers: We've moved projectile explosion performance to the server-side.

Finally, if you previously experienced hangs during the game, we hope you should see a change or disappearance of this issue and a rebirth of hassle-free entertainment. Players who continue to be affected by this issue are encouraged to let us know as soon as possible. We also heard your feedback about our recently added game mode selection feature. Just as the Phoenix always returns: You may be pleased to hear that the selection you make on your game mode preferences will now be saved in between matches if you are playing solo! Some DX11 visual glitches as well as errors involving the Group and Social systems have also found themselves roasted under the firebird's breath.

You can get a breakdown of these and other fixes listed below the Phoenix Rises 'Mech specifications, which follow.

Warmest regards,
Nikolai Lubkiewicz



Content

New Mechs
BattleMaster BLR-3M
Tonnage: 85
Engine: 340 Standard
Top Speed: 64.8 kph
Max Engine Rating: 400
Torso Movement:
60 degrees to each side.
20 degrees up and down.
Arm Movement:
30 degrees to each side.
30 degrees up and down.
Armor: 464 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Machine Gun
Left Torso: Medium Laser x3, SRM 6, CASE
Right Torso: Medium Laser x3
Right Arm: ER PPC
Hardpoints:
Left Arm: 1 Ballistic
Left Torso: 3 Energy, 1 Missile
Right Torso: 3 Energy, 1 AMS
Right Arm: 2 Energy
Heat Sinks: 18 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Huge
Quirks:
Torso Yaw Speed -20%
Torso Pitch Speed -20%
BattleMaster BLR-3S
Tonnage: 85
Engine: 340 XL
Top Speed: 64.8 kph
Max Engine Rating: 400
Torso Movement:
80 degrees to each side.
20 degrees up and down.
Arm Movement:
30 degrees to each side.
30 degrees up and down.
Armor: 448 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Torso: Medium Pulse Laser x3, SRM 6, CASE
Right Torso: Medium Pulse Laser x3, CASE
Right Arm: LRM 20
Hardpoints:
Left Torso: 3 Energy, 1 Missile
Right Torso: 3 Energy, 1 AMS
Right Arm: 1 Missile
Heat Sinks: 22 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Huge
Locust LCT-1E
Tonnage: 20
Engine: 160 Standard
Top Speed: 129.6 kph
Max Engine Rating: 190
Torso Movement:
120 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
60 degrees up and down.
Armor: 128 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Medium Laser, Small Laser
Right Arm: Medium Laser, Small Laser
Hardpoints:
Left Arm: 3 Energy
Right Torso: 1 AMS
Right Arm: 3 Energy
Heat Sinks: 10 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Tiny
Locust LCT-1M
Tonnage: 20
Engine: 160 Standard
Top Speed: 129.6 kph
Max Engine Rating: 190
Torso Movement:
135 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
60 degrees up and down.
Armor: 32 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: LRM 5
Center Torso: Medium Laser
Right Arm: LRM 5
Hardpoints:
Left Arm: 1 Missile
Center Torso: 2 Energy
Right Torso: 1 AMS
Right Arm: 1 Missile
Heat Sinks: 10 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Tiny
Shadow Hawk SHD-2D
Tonnage: 55
Engine: 275 Standard
Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:
90 degrees to each side.
30 degrees up and down.
Arm Movement:
35 degrees to each side.
30 degrees up and down.
Armor: 144 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Head: SRM 2
Left Arm: Medium Laser
Left Torso: AC/5
Center Torso: SRM 2
Right Torso: LRM 5
Right Arm: Medium Laser
Hardpoints:
Head: 1 Missile
Left Arm: 2 Energy
Left Torso: 1 Ballistic, 1 AMS
Center Torso: 1 Missile
Right Torso: 1 Missile
Right Arm: 1 Energy
Heat Sinks: 14 Single
Jump Jets: 3 (3 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Medium
Quirks:
Torso Yaw Speed +25%
Turn Speed +5%
Shadow Hawk SHD-2K
Tonnage: 55
Engine: 275 Standard
Top Speed: 81 kph
Max Engine Rating: 360
Torso Movement:
90 degrees to each side.
30 degrees up and down.
Arm Movement:
35 degrees to each side.
30 degrees up and down.
Armor: 304 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Torso: PPC
Right Torso: LRM 5
Hardpoints:
Left Torso: 3 Energy, 1 AMS
Right Torso: 3 Missile
Heat Sinks: 17 Single
Jump Jets: 3 (5 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Medium
Quirks:
Torso Yaw Speed +25%
Turn Speed +5%
New Bundles:
Small C-Bill Bundle: 1,100,000 C-Bills for 800 MC
Medium C-Bills Bundle: 2,400,000 C-Bills for 1600 MC
Large C-Bills Bundle: 6,500,000 C-Bills for 4000 MC


Weapon Balancing:

Autocannon/2
Cooldown increased to 0.669 (up from 0.520) bringing DPS to 2.99
Max range falloff reduced to 1440 (down from 2160).

Autocannon/5 and Ultra Autocannon/5
Projectile speed reduced to 1150 (down from 1300).
Cooldown increased to 1.66 (up from 1.50) bringing DPS to 3.01

SRM/2
Cooldown reduced to 2 (down from 2.5)

SRM/4
Cooldown reduced to 3 (down from 3.25)


Performance

Projectile Explosion effects made server side authoritative
Fixed a problem in the host state rewinding logic where weapon traces between the server and client could occasionally desync
Improved framerate by removing unnecessary raycasts from turrets in Assault.
Optimized the function that was cooling the mech off when it was in water.
Disabled Mech reflections in all but very high settings to reduce number of draw calls when Mechs are around water.

Bug Fixes

Fixed an issue where the defense turret is able to lock on enemies shielded by ECM.
Fixed an issue where the target letter designation goes up and down during a match.
Previously selected game modes will now be saved between matches for solo players.
-Group leaders will still have to pick the desired game modes each time, this will be fixed on the next patch.
Fixed certain weapons effects that were corrupted in DX11
Disabled keyboard interaction during searching for a match and various pop-ups.
Fixed an issue where the Group leader will get an error message when trying to immediately launches after readying up.
Fixed an issue where the first message received without having Social window open is not displayed
Fixed an issue where user names with spaces broken onto separate lines if maximum character for text is reached
Fixed an issue where purchasable mech remains selected when switching to the owned filter
Fixed an issue where users games would randomly hang

Known Issue:

In Assault Mode, the turrets have no ballistic or missile weapon collision.
Water splash VFX from projectiles sometimes do not appear at close ranges.
Players who had disconnected from a group and are re-invited will be removed from the group once more after the next match.
Game mode selections do not carry between matches while in a group.
Missiles no longer explode upon reaching maximum range.

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on April 29, 2014, 11:37:31 AM
For once, this is good stuff. They introdced the launch module, which allows for private matches, and most importantly the new 3/3/3/3 rule is enforced, meaning every match will now have teams composed by 3 light, 3 medium, 3 heavy ane 3 assault 'mechs. This can really be a gamechanger.

So, to recap:

- Big matchmaker change, 3 mechs per type in every team, by also prioritizing tonnage totals.
- Launch module, allows for private matches.
- SRM hit registration big fix. They should be a thing again.

If they keep up like this we might have a complete game by 2017.

Quote
Patch Notes April 29th, 2014
PATCH #16

Upcoming Patch - Tuesday, April 29th @ 10AM – 1PM PDT

Patch Number: 1.3.286

Change Log

UPDATE

Greetings MechWarriors,

We're hyped to bring you the Launch Module update! This package of features brings an overhaul to the matchmaker for public games and offers the opportunity to carry out private matches. Whether it's a fan tournament, grudge match, or even a place to film in-game: How you use a Private Match is now in your hands!

Private matches allow you to choose who you play against and modify the rules of the match. Depending on your Premium Time status: You can change the game mode, the map, tonnage rules, and more!

Public matches now have a rule of three's: All weight classes will be restricted to 3 per side. By also prioritizing tonnage totals and factoring in ELO: Those who play in 2-4 or 12-player Groups may notice immediately some of the changes in matchmaking behavior. Lone Wolves can still simply select "Public Match" after "PLAY NOW" to drop right into the action! We hope that these changes will provide a more consistent and balanced experience for all pilots.

Our thanks go out once more to all MechWarriors who took part in the Public Test event for this module. Those who completed 5 Public Matches during that test are being awarded a free day of Premium Time to further enjoy these new systems. If you missed this opportunity to take part, please stay tuned for Announcements regarding future Public Tests.

Added to the private lobby is the ability to replenish purchased consumable modules, while those in the public queue now have the ability to cancel out of the matchmaker while searching. Other changes we are including are the ability to turn off cockpit glass, film grain and depth-of-field options through the user-config files as well as a bug fix to allow retention of the game mode selection. You can check out the notes below for more specifics on how the Launch module works as well as other bug fixes!

We thank you and look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team

Matchmaker for Public Matches

The new match maker brings a new Mech weight class restriction to team building:

- The Rule of Threes (3-3-3-3): Inside of a public match there must be no more than 3 of a given weight class.
- 3 Lights, 3 Mediums, 3 Heavies, and 3 Assaults.
- The matchmaker will fill public matches according to this rule.
- When balancing teams based on weight class, the match maker also tries to prioritize tonnage when matching to keep tonnage close to each other on each team.
- ELO is quietly factored in to better match players with similar statistical skill levels against one another wherever possible.
- Public matches still contain exactly 24 players in any case.
- Players can now cancel from Searching for a match.

What does this mean for the Lone Wolf player?

- To enter a game as a Lone Wolf you click on PLAY NOW and select Public Match from the drop down. The normal behavior of the public queue is the same from this point on.

Group Launching

When it comes to groups a few restrictions apply:

- Groups can only be 2 – 4 players or 12 players.
- For launching into a public game a group needs to stay within the rule of only 3 'Mechs per Class.
- The Rule of Threes (3-3-3-3) also applies for 12 player groups.
- Private matches are not affected by the 'Mech class regulations.
- When it comes to groups, the matchmaker assigns these first.
- There cannot be more than one group on a team.
- (Known Issue: Currently it is possible to have more than one group on a team.)
- The system tries to match the groups on both teams as close as possible depending on availability.
- After the group's missing spots are filled up with solo players, maintaining the 3-3-3-3 rule.
- 12 player groups always play against 12 player groups while following the 3-3-3-3 rule.

Creating a Private Match

- To create a private match, click on PLAYNOW and choose the option Private Match from the pop-up.
- Only the lobby creator can modify the game options. See below for more details.
- 2-4 and 12 Player Group Leaders can also start a Private Match while they are in that group.
- While in a group, the group leader would click the Group Launch button and select Private Match from the pop-up window. This will bring up the Private Match Lobby just like the above method would, but this time all the players in the group would be brought into the Lobby simultaneously.
- After a match has completed, all players are returned to the Lobby.

- Game Options- If the Lobby creator has Premium time, they will have access to change:
- Map: Sets the map for the match.
- Tonnage Rules: Sets the tonnage window a team has to stay within.
- Match Time: Sets the time for the match.
- View Mode: Free to the player or restricts the view mode to either option.
- In order to adjust the option FULL TEAMS, the lobby creator and the Company Commander of the opposite team must have active Premium Time on their accounts. If this option is set to NO you are able to form teams of any size as long as there is at least one player on each team.

Invitations to a Private Match

There are three ways that players can invite other players to a private match.

- The first way is to invite players from the leader’s social friends list.
- Clicking a player name on the friends list will bring up the option to invite that player to the Lobby.
- The second way is to invite a player by typing their name into the invitation box.
- This is accessed from a button on the bottom of the friends list.
- The third way is to invite the leader of a group.
- In order to do this, the player who created the lobby must know who the leader of the external group is.
- The invite to the group leader is accomplished by one of the two above means; If the group leader accepts the lobby leader’s invite, the entire group is brought into the lobby.

While Group leaders can be invited, group members cannot. In order for a group to take on an invitation: Every member of the group must be set to ‘Ready’. Once the group leader accepts the invitation, the whole group is taken into the private match lobby.

It is not possible to invite a player if:

- The invited player is offline.
- The invited player is a member of a group but not the leader.

It is not possible to accept an invitation if:

- The private match lobby does not exist anymore.
- There are not enough free spots for all players of the invited group in the private match lobby.
- The private match lobby already started a match. In this case, the invitation can be accepted again once the match is over and the players return to the private match lobby.

Managing Players in the Private Lobby

- The Lobby creator has the ability to move any player into any slot in the Lobby player list.
- The leader of team 2 will also have the ability to move players to any slot within their own team.
- The Lobby creator has the ability to kick any player from the Lobby.
- The Lobby creator is the only player that is able to change the options for the match.

Modifying Consumables

- Players will be able to change/replenish their consumable between matches while in the Lobby.

Bug Fixes

- Previous game mode selection will now carry between matches if the player is in a group.
- Fixed a server side issue where explosion effects were being queued across multiple frames resulting in damage being applied at the wrong time.
- Fixed an issue where players on 'High' or 'Very High' experience graphical corruption when viewing refraction of terrain far away and smoke
- Fixed an issue where ballistics have no collision visual effects with water within 250 meters.

Known Issues

- It is possible to have more than one 2-4 person group on a team in a Public Match.
- Lance and Team Commander status selection is not carried over from lobby to in-game.
- Members of a Private Lobby will not see a 'Searching' prompt when the leader launches.
- Start in 3rd-person option is not functional causing players to always start in 1st person.

General

The following configuration variables have been exposed for tuning in your user.cfg file. To add these to your user.cfg file navigate to C:\Program Files (x86)\Piranha Games\MechWarrior Online (or your custom installation location) and if it doesn't exist, create a file user.cfg containing these settings as desired. Don't forget to set the value desired.

- gp_option_ShowCockpitGlass=0/1 (off/on)
- r_DepthOfField=0/1 (off/on)
- r_HDRGrainAmount=0.0-1.0 (film grain amount)

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

It is now ok to remove certain items using config file modification such as cockpit glass, Depth of Field Grain amount. As you know there was a huge Youtube issue with this before.

So have fun and play on.


Title: Re: Patch Stuff Here
Post by: Falconeer on May 06, 2014, 10:40:58 AM
Quote
We understand that many players are concerned regarding the delay of the 3/3/3/3 feature and are happy to report that while we had been forced to revert to the previous matchmaker for the public queues for the time being, the introduction of private lobbies seems to have re-invigorated the esteem of many competitive units and inspired many individuals to play more in both public and private matches alike. We highly recommend checking out some of the events these units are planning in our Community-Run Events sub-forum. We are continuing our work to reintroduce 3/3/3/3, which should bring a great deal more balance to matches, and we are all too eager to keep you informed through the Announcements and Command Chair as we push forward. In the meantime, please see the notes below for all the specifics on what's being added today!

<stuff you can buy>
<four bug fixes>


 :why_so_serious:


Title: Re: Patch Stuff Here
Post by: Sir T on May 06, 2014, 05:22:08 PM
Gee, maybe removing the whole 3333333333333333333 shit and just having private lobbies that people can join up, and then the game host can equalize up team wieghts,  might be a good thing? Or is my lack of a computer science degree showing in the fact that I cant see the awesome. :(


Title: Re: Patch Stuff Here
Post by: Falconeer on May 06, 2014, 11:38:21 PM
And now they also removed the fix for grouping  :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious: :why_so_serious:

Quote
Greetings MechWarriors,

As per the Command Chair Update on Friday:
"A problem with the single group per team feature of the matchmaker was identified and fixed and will be in the May 6th patch. This feature of the matchmaker will be re-enabled; however, it will be monitored closely. In case problems with the matchmaker arise again, we may be forced to disable it."

Our monitoring of the matchmaker immediately following the patch has revealed that wait times had more than doubled as a result of this fix being added without further changes to the matchmaker already in the pipeline. As these wait times far exceeded our tolerances for players to be left idling; We are temporarily disabling this feature.

The following bug fix is redacted from today's patch notes:
-Fixed an issue where multiple 2-4 player groups can enter into a public match on the same team
All other bug fixes introduced remain intact.

Similar to 3/3/3/3 1 group per side uses similar queuing functionality that requires some re-factoring before these features can be supported correctly. As with 3/3/3/3, we look forward to getting you these features as soon as we can and will keep you updated on their progress.


And I don't agree with you Sir T. Weight Restrictions, or in this case 3/3/3/3, is the only thing that can provide random solo players a chance for a fair and balanced fight. Private matches are a thing for subscribers and organized group, but everyone just popping in once in a while for a few matches can only benefit from 3/3/3/3, as opposed to the roll of the dice that can put them in a team with 6 Highlanders and 2 Atlas, or against it.


Title: Re: Patch Stuff Here
Post by: Sir T on May 07, 2014, 03:59:57 AM
I actually agree with that falc, but putting in a hard coded restriction like that is not the way to go IMO. I would have got the system to simply make sure the team are the as near to the same total weight. That gives the system a bit of flexibility if there are not enough people of a certain class to go around.


