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Author Topic: Patch Stuff Here  (Read 118584 times)
Lantyssa
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Reply #175 on: July 02, 2014, 11:23:01 AM

Quote
How much damage is determined by it's fall velocity and the weight class of the falling 'Mech.

    Light 'Mechs = (Internal Structure Health * 1.9) * 0.04
    Medium 'Mechs = (Internal Structure Health * 1.9) * 0.03
    Heavy 'Mechs = (Internal Structure Health * 1.9) * 0.035
    Assault 'Mechs = (Internal Structure Health * 1.9) * 0.04
So light 'mechs fall like assault 'mechs?  Seems kind of unfair.

Hahahaha!  I'm really good at this!
Falconeer
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Reply #176 on: July 02, 2014, 11:34:07 AM

Three things:

1) Lights recently had their legs armor boosted.
2) The multiplier is the same but their damage ramps up slower than for Assaults.

Quote
    38ft/s - Speed at which fall damage ramps up for Light Mechs.
    35ft/s - Speed at which fall damage ramps up for Medium Mechs.
    35ft/s - Speed at which fall damage ramps up for Heavy Mechs.
    33ft/s - Speed at which fall damage ramps up for Assault Mechs.


and 3) Damage is a mutiplier of Internal Structure Health, so Assaults having a lot take more damage while Lights having less take less damage.

This is all theory though, until we try it in game numbers mean very little.

Falconeer
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Reply #177 on: July 15, 2014, 11:43:31 AM

PATCH NOTES, JULY 15th 2014.

- Rejoin matches upon disconnection.
- Completely removed splash damage from LRMs and SRMs. Supposedly it was very little, now it's absolute zero.
- Clan LRMs now deal damage under 180m, as it should be.
- Jump Jets revamp, they now generate more heat, and provide less thrust unless you use a lot.


Quote
Greetings MechWarriors!

This week's patch includes a number of major fixes and new implementations for all players to benefit from. First and foremost is the ability to rejoin a match after disconnecting. Regardless of the reason for disconnecting, you now have a 2 minute timer to allow you to rejoin the match and receive full rewards from gameplay. You can still rejoin after 2 minutes, however you will not receive rewards. This timer is in place to prevent the disconnect/reconnect system from being abused via farming. You will also receive your in-game rewards if you happened to have died before disconnecting, regardless of the timer.

Please make note though, if you were in a group prior to disconnecting, you will have to rejoin that group after the match is over if you wish to continue being grouped up with them.

We have also improved the Launch function with a Play Now feature. The purpose of this is to increase ease of use and remove redundancies for players. Game Mode selections are now saved on the player's PC, with the Play Now function automatically launching into the player's selected game modes without further or repeat selection being needed between matches.

Moving deeper into gameplay: LRMs and Streak-SRMs now deal pinpoint damage on the component hit, instead of dealing out splash damage across neighboring components. We appreciate that some may feel the splash damage affect was closer to Lore-behaviour, (where each missile is randomly rolled for individually) however, the radius envelopment check for the components hit seemed convoluted for our multiplayer action genre and disproportionately favored some Mechs over others in terms of the damage spread.

Speaking of tabletop rules, we have also modified the minimum range from Clan LRMs to cause damage: To keep some balance in keeping these Long-Ranged Missiles as Long-Ranged weapons, a damage scale has been created which increases exponentially from 0 to 100% between 0 to 180 meters in range.

To further address concerns regarding balance, we have now implemented the second stage of our recent JumpJet tweaks. As you may recall, our last patch included the addition of Fall Damage scaling. From today onwards, JumpJets will also now generate proper heat: The more Jump Jets you have, the more heat will be generated each second while activated. In the changelog below, you can find out more information regarding these updates, as well as the list of bug fixes!
See you on the battlefield!



Front End

Added "Rejoin" functionality
Players are now able to rejoin back to their match if they have been disconnected.
If the player rejoins within 2 minutes of when they disconnected from the match, their rewards will not be affected.
If the player rejoins after 2 minutes of when they disconnected from the the match, they will not receive any rewards.
If the player died in the match before the disconnect occured, rewards will be given regardless of the 2 minute timer.
Added "Play Now" Options Menu
Game Modes selections are now stored locally on the client PC.
Every time the player clicks 'Play Now' will automatically launch with the selected game mode choices in the game configuration drop down.



