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Falconeer
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Reply #105 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

satael
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Reply #106 on: November 05, 2013, 10:18:06 AM

Have they said when DX11 is going to be released?
Falconeer
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Reply #107 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.

Falconeer
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Reply #108 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.

Der Helm
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Reply #109 on: November 18, 2013, 01:02:25 AM

 awesome, for real

"I've been done enough around here..."- Signe
Ironwood
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Reply #110 on: November 18, 2013, 01:38:59 AM

Just.... Fuck Off.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #111 on: November 18, 2013, 02:48:18 AM


eldaec
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Reply #112 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.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Falconeer
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Reply #113 on: November 18, 2013, 10:57:18 AM

You know, they are Canadians...


Shannow
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Reply #114 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.


Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Ironwood
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Reply #115 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.


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Shannow
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Reply #116 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.. swamp poop

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.

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Merusk
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Badge Whore


Reply #117 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.

The past cannot be changed. The future is yet within your power.
Ironwood
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Reply #118 on: November 19, 2013, 01:39:54 AM

If I'd known then what I know now.

I do like my house, but Goddamn.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #119 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

Falconeer
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Reply #120 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

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Reply #121 on: December 03, 2013, 10:26:32 AM

Skirmish mode, the one without bases to cap, is coming next patch.

Falconeer
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Reply #122 on: December 17, 2013, 08:47:13 AM

PATCH NOTES, DECEMBER 17th 2014.


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.



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!



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


Der Helm
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Reply #123 on: December 23, 2013, 01:39:43 PM

And once more I am reinstalling the whole game because the patcher just does not work.

"I've been done enough around here..."- Signe
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Reply #124 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.




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
« Last Edit: January 07, 2014, 10:15:04 AM by Falconeer »

Sir T
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Reply #125 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.
« Last Edit: January 07, 2014, 10:38:59 AM by Sir T »

Hic sunt dracones.
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Reply #126 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  DRILLING AND MANLINESS


EDIT: Gridiron video.
« Last Edit: January 07, 2014, 01:00:15 PM by Falconeer »

Shannow
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Reply #127 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

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Kageru
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Reply #128 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.

Is a man not entitled to the hurf of his durf?
- Simond
Sir T
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Reply #129 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.

Hic sunt dracones.
eldaec
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Reply #130 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.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Sir T
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Reply #131 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.

Hic sunt dracones.
Sir T
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Reply #132 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

Hic sunt dracones.
Falconeer
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Reply #133 on: January 21, 2014, 12:10:50 PM

Total nothing, but hey the big one is on February 4th!  awesome, for real

Falconeer
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Reply #134 on: February 04, 2014, 10:26:52 AM

PATCH NOTES, FEBRUARY 4TH 2014.

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

Falconeer
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Reply #135 on: February 18, 2014, 10:44:21 AM

PATCH NOTES, FEBRUARY 18th, 2014.

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

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Reply #136 on: March 04, 2014, 10:37:32 AM

PATCH NOTES, MARCH 4th, 2014

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

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Posts: 11124

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Reply #137 on: March 18, 2014, 01:38:37 PM

PATCH NOTES, 18th MARCH 2014.

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

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Posts: 11124

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Reply #138 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.


Lantyssa
Terracotta Army
Posts: 20848


Reply #139 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?

Hahahaha!  I'm really good at this!
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