Title: Re: Patch Stuff Here
Post by: Lantyssa on May 07, 2014, 06:30:34 AM
The problem with completely unrestricted sides besides trying to equalize weight means lights have a rough go of it and mediums gets completely shafted.  They're too slow, too under-armed, and too light on armor to face a team of mostly heavies and assaults.  The problem is, not a lot of people want to play mediums because of it, and I'm not sure forcing it in matches will change that.  If you don't have anyone queuing as mediums in a match, they can't ever launch.

T's method of just balancing the teams means faster queues.  Probably what they need to do is strive for 3/3/3/3 but then balance for what they have by slotting in different weight classes.  That's probably too complicated for them though.


Title: Re: Patch Stuff Here
Post by: Sir T on May 07, 2014, 07:14:37 AM
Yeah, theres nothing wrong with STRIVING for a balance of 3/3/3/3. However hard locking it is going to lead to problems. You need some flexibility in a system or it will break, as we have seen.


Title: Re: Patch Stuff Here
Post by: HaemishM on May 07, 2014, 08:29:41 AM
Why is it they haven't hit upon the real fix? Which is, instead of queing up with a specific mech picked, you get into the lobby and pick your mech draft style? Maybe that falls down because then they have to make sure everybody has 1 of all 4 mech types and they couldn't sell as many mechs... but it would certainly fix a lot of the issues I had with the game. Allowing  people to pre-pick (or making them) really makes the matchmaker's job all that much harder when trying to build out balanced sides in a solo queue.


Title: Re: Patch Stuff Here
Post by: Ironwood on May 08, 2014, 02:01:04 AM
No, that would work because there's one of each type of trial mech.


Title: Re: Patch Stuff Here
Post by: Falconeer on May 08, 2014, 03:43:23 AM
Even if it means you sometimes have to wait 2.30 minutes, they could have used the system they have in Smite:

All matches start at once every 2.30 minutes. There's a timer always visible and when you queue you know exactly how long before the next launch. The max time you are going to wait is 2 minutes and 29 seconds, the minimum is of course 1 second. When the timer hit zero, the matchmaker takes ALL the people who queued up and creates the matches based on the restrictions (in this case weight and classes) and the ELO rating of all those who queued up. Of course there is always a chance for uneven numbers meaning someone will not be able to fit in any match, but if you understand the system I am sure you will get why that number is incredibly small, and the way it works the excluded ones are those who joined the queue very late, and they will be rolled over to the next one with priority, meaning you usually only miss a match if you join the queue with 1 or 2 seconds on the countdown.

As I said, this system sometimes forces you to wait 2.30 minutes (actually, that timer could be reduced if they deem they have enough players), but it guarantees a huge pool of players the matchmaker can work with to provide the best pairings based on ELO and weight.

Anyway, the short of it is that they could have done so many things different, but sadly they are just PGI. They have very twisted minds and very little talent.


Title: Re: Patch Stuff Here
Post by: Typhon on May 08, 2014, 04:00:05 PM
There are a ton of different ways they can make this work other than, "folks will pick a mix spontaneous ... or we break!".

Example 1:
Just have everyone construct a pod with one of each type of mech you want to play.  Each mech in the pod gets are number 1-4, with 1 being the one you want to play most.  In matches where you don't get the pod you want, your IP gain is multiplied by how far off from first you get.  E.g. you choose A-H-M-L and you get A, your multiplier is 1.  Your get L, you multiplier is 3.  Basically the team is paying you to play a mech you don't want to play.

This works for everyone because you can back fill with trial mechs.


Title: Re: Patch Stuff Here
Post by: Falconeer on May 21, 2014, 02:05:16 AM
Patch notes are not worth posting this time, there's a new hero 'mech, a new champion 'mech, and some fixes here and there. Supposedly this was the patch that re-instated 3/3/3/3. And of course, it didn't work. System was broken again after 5 minutes, so they changed it to something not completely stupid, meaning any combination of 3/3/3/3 and 4/4/3/1, 4/4/4/0, 4/3/4/1, 3/4/3/1, etc. as long as there are equal sides and never more than 3 Assaults per side.

Except it failed to work again so we are back to pre-pre-patch.

Quote
Greetings MechWarriors

We were able to receive a great deal of useful telemetry data from your successful and unsuccessful attempts earlier today to launch as we tested class limits on matchmaking, all of which will help us provide an even better system later on.

At 3PM PDT / 6 PM EDT / 10 PM UTC, our team will be introducing a hot fix which should resolve any further matchmaking delays until we can release the next iteration of the matchmaker in a future patch. The hot-fix will NOT require any patch on your part. If you click search again at that time, everything will be back to normal. All players in a game will not be affected.

Many thanks for your understanding,



On top of that, missiles are now completely broken, both LRMs and SRMs.

Quote
Throughout the day on May 20th after the patch, there were increasing reports of greatly impacted missile performance. This was surprising as no missile changes have been implemented in several patches. Even at this time we are not 100% certain what is causing the bug however there was some work implemented to support the upcoming Clan LRM's. It was expected these changes would not have any impact on the game after patch, obviously this seems to be our culprit. We will look into this issue first thing tomorrow and if a problem is found we will release a hotfix as quickly as possible. Sorry for the disturbance in your regular play style and enjoyment.

More info tomorrow as soon as we have it.



Title: Re: Patch Stuff Here
Post by: Ironwood on May 21, 2014, 04:45:29 AM
Hi, missiles are broken despite us making no changes.  It's probably because of the changes we made.

Fuck me.


Title: Re: Patch Stuff Here
Post by: satael on May 21, 2014, 07:25:57 AM
That's the best kind of patching; adding things to a live version that aren't actually used yet but still "mysteriously" affect existing features.  :why_so_serious:


Title: Re: Patch Stuff Here
Post by: Lantyssa on May 21, 2014, 08:27:14 AM
Nice to know the Clans are already fucking things up.


Title: Re: Patch Stuff Here
Post by: Falconeer on June 04, 2014, 01:50:37 AM
PATCH NOTES, JUNE 3rd 2014. (http://mwomercs.com/forums/topic/160017-patch-notes-13358-03-jun-2014/)

In short:

- Slight Autocannons nerf (range).
- Slight pulse lasers boost (range and heat)
- Slight artillery nerf (damage and spread)
- Slight SRMs boost (damage and spread)

- New Hero 'mech: Blackjack "Arrow".


Quote
UPDATE

Greetings MechWarriors,

Aim fast and strike true this week with the brand new Blackjack Hero Mech: The Arrow. Named for the ancient hunter's weapon, this is a modern hunter's 'Mech. It is built to host a range of arm-mounted ballistics and torso-based energy weapons, and comes pre-equipped for you to take a marksman's shot with the Large Pulse Laser; To close in with twin jump-jets and shred your prey with a twin shot of Medium Lasers; And then, once you have them trapped, finish them off with a barrage of burning lead from your six machine guns.

Still deciding on your next Mech? The new Champion SHD-2H(C) also fields twin jump-jets, as well as a dual AC/5's and a Particle Projection Cannon to offer you a bit more distance. This one is sure to help any new player get to the top of the pecking order. To help you pin down the right Mech for you, we are also now expanding the Trial Champion fleet to offer up to a dozen different Trial Mechs at a time! Please consider taking a moment to give them a test-drive out into the wilderness!

As you may have heard, the last two weeks have seen us carry out the First Engagement Tournament. Congratulations again to the House of Lords, who took home the trophy, and thanks again to all our participants and viewers! Utilizing the Private Lobby system, we can now look forward to host a range of other official and Fan-Created tournaments in our game. With this sporting event completed, we are additionally pleased to introduce a range of tuning to weapon systems affecting AC/x, SRM-x, Small Lasers and Small/Medium Pulse Lasers, as well as Air and Artillery Strikes. For a greater breakdown of these changes, please report to the Command Chair. You can also refer to the list below as well as to note our bug fixes affecting the live game.

With another Faction Challenge also completed, we must also alert the Inner Sphere that there have been predators hiding among us, waiting to strike. These Wolves, Jade Falcons, Smoke Jaguars and Ghost Bears will now all have the ability to reveal their true colours with the addition of their Factions and Icons as they prepare to encroach upon our space with their Invasionary force.

As a final surprise, we are delighted to now introduce our first version with TrackIR support! For more information about TrackIR by Naturalpoint, please check out their website!

Content

New Hero Mech

"The Arrow" BJ-A

Tonnage: 45
Engine: 235 Standard
Top Speed: 84.6 kph
Max Engine Rating: 235
Torso Movement:
90 degrees to each side.
30 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Armor: 304 (Ferro-Fibrous)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Machine Gun x3
Left Torso: Medium Laser
Center Torso: Large Pulse Laser
Right Torso: Medium Laser
Right Arm: Machine Gun x3
Hardpoints:
Left Arm: 3 Ballistic
Left Torso: 1 Energy, 1 AMS
Center Torso: 1 Energy
Right Torso: 1 Energy
Right Arm: 3 Ballistic
Heat Sinks: 11 Double

Jump Jets: 2 (4 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Quirks:
Torso turn speed (yaw): 25% above default.
30% C-Bill Bonus
New Trial Champion Mech

Shadow Hawk SHD-2H(C)

Tonnage: 55
Engine: 255 XL
Top Speed: 75.1 kph
Max Engine Rating: 360
Torso Movement:
90 degrees to each side.
30 degrees up and down.
Arm Movement:
35 degrees to each side.
30 degrees up and down.
Armor: 336 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Torso: AC/5 x2
Right Arm: PPC
Hardpoints:
Head: 1 Missile
Left Torso: 3 Ballistic, 1 AMS
Right Torso: 2 Missile
Right Arm: 1 Energy

Heat Sinks: 10 Double

Jump Jets: 2 (3 Max)

ECM Capable?: No

Module Slots: 2
Movement Archetype: Medium
Quirks:
Torso turn speed (yaw): 25% above default.
Turn rate: 5% above default.


Weapon Tuning

AutoCannons reduced max range to 2X
SRM impulse (camera shake) made equal to 0.11 for all SRM launchers
Air/Artillery damage reduced to 35 (down from 40)
Artillery AOE effect increased to 75m (up from 60)
Air Strike shell spacing increased 20%
SRM2 – Damage up from 2.0 to 2.15 – Spread from 6 to 4.8
SRM4 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.2
SRM6 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.7
UAC/5 – Max range reduced from 1800 to 1200m
Small Laser – Min range increased from 90 to 100m and Max range out to 200m
Small Pulse Laser – Min range increased from 90 to 100m and Max range out to 200m
Medium Pulse Laser – Min range increased from 200 to 220m and Max range out to 440m – Heat decreased from 5 to 4.6


Gameplay

Enables full 6 degrees of freedom support for TrackIR
Supports TrackIR 3, 4, and 5
Increased the amount of trial 'Mechs to twelve.


Bug Fixes

Fixed an issue where the Battlegrid displays will be shifted down when opening it after viewing the scoreboard in 3PV
Fixed an issue where the Battlegrid will appears for a split second when transitioning from 3PV to 1PV after using battlegrid
Fixed an issue where the Group Error message will overlap with the Redeem Achievements pop up after a match if user is kicked out of a group
Mechs in the Purchaseable filter will now show the sale banner when 'Mechs are on sale.
Clicking on a color after scrolling will no longer automatically place the select color to the rightmost location
Fixed an issue where users are able to launch with a Mech locked in a match by selecting a different Mech in the purchasable filter.
Removed an issue where the connecting overlay appeared and remains visible in the Training Grounds.
Interface medallion thumbnails have been updated.
Terran cockpit flags now hang in the proper direction.
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on June 17, 2014, 01:46:34 PM
THE CLANS ARE HERE!

PATCH NOTES, 17th JUNE 2014. (http://mwomercs.com/forums/topic/161692-patch-note-13299-jun-17-2014/)

Quote
Attention MechWarriors,

This is a priority-one update: Hostiles have been encountered across the Periphery. The Clan Invasion has begun.
All MechWarriors are advised to review the Clan 'Mech specification info.
MechWarriors are advised to also ensure they have their desired Faction designation on their profile: https://mwomercs.com/profile/faction
Our thanks to all pilots who participated in last week's Clan Public Test events. Please refer to the list below
Clan Collection holders can follow the link to find out more about the Exclusive Wallpaper and Signed Digital Concept Art: http://mwomercs.com/...-exclusive-art/
Clan Collection and Phoenix Collection holders are also asked to reset their Forum Badge here: https://mwomercs.com/profile/badges

Those who purchase or upgrade their collection after this update should be advised that their Collection items will be injected into their account on the next business day.


Content

Clan Collections added: http://mwomercs.com/...specifications/
New Modules:
Radar Deprivation
When moving out of sight, an enemey loses target on you instantly
Speed Retention
30% faster movement speed when having lost a leg (Capped at 50kph)
Shock Absorbance
Absorbs fall damage for:
Light Mechs by 80%
Medium Mechs by 60%
Heavy Mechs by 30%
Assault Mechs by 10%
AMS Overload
Increases AMS rate of fire by 10%
Enchanced NARC
Increases speed, tag duration, and EMP.
New Standing Cockpit Items:
Ghost Bear Mug
Jade Falcon Mug
Smoke Jaguar Mug
Wolf Mug


Gameplay

Turret health reduced from 100 hit points to 60 hit points
Reduced damage for Clan and IS machineguns (From 0.1 to 0.08) to compensate for hit detection fixes that increase the number of successful hits.
Holding down the fire key no longer auto-fires UAC shots, you must release the fire key and explicitly press it again to fire all your shots.


Bug Fixes

Fixed problem with SRMs where they would sometimes deal no damage.
Fixed a crash that would sometimes occur when beginning to connect to match after searching for a public match
Fixed a crash that would sometimes occur while in the private match lobby, or when launching from a private match lobby
Fixed HUD animation stall for lock on reticle
Fixed issue where players would rarely lose connection and kicked back to the login screen
Fixed issue with lasers where they would sometimes deal less than their full dps even when target is consistently hit
Fixed issue with machine guns where they would sometimes deal less than their full dps even when target is consistently hit
Fixed situation where high latency causes missile lock to pause.
Fixed an issue where players who cancelled matchmaking would appear in match as 'NoPilot'.
The following list includes fixes to various issues mentioned by players during the first or second Clan Public Test:
Reduced Clan Warhorns radius reduced from 500m to 100m.
Corrected Artemis upgrade effect on Clan missiles.
Added incoming missile indicator for Clan LRMs and Clan SSRM.
Fixed bug where volleys of C-Ultra AC/10 and Ulta AC/20 were not dealing damage.
Fixed weapon collision for Kit Fox limbs.
Fixed collision for the legs of the Dire Wolf.
Fixed hitboxes for thigh's of the Nova.
Added missing Arm and Hand actuators from the KFX-C right arm.
Corrected issue of LB-10X not having effect beyond 360m.
Adjusted long hanging cockpit items to prevent clipping in Warhawk.
Adjusted tall standing cockpit items to prevent clipping in Warhawk and Direwolf
Adjusted third-person camera on Adder, Dire Wolf Kit Fox, Timber Wolf and Warhawk.
Added textures for destroyed Kit Fox components
Added yellow decal for flamer on Summoner D right arm.
Increased VFX differentiation between Clan NARC and IS NARC.
Revised art for Clan Coolant Shot Meter.
Added missing texture art for Polygon camo
Added colouring to positive and negative quirks.


We thank you for your patience and we look forward to seeing you on the battlefield!




- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on June 23, 2014, 12:03:53 PM
Not a patch but a preview of the July 3rd patch. Lots of good stuff indeed. (http://mwomercs.com/forums/topic/162752-upcoming-patch-public-test-matchmaker-large-group-sizes-and-more/)

- 4x3 matchmaker (meaning max 3 Heaviy and 3 Assault in any match)
- Groups can queue with any number between 2 and 12 (except 11) but that won't affect solo players.
- Clan Targeting Computer and IS Command Console become operational (revised numbers will be shown later).
- Fall damage scaling with weight, hitting the heavier poptarts pretty hard.
- "Jump Jets extra heat" shelved for the moment while they retune the whole jumping code, so a single JJ won't lift you as much as it does now.


Quote
I wanted to be the first to give you some very exciting information regarding the upcoming July 2nd patch. First off, in the category of house cleaning: The patch will be Wednesday July 2nd instead of the usual Tuesday, because of our July 1st Canada Day holiday. I am sure you understand. With that out of the way let me tell you about the good stuff.



Match Maker Update

The new MM as described in the recent VLog now contains the long awaited 3/3/3/3 or “4x3” functionality. This means every basic match should conform to this new breakdown of weight classes. However, the MM has been built flexible and in some situations; When we are at lower population levels, the MM has release valves that will allow the 4x3 functionality to flex a little and allow a match of a slightly different configuration. Even in these situations, the MM ensures that both sides contain the same make up of weight classes. In fact, everything about the MM is a tuneable value that can be changed in real-time without downtime of the servers. This all allows us to continue to work on additional functionality such as exact tonnage matching and future needs of Faction matching for Community Warfare.