Gameplay

ALL LRMs and StreakSRMs now have the same on collision behavior treatment that the SRMs recently have had.
LRMs and Streaks will now deal direct pinpoint damage to the component they come in contact with without splashing neighboring components.
Clan LRMs now have no minimum range
All Clan LRM weapons to deal an exponential amount of damage from 0 -> 100% damage between 0 -> 180 meters respectively. This means that the closer you are to the target, the more reduction in damage you will be dealing.
RANGE DAMAGE %
180+ meters - 100% damage
160 meters - 79% damage
140 meters - 60.5% damage
120 meters - 44% damage
100 meters - 30.8% damage
90 meters - 25% damage
60 meters - 11% damage
30 meters - 2% damage
Jump-Jets heat enabled
Heat increases on a linear scale with each additional Jump-Jet.
Thrust increases on a linear scale with each additional Jump-Jet.
Classic Clan Faction thumbnails and avatars voted for by the Community now replace the Re-imagined logos.



Settings / Controls

Mouse wheel binding now works correctly
Arm lock is now a true toggle
Turning and Throttle controls are now possible when using the Battlegrid
Any Turning/Throttle controls that have been rebound from the defaults will need to be rebound to allow movement in the Battlegrid screen. This is due to the introduction of a new action map for the Battlegrid and is unavoidable.
Absolute Inputs are now available for Joystick players (cl_joystick_absolute_inputs=1 in user.cfg)
Deadzone for Rudder and Joystick separated (cl_joystick_deadzone and now cl_rudder_deadzone)



MatchMaker Improvements

Improvements to the matchmaker to better balance team sizes in group games
More robust group matching rules, including group size handicaps
Improved internal monitoring and configuration tools
Changes to how lances are assigned in public games
Improved tonnage matching for solo games



Patcher

The MWO Repair Tool is now being shipped with the game. It is available through the patcher via the options button (top-right, next to the minimize & close buttons).



Known Issues

Quitting on the Death Screen and rejoining may sometimes cause the player to be stuck in a static death cam upon rejoining and spectating.
Rejoining in front of a turret will either force the turret to be non-visible (if alive) or appear as active (if destroyed)
Players with limited bandwidth may be unable to rejoin a match in progress.
If disconnecting while targetting an enemy, that enemy will not be targetable upon rejoin until you target another enemy.
Component destruction VFX triggers upon rejoining a match.



Bug Fixes

Battlegrid now works correctly in Testing Grounds.
The shadow of the player's mech no longer appears cast within the cockpit.
Raven Cockpit Glass has had it's texture fixed.
Corrected a text issue where player's could highlight lance names in the Mission Summary screen.
Corrected a similar text issue where the "You Have Been Destroyed" text can be highlighted.
Fixed the Front-End activity spinner overlay from appearing behind open prompts rather than on top of.
Removed the overlap of the Group Chat window over the Social Drop Down Options in 1024x768 resolution.
Adjusted the misplaced mouse-over highlight for friend options on the Social Tab.
Added the mouse-over highlight for the Add Friend button on the Social Tab.
Convinced the MechLab to visually factor in weapon modules for Heat Management values.
Downsized the upper screens in the Cicada Cockpit.


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

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Reply #178 on: July 29, 2014, 10:54:18 AM

PATCH NOTES, JULY 29th 2014.

- Perks for IS 'mechs are now clearly visible by hovering over any 'mech in the Mechlab.
- New unique perks for some old chassis. With these patch it's Awesome (!), Centurion, Hunchback and Dragon.
- New module system, including consumables auto-refill.
- Decreased falling damage for Lights and Mediums.
- Slight reduction to LRMs induced screen shake.

The perks are really interesting, with the long asked for energy bonus to Awesomes, or the shieldification of the shield in the Centurion left arm. There's a chance they managed to find a way to partially unfuck some of the most useless 'mechs. And more will come with every patch. Same should happen with the new module system, giving -supposedly- more useful module slots to crappy 'mechs (The Dragon gets more than any other Heavy for example) and nerfing those of the most OP 'mechs (The Timberwolf gets the least). I doubt PGI will do things right, but the idea is not bad at all.

What worries me, as I said elsewhere, is the new found room for consumables, and the autorefill. Buckle up, artillery and air strikes will be everywhere and all the time.
Quote
"The old ways of war are dead, Father, and we must adapt, or die!" -Kanrei Theodore Kurita

Greetings MechWarriors!

