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Author Topic: Patch Stuff Here  (Read 109702 times)
Ironwood
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Reply #140 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.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Merusk
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Reply #141 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.

The past cannot be changed. The future is yet within your power.
Falconeer
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Reply #142 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.

Ironwood
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Reply #143 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.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
taolurker
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Reply #144 on: March 19, 2014, 05:37:52 AM

There's a button on the right with the mech picture that opens it.


I used to write for extinct gaming sites
details available here (unused blog about page)
Goreschach
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Reply #145 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.
Lantyssa
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Reply #146 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.

Hahahaha!  I'm really good at this!
taolurker
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Reply #147 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.


I used to write for extinct gaming sites
details available here (unused blog about page)
Sir T
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Reply #148 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. :(

Hic sunt dracones.
Falconeer
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Reply #149 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

Falconeer
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Reply #150 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.

Falconeer
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Reply #151 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?

Sir T
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Reply #152 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. :(

Hic sunt dracones.
Falconeer
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Reply #153 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.
« Last Edit: May 06, 2014, 11:41:47 PM by Falconeer »

Sir T
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Reply #154 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.

Hic sunt dracones.
Lantyssa
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Reply #155 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.

Hahahaha!  I'm really good at this!
Sir T
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Reply #156 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.

Hic sunt dracones.
HaemishM
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Reply #157 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.

Ironwood
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Reply #158 on: May 08, 2014, 02:01:04 AM

No, that would work because there's one of each type of trial mech.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #159 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.

Typhon
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Reply #160 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.
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Reply #161 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.


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Reply #162 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.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #163 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?
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Reply #164 on: May 21, 2014, 08:27:14 AM

Nice to know the Clans are already fucking things up.

Hahahaha!  I'm really good at this!
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Reply #165 on: June 04, 2014, 01:50:37 AM

PATCH NOTES, JUNE 3rd 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


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Reply #166 on: June 17, 2014, 01:46:34 PM

THE CLANS ARE HERE!

PATCH NOTES, 17th JUNE 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

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Reply #167 on: June 23, 2014, 12:03:53 PM

Not a patch but a preview of the July 3rd patch. Lots of good stuff indeed.

- 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.

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Reply #168 on: June 25, 2014, 06:09:47 PM

Just let me know when I can buy a clan murderbot.
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Reply #169 on: June 26, 2014, 12:18:33 AM



Ironwood
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Reply #170 on: June 26, 2014, 01:12:15 AM

Fuck me, that's stretching it out a bit, no ?


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #171 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.

Ironwood
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Reply #172 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....

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Shannow
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Reply #173 on: June 26, 2014, 07:02:54 AM

and honestly the ppl who pre paid should feel like they got something exclusive.

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
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Reply #174 on: July 02, 2014, 10:45:07 AM

PATCH NOTES, July 2nd 2014.

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



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