Perhaps I saved the best for last: The New MM also allows for group sizes larger than 4. Yes, you will be able to create groups in sizes 2-10 and 12. How this works is that players that choose to continue to play in groups of 2-4 will either be placed into the “Solo Public Queue” or the “Group Queue”. Players choosing to play in groups of 5-10 or 12 will ALWAYS be placed into the “Group Queue”. While matches in this Group Queue are always formed of players in groups only, groups of 2-4 will appear in both queues. Players in the solo queue are ensured that there will be only one 2-4 sized premade per side. In the case of 12-person group, this means a positive change in that they no longer need to just hope another 12-person group happens to be searching. In the case where you launch with a 12-person group, the MM will first look to see if there is another 12-person group to match up against, if there is great, if not it will piece together 12 from the rest of the group queue for you to fight against.

You may have noted that “these do NOT go to eleven”. In short, groups of 11 are an odd problem, only solved by either throwing unsuspecting random solo players into the likely much fiercer group queue games as the only player NOT in a group, or adding the complexity of giving solo players the option box to tell us they don’t mind getting thrown into the group Queue. Either way feels undesirable at the moment and we’re going move ahead with the one invalid group size.

All players in a group will be happy to learn that the “'Mech Select” button from the private match window has made its way into the group window. So now, quick selecting of 'mechs along with consumable management will be much more convenient while in a group.

A final note on this subject would be a suggestion that with this new MM, you should be paying even closer attention to the player queue size window. Not only will this lead to shorter wait times but it also supports the 4x3 feature in making it function as smoothly as possible. If you don’t mind helping even out the queue sizes, please do! I am continuing to explore ideas on how to reward players that choose the currently suggested weight class. New UI functionality in the group window will help players conform to the 4x3 functionality as well as show them the group queue sizes when hovering over either mech select or launch.



Clan Targeting Computers and Command Console

We are happy to see these systems enter the game especially the long awaited IS command console. We can post some numbers on how they behave this week, though I am sure player feedback will continue drive adjustments and tuning.



Scalar falling damage

In essence, this feature means no longer can you let yourself fall however high your JJ take you and receive negligible fall damage to your legs. As the name implies this is scalar based on weight class and tonnage, so light 'mechs won’t notice much of a difference but the Heavies and of course Assault' mechs will notice a significant change. Your typical jump-sniper Heavy or assault is going to take leg damage that is going to add up fairly quickly unless they change their ways. Pilot’s will need to learn to cushion their landings with their JJ’s and that means saving some fuel for a landing. They can either achieve this by not jumping as high in the first place or perhaps spending more tons on JJ when building their 'mech. All of this should add up and have the desired impact on MWO, which is to lower the overall significant advantage JJ-capable 'mechs have in the game, at least not without more of a trade-off.



Public Test

We are planning a public test for this Tuesday the 24thJune. The Matchmaker Update, Clan Targeting Computer and Scalar Falling Damage are each included in this Public Test.



Jump Jet Heat

While not included in the test, I want to add a note here about the new JJ heat system you have been hearing about. We had this feature integrated and all set to release in the upcoming Test and July 2nd patch, however over the weekend I have decided to hold it back for the time being, here is the explanation: The feature was working just as intended with tuneable values and all looked good. However, before creating this new JJ heat system we were already aware that the JJ thrust code in our game was still in need of some work: Many players in our game currently only use one JJ and they are receiving too much thrust and capability for having just the one. Even though this new JJ heat code was working as intended; If released without first dealing with the JJ thrust issue, it was just going to exacerbate that existing problem. Any larger 'mechs properly running perhaps 4 JJ’s would be generating this new additional heat while the one JJ 'mechs would be generating very little extra heat from what they do currently. It forces more players to adjust and adopt into the one JJ game play and really penalizing certain Clan 'mechs that are forced into a JJ count with no ability to lower it. As such, we will keep the JJ heat code shelved for the time being while we direct out attention to fixing the other half of the problem and make sure the entire thrust provided per JJ is re-tuned. This will mean one JJ will become much more limiting then it is currently and you will need to take more JJ’s to accomplish what you can now. Once we are happy with the amount of thrust per JJ, we can introduce those changes along with the new JJ heat code as a complete system and feature. A positive side effect is that we can introduce and allow the Scalar falling damage system to settle in first and gather player feedback before we add this extra layer of new JJ thrust and heat levels.


Title: Re: Patch Stuff Here
Post by: Samprimary on June 25, 2014, 06:09:47 PM
Just let me know when I can buy a clan murderbot.


Title: Re: Patch Stuff Here
Post by: Falconeer on June 26, 2014, 12:18:33 AM

(https://static.mwomercs.com/img/news/media/3f3f464991a6fd2872f487ade355bb36.jpg)


Title: Re: Patch Stuff Here
Post by: Ironwood on June 26, 2014, 01:12:15 AM
Fuck me, that's stretching it out a bit, no ?



Title: Re: Patch Stuff Here
Post by: Falconeer on June 26, 2014, 01:32:13 AM
I absolutely agree with you, but it's the same plan/pattern they used for the Phoenix and Saber 'mechs, so I guess they think it works.


Title: Re: Patch Stuff Here
Post by: Ironwood on June 26, 2014, 02:10:08 AM
I don't mind them dragging out the MC, because let's face it, they want money and they're a business.

But I'm not sure If there's REALLY a point of staggering it like that.  If I don't want a kit fox, I'm not just going to buy a kit fox because it's my only clan option....


Title: Re: Patch Stuff Here
Post by: Shannow on June 26, 2014, 07:02:54 AM
and honestly the ppl who pre paid should feel like they got something exclusive.


Title: Re: Patch Stuff Here
Post by: Falconeer on July 02, 2014, 10:45:07 AM
PATCH NOTES, July 2nd 2014. (http://mwomercs.com/game/patch-notes)

3/3/3/3 (now known as 4x3) should be in and working. We'll see. This is the matchmaker tweak that will never allow for more than 3 Heavies and 3 Assaults in any given match.
Also, fall damage when jumping, hitting poptarts and heavier 'mechs in general.


Quote

PATCH #21

Patch Number: 1.4.302
Change Log


UPDATE


Greetings MechWarriors!

Today we are pleased to introduce our most stable and dynamic matchmaking system yet. This new system not only improves the overall wait-time for players, it also allows us to modify major matchmaking variables on the fly whenever needed as well as introduces more in-depth monitoring tools for us to observe the behavior of the matchmaker. More info about this system will be coming soon to the Command Chair for those with technical curiosities; The average player benefits out of all this with shorter wait-times, more fair matches, and the re-introduction of Groups of 5-10.

Being one of our most complex backend systems, the road to improving the matchmaking has been long with several twists and turns. We are grateful to those players who have both expressed patience and support in our past attempts to improve this system, as well as those who took part in last week's Public Test to help us test and offer feedback on this current system.

We are also introducing several gameplay features to this patch: Fall Damage is now scalar based on the weight and structure health of your Mech. A case study as well as values and variables can be found below which will offer a better idea of how this will affect your 'Mechs on the field. We are now also introducing functionality to the Clan Targeting Computers and IS Command Console

That's not all folks! We also have a bevy of Front End Interface improvements and weapon tunings to direct your attention towards.

Please check out the notes below for more details on these changes, bug fixes, and other improvements mentioned.

See you on the Battlefield!

NEW MATCH MAKER DESCRIPTION


The new matchmaker is designed to provide a fun, balanced match as quickly as possible. It does this by constructing team compositions with 3 of each weight class as well as a fair ELO rating for the teams.

Solo Players: Solo players are matched in the Solo queue and can select their preferred game mode.  Players can also use the matchmaking queue status for each weight class to reduce wait times. There can also be one group of 2 to 4 per team.

Groups of 2 to 4: Groups of 2 to 4 will be matched up in the Solo players queue or the group queue. When they are placed in a Solo queue there will be a group of 2 to 4 on the opposing team. When matched in the Group queue they will be playing with groups of various compositions. Keeping an eye on the matchmaking queue status for each weight class will reduce wait times

Groups 5 to 10 and 12: Larger groups now will be dropping in the group queue (formerly the 12 player queue).  Teams will need to respect the 4x3 weight composition in order to launch and will be matched against other grouped players. The group UI has added information and functionality to help players configure their team composition and refill consumables after a match.

        There are two types of matchmaking requests, determined by group size:
            Solo players up to groups of four are considered valid candidates for Solo queue games.
            Groups of 2 to 12 – 11 are considered valid candidates for ‘Group’ games.
        The matchmaker will attempt to match based on both Elo and weight class composition (3’s)
        Over time, the matchmaker will relax both Elo and weight class composition constraints.  In the case of weight class composition, the matchmaker guarantees both teams end up matching.
        Here are some hard guarantees the matchmaker makes with default configs.  Currently:
            A solo player should never be put into a game with a group of 5+
            A solo player should never be put into a game that has more than one premade on a team
            Both teams must have the same mix of lights / mediums / heavies / assaults to launch
            Both teams must be full to launch
            A group of 11 is never allowed into the queue, the matchmaker must refuse the request
            Teams must conform to the 3’s rule, otherwise the matchmaker must refuse the request


FRONT END


UI Improvements:

    Moved the Search Cancel button to the center of the screen
    "Select 'Mech" now goes to the "'Mech Select" instead of MechLab
    User can now ready up within a group even if they are inside MechLab as long as their 'Mech is saved
    After a match, user will return to MechLab instead of the "Home" tab.
    Improved "sorting" of the Owned filter in MechLab
        Sort by weight, then alphabetical if same weight
        Heroes and Champions no longer at the top of the list
    Add sorting options to items in the MechLab:
        All items can be sorted by name, price, tons, and slots.
    Scrolling and State Resets:
        Removed auto scroll on friend status update
        Retain weight class selection when switching between owned and purchasable
        The social window now have two tabs, one for friends list and one for messages
    After every 'Mech purchase, the newly purchased 'Mech will be automatically selected
    Check Out button improvements:
        Removed View button
        Increased Checkout button size
        Renamed Checkout to Save
        Button pulse when changes require saving
    Universally made the [ESC] button functions as Back (within a logically hierarchy)
        User can also press the [ESC] button to back out of the social screen now.
    New turret icon in-game

GAMEPLAY


How Fall Damage Triggers:

In order for fall damage to trigger, the following conditions must be true:

    The 'Mech has been airborne for 1 second minimum.
    The 'Mech has a vertical fall rate of at least 30 ft/s.

How much damage is determined by it's fall velocity and the weight class of the falling 'Mech.

    Light 'Mechs = (Internal Structure Health * 1.9) * 0.04
    Medium 'Mechs = (Internal Structure Health * 1.9) * 0.03
    Heavy 'Mechs = (Internal Structure Health * 1.9) * 0.035
    Assault 'Mechs = (Internal Structure Health * 1.9) * 0.04

Case Study: Spider-5K

Internal Structure Health of a Spider's leg is 14.7 (Remember, we doubled internal structure from tabletop rules (7) and recently we gave all Light 'Mechs a 5% leg health boost (0.7))

Let's say the Spider falls and hits the ground at 30ft/s.  This is the minimum speed at which damage is triggered.

Spider Base Damage = (14.7 * 1.9) * 0.04 = 1.12

The faster the Spider hits the ground, a scalar multiplier is added to this base damage.  This scaling happens, for Light 'Mechs at 38 ft/s.  So any impact speeds of 30-38ft/s will do 1.12 damage to each of the Spider's legs.

By default, the Spider-5K has 28 leg armor.  This combined with the internal structure health brings each leg to a total of 42.7 health.  The spider would have to fall 38.125 times at 30-38ft/s in order for the legs to be destroyed.

Speeds you're going to want to get used to:

    30ft/s - Minimum speed of all 'Mechs to take fall damage.

    38ft/s - Speed at which fall damage ramps up for Light Mechs.
    35ft/s - Speed at which fall damage ramps up for Medium Mechs.
    35ft/s - Speed at which fall damage ramps up for Heavy Mechs.
    33ft/s - Speed at which fall damage ramps up for Assault Mechs.

 Each weight class has a different rate at which fall damage ramps up at (scalar multipliers).

 It will take a bit to get used to the new mechanic and the need of a vertical speedometer is now needed.  What we've done is add the new speed indicator to the HUD and it will show you your impact speed on landing from jumps/falls.  It will also tell you if you're taking low damage or high damage.  See image below:




'SHOCK ABSORBANCE' BALANCING:


With the new fall damage system in place the Shock Absorbance module received a new balancing. The numbers are now:

    Light 'Mechs: 35% fall damage reduction
    Medium 'Mechs: 30% fall damage reduction
    Heavy 'Mechs: 25% fall damage reduction
    Assault 'Mechs: 20% fall damage reduction

WEAPONS TUNING:


    Clan LRM launchers heat scales set to 3.1 up from 2.8

    Clan LB2 spread set to 0.45, down from 1.3

    Clan LB5 spread to 0.85, down from 1.3

    Clan LB2, AC2, UAC2 and IS AC2 cooldown set to 0.72 down from 0.8
    Clan ER Small Laser damage reduced from 5.0 to 4.0
    Clan ER Small Laser range increased from 180m/360m to 200m/400m
    Clan Small Pulse Laser damage increased from 3.4 to 4.4
    Clan Medium Pulse Laser damage increase from 7.0 to 7.4
    Clan Medium Pulse Laser heat increased from 5.0 to 5.5
    Clan Medium Pulse Laser duration reduced from 1.1 to 0.9
    Clan SRM/2 and SRM/6 impulse value reduced from 0.192 to 0.11

Zoom levels:

Players will notice that the standard zoom level values displayed on the HUD have changed. However the visual zoom levels have not changed. This was due to the HUD displaying hard coded values. Here are the previous and New displayed values.

        Standard view = 1.0x is still 1.0x
        First level zoom  was 1.5x still 1.5x
        Second level zoom was 3.0x now displays 2.0 x
        Advance Zoom Module displayed a Value of 4.0 x now displays 4.4x

Please note these have not affected the actual zoom level, the value displayed is now accurate to the in-game value.

This is important because the Targeting computer and Command Console can now directly affect the zoom levels with an [X] percentage increase.

The Targeting computer Mark VII (15% zoom level) would modify the stock and Advance zoom values in the following way

        Standard view – No effect
        First level zoom: without  targeting computer 1.5x, with the targeting computer 1.725x zoom
        First level zoom: without  targeting computer 2.0x, with the targeting computer  2.3x  zoom
        Advanced zoom module: without  targeting computer 4.4x, with the targeting computer  5.06x  zoom

Read on for the full functionality of the Targeting Computers and the Command module.

TARGETING COMPUTERS AND COMMAND CONSOLE:


    Equipment:
        Targeting Computers - Clan 'Mechs only
            Targeting computer Mk I:
                Weight: 1 Ton
                Slots: 1 Slot
                Zoom distance increases by 4.5%
                Sensor range increases by 2.25%
                Time to gather target info decreases by 22.5%
                Projectile weapon projectile speed increases by 4.5%
                Beam weapon long range increases by 2.25%
                Beam weapon max range increases by 2.25%
                Critical chance for projectile and beam weapons increases by 7.25%
            Targeting computer Mk II:
                Weight: 2 Ton
                Slots: 2 Slot
                Zoom distance increases by 6.5%
                Sensor range increases by 6.5%
                Time to gather target info decreases by 32.5%
                Projectile weapon projectile speed increases by 6.5%
                Beam weapon long range increases by 3.25%
                Beam weapon max range increases by 3.25%
                Critical chance for projectile and beam weapons increases by 8.25%
            Targeting computer Mk III:
                Weight: 3 Ton
                Slots: 3 Slot
                Zoom distance increases by 8.5%
                Sensor range increases by 4.25%
                Time to gather target info decreases by 42.5%
                Projectile weapon projectile speed increases by 8.5%
                Beam weapon long range increases by 4.25%
                Beam weapon max range increases by 4.25%
                Critical chance for projectile and beam weapons increases by 9.25%
            Targeting computer Mk IV:
                Weight: 4 Ton
                Slots: 4 Slot
                Zoom distance increases by 10.5%
                Sensor range increases by 5.25%
                Time to gather target info decreases by 52.5%
                Projectile weapon projectile speed increases by 10.5%
                Beam weapon long range increases by 5.25%
                Beam weapon max range increases by 5.25%
                Critical chance for projectile and beam weapons increases by 10.25%
            Targeting computer Mk V:
                Weight: 5 Ton
                Slots: 5 Slot
                Zoom distance increases by 12.0%
                Sensor range increases by 6.0%
                Time to gather target info decreases by 60.0%
                Projectile weapon projectile speed increases by 12.0%
                Beam weapon long range increases by 6.0%
                Beam weapon max range increases by 6.0%
                Critical chance for projectile and beam weapons increases by 11.0%
            Targeting computer Mk VI:
                Weight: 6 Ton
                Slots: 6 Slot
                Zoom distance increases by 13.5%
                Sensor range increases by 6.75%
                Time to gather target info decreases by 67.5%
                Projectile weapon projectile speed increases by 13.5%
                Beam weapon long range increases by 6.75%
                Beam weapon max range increases by 6.75%
                Critical chance for projectile and beam weapons increases by 11.75%
            Targeting computer Mk VII:
                Weight: 7 Ton
                Slots: 7 Slot
                Zoom distance increases by 15.0%
                Sensor range increases by 7.5%
                Time to gather target info decreases by 75.0%
                Projectile weapon projectile speed increases by 15.0%
                Beam weapon long range increases by 7.5%
                Beam weapon max range increases by 7.5%
                Critical chance for projectile and beam weapons increases by 12.50%
        Command Console
            Inner Sphere Heavy and Assault 'Mechs only
            Equippable in the Head component
                Weight: 3 Tons
                Slot: 1 Slot
                Zoom distance increases by 12.0%
                Sensor range increases by 6.0%
                Time to gather target info decreases by 42.5%

BUG FIXES


Gameplay

    All Ultra AC's will now continue to fire after cooldown completes when holding the assigned button
    Fixed an issue where, rarely, Ultra AC's could jam upon firing successive off-cooldown shots.