Mechs are designed to be modular, whether this is in the industrial process to craft and customize the Mechs or the OmniPods system in the fearsome new Clan 'Mechs. This patch hopes to introduce the latest improvement to such with multiple changes to the Module Slot System. Just as before, modules themselves have no effect on the weight of a Mech, however they are now limited in which kind of module slots each occupies. Unless otherwise indicated as an exception, each Mech is now capable of carrying 2 weapon modules, 1 'Mech module and 2 consumable modules. It appears the Clans have also successfully reverse engineered Inner Sphere weapon module technology and begun fielding similar modules on their own 'Mechs. This update also introduces the ability to auto-refill consumable modules without being expected to go into the Mech Lab.

Pilots will now be able to utilize SLI and 3D Vision on any graphics cards supporting such features! We also have added a variety of quirks and tweaks: Lighter Mech classes will now be able to fall at a greater speed than heavier classes before leg damage becomes a factor. Centurions and Hunchbacks have had a respective armour and internal structure boost, while Awesomes have been given a boon in energy weapon use and Dragons for ballistic weapons. Please see the details below for all of these changes and more!

Front End

Module Slot System
Modules and module slots are now sorted into three categories:
Weapon Modules
'Mech Modules
Consumables
Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.

Once you mastered a 'Mech you will gain an extra 'Mech module slot.
Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.
Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.

List of 'Mechs not following the standard module slot configuration
LIGHT   WEAPON   CONSUMABLE   'MECH
All LCT   3   2   2
RVN 4X   2   2   2
RVN HERO   2   2   2
COM 3A   2   2   2
SDR 5V   2   2   2
SDR 5K   2   2   2
FS9-5   2   2   2
JR7-HERO   2   2   2
MEDIUM   WEAPON   CONSUMABLE   'MECH
All HBK   2   2   2
CDA-2B   2   2   2
CDA-3C   2   2   2
BJ-1DC   2   2   2
BJ-3   3   2   1
BJ-1   2   2   2
CN9-A   2   2   2
CN9-YLW   2   2   2
TBT-5N   3   2   1
SHD-2H   2   2   2
All SCR   1   2   1
HEAVY   WEAPON   CONSUMABLE   'MECH
DRG-5N   2   2   2
DRG-1N   2   2   2
DRG-1C   2   2   2
CTF-2X   3   2   1
All TBR   1   2   1
ASSAULT   WEAPON   CONSUMABLE   'MECH
AS7-D-DC   1   2   1
AS7-BH   3   2   1
AS7-D   2   2   2
AS7-RS   2   2   2
AS7-K   2   2   2
VTR-9K   3   2   1
AWS-8R   1   2   1
AWS-8Q   3   2   1


Auto Refill
With consumables, you now have the option to automatically refill once used by checking AUTO REFILL. This will automatically refill used consumables, provided that you have enough funds in your account to buy the consumable. You will receive a warning if this is not the case and will have the chance to restock before entering your next match.
Clan Weapon Modules - Range
Clan SP-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.034
Clan SP-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.068
Clan MP-Laser Range 1 - long range = +5.6 / max. range = +11.2 / heat = +0.07
Clan MP-Laser Range 2 - long range = +11.2 / max. range = +22.4 / heat = +0.14
Clan LP-Laser Range 1 - long range = +8.4 / max. range = +16.8 / heat = +0.112
Clan LP-Laser Range 2 - long range = +16.8 / max. range = +33.6 / heat = +0.224
Clan ERS-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.028
Clan ERS-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.056
Clan ERM-Laser Range 1 - long range = +6.3 / max. range = +12.3 / heat = +0.07
Clan ERM-Laser Range 2 - long range = +12.6 / max. range = +24.6 / heat = +0.14
Clan ERL-Laser Range 1 - long range = +12.4 / max. range = +24.8 / heat = +0.119
Clan ERL-Laser Range 2 - long range = +24.8 / max. range = +49.6 / heat = +0.236
Clan SRM 2 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.028
Clan SRM 2 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.056
Clan SRM 4 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
Clan SRM 4 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
Clan SRM 6 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
Clan SRM 6 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
Clan S-SRM 6 Range 1 - long range = +5 / max. range = +5 / heat = +0.028
Clan S-SRM 6 Range 2 - long range = +10 / max. range = +10 / heat = +0.056
Clan UAC/2 Range 1 - long range = +11.3 / max. range = +22.6 / heat = +0.014
Clan UAC/2 Range 2 - long range = +22.6 / max. range = +45.2 / heat = +0.028
Clan UAC/5 Range 1 - long range = +8.8 / max. range = +17.6 / heat = +0.014
Clan UAC/5 Range 2 - long range = +17.6 / max. range = +35.2 / heat = +0.028
Clan UAC/10 Range 1 - long range = +7.5 / max. range = +15 / heat = +0.042
Clan UAC/10 Range 2 - long range = +15 / max. range = +30 / heat = +0.084
Clan UAC/20 Range 1 - long range = +5 / max. range = +10 / heat = +0.1
Clan UAC/20 Range 2 - long range = +10 / max. range = +10 / heat = +0.2
Clan Flamer Range 1 - long range = +2 / max. range = +4 / heat = +0.014
Clan Flamer Range 2 - long range = +4 / max. range = +8 / heat = +0.028
Clan AMS Range 1 - long range = +1.68 / max. range = +3.36
Clan AMS Range 2 - long range = +3.36 / max. range = +6.72
Clan MG Range 1 - long range = +1.68 / max. range = +3.36
Clan MG Range 2 - long range = +3.36 / max. range = +6.72
Clan LB 10-X AC Range 1 - long range = +7.5 / max. range = +15 / heat = +0.028
Clan LB 10-X AC Range 2 - long range = +15 / max. range = +30 / heat = +0.056
Fall Damage Balancing