'MechLab

    Fixed an issue where Ferro-Fibrous and Endo-Steel both appear as Dynamic Structure Slot in MechLab
    Fixed an issue where the Purchasable filter doesn't update the quantity after selling a 'Mech
    Fixed an issue where the scroll wheel is not functional in certain areas in the 'Mech drop down windows
    Fixed an issue where the red play button for the tutorial video does not function if the user clicks on the Boosters tab first.
    The description of the Shock Absorbance module not longer appears cut off in the Mech Select screen
    Purchasable mugs now updated with the original Clan logos

'Mechs

    The Gatling Horn no longer clips through a monitor in the Warhawk Prime Gold 'Mech

    Summoner SMN-B's missiles now properly line up with the weapon pods as they are fired
    VFX for Clan Missile's fired from the Kit Fox Right Arm no longer appear outside the component
    Clan LRM's VFX no longer misaligned if equipped within the Summoner left arm slots
    Fixed an issue where user can look up in the Adder's cockpit to see through parts of the Mech
    Fixed an issue where the Direwolf snaps to a previous position when turning on point in third person view
    Fixed an issue where a texture is flickering on the front of the Right Arm on the Dire Wolf DWF-PRIME (I) when viewed in Low graphic settings
    Fixed an issue where the Summoner and Warhawk displays excessive smoke VFX when shot with channeled weapons
   Direwolf CT Hitbox has been slightly reduced

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team




Title: Re: Patch Stuff Here
Post by: Lantyssa on July 02, 2014, 11:23:01 AM
Quote
How much damage is determined by it's fall velocity and the weight class of the falling 'Mech.

    Light 'Mechs = (Internal Structure Health * 1.9) * 0.04
    Medium 'Mechs = (Internal Structure Health * 1.9) * 0.03
    Heavy 'Mechs = (Internal Structure Health * 1.9) * 0.035
    Assault 'Mechs = (Internal Structure Health * 1.9) * 0.04
So light 'mechs fall like assault 'mechs?  Seems kind of unfair.


Title: Re: Patch Stuff Here
Post by: Falconeer on July 02, 2014, 11:34:07 AM
Three things:

1) Lights recently had their legs armor boosted.
2) The multiplier is the same but their damage ramps up slower than for Assaults.

Quote
    38ft/s - Speed at which fall damage ramps up for Light Mechs.
    35ft/s - Speed at which fall damage ramps up for Medium Mechs.
    35ft/s - Speed at which fall damage ramps up for Heavy Mechs.
    33ft/s - Speed at which fall damage ramps up for Assault Mechs.


and 3) Damage is a mutiplier of Internal Structure Health, so Assaults having a lot take more damage while Lights having less take less damage.

This is all theory though, until we try it in game numbers mean very little.


Title: Re: Patch Stuff Here
Post by: Falconeer on July 15, 2014, 11:43:31 AM
PATCH NOTES, JULY 15th 2014. (http://mwomercs.com/forums/topic/165012-patch-13306-jul-15-2014/page__pid__3559617#entry3559617)

- Rejoin matches upon disconnection.
- Completely removed splash damage from LRMs and SRMs. Supposedly it was very little, now it's absolute zero.
- Clan LRMs now deal damage under 180m, as it should be.
- Jump Jets revamp, they now generate more heat, and provide less thrust unless you use a lot.


Quote
Greetings MechWarriors!

This week's patch includes a number of major fixes and new implementations for all players to benefit from. First and foremost is the ability to rejoin a match after disconnecting. Regardless of the reason for disconnecting, you now have a 2 minute timer to allow you to rejoin the match and receive full rewards from gameplay. You can still rejoin after 2 minutes, however you will not receive rewards. This timer is in place to prevent the disconnect/reconnect system from being abused via farming. You will also receive your in-game rewards if you happened to have died before disconnecting, regardless of the timer.

Please make note though, if you were in a group prior to disconnecting, you will have to rejoin that group after the match is over if you wish to continue being grouped up with them.

We have also improved the Launch function with a Play Now feature. The purpose of this is to increase ease of use and remove redundancies for players. Game Mode selections are now saved on the player's PC, with the Play Now function automatically launching into the player's selected game modes without further or repeat selection being needed between matches.

Moving deeper into gameplay: LRMs and Streak-SRMs now deal pinpoint damage on the component hit, instead of dealing out splash damage across neighboring components. We appreciate that some may feel the splash damage affect was closer to Lore-behaviour, (where each missile is randomly rolled for individually) however, the radius envelopment check for the components hit seemed convoluted for our multiplayer action genre and disproportionately favored some Mechs over others in terms of the damage spread.

Speaking of tabletop rules, we have also modified the minimum range from Clan LRMs to cause damage: To keep some balance in keeping these Long-Ranged Missiles as Long-Ranged weapons, a damage scale has been created which increases exponentially from 0 to 100% between 0 to 180 meters in range.

To further address concerns regarding balance, we have now implemented the second stage of our recent JumpJet tweaks. As you may recall, our last patch included the addition of Fall Damage scaling. From today onwards, JumpJets will also now generate proper heat: The more Jump Jets you have, the more heat will be generated each second while activated. In the changelog below, you can find out more information regarding these updates, as well as the list of bug fixes!
See you on the battlefield!



Front End

Added "Rejoin" functionality
Players are now able to rejoin back to their match if they have been disconnected.
If the player rejoins within 2 minutes of when they disconnected from the match, their rewards will not be affected.
If the player rejoins after 2 minutes of when they disconnected from the the match, they will not receive any rewards.
If the player died in the match before the disconnect occured, rewards will be given regardless of the 2 minute timer.
Added "Play Now" Options Menu
Game Modes selections are now stored locally on the client PC.
Every time the player clicks 'Play Now' will automatically launch with the selected game mode choices in the game configuration drop down.



Gameplay

ALL LRMs and StreakSRMs now have the same on collision behavior treatment that the SRMs recently have had.
LRMs and Streaks will now deal direct pinpoint damage to the component they come in contact with without splashing neighboring components.
Clan LRMs now have no minimum range
All Clan LRM weapons to deal an exponential amount of damage from 0 -> 100% damage between 0 -> 180 meters respectively. This means that the closer you are to the target, the more reduction in damage you will be dealing.
RANGE DAMAGE %
180+ meters - 100% damage
160 meters - 79% damage
140 meters - 60.5% damage
120 meters - 44% damage
100 meters - 30.8% damage
90 meters - 25% damage
60 meters - 11% damage
30 meters - 2% damage
Jump-Jets heat enabled
Heat increases on a linear scale with each additional Jump-Jet.
Thrust increases on a linear scale with each additional Jump-Jet.
Classic Clan Faction thumbnails and avatars voted for by the Community now replace the Re-imagined logos.



Settings / Controls

Mouse wheel binding now works correctly
Arm lock is now a true toggle
Turning and Throttle controls are now possible when using the Battlegrid
Any Turning/Throttle controls that have been rebound from the defaults will need to be rebound to allow movement in the Battlegrid screen. This is due to the introduction of a new action map for the Battlegrid and is unavoidable.
Absolute Inputs are now available for Joystick players (cl_joystick_absolute_inputs=1 in user.cfg)
Deadzone for Rudder and Joystick separated (cl_joystick_deadzone and now cl_rudder_deadzone)



MatchMaker Improvements

Improvements to the matchmaker to better balance team sizes in group games
More robust group matching rules, including group size handicaps
Improved internal monitoring and configuration tools
Changes to how lances are assigned in public games
Improved tonnage matching for solo games



Patcher

The MWO Repair Tool is now being shipped with the game. It is available through the patcher via the options button (top-right, next to the minimize & close buttons).



Known Issues

Quitting on the Death Screen and rejoining may sometimes cause the player to be stuck in a static death cam upon rejoining and spectating.
Rejoining in front of a turret will either force the turret to be non-visible (if alive) or appear as active (if destroyed)
Players with limited bandwidth may be unable to rejoin a match in progress.
If disconnecting while targetting an enemy, that enemy will not be targetable upon rejoin until you target another enemy.
Component destruction VFX triggers upon rejoining a match.



Bug Fixes

Battlegrid now works correctly in Testing Grounds.
The shadow of the player's mech no longer appears cast within the cockpit.
Raven Cockpit Glass has had it's texture fixed.
Corrected a text issue where player's could highlight lance names in the Mission Summary screen.
Corrected a similar text issue where the "You Have Been Destroyed" text can be highlighted.
Fixed the Front-End activity spinner overlay from appearing behind open prompts rather than on top of.
Removed the overlap of the Group Chat window over the Social Drop Down Options in 1024x768 resolution.
Adjusted the misplaced mouse-over highlight for friend options on the Social Tab.
Added the mouse-over highlight for the Add Friend button on the Social Tab.
Convinced the MechLab to visually factor in weapon modules for Heat Management values.
Downsized the upper screens in the Cicada Cockpit.


We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on July 29, 2014, 10:54:18 AM
PATCH NOTES, JULY 29th 2014. (http://mwomercs.com/forums/topic/166186-patch-13307-is-coming/)

- Perks for IS 'mechs are now clearly visible by hovering over any 'mech in the Mechlab.
- New unique perks for some old chassis. With these patch it's Awesome (!), Centurion, Hunchback and Dragon.
- New module system, including consumables auto-refill.
- Decreased falling damage for Lights and Mediums.
- Slight reduction to LRMs induced screen shake.

The perks are really interesting, with the long asked for energy bonus to Awesomes, or the shieldification of the shield in the Centurion left arm. There's a chance they managed to find a way to partially unfuck some of the most useless 'mechs. And more will come with every patch. Same should happen with the new module system, giving -supposedly- more useful module slots to crappy 'mechs (The Dragon gets more than any other Heavy for example) and nerfing those of the most OP 'mechs (The Timberwolf gets the least). I doubt PGI will do things right, but the idea is not bad at all.

What worries me, as I said elsewhere, is the new found room for consumables, and the autorefill. Buckle up, artillery and air strikes will be everywhere and all the time.
Quote
"The old ways of war are dead, Father, and we must adapt, or die!" -Kanrei Theodore Kurita

Greetings MechWarriors!

Mechs are designed to be modular, whether this is in the industrial process to craft and customize the Mechs or the OmniPods system in the fearsome new Clan 'Mechs. This patch hopes to introduce the latest improvement to such with multiple changes to the Module Slot System. Just as before, modules themselves have no effect on the weight of a Mech, however they are now limited in which kind of module slots each occupies. Unless otherwise indicated as an exception, each Mech is now capable of carrying 2 weapon modules, 1 'Mech module and 2 consumable modules. It appears the Clans have also successfully reverse engineered Inner Sphere weapon module technology and begun fielding similar modules on their own 'Mechs. This update also introduces the ability to auto-refill consumable modules without being expected to go into the Mech Lab.

Pilots will now be able to utilize SLI and 3D Vision on any graphics cards supporting such features! We also have added a variety of quirks and tweaks: Lighter Mech classes will now be able to fall at a greater speed than heavier classes before leg damage becomes a factor. Centurions and Hunchbacks have had a respective armour and internal structure boost, while Awesomes have been given a boon in energy weapon use and Dragons for ballistic weapons. Please see the details below for all of these changes and more!

Front End

Module Slot System
Modules and module slots are now sorted into three categories:
Weapon Modules
'Mech Modules
Consumables
Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.

Once you mastered a 'Mech you will gain an extra 'Mech module slot.
Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.
Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.

List of 'Mechs not following the standard module slot configuration
LIGHT   WEAPON   CONSUMABLE   'MECH
All LCT   3   2   2
RVN 4X   2   2   2
RVN HERO   2   2   2
COM 3A   2   2   2
SDR 5V   2   2   2
SDR 5K   2   2   2
FS9-5   2   2   2
JR7-HERO   2   2   2
MEDIUM   WEAPON   CONSUMABLE   'MECH
All HBK   2   2   2
CDA-2B   2   2   2
CDA-3C   2   2   2
BJ-1DC   2   2   2
BJ-3   3   2   1
BJ-1   2   2   2
CN9-A   2   2   2
CN9-YLW   2   2   2
TBT-5N   3   2   1
SHD-2H   2   2   2
All SCR   1   2   1
HEAVY   WEAPON   CONSUMABLE   'MECH
DRG-5N   2   2   2
DRG-1N   2   2   2
DRG-1C   2   2   2
CTF-2X   3   2   1
All TBR   1   2   1
ASSAULT   WEAPON   CONSUMABLE   'MECH
AS7-D-DC   1   2   1
AS7-BH   3   2   1
AS7-D   2   2   2
AS7-RS   2   2   2
AS7-K   2   2   2
VTR-9K   3   2   1
AWS-8R   1   2   1
AWS-8Q   3   2   1


Auto Refill
With consumables, you now have the option to automatically refill once used by checking AUTO REFILL. This will automatically refill used consumables, provided that you have enough funds in your account to buy the consumable. You will receive a warning if this is not the case and will have the chance to restock before entering your next match.
Clan Weapon Modules - Range
Clan SP-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.034
Clan SP-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.068
Clan MP-Laser Range 1 - long range = +5.6 / max. range = +11.2 / heat = +0.07
Clan MP-Laser Range 2 - long range = +11.2 / max. range = +22.4 / heat = +0.14
Clan LP-Laser Range 1 - long range = +8.4 / max. range = +16.8 / heat = +0.112
Clan LP-Laser Range 2 - long range = +16.8 / max. range = +33.6 / heat = +0.224
Clan ERS-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.028
Clan ERS-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.056
Clan ERM-Laser Range 1 - long range = +6.3 / max. range = +12.3 / heat = +0.07
Clan ERM-Laser Range 2 - long range = +12.6 / max. range = +24.6 / heat = +0.14
Clan ERL-Laser Range 1 - long range = +12.4 / max. range = +24.8 / heat = +0.119
Clan ERL-Laser Range 2 - long range = +24.8 / max. range = +49.6 / heat = +0.236
Clan SRM 2 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.028
Clan SRM 2 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.056
Clan SRM 4 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
Clan SRM 4 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
Clan SRM 6 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
Clan SRM 6 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
Clan S-SRM 6 Range 1 - long range = +5 / max. range = +5 / heat = +0.028
Clan S-SRM 6 Range 2 - long range = +10 / max. range = +10 / heat = +0.056
Clan UAC/2 Range 1 - long range = +11.3 / max. range = +22.6 / heat = +0.014
Clan UAC/2 Range 2 - long range = +22.6 / max. range = +45.2 / heat = +0.028
Clan UAC/5 Range 1 - long range = +8.8 / max. range = +17.6 / heat = +0.014
Clan UAC/5 Range 2 - long range = +17.6 / max. range = +35.2 / heat = +0.028
Clan UAC/10 Range 1 - long range = +7.5 / max. range = +15 / heat = +0.042
Clan UAC/10 Range 2 - long range = +15 / max. range = +30 / heat = +0.084
Clan UAC/20 Range 1 - long range = +5 / max. range = +10 / heat = +0.1
Clan UAC/20 Range 2 - long range = +10 / max. range = +10 / heat = +0.2
Clan Flamer Range 1 - long range = +2 / max. range = +4 / heat = +0.014
Clan Flamer Range 2 - long range = +4 / max. range = +8 / heat = +0.028
Clan AMS Range 1 - long range = +1.68 / max. range = +3.36
Clan AMS Range 2 - long range = +3.36 / max. range = +6.72
Clan MG Range 1 - long range = +1.68 / max. range = +3.36
Clan MG Range 2 - long range = +3.36 / max. range = +6.72
Clan LB 10-X AC Range 1 - long range = +7.5 / max. range = +15 / heat = +0.028
Clan LB 10-X AC Range 2 - long range = +15 / max. range = +30 / heat = +0.056
Fall Damage Balancing


While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
Light 'Mechs start taking damage at 37 m/s
Medium 'Mechs start taking damage at 34 m/s
Heavy 'Mechs start taking damage at 32 m/s
Assault 'Mechs start taking damage at 30 m/s
'Mech Quirks

Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.

All Centurions:
+10 armor in the Left Arm.

All Hunchbacks:
+10 internal structure in the Right Torso

All Awesomes:
-12.5% heat generated by energy weapons
+10% faster heat loss
+17% Center Torso (front) armor

All Dragons:
-5% ballistic cool-down rate (re-fire rate)
-5% heat generated by ballistic weapons
+10% torso twist yaw speed

Arm Lock feature to be able to bound to a button hold OR toggle
Arm Lock can be bound to a press and hold key function.
Default assigned key is [Left Shift]
Pressing and holding a key will engage Arm Lock
Releasing the key will disengage Arm Lock
Arm Lock can be bound to a toggle function.
Pressing the key once turns Arm Lock ON
Pressing the same key again turns Arm Lock OFF
Performance
Recompiled Scaleform Libraries for better performance
Added SLI Support

Enabled 3D Vision support

Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode
Gameplay
New Player Elo level has been reduced and will remain locked for their first 25 matches.

Tied matches now reward players with 100 XP
All LRM launchers have had their impulse (screen shake) values reduced from 0.4 to 0.3.
Known Issue
There's a typo for the Clan S-SRM 6 Range 1 and Range 2 Modules in the frontend:
Range 1 = The maximum range increase is 5m instead of 10m
Range 2 = The maximum range increase is 10m instead of 20m
Bug Fixes

Significantly improved server slow down issues caused by simultaneously firing large numbers of Machine Guns and Energy Weapons.

Undersides of destroyed turrets are no longer see-through.

Changed ft/s fall speed indicator to read in m/s
Friendly ECM no longer affected by Disconnected players equipped with BAP.
Fixed an issue where user can purchase the content of a Mech by saving the Mech Details of any Mech in the purchasable filter
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on August 06, 2014, 12:56:17 AM
PATCH NOTES, AUGUST 5th 2014 (http://mwomercs.com/forums/topic/166906-patch-13311-is-live/)

Routine (read: empty) patch, really. The juicy one is expected to be the next one (August 19th), with the Merc Unit creation system.

In this one we have:

- A new Battlemaster hero, with a weird new insulation system that makes it more resistent (for good AND bad) to maps temperature.
- "Target Destroyed" bitchin' Betty new audio.
- New cockpit items (for real money)
- New Spider visual customization.

And that's pretty much it. Also, the next Hero 'mech will be a Spider, and they confirmed that they are working on a toggleable AMS.


Quote
Greetings MechWarriors,
Today, we have a special patch with plenty of new content to try out.
The Hellslinger has arrived to the Battlefield! This Battlemaster variant comes equipped with dual-PPC, 4x Medium Laser and j3x Streak-SRMs. Best remembered from the Star League Era, these Mechs will remind the citizens of the Inner Sphere of the might of the Noble Houses.
A new Champion has also been fielded. The KTO-18(C) comes equipped with LRMs, BAP and a pair of M. Pulse Lasers to keep the battle going even once the ammo runs dry. This Champion is immediately available for free trial use.
Our weapon visual customization rollout has reached the Spider this week, with changes to weapons made on the Mech now being well visually represented on the Mech.
Players can further customize their Spiders and other Mechs with 6 new cockpit items available in the store, including the Kickers Warhorn!
Finally, don't forget to help your allies by holding targets for them: You might just get to hear Betty's latest voice-over callout! Please see the notes below for the full change log!

Content

New Hero Mech

"HellSlinger" BLR-1GHE
Tonnage: 85
Engine: 340 Standard


Added 6 cockpit items:

Standing Type:
Car Decks
Hamster Huey
Cup of Pop
Hanging Type:
For Sale (sign)
Baby On Board (sign)
Mounted Type
Kickers (warhorn)



General

Greater visual weapon customization for the Spider variants. Their appearance will better reflect the weapons that have been equipped on them.
New MechLab icons for all Spider variants.
Skins added for KitFox Mechs.
When a targeted enemy has been destroyed, Bitching Betty will announce "Target Destroyed"



Bug Fixes

Pressing F9 will displays the map coordinates again.
Fixed a typo on the Clan Streak SRM 6 Range modules


We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: satael on August 06, 2014, 04:46:36 AM
So little stuff and still the patch is 464,21mb (atleast for me)  :why_so_serious:


Title: Re: Patch Stuff Here
Post by: Ironwood on August 06, 2014, 07:23:10 AM
Yeah, I didn't get it at all.  Seemed to do nothing, but was huge.


Title: Re: Patch Stuff Here
Post by: Merusk on August 06, 2014, 07:39:27 AM
Patching unannounced exploits then, right? Isn't that SOP for that type of thing.


Title: Re: Patch Stuff Here
Post by: Ironwood on August 06, 2014, 07:42:05 AM
Except these guys are so crushingly unsubtle, you usually know the exploits.

I remember the LRM exploit.  That was fucking awesome and was up for (comparatively) quite a while.

So funny.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 06, 2014, 08:14:46 AM
For example, digging in the data some people found the new yet unannounced Hero Spider, called Anansi (http://mwo.smurfy-net.de/mechlab#i=203&l=efc700f901dccd41403f27d8d61cdd9a7cae4b57). There might be more, under the hood. Maybe some new map fragments, or the foundation of the upcoming Guild system.


Title: Re: Patch Stuff Here
Post by: Lantyssa on August 06, 2014, 09:28:00 AM
An actual decent Spider configuration outside of the ECM one.  The other two are just hideously bad.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 06, 2014, 10:19:16 AM
And double AMS. With the incoming toggleable AMS, and the AMS weapon module, this thing could be a very good anti-missile support little dude. Not to mention the missile hardpoint for NARC.

EDIT: The Vindicator, 45 tons IS medium, is confirmed for the August 19th patch.


Title: Re: Patch Stuff Here
Post by: Hoax on August 06, 2014, 11:34:24 AM
I have a soft spot for the Vindicator from the MPBT3025 days but I doubt I'll ever pilot one outside of trials. Here's hoping it looks cool.


Title: Re: Patch Stuff Here
Post by: Ironwood on August 06, 2014, 01:05:32 PM
Say one thing for them;  the mechs always look cool.


Title: Re: Patch Stuff Here
Post by: Kitsune on August 06, 2014, 01:16:39 PM
I was always really fond of Spiders back in the day.  The speed of a Locust, jump jets to go with, and decent if not overwhelming guns that couldn't run out of ammo.  And the only way to mess them up is basically to core the center torso; blowing off arms and side torsos does nothing to hamper them since the guns are all CT.  Going all-out Star League on them lets you max the torso and leg armor and upgrade the lasers to pulses if you drop the engine to a 225 for a pretty negligible decrease in speed.


Title: Re: Patch Stuff Here
Post by: Ironwood on August 06, 2014, 01:25:49 PM
Emergency patch.  Hmmm.

 :oh_i_see:


Title: Re: Patch Stuff Here
Post by: Falconeer on August 06, 2014, 01:27:21 PM
More IS vs. Clans insanity for the next few hours  :oh_i_see:


Title: Re: Patch Stuff Here
Post by: Ironwood on August 06, 2014, 01:55:11 PM
Is that why I just won 12-0

I wondered.


Title: Re: Patch Stuff Here
Post by: satael on August 19, 2014, 11:51:26 AM
Quote
A 'Mech cannot equip both Air Strikes and Artillery Strikes.
A 'Mech can only equip one Air Strike or one Artillery Strike.

Nice to see this implemented in today's patch (and can't wait to see the next week's patch...if it doesn't get delayed again)


Title: Re: Patch Stuff Here
Post by: Ironwood on August 19, 2014, 02:44:03 PM
Oh.

I may have to redo my modules.


Title: Re: Patch Stuff Here
Post by: Falconeer on August 26, 2014, 11:25:58 AM
PATCH NOTES, 27th AUGUST 2014. (http://mwomercs.com/forums/topic/169166-patch-notes-13321-26-aug-2014/page__pid__3670682#entry3670682)

- Unit Creation.
- Map of the Inner Sphere.
- Weapon Modules available up to rank 5.
- Nova available for Cbills, Vindicator available for MCs.

Quote

Greetings MechWarriors!

Our Patch today introduces a major element on our road to Community Warfare: Unit Creation is now available in the game.
This system will allow players to Register their Units in-game. Similar in style and function to Guilds in other games, this system allows players to group up in a way that extends beyond individual matches.

There are several rules regarding Unit Names to keep in mind:
Unit Names must be between 1 and 35 Characters long.
Unit Names must be Unique. If another Unit has reserved that name, you will be asked to select another.
Unit Tags must be between 1 and 4 Characters long.
Unit Tags must be unique. If another Unit has reserved that tag, you will be asked to select another.
Unit Names and Tags can only contain Latin Alphanumeric Values, Spaces, and the following special characters:
A-Z [Latin Alphabet, upper-case]
a-z [Latin Alphabet, lower-case]
0-9 [Indo-Arabic numerals]
– [Dash]
( [Open parentheses]
) [Close parentheses]
` [Apostrophe]
. [Decimal/period]
[Space]
Unit Names and Tags must not contain profanity, vulgarity or questionable language.
Unit Names may NOT be the same as a pre-existing unit in BattleTech Lore or previous MechWarrior games.
Unit Names may NOT circumvent the Lore or Vulgarity filter, with exception to the following point...
Unit Names can spin-off of Lore-based names, so long as they add a unique change or identifier to that name.
Examples of good unique identifiers include:
Geographic location (e.g. USA, Canada, UK, etc...)
Language preference (Francais, Deutsche, etc...)
Playstyle (Casual, Competitive, etc...)
Unit Names or Tags found in violation of these standards will be replaced with a generic name and their leaders contacted.
There are also several rules and notes listed below regarding how to manage units. We invite you to check them out along with the changes to Modules!

Content
New 'Mechs Available for MC:

Vindicator VND-1R
Vindicator VND-1AA
Vindicator VND-1X



Unit Creation

This new feature allows players to start utilizing a social interface for their group of friends and fellow MechWarriors in a more persistant manner. The essence of a Unit is similar to a guild in MMORPGs.

Creating a unit.
Any player can create a unit.
The unit creator must give the unit a unique name following the given naming restrictions.
The unit creator must give the unit an abbreviated Tag using the given naming restrictions.
If the unit is a valid unit, it will be created.

Inviting players.
Inviting players can be done through the Member Management tab on the left of the screen.
Inviting players can also be done through the social interface button (friends list).
Players will have to align themselves with the faction of the unit creator in order to join.
Players can only be part of 1 unit.

Ranks for players.
The unit creator can assign players to ranks through the Member Management page.
The unit creator can add/edit/remove ranks in the Rank Management page.
The unit creator can add/remove entitlements for each rank allowing various administrative permissions to each rank.

Unit coffers.
Unit members can donate C-Bills to the unit coffer (minimum donation is 50,000 CB)
The donation is a one way transfer of funds, funds cannot be withdrawn from the Unit Coffers.
The feature is in place but the functionality/use of it is not available until the next Community Warfare module.

Member Management.
The unit creator and any member with appropriate priviledges can invite/assign rank/remove other members from the unit.
Members can remove themselves from the unit if they wish to leave.
The unit cannot be disbanded until all members have left and only the unit creator is left.
Some points for consideration:
Be careful who you invite to a unit.
Be careful who you give coffer access to.
Realize that anyone can leave a unit at any time.
Piranha Games will not partake in unit politics and units are expected to moderate themselves.



Gameplay

Heat penalties are completely removed from all previously existing weapon modules.
Range weapon modules are now available in all 5 ranks.



Bug Fixes

Several 'Mechs were previously under-valued for the load-out provided, the following prices have shifted:
NVA-S is now 3750 MC
SMN-B is now 5630 MC
SMN-D is now 5560 MC



Known Issues

Some players will notice that parts of the Inner Sphere map do not render correctly when clicking the Faction tab while using DX11
Work around: Change screen resolution to something else and it will start to render. You can at this point return back to your original resolution.
Fix is being integrated into the Sept 3rd Patch.



We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on September 05, 2014, 03:19:09 PM
PATCH NOTES, September 5th 2014. (http://mwomercs.com/forums/topic/170048-patch-notes-13322/)

Quote

Greetings MechWarriors!

Before we begin this week's patch, we would just like to take a moment once more to thank everyone who helped us out throughout the data center migration process.

Whether you were testing out the new features in Public Test, informing fellow-players of the event, monitoring the website, or are involved in providing feedback for our continuing efforts to improve connectivity in various regions of the world, or whether you were simply leaving us well-wishes throughout the process, we grateful for you.

This week's patch will be a bit softer than usual as a result of both that maintenance and the Labour day weekend: We are making all Camo Specs available for both the Clan Mechs as well as the Vindicator and introducing a few Clan weapon balance changes. We are especially eager to hear about whether our bug fixes have resolved memory allocation errors for players encountering the 3-GB Barrier issue on 32-bit systems, an issue triggered by our continuing efforts to improve the visual appeal of our newest maps.

We are also excited for the first ever Lance Challenge, which we hope will combine the best aspects of previous challenges with the added benefit of focusing on the Group queue.
This challenge will be available once the patch has completed. We hope to see you on the battlefield for this event!

UPDATE

Content

All Clan Skins unlocked for purchase
All Vindicator Skins unlocked for purchase
The 'Yard Sale' Warhorn unlocked for purchase



Gameplay

Portions of the hit mesh around the Vindicator's helmet have been changed from center torso to the appropriate side torso.
Taskbar icon will now flash whenever a map load has completed if the game is not in the foreground.



Weapon Balance

IS ER Large Laser heat down from 8.5 to 8.0
IS ER Large Laser duration increased from 1.0 to 1.5
Clan ER Large Laser damage down from 11.25 to 11.0
Clan ER Large Laser heat penalty down from 12.0 to 4.0
Clan ER Large Laser long range (max damage) reduced from 890m to 740m
Clan ER Large Laser max range (falloff to zero damage) reduced from 1780m to 1480m
Clan ER Large Laser duration down from 2.0s to 1.6s
Clan ER Medium Laser base heat increased from 5.0 to 6.0
Clan ER Medium Laser long range (max damage) reduced from 450m to 400m
Clan ER Medium Laser max range (falloff to zero damage) reduced from 900m to 800m
Clan ER Medium Laser duration down from 1.3s to 1.25s
Clan ER Small Laser base heat increased from 2.0 to 3.0
Clan ER Small Laser long range (max damage) reduced from 200m to 150m
Clan ER Small Laser max range (falloff to zero damage) reduced from 400m to 300m
Clan Large Pulse Laser damage down from 11.8 to 11.6
Clan Large Pulse Laser heat penalty increased from 2.8 to 4.0
Clan Large Pulse Laser base heat increased from 8.0 to 9.0
Clan Large Pulse Laser long range (max damage) reduced from 600m to 525m
Clan Large Pulse Laser max range (falloff to zero damage) reduced from 1200m to 1050m
Clan Large Pulse Laser duration down from 1.3s to 1.2s
Clan Medium Pulse Laser base heat increased from 5.5 to 6.0
Clan Medium Pulse Laser long range (max damage) reduced from 400m to 330m
Clan Medium Pulse Laser max range (falloff to zero damage) reduced from 800m to 660m
Clan Medium Pulse Laser duration down from 0.9s to 0.85s
Clan Small Pulse Laser base heat increased from 2.4 to 3.4
Clan Small Pulse Laser long range (max damage) reduced from 180m to 150m
Clan Small Pulse Laser max range (falloff to zero damage) reduced from 360m to 300m
Clan LRM-5 cooldown increased from 3.25s to 3.5s
Clan LRM-10 cooldown increased from 3.75s to 4.0s
Clan LRM-15 cooldown increased from 4.25s to 4.5s
Clan LRM-20 cooldown increased from 4.75s to 5.0s
Clan Streak SRM-4 cooldown decreased from 5.25s to 5.0s
Clan Streak SRM-6 cooldown decreased from 7.0s to 6.0s



Bug Fixes

Resolved some memory allocation errors (mainly on 32-bit systems)
Improved IS map loading/unloading, again to lighten the memory load.
Fixed an issue where the generic clan icon is not appearing correctly
Various bug fixes related to unit creation and the IS map.
All Inner Sphere 'Mechs have a new seat that allows for better visibility when free-looking with Track-IR/Oculus Rift.


We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on September 09, 2014, 03:02:08 PM
PATCH NOTES, September 10th 2014. (http://mwomercs.com/forums/topic/170558-patch-notes-13323-09-sep-2014/)

Quote
Greetings Mechwarriors,

Today, we are introducing a major change to our UI. Moving forward, the ALL chat channel in game will be filtered by default and only available once opted-in.
Lance and Team chat remain on by default, though the option to filter these under settings has also been included.

AMS and ECM are being provided with a toggle, a frequent request by members of our community. Also, Weapon Modules have been broken down into categories for more organization.

Weapon visual customization has been retro-fitted onto Raven variants, meaning that they will now be as adaptive as many others when changing their loadout.
We also have some new Mech content for players: Sparky, the Hero Griffin Mech, has arrived to the battlefield; along with the Champion Quickdraw QKD-4G(C).

You can find out more about these and the rest of the changes coming today in the notes below.
See you on the battlefield!



New Hero Mech

"Sparky" GRF-1E
Tonnage: 55
Engine: 275 Standard
Top Speed: 81 kph
Max Engine Rating: 360



Content Unlocked for purchase

Clan Adder available for MC
Clan Summoner available for CB
Envious EarDrum Warhorn available for MC



New Weapon Modules

Weapon modules are now separated into different categories in the front end.
Categories are: All, Range, Cooldown, and Miscellaneous.
Weapons cooldown modules added (up to Rank 5)
Reduces the cooldown effect of weapons before they are able to fire again



UI update

In-game ALL chat is disabled by default. ALL chat is now an opt-in option.
ALL chat can be re-enabled in the Options screen.
The Option to turn all in-game chats on/off on a per channel basis is now supported.
By default, ALL chat is off, Team chat is on, Lance chat is on.