While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
Light 'Mechs start taking damage at 37 m/s
Medium 'Mechs start taking damage at 34 m/s
Heavy 'Mechs start taking damage at 32 m/s
Assault 'Mechs start taking damage at 30 m/s
'Mech Quirks

Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.

All Centurions:
+10 armor in the Left Arm.

All Hunchbacks:
+10 internal structure in the Right Torso

All Awesomes:
-12.5% heat generated by energy weapons
+10% faster heat loss
+17% Center Torso (front) armor

All Dragons:
-5% ballistic cool-down rate (re-fire rate)
-5% heat generated by ballistic weapons
+10% torso twist yaw speed


Arm Lock feature to be able to bound to a button hold OR toggle
Arm Lock can be bound to a press and hold key function.
Default assigned key is [Left Shift]
Pressing and holding a key will engage Arm Lock
Releasing the key will disengage Arm Lock
Arm Lock can be bound to a toggle function.
Pressing the key once turns Arm Lock ON
Pressing the same key again turns Arm Lock OFF
Performance
Recompiled Scaleform Libraries for better performance
Added SLI Support

Enabled 3D Vision support

Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode
Gameplay
New Player Elo level has been reduced and will remain locked for their first 25 matches.

Tied matches now reward players with 100 XP
All LRM launchers have had their impulse (screen shake) values reduced from 0.4 to 0.3.
Known Issue
There's a typo for the Clan S-SRM 6 Range 1 and Range 2 Modules in the frontend:
Range 1 = The maximum range increase is 5m instead of 10m
Range 2 = The maximum range increase is 10m instead of 20m
Bug Fixes

Significantly improved server slow down issues caused by simultaneously firing large numbers of Machine Guns and Energy Weapons.

Undersides of destroyed turrets are no longer see-through.

Changed ft/s fall speed indicator to read in m/s
Friendly ECM no longer affected by Disconnected players equipped with BAP.
Fixed an issue where user can purchase the content of a Mech by saving the Mech Details of any Mech in the purchasable filter
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team


Falconeer
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Reply #179 on: August 06, 2014, 12:56:17 AM

PATCH NOTES, AUGUST 5th 2014

Routine (read: empty) patch, really. The juicy one is expected to be the next one (August 19th), with the Merc Unit creation system.

In this one we have:

- A new Battlemaster hero, with a weird new insulation system that makes it more resistent (for good AND bad) to maps temperature.
- "Target Destroyed" bitchin' Betty new audio.
- New cockpit items (for real money)
- New Spider visual customization.

And that's pretty much it. Also, the next Hero 'mech will be a Spider, and they confirmed that they are working on a toggleable AMS.


Quote
Greetings MechWarriors,
Today, we have a special patch with plenty of new content to try out.
The Hellslinger has arrived to the Battlefield! This Battlemaster variant comes equipped with dual-PPC, 4x Medium Laser and j3x Streak-SRMs. Best remembered from the Star League Era, these Mechs will remind the citizens of the Inner Sphere of the might of the Noble Houses.
A new Champion has also been fielded. The KTO-18(C) comes equipped with LRMs, BAP and a pair of M. Pulse Lasers to keep the battle going even once the ammo runs dry. This Champion is immediately available for free trial use.
Our weapon visual customization rollout has reached the Spider this week