AMS can now be toggled on the weapon group interface.
ECM can now be toggled on the weapon group interface.



Gameplay

Greater visual weapon customization for the Raven variants. Their appearance will better reflect the weapons that have been equipped on them.



Bug Fixes

ER Large Laser duration has been corrected. It is now 1.25 seconds instead of 1.5 seconds.



We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on September 23, 2014, 12:40:15 PM
PATCH NOTES, SEPTEMBER 23rd 2014. (http://mwomercs.com/forums/topic/172330-patch-notes-13401-23-sep-2014/)

- New Map
- Reduced screen shake of LRMs
- Colour coded kill messages
- New 'mech, the Vulture
- Direwolf for Cbills  :ye_gods:


Quote
Greetings MechWarriors,

First up this week is the introduction of The Mining Collective.
Originally code-named "Mech Factory", this map offers a new experience for players with its dynamic lighting effects and its heavy-duty design. This map will be on heavier rotation for its initial release, which will improve the quality of the level even further with your bug reports and feedback! Special thanks go out to all players who helped us test this map initially during the Public Test / Data Center Migration!

The next big inclusion for this patch is the highly anticipated Mad Dog.
All three variants of this iconic 'Mech are available to all players who have purchased or upgraded to both a Masakari and a Man-O-War Clan Collection. If you have existing A-La-Carte purchases and wish to upgrade to these top tier collections, or if your preferred payment method is not presently available, please hang tight! We are working to make these options and upgrade paths available as soon as possible. You can find the specifications for these variants in the patch notes below! Please see the FAQ for more information:
http://mwomercs.com/...ons-wave-2-faq/

If you Launch into a match, you will find a few additional changes to the chat log system. We introduced chat filters in the last patch update, this new update includes colors to better differentiate the kinds of messages which will appear in the chat log! This was a highly demanded feature from the Community and we are glad to have had the opportunity to patch this one in. We also have a range of bug fixes in this patch, so please take a moment to look through them and let us know how they work for you in-game.
We're eager to hear back from you on your bugs and concerns in the Patch Feedback section of the forums!

Change Log

Content

New Map - The Mining Collective
The Mining Collective is a massive multifunctional integrated mill & refinery that employs both pyro-metallurgical and electro-metallurgical processes to purify various types of raw and recycled metals.

The refinery mainly produces standard & ferro-fibrous armor plating; but also exports substantial quantities of various purified billets for outsource manufacturing.
The operation is located on a medium sized planet orbited by one captured M-type and five S-type asteroids. These satellites are very rich in various minerals and volatiles such as tungsten, osmium, iridium, gold and other siderophilic elements; which are harvested, beneficiated and transported to the surface for further processing.

Having an established mining infrastructure based upon its high concentrations of boron deposits, this planet was chosen to serve as corral, base world and processing station for both terrestrial and extraterrestrial mining operations.

New Mechs

Mad Dog
All three variants to be injected into accounts that have purchased both the Masakari and Man-o-War collections.
Base:
Tonnage: 60
Engine: 300 XL
Top Speed: 81 kph
armor Type: Ferro-Fibrous
Internal Structure: Standard
Fixed Weapons & Equipment:
Head: Fixed armor Slot
Left Arm: Fixed armor Slot
Left Torso: Fixed armor Slot x2
Center Torso: Engine
Right Torso: Fixed armor Slot x2
Heat Sinks: 12 Double
Jump Jets: 0 (0 Max)
Movement Archetype: Large



Content Unlocked for purchase:

Clan Stormcrow available for MC
Clan Direwolf available for CB
Sonic Boom Warhorn available for MC



Gameplay

Added team colors to the in game chat box.
Player chat names and channels are appropriately colored.
Team chat color slightly changed to a lighter blue.
System messages such as Connect, Reconnect, Disconnect, and Kills are team colored.
Kill messages will display the target designation (A, B, C...) of enemy players : " TeamPlayer1 has killed EnemyPlayer2 [D] ".
Added 'Resume Game' button to the in-game pause menu.



Weapon Tuning

Clan-LRMs impulse (camera shake on impact) reduced from 0.30 to 0.15.



Bug Fixes

Fixed an issue where sorting items in the UI moves the items but not its overlay.
Fixed an issue where the game will still warn the user that they do not own armor when they actually do.
Fixed an issue where certain 'Mech drop-downs are hidden when opening the Mech Select screen.
Fixed an issue where the GXP does not update immediately after purchasing module.
The UI now displays the doubling of basic properly at the appropriate time.
User can now skip the splash screen with any keyboard keys or mouse buttons.
In-game pause menu items are now centered properly in all resolutions.
Fixed an issue where the Variant Unlocked count is incorrect.
The matchmaking status overlay no longer overlaps the game mode selection overlay.
Tightened up collision hulls for River City and Terra Therma.
Fixed a scrolling issue with the Special color filter in Camo Spec.
Fixed an issue with the 'All' filters only displaying the content of the last selected filter upon returning to Pilot Trees.
The Trial 'Mech tab no longer disappears after purchasing a 'Mech from the Mech Lab.
When upgrading to Artemis, it will no longer replace half-ton ammo with full tons.
The number of empty Mech Bays now updates properly after purchasing a 'Mech through Mech Lab.
ECM and Artemis check-boxes no longer appears in the 'Mech Stats for 'Mechs that cannot equip them.
Updated a few maps details stats to match the website stats. Text changes only, this have no effect on gameplay.

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Falconeer on October 09, 2014, 12:35:57 AM
PATCH NOTES, OCTOBER 7th 2014. (http://mwomercs.com/forums/topic/173819-patch-notes-13339-07-oct-2014/)


Not the most amazing patch, considering that an important tuning to the matchmaking mode has alreayd been reverted after an outcry of 47% of the community. THat's right. They even had a poll and 53% said they were OK with the new changes, but Russ said that for such a change they needed at least 60%, so a majority of 52% isn't enough to support the changes, and so they are taken out. I didn't list the purchaseable cockpit items, so what we are left with are a few fixes (finally trial 'mechs don't show up in your inventory anymore) and a new location for the in-match reward spam. Fall damage tuning for Mediums and Lights, and finally a little bit of penalty to Clan 'mechs losing their side torso. Some new modules, and that's pretty much it.


Quote
Greetings MechWarriors!

We are proud to announce the first stage in a shuffling to our matchmaking system:
Moving forward, all Game Mode selections will be treated as preferences rather than exclusive options, vote for the modes you would like to increase the frequency for.
This change was made to ensure that the match maker first puts together the most competitive game possible based on ELO and group size then selects a game mode.
We are also introducing a new champion 'Mech: The Trebuchet TBT-7M(C) comes equipped with a strong load-out of Streak SRMs and Medium Pulse Lasers.
This is the first new Champion to be introduced since another recent change, all champions now receive a 30% XP bonus, a 20-point increase over previous bonuses.
In addition, a number of range and cooldown modules are being introduced for the weapons previously not-represented by those systems: A list of the new Clan and Inner Sphere modules is available below.
Several Bundles have also been added to the store: These each include a Hero, a Champion and a standard variant, with MechBays for each and a month of Premium Time.
They are a great value for those looking for multiple-Mechs, better savings, and stacking bonuses from the Premium Time and Hero/Champions.
Other bug fixes and game play improvements are listed below.



Gameplay

Game Mode Preferences

New to this build, the Game Mode selections made in the Launcher sub-menu no longer are discrete exclusions of non-checked modes.
A check next to a game mode now means it is a preferred game mode.
A non-checked game mode now means it is not a preferred game mode.
None of these checks guarantee inclusion or exclusion of any of the game modes.
When the Match Maker is deciding on which game mode to select, it will take into consideration the solo player's selections and group leader's selections (the group leader's selections apply to everyone in their group).
The Match Maker then tallies up the highest preferred totals for each game mode which biases the mode selection to the highest preferred mode.
Once teams have been put together via team size and Elo, the call as to which mode will be played is made based on this bias.
ROLLBACKED!

New heat penalties when a 'Mech equipped with a Clan XL engine loses a side torso.
The 'Mech will lose 20% of the heat sinks in the engine.
This percentage is calculated as the total of the heat sinks integral to the engine as well as any equipped in its heat sink slots.
The lost heat sinks are removed from those integral to the engine.



Fall damage tuning:

Increasing min fall damage threshold for lights from 38->46 and mediums from 35->39.
New Rewards in-game HUD added:
Rewards are now displayed in a new location and method.
Options added to switch between classic and modern reward display in Settings.
'Mech Destroyed' reward renamed to 'Killing Blow'.
'Resource Bonus' reward renamed to 'Conquest Bonus'.
These changes only represent a new display method with a new rewards table being introduced in a near future patch.



Modules

There are new weapon modules in the categories Range and Cooldown in all 5 ranks added to the game:

IS UAC 5 Range
IS ER Large Laser Range
IS LRM 20 Range
IS LRM 10 Range
IS LRM 15 Range
IS LRM 5 Range
IS ER PPC Range
IS PPC Range
IS Gauss Range
Clan LB2X Range
Clan LB5X Range
Clan LB20X Range
Clan Gauss Range
Clan ER PPC Range
Clan LRM 5 Range
Clan LRM 10 Range
Clan LRM 15 Range
Clan LRM 20 Range
Clan SSRM 4 Range
Clan SSRM 2 Range
IS UAC 5 Cooldown
Clan LB2X Cooldown
Clan LB5X Cooldown
Clan LB20X Cooldown
Clan SSRM 4 Cooldown
Clan SSRM 6 Cooldown



Improvements

Store Improvements

All store items now have roll-over information panels
All categories now have sorting
The Battlemech category now has 'Mechs grouped by chassis.
The Battlemech category now has sub-tabs for weight and type


Mech Skills improvements

Mech Sorting filters have been added


Mechlab improvements

Trial 'Mechs now appear only in the Trial tab
The grid now loads faster



Bug Fixes

Fixed an issue with the Mad Dog not having proper arm yaw with exactly 1 lower arm actuator.
Unowned Mechs' stats now show properly in the Skills screen in MechLab.
Fixed an issue where sometimes items or Mechs that are sold are not removed from the inventory list.



Known Issues

Weapon Module naming conventions between IS and Clans are inconsistent and will be fixed in the next patch


We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Ironwood on October 10, 2014, 06:10:47 AM
LOL.  A hotfix because FF identifiers weren't working.

Jesus Wept.



Title: Re: Patch Stuff Here
Post by: Falconeer on October 22, 2014, 04:25:16 AM
PATCH NOTES, OCTOBER 21st 2014.

- Reward Atlas and Centurion for free to those who qualify.
- NEW REWARDS system, based on roles. Pretty amazing.
- Heat penalty increased for multiple LRM5 volleys. And some blurb about heat scale increase for PPCs which I don't get yet. I thought it was only for ER PPCs but it's not clear.

Quote
http://mwomercs.com/game/patch-notes


PATCH #32

Patch - Tuesday, October 21st @ 10AM – 1PM PDT
Patch Number: Change Log

Greetings MechWarriors!
Two of our customer appreciation awards are now in-game!
The limited edition Atlas AS7-S and CN9-AH each come with custom camos and geometry, new loadouts, and a 30% C-Bill reward bonus.
As a quick refresher from the anniversary E-mail and forum thread: The AS7-S is being awarded to players who have purchased any tier of Founders, Phoenix, Clan Wave 1 or Wave 2 pre-order package in their MWO career.
The CN9-AH will appear in the Mechlab of anyone who had purchased an MC package or any founders collection. For more info, please refer to: http://mwomercs.com/forums/topic/171445-anniversary-faq/.
We have even more prizes for all players to benefit from with the introduction of Rewards 2.0: These new rewards are designed to encourage even more engagement, teamwork, and role warfare.

Many of these are new designs and have several requirements to trigger in-game. Please take a moment to review the list and table below but keep in mind further tuning may occur. (We will let you know if and when it does!)
In Conquest game mode, point capture has been accelerated significantly. A tuning pass has also taken place on jump jets, fall speed, and LRM5 weapon-systems.
A number of major bug-fixes are appearing in today's build, including one where Post-AA was being forced on despite player-selection otherwise, fixing the out-of-bounds in River City and resolving a memory corruption issue as well as others listed below.
If you encounter any new issues in the patch, we invite and encourage you to report your bugs on the patch feedback forums: http://mwomercs.com/forums/forum/192-patch-feedback/

We hope you enjoy this patch and thank you all for your continued support and enthusiasm in the game. We have more big things coming, so stay tuned!



Content

New Reward 'Mechs
Atlas AS7-S

enturion CN9-AH



Gameplay

Rewards 2.0 - What's New?

The new rewards system comes with a number of new rewards specially designed for role warfare. With Rewards 2.0 all rewards were re-balanced in order to be economical. Many rewards are based on a system measuring engagement/disengagement with enemy players.
Engagement/Disengagement Rules:
Dealing or receiving damage makes you engaged.
Depending on sight, distance and time since the last damage was dealt, timers work to see if you are still actively in combat or disengaged.
The following rewards are new or follow a different system now:

Scouting:
Be the first to spot a target.
Do not engage.

Flanking:
Move behind an enemy Mech without being targeted by it and without being engaged.
Deal damage to the enemy Mech from behind (out of sight).
Reward has a cool-down of 20 seconds.

Kill Most Damage:
Compared to all other players, deal the most damage to a target.
The target dies.

Killing Blow:
Deal the killing shot to a target.

Solo Kill:
Achieve both "Kill Most Damage" and "Solo Kill" for the same target.

Capture:
Being inside of a base while the base re-aligns.

Brawler:
Get a "Solo Kill" in between 0 and 450 meters distance to the target.
Be in a medium or heavy 'Mech.

Lance Formation:
All players of one lance are in a distance of 140 meters to each other.
The whole lance is engaged.
Reward occurs every 15 seconds if not interrupted.

Protected Light:
Be in a light 'Mech.
Stay close to a 'Mech that is at least 2 weight classes higher.
Both are engaged.
Reward occurs every 8 seconds.

Protected Medium:
Be in a medium 'Mech.
Stay close to a 'Mech that is at least 2 weight classes higher.
Both are engaged.
Reward occurs every 8 seconds.

Protect Proximity:
Staying in a radius of 150 meters to a damaged friendly 'Mech (critical damage).
Be engaged.
Reward occurs every 10 seconds if not interrupted.

TAG Damage:
TAG a target.
Damage is dealt to that target while target is still TAGed.
Reward is multiplied by the damage dealt in points.
Reward is only shown on HUD once finished or interrupted (total number rewarded).
Reward is only given if the target is tagged for at least 2 seconds.
Reward is only given if the target takes at least 5 damage.
The reward has a cooldown of 2 seconds.
This timer resets to 2 seconds with every point of damage dealt.
Once the timer reaches 0 all the accumulated reward is given to the player/shown on HUD.
The reward is finished when:
    Tag is removed from the target.
    The target dies.

TAG Kill:
The user is tagging the target.
The target gets destroyed WHILE being TAGed.

Hit and Run:
A hit and run “Score” is generated based off an engagement.
Every point of damage dealt counts for 1 point of score.
Every point of damage taken counts for -2 points of score.
If score is greater than 10, you are awarded with a hit and run award.
If the total damage taken during the engagement is greater than 15 the score is zeroed and no award is given.

First Capture:
Player gets the capture collector reward for a previously uncaptured collector.
Can only occur once per collector per match.
Does not apply to starting bases that are already captured.

Stealth TAG
Player TAGs a target.
Player stays out of the line of sight of any enemy.
Player is rewarded every 6 seconds.
Rewards 2.0 - What is the New Balance?
Reward New Reward Given XP New Reward Given CB
Component Destroyed 10 2300
Kill 30 4000
Death 0 0
Win 250 25000
Loss 40 10000
Assist 20 2500
Team Kill -150 -10000
Damage Done 0 21
Tie 75 15000
Capture Win 75 0
Capture Assist 50 0
Spotting Assist 20 2000
Salvage Bonus 1 0
Kill Most Damage 80 5000
Solo Kill 280 10000
Scouting 20 2000
Flanking 20 1500
Capture 50 2500
Capture Pulse 0 25
First Capture 60 4500
Brawling 130 4500
Tag Damage 0 35
Tag Kill 60 6000
Narc Kill 60 6000
Hit And Run 15 2000
Tag Stealth 5 150
Lance Formation 0 60
Protected Medium 0 65
Protected Light 0 65
Protect Proximity 0 55
Savior Kill 60 4500
Defensive Kill 60 4500
UAV Kill 50 0
UAV Locked Damage 25 1800
UAV Detection 20 250
Counter ECM 70 2500
Counter ECM Locked Dmg 25 500
Turret Kill 50 1000
Tag Narc 25 1500



UI

Users will now return to the 'Home' tab instead of 'MechLab' after a match.
Added the 'Configure' button to the Home screen.
When viewing a 'Mech in the MechLab, if any of the summary bars in the lower right hand corner exceed their maximum value, the actual value will now be displayed and colored red.
New MechLab warnings have been created to facilitate correcting invalid loadouts.
    If a 'Mech is over tonnage, the player will receive a warning when they attempt to edit it.  The player must manually remove unwanted equipment until the 'Mech is no longer over tonnage.
    If a 'Mech has too many jump jets equipped, the player will receive a warning when they attempt to edit it.  A number of jump jets are automatically removed in order to meet the 'Mech's jump jet limit.
    After making these corrections the player must save their new loadout in order to commit to it.



Tuning

Added LRM5 heat scale.  Linked to all LRMs.  This is for both Clan and IS. All Clan and IS PPCs now have a 7.0 heat scale multiplier.

Increased the capture rate of the resource collectors in the Conquest game mode.
    The amount of time it took to go from the mid point on the capture meter to full cap to your team has been drastically reduced.

Jump Jet thrust has been adjusted on Class I, II and IV Jump Jets to make them feel livelier.
    You will notice a small increase in height.
    You will notice that you get to max height much quicker.

OmniPods that provide additional jump jet slots have been changed to automatically include those jump jets as fixed equipment.
    'Mechs with these OmniPods equipped may experience invalid loadouts until they are edited in the MechLab.
    The OmniPods affected are:
        Kit Fox S:  Left Leg, Left Torso, Right Leg, Right Torso.
        Timber Wolf S:  Left Torso, Center Torso, Right Torso.

The fall speed limits over which a Mech takes damage have been updated to:
    Light Mechs: 46 m/s.
    Medium Mechs: 39 m/s.
    Heavy Mechs: 35 m/s.
    Assault Mechs: 33 m/s.



Bug Fixes

Fixed an issue where PostAA was not turning off even though users had it off.
Fixed a memory corruption issue.
River City out-of-bounds fixed.
Terra Therma Bridge off-set fixed.
Misc. geometry improvements River City, Canyon Network, Alpine Peaks, Forest Colony.
Fixed inconsistencies in weapon modules naming.
Fixed a text issue where XP is labelled as GXP on the EOR screen for players without Premium Time.



Known Issue

The total XP on the HUD in Modern Reward Display Mode will show the previous XP total if user is receiving rewards that have zero XP such as the 'Conquest Pulse' reward.



We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team



Title: Re: Patch Stuff Here
Post by: Ironwood on October 22, 2014, 05:45:50 AM
I like those rewards.  I may try this tonight again.


Title: Re: Patch Stuff Here
Post by: Lantyssa on October 22, 2014, 07:11:31 AM
Yeah, a lot of rewards to help lights and mediums.  I like those since it means I can not be quite as aggressive but still contribute to my bank account.


Title: Re: Patch Stuff Here
Post by: Ironwood on October 23, 2014, 03:14:17 AM
Didn't get a chance to play, but I logged in and found that I now own another Cent and Atlas.

Those angel designs are rather nice.  I like the new loadout looks too, though my Raven took a while to recognize and my KitFox is not NOT VIABLE due to the jumpjet changes.


Title: Re: Patch Stuff Here
Post by: Shannow on October 24, 2014, 01:29:00 PM
I'm a founder but only got the Centurion not the Atlas??


Title: Re: Patch Stuff Here
Post by: Lantyssa on October 24, 2014, 01:50:17 PM
Were you a top-tier Founder?  There were three packages and I'm not sure all qualified.


Title: Re: Patch Stuff Here
Post by: Hoax on October 24, 2014, 02:16:24 PM
Top-Tier is king crab. If you are a founder and didn't get the AS7-S you should email support because that's some kind of error.

Quote
Pre-Sale Reward
This reward is for players who have purchased any pre-sale program package. This includes any level of Founders, Phoenix, Clan Invasion Wave1 and 2 packages, or a la carte mechs. Eligible players will receive an exclusive new Atlas variant - the AS7-S - decked out with a custom paint job, along with a 30% C-bill Bonus and a free Mechbay. This custom AS7-S variant will only be available through our Pre-Sale Reward program and will be injected into eligible accounts on October 21st. You have until Sept 23rd at 10:00 am PDT to earn the Pre-Sale Reward. Standard versions of this new variant will be available for C-Bills at a future date to be determined.


Title: Re: Patch Stuff Here
Post by: Shannow on October 24, 2014, 02:50:17 PM
submitted a ticket.

Also note that you can't sell the damn mechs either. bah.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 04, 2014, 01:09:04 PM
PATCH NOTES, NOVEMBER 4th 2014. (http://mwomercs.com/game/patch-notes/)


- Inner Sphere 'mechs quirks (this is huge).
- New Clan Mech, the Ice Ferret.
- Lots of weapon tuning (mostly buffs to various lasers, and a nerf to LRMs)


Quote
PATCH #33

Upcoming Patch - Tuesday, November 4th @ 10AM – 1PM PST

Patch Number: 1.3.349.0

Change Log

Brace yourselves, the Ice Ferret is coming!

All three variants of this Clan 'Mech is in-game now and available to anyone who pre-orders a Fenris, Loki, or Man-O-War Wave 2 Collection, or anyone who has ordered the Ice Ferret A-La-Carte!

Pre-Order one of these Collections or the Ice Ferret ALC and receive your 'Mech on the next injection once your purchase is confirmed.

These injections are now taking place hourly, instead of the daily injections with past Collections.

For those unable to pre-order: All three variants will also be available in-game for MC on January 20th, 2015 and for C-Bills on February 17th, 2015.
 
Also included in today's patch is the newest Champion 'Mech: The Thunderbolt TDR-9SE(C).

This build comes pre-equipped with Double Heatsinks, Beagle Active Probe, Jump Jets, four Medium Lasers, two Streak-SRMs, and a PPC, making the excellent use of the quirks included in this 'Mech.
 
Speaking of quirks, these have had a serious overhaul with today's patch; enough so to merit their own distinct document to list them all. You can download this in PDF format here: https://static.mwomercs.com/downloads/Inner%20Sphere%20Quirks.pdf

We have also added range of buffs and balances across both Inner Sphere and Clan energy armaments, as well as improved the effectiveness of BAP.

A number of bug fixes have also been introduced to our new rewards system which was added in our last patch. You can check out the details on these and more bug fixes in our notes below.

Content

New 'Mechs

Ice Ferret

Base:

   - Tonnage: 45
   - Engine: 360 XL
      - Top Speed: 129.6 kph
(...)


Gameplay

Weapon Balancing

   - IS and Clan LRMs:
      - Reduced damage for both IS and Clan LRMs from 1.1 to 1.0
   - IS AMS
      - Ammunition per ton increased from 1000 to 2000 rounds; Half ton increased from 500 to 1000.
   - BAP
      - ECM counter range increased from 150m to 360m
   - IS Small Laser
      - Range increased from 100 to 135
      - Max range increased from 200 to 270
   - IS Small Pulse Laser:
      - Damage increased from 3.4 to 4.0
      - Heat decreased from 2.4 to 2.0
      - Range increased from 100 to 110
      - Max range increased from 200 to 220
   - IS Medium Laser:
      - Duration decreased from 1.0 to 0.9
   - IS Medium Pulse Laser:
      - Heat decreased from 4.6 to 4.0
   - IS Large Pulse Laser:
      - Damage increased from 10.6 to 11.0
      - Heat reduced from 8.0 to 7.0
      - Duration increased from 0.6 to 0.67
      - Range increased from 350 to 365
      - Max Range increased from 700 to 730
   - Clan ER Small Laser:
      - Range increased from 150 to 200
      - Max range increased from 300 to 400
   - Clan ER Small Pulse Laser:
      - Range increased from 150 to 200
      - Max range increased from 300 to 400
      - Damage increased from 4.4 to 6.0
      - Heat decreased from 3.4 to 3.0
   - Clan ER Medium Laser:
      - Duration decreased from 1.25 to 1.15
      - Range increased from 400 to 405
      - Max Range increased from 800 to 810
   - Clan ER Medium Pulse Laser:
      - Damage increased from 7.4 to 8.0
   - Clan ER Large Laser:
      - Duration reduced from 1.6 to 1.5
   - Clan ER Large Pulse Laser:
      - Damage increased from 11.6 to 13.0
      - Heat increased from 9.0 to 10.0
      - Duration reduced from 1.2 to 1.12
      - Range increased from 525 to 600
      - Max Range increased from 1050 to 1200
   - IS PPC:
      - Speed increased from 850 to 950
   - IS ER PPC:
      - Speed increased from 950 to 1050
   - Clan ER PPC:
      - Speed increased from 950 to 1050
      
Quirks

   - All Inner Sphere 'Mechs have had their quirks reviewed and revised.
   - https://static.mwomercs.com/downloads/Inner%20Sphere%20Quirks.pdf
   - The weapon cool-down quirks have been re-factored so that a positive value is a bonus and a negative value is a penalty.
      - All new and pre-existing cool-down quirks applied to 'Mechs have been appropriately adjusted

Bug Fixes

   - Fixed an issue where latency sometimes causes missile lock to visually complete before being properly locked.
   - The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
   - The 'Flanking' reward will no longer be rewarded to damage done with LRMs.
   - The 'Killing Blow' reward will now always rewards 30 XP.
   - The 'Kill Assist' reward will now always rewards 30 XP.
   - The 'Narc Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
   - The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
   - Reduce the amount of memory the game would use.

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Title: Re: Patch Stuff Here
Post by: Falconeer on November 04, 2014, 01:16:32 PM
Full Inner Sphere Quirk list.

https://static.mwomercs.com/downloads/Inner%20Sphere%20Quirks.pdf


Title: Re: Patch Stuff Here
Post by: Falconeer on November 18, 2014, 12:30:43 PM
PATCH NOTES, NOVEMBER 18th 2014.


- New map.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 29, 2014, 03:37:14 AM
In a surprising move, they released a patch earlier than usual, which toned down the recent BAP buff, and inroduced the LokiHellbrnger for those who preordered it.


Title: Re: Patch Stuff Here
Post by: Falconeer on December 09, 2014, 03:52:25 AM
PATCH NOTES, DECEMBER 9th 2014.


Quote
PATCH #36
Upcoming Patch - Tuesday, December 9th @ 10AM – 1PM PDT
Patch Number: 1.3.354.0

Greetings MechWarriors!

Christmas is coming a little early to MechWarrior this year, and it's bringing along some big stompy 'Mechs!

This patch contains the King Crab reward ‘Mech and all the remaining Wave 2 Content for those with eligible pre-orders.

Have you picked your Faction Content yet? Head over to the Faction Content Selection page to make your selections!

Since we have moved up the release of all this content we are also making the King Crab and Mad Dog Standard variants vvailable for MC today. These ‘Mechs will be available for C-bills starting January 20th.

We are super excited to get this content in your hands early!

This patch also includeds some hit box adjustments, Quirks tuning, and some geometry fixes, so read on for details!

See you on the Battlefield!

The MechWarrior Team



Change Log

Content



New 'Mechs

- King Crab
- Gargoyle



New Skins

- Clan Skins are now available for purchase for all Clan Wave 2 'Mechs
- Ghost Bear
- Jade Falcon
- Smoke Jaguar
- Wolf
- New Cockpit Items
- Hanging Hanging Medallions are now available for purchase
- Clan Wolf Medallion
- Ghost Bear Medallion
- Jade Falcon Medallion
- Smoke Jaguar Medallion
- Mounted Clan War Horns are now available for purchase
- Clan Wolf War Horn
- Ghost Bear War Horn
- Jade Falcon War Horn
- Smoke Jaguar War Horn



Gameplay

- Quirk Update
- Myst Lynx, Nova and Summoner received 'Mech Quirks.
- Inner Sphere 'Mech Quirks (only Chassis with changes listed in PDF, Some listed variants did not receive changes)
- https://static.mwome...%20December.pdf



Bug Fixes

- Hit box adjustments for:
- Hellbringer
- Hunchback
- Ice Ferret
- Mad Dog
- Mist Lynx
- Spider
- Firestarter
- River City/River City Night: Statues have been removed to prevent players from getting stuck.
- Viridian Bog: Fixed ballistics from passing through the arthropod shells.
- Mad Dog: Fixed a graphical issue with the LRM 5 equipped at Low settings



Known Issues

- Polygon pattern for the Gargoyle 'Mech currently shows as blank. This will be addressed in the next patch.


Title: Re: Patch Stuff Here
Post by: Shannow on December 18, 2014, 08:02:55 AM
New patch due out today. Changes in CW maps and queuing. Plus no more ERLLs on defenders dropship (thank fucking god)

Quote
PATCH #38

Upcoming Patch

In this patch you’ll find hot-fixes, gameplay fixes, performance improvements, and UI communication improvements. We know there are a few big issues out there, so we’ve addressed some of these in detail below.

BASE RUSHING

Base rush tactics, while they can be countered, are definitely not intended to be the only or best way to take a base. To deal with this, we've implemented two main changes.

The first is that players must now destroy three new small generators before gaining access to the Omega target – the orbital gun.  Until such time as the three mini generators are destroyed, the Omega target will have a protective door covering its internal generator.

The second is a series of map changes designed to provide more cover and protected pathways after breaching the gates. The intention is that we want to see more brawling taking place inside the gates, and even deep into the base, but with less base-rushing tactics.

TERRITORY MATCH STATUS BAR

When coming out of a match it can be difficult to see your attack progression. To make your actions more transparent we've changed how the territory match status bar shows territorial wins and losses.

In the territory status bar each one of the slots represents a territory which is fought over. On CW’s initial release, this bar would fill with red or stay blue, depending on the total territory lost or won at a given time; territories-per-slot were relative.

Now when you fight over a given territory, each slot is hard-set to the specific territory for which you've battled. The result is that you won’t see a curve of attack wins, but will see each of the 11 slots change depending on whether a territory was lost or held. This should better reflect the dynamic and multi-battle status of a planet.

We now display an attacker win percentage instead of the total number of attacker wins. This more accurately tells players when a planet will successfully flip; anything over 50% means it will flip at the end of the combat window.  

LOBBY ACTIVITY

Pending player activity is now displayed when in the matchmaking queue, so there is an indication of how many players are lined up looking to form a 12-person team. When there are fewer than 12 players, this pre-lobby window will indicate how close the matchmaker might be to creating a full 12-person strike team. The full team, with actual Pilot names, will still not display until a 12-person strike team is fully formed and in a lobby.

Due to the way matchmaking works for Community Warfare there may be many groups queued up to play, but the total players between the groups can't form a 12-person team. To help clarify this, our next step in the New Year will be to display the actual composition of the groups which are queued for a match. This will allow players to see on which planets they’re most likely to enter a match.

PLANET FINDER & PLAYER ACTIVITY

The planet finder now shows the total number of players fighting on a given planet, and splits the player numbers by attack or defense. If a player sees many people queued to attack, they will know that jumping into the defense queue should allow for a match to kick off sooner.

64 BIT CLIENT

In addition, we've included the option to run a 64-bit client. Please see our news post for more info.

See you out there!
- The MechWarrior Team

Change Log

Gameplay

    - Players must now destroy three generators in order to gain access to the orbital defense gun (Omega target)
    - The hit points on the main Omega target have been reduced to compensate for the extra generators
    - The Omega target is now covered by a door
    - Certain locations in map have been tweaked to provide attackers with more cover when trying to penetrate the base
    - The match status indicator on the planet selection window now accurately reflects which territory was fought over
    - The total percentage of attackers wins is shown on the planet selection UI, over 51% or more will cause the planet to flip at the end of the combat cycle.
    - Players will now see match making activity in the lobby. Please note, due to how the match maker works, a number of different sized groups may be in queue at any given time; only when a full group of 12 can be formed will a match kick off.  Therefore it may be possible that you will see a full window of players yet the MM is not able to kick off a match.
    - The total number of attackers and defenders is now displayed in the planet search window
    - Waiting times for an auto-win are now 10 minutes - this was the only change quickly available that should help factions with lower populations try to keep up with the larger factions.
    - Loyalty points required per achievement have been increased – please note, players will not lose any achievement rank they have already unlocked
    - Sulfurous Rift performance improvements: the factory area should no longer dramatically decrease framerate
    - Replaced attacker DropShip 7 medium lasers to ERLLs.  Attacker dropships now have 12 ERLL's.
    - Removed defense DropShip ERLLs. Defense dropships now have just 7 medium lasers.
    - DropShips will only fire their weapons if they are in range to hit for maximum damage.

Bug Fixes

    - Many areas where players could get stuck on Sulfurous Rift have been fixed
    - All Faction achievements now show the correct faction for which you’re gaining loyalty points
    - The 'Exchange XP' button is now clickable
    - Rewards no longer disappear when hitting “ready” on the planet info window
    - Conquest HUD progress bar is no longer smaller than it should be
    - User can no longer drag & angle the map without using the mouse buttons
    - The Loyalty Points on the planet info will no longer change to 0 when selecting to attack/defend while in a Unit Group
    - Dropping from the DropShip with a King Crab no longer causes collision issues with the claws
    - Any selected planet will now display the planet battle status chart around the planet image
    - Client side display of ‘Attack Phase’ no longer overflows and incorrectly displays 5 hours remaining immediately after ending an invasion cycle.
    - Permanent Contracts now correctly display ‘Time Left’ and ‘Attack Phase'.
    - The loading screens before an invasion match will now correctly display the win conditions for attack, defend, counter attack, and hold territory
    - When a player is spectating, the orbital cannon’s health will no longer appear full
    - A number of missing strings have been correctly updated
    - Dead ‘Mech’s weapon doors are now properly cleaned up
    - User can no longer pan and rotate the IS map at the same time
    - General memory improvements made across the game
    - Smoke particles will now fade out when a generator is destroyed
    - Fixed Drop Deck resets
    - Attack wins will now properly update when a user is already in the faction tab
    - Breaking a faction contract in a unit will now properly update the unit coffer without needing to re-log
    - Hanging cockpit items will now display again
    - ‘Mech cockpits will no longer disappear
    - Friends or people on your unit list will no longer show up as a blank space after being on notification
    - Players can now break contracts which have more than two days remaining
    - Players who have broken a permanent contract can now start a new contract without error
    - Unit leaders can now disband their Unit without having to start a contract

Known Issues

    - Faction achievements do not grant titles and other related rewards – this will come in the new year with new title functionality to allow titles to display in-game. Please see http://mwomercs.com/forums/topic/180554-cw-update-dec-10-loyalty-points-clarified
    - Sulfurous Rift: when a player enters the internal out of bounds areas they will not get a warning countdown or die
    - Unit coffer may not update properly upon donating – relogging will fix this issue
    - Creating multiple ranks with the same name causes all but one to be deleted
    - Going from dropdeck selection to the store causes the dropdeck to overlap with the dropdowns. To fix this, you will need to relog
    - If a member of a Unit Group enters the store, their status in the social window may display “store” – this is a visual issue only, and will not affect actual status or gameplay
    - When your contract ends, you will be abruptly taken back to the Faction selection screen
    - Rarely, a user’s Faction icon may change to match other users Factions in the same Lance
    - Ready/Not Ready buttons remain after leaving a Unit Group – to fix this select the same planet again and to switch back to the correct attack/defend buttons
    - Rarely, the user will not see the rewards screen when returning to the Front End after the end of an invasion match
    - Rarely, upon conclusion of a match, you will see the incorrect contract results screen. Please note you will get the proper rewards, regardless of the screen's message
    - Rarely, users will not be disconnected at the end of round screen - if this happens, hit the exit match button
    - When joining a Unit with an active contract of longer duration than your own, your contract duration will not update until you re-log
    - Rarely, when playing with a high latency, names may not show up correctly on the end of round screen


Title: Re: Patch Stuff Here
Post by: Falconeer on December 18, 2014, 08:17:16 AM
Impressive patch. All good stuff. And surprisingly quick. What's going on in Vancouver?!


Title: Re: Patch Stuff Here
Post by: Falconeer on September 22, 2015, 01:16:00 AM
New Patch tonight. Nothing gameplay wise but some interesting new stuff. Most notably:

- Big Brand New Tutorial with PvE challenges.
- New Skill Tier system. Everyone starts at tier 5 and every match moves you closer to the next tier (up or down). Meant to more easily match players of similar skill level, there's a progress bar that helps you see what "tier" you belong to.
- New Home Screen, and now you can rotate your 'mech in the main screen!

Here's a short showcase video (https://www.youtube.com/watch?v=3DKys545MCQ).



Title: Re: Patch Stuff Here
Post by: Lantyssa on September 22, 2015, 08:35:34 AM
Oh good.  I might properly getting into the bottom tiers and stand a chance.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 22, 2015, 11:28:20 AM
Welp, just found out I am Tier 3 (out of 5, in the upper left corner). Not sure how I feel about that. I guess it makes sense, I never thought for a minute I was that great, but it's nice to find out I don't suck tremendously.


(https://dl.dropboxusercontent.com/u/3584773/MWO%20new%20home%20screen%20Lefteye%20tier%203.png)


Title: Re: Patch Stuff Here
Post by: Evildrider on September 22, 2015, 04:46:18 PM
Lol apparently i am tier 5.  Probably cuz i love light mechs and i pugged a lot of cw before they disabled that part.  /shrug.   
I wish they would do tiers by mech.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 22, 2015, 04:55:52 PM
This is all wrong. First of all, you just scored insanely high scores in the challenge so it is impossible for you to be that low. May I ask what's your global K/d just out of curiosity?

Second, a friend of mine just started playing YESTERDAY and he's tier 4, which at this point I would assume is where everyone starts from. But what the hell?


Title: Re: Patch Stuff Here
Post by: Evildrider on September 22, 2015, 05:43:27 PM
lol.. its .74.

Is all this stuff retroactive?  Cuz the 8 months I let my cousin play while I was on a break really hurt me then lol.


Title: Re: Patch Stuff Here
Post by: Merusk on September 22, 2015, 07:54:36 PM
PGI pushed out something half-baked and totally flawed?

Now I remember why I stopped playing.  :why_so_serious:

But yeah, that seems pretty fucked up all around. Are they counting your hit/ miss ratio as well? Every pellet/ bullet/ round missed counts against you? Laser pulses off-target are misses? I mean really, to be that low something like that's got to be happening.


Title: Re: Patch Stuff Here
Post by: Evildrider on September 22, 2015, 08:29:08 PM
Meh, doesn't hurt me in any way.  It's not changing my game at all.


Title: Re: Patch Stuff Here
Post by: Falconeer on September 22, 2015, 11:27:30 PM
It is changing your game though! For the better.

0.74 is pretty abysmal K/d so yes since it's retroactive I would say that your cousin drove your account into the ground. Which.. worked out AMAZING for you! This would explain your score a bit, not because you are not good, but because during the weekend event your low PSR made you face the worst ranked players in the whole game (tier 5 is even lower than new players), and since you don't belong there, you ruled hard.

Eventually, this will stop as you will move up in ranks. Unless you loan your account again.


Title: Re: Patch Stuff Here
Post by: Evildrider on September 23, 2015, 12:12:45 AM
It is changing your game though! For the better.

0.74 is pretty abysmal K/d so yes since it's retroactive I would say that your cousin drove your account into the ground. Which.. worked out AMAZING for you! This would explain your score a bit, not because you are not good, but because during the weekend event your low PSR made you face the worst ranked players in the whole game (tier 5 is even lower than new players), and since you don't belong there, you ruled hard.

Eventually, this will stop as you will move up in ranks. Unless you loan your account again.

Yeah, my cousin is 11 years old and he had some medical issues that kept him in bed.  I just set him up with the game on his computer so he had something to do.. I think he played more matches then I ever did.  
I guess Paul also said something about 2500 matches to get a real test of your tier rank.  There are also a lot of newer players that got tier 1's lol.  I think the whole thing will shake down over time.

edit:  Yeah I'm already tier 4. lol


Title: Re: Patch Stuff Here
Post by: Shannow on September 23, 2015, 10:50:57 AM
5 rank levels seem waaaay to little


Title: Re: Patch Stuff Here
Post by: Falconeer on September 23, 2015, 11:17:57 AM
They weren't really meant to be bragging material (although that was inevitable) or something of a progression system. Just as a way to help the matchmaker get you fair matches when you queue solo. In that sense, five are probably not too bad. Perfect for Steam release  :awesome_for_real:


Title: Re: Patch Stuff Here
Post by: Merusk on September 24, 2015, 05:20:43 AM
5 rank levels seem waaaay to little

Not if adding more shows how thin the playerbase is. You want enough ranks to create gradation without increasing match time too much or making the thinness apparent by sticking Rank 8 in with rank 5 players (assuming 10 gradations) to avoid a 10 min queue.


Title: Re: Patch Stuff Here
Post by: Samprimary on September 24, 2015, 10:28:14 AM
my account's k/d will probably forever be something like 1 kill to every 5 deaths because for months and months and months I intentionally blitzkreig farmed my credits, trying to charge and die as fast as possible (while still, of course, legitimately fighting until I exploded) to ensure that I was in four games at once constantly.



Title: Re: Patch Stuff Here
Post by: Falconeer on September 24, 2015, 10:33:12 AM
That probably means that if you queue solo now, you are gonna get some very entertaining matches against a lot of totally unskilled people.


Title: Re: Patch Stuff Here
Post by: Shannow on November 17, 2015, 11:54:48 AM
Patch notes for 11/17/15. One interesting thing is that it appears they are moving more towards a possible PvE mode?

Quote
Upcoming Patch - Tuesday, November 17th @ 10AM – 1PM PDT
Patch Number: 1.4.35.0
Patch Size: 27 MB
Greetings MechWarriors,
Since the release of the Map and Game Mode voting system in the November 3rd patch we have been watching the feedback and tracking the selection metrics very closely. In this patch we are introducing a vote weighting system to help even out the selection rates for Maps and Game Modes, but be assured that we plan to continue refining and tweaking the voting system with future updates.
This patch features adjustments to C-Bill Match Rewards, with reward increases for almost all in-game actions to help boost your coffers.
Along with a handful of fixes and changes, MechWarrior Academy is receiving two brand new Challenges in this patch, bringing us ever closer to more complex AI 'Mech behavior.
This patch also sees the introduction of four new Champion 'Mechs, along with a revision to the stock of available Trial 'Mechs.
Rounding out the patch we have hitbox adjustments and refinements for nine 'Mechs, fixes for two long-standing issues with War Horns and mouse cursor delimitation, improvements and changes to the main menu's and user interface, a fix for the loss of saved VoIP settings between client sessions, and much more.
Read on for all the details, and we'll see you on the battlefield!
- The MechWarrior Team

Change Log
New Champion 'Mechs
• King Crab KGC-000b [C]
• Arctic Cheetah ACH-Prime [C]
• Stormcrow SCR-Prime [C]
• Dire Wolf DWF-W [C]
Loadout details for these new Champion 'Mechs can be found in a dedicated post here.

New Trial 'Mechs
The following 'Mechs now comprise the current stock of available Trial 'Mechs:
Inner Sphere Lights
• Raven RVN-3L [C]
• Jenner JR7-F [C]
Inner Sphere Mediums
• Hunchback HBK-4P [C]
• Enforcer ENF-4R [C]
Inner Sphere Heavies
• Thunderbolt TDR-9SE [C]
• Catapult CPLT-A1 [C]
Inner Sphere Assaults
• King Crab KGC-000B [C]
• Atlas AS7-RS [C]
Clan Lights
• Arctic Cheetah ACH-Prime [C]
• Adder ADR-Prime
Clan Mediums
• Stormcrow SCR-Prime [C]
• Shadow Cat SHC-Prime
Clan Heavies
• Timber Wolf TBR-C [C]
• Ebon Jaguar EBJ-C
Clan Assaults
• Dire Wolf DWF-W [C]
• Executioner EXE-D

C-Bill Reward Changes
The following adjustments have been made to C-Bill Rewards:
• UAV Kill – Increased to 1,500 C-Bills (from 0)
• Capture Win– Increased to 10,000 C-Bills (from 0)
• Capture Assist – Increased to 2,500 C-Bills (from 0)
• Killing Blow – Decreased to 3,000 (from 4,000)
• Kill Most Damage Dealt – Increased to 7,500 (from 5,000)
• Scouting – Increased to 3,000 (from 2,000)
• Flanking – Increased to 3,000 (from 1,500)
• Tag Stealth – Increased to 1,000 (from 150)
• Narc Kill – Increased to 10,000 (from 6,000)
• Protected Medium – Increased to 500 (from 100)
• Protected Light – Increased to 500 (from 100)
• Protected Proximity – Increased to 500 (from 100)
• Conquest Win: Increased to 10,000 C-Bills (from 0)
• Win: Increased to 35,000 (from 25,000)
• Loss: Increased to 25,000 (from 20,000)
• Component Destroyed: Increased to 4,000 (from 2,300)
• Savior Kill: Increased to 7,500 (from 4,500)
• Defensive Kill: Increased to 7,500 (from 4,500)
• Conquest Bonus: Increased to 75 (from 50)

Map and Game Mode Voting Screen Changes
We have introduced a weighting mechanism to the Map and Game Mode screen.
Each time a player votes for a Map or Game Mode that does not win, their vote weight for the next vote session goes up by one for that category (to a maximum of 12 votes for Map. and a maximum of 12 votes for Game Mode).
• Example: Player A votes for Terra Therma and Conquest. Terra Therma and Conquest both lose the vote. Player A thus gains one additional Map vote and one additional Game Mode vote the next time they vote.
• Example: Player A votes for River City and Conquest. River City wins the vote, but Conquest does not. Player A thus gains one additional Game Mode vote the next time they vote.
Each time the player votes for a Map or Game Mode that wins, their vote weight returns to 1 for that category.
• Example: Player A has a Map vote weight of 4, and a Game Mode vote weight of 4. Player votes for Crimson Strait and Skirmish. Skirmish wins the vote, but Crimson Strait does not. Player A's Game Mode vote weight thus returns to 1, and their Map vote weight increases to 5.
If a player does not vote for a Map or Game Mode, their vote weight for that category remains the same.
For Groups, now only the Group Leader will be able to cast a vote. For all other players in the Group, the Map and Game Mode voting is disabled. However, the Map and Game Mode vote cast by the Group Leader will be visible to all other members of the Group. The respective Map and Mode vote weights for the Group Leader will also be visible to the other Group members.
Players can now rescind a vote by clicking on the respective Map or Game Mode for which they have voted.
Vote percentages are now based on the number of votes cast, rather than reflecting the total number of possible votes.
• Example: If only one person has voted, the displayed percentage will be 100% rather than 4%.

New MechWarrior Academy Challenges
The Shooting Gallery
• Destroy enemy 'Mechs as they traverse the battlefield at various ranges.
• Choose between four difficulty levels, and interactively set the damage threshold required to destroy a target.
Onslaught
• Destroy waves of enemy 'Mechs as they advance upon your position.
• Choose between five difficulty levels, from 'Walking Dead' to 'Armageddon'.

MechWarrior Academy Fixes and Changes
Rapid Fire Challenge
• Your highest completed round will be saved, so returning to the challenge later will pick up from that point.
• The amounts of damage required between rounds has been changed.
• Round summary now shows the last completed round.
• Players can now select the starting round difficulty
• Players can re-select the difficulty at the end of every round
• MechWarrior Academy: Turrets now accurately report damage from lasers.
• MechWarrior Academy: 'Mech efficiencies now apply inside the Academy.
• MechWarrior Academy: Pilot Challenge I Achievements are now only awarded if the player is running a TDR-9S (a stock version has been added to the 'Mech Swapper).
• MechWarrior Academy: Updated Field Manual to include all icons associated with a targeted 'Mech.
• MechWarrior Academy: Heat no longer carries over between rounds in Rapid Fire, Onslaught, or the Shooting Gallery Challenges.

'Mech Fixes and Changes
Hitboxes have been adjusted for the following 'Mechs:
• Catapult
• Dragon
• Commando
• Hunchback
• Jenner
• Nova
• Quickdraw
• Raven
• Locust
• King Crab can now equip the Phranken Pattern.

Other Fixes and Changes
• The End of Round screen will now default to the Player Stats screen.
• Forest Colony: Fixed a particle issue in the water.
• Camo Spec screen: Informative windows have been added explaining Unlockable and One-Shot Patterns.
• New icons have been added for Hero, Champion, and Special 'Mechs.
• Fixed an issue that could cause War Horns to not fire.
• Fixed a crash that could occur when you have a dead 'Mech targeted.
• Fixed an issue where VoIP settings would not be saved when restarting the client.
• Fixed an issue where the client could become unresponsive if the player closed the client with the X/Close button.
• Attempting to rejoin a match that has been terminated at the server-level will unlock the 'Mech for use after returning to MechLab.
• Fixed an issue where the mouse could stray outside the client window.
• The player will now be informed if they have any essential keys unbound before entering the Tutorial.
• The 'Faction' button is now the 'Faction Play' button.
• The 'Play Now' button is now the 'Quick Play' button.
• A 'Special' filter category has been added to the Select 'Mech screen.
• Informative one-time pop-ups have been added to the Looking for Group and Social buttons for new players.
• Community Warfare: Fixed an issue where 'Mech images could become enlarged and overlap each other in the DropShip window of the Scoreboard.
• Community Warfare: Custom 'Mech portraits now appear in the DropDeck window.

Known Issues
• The 'Current BattleMech' window will appear blank after returning from Testing Grounds. This is resolved after accessing the Select 'Mech screen.


Title: Re: Patch Stuff Here
Post by: Falconeer on November 17, 2015, 02:39:48 PM
Yeah they said multiple time they wanna do that. Considering their skill and talent as a studio, I take we are gonna see the Alpha version of it by 2023.


Title: Re: Patch Stuff Here
Post by: Ironwood on December 08, 2015, 02:51:04 PM
Did someone say Archer ?

(https://pbs.twimg.com/media/CVrCiA1VEAAax1v.jpg)

Because that's how you get Ants.


Title: Re: Patch Stuff Here
Post by: Shannow on December 08, 2015, 05:06:40 PM
Anyone played since the big rebalance patch?  Thoughts?


Title: Re: Patch Stuff Here
Post by: Falconeer on December 08, 2015, 11:27:23 PM
Love the new Archer. And no, haven't played in a month due to too many freaking new amazing games released: Fallout 4, Star Wars Battlefront and Rainbow Six Siege. But MWO is always gonna be there for me when I need it, so it's only a matter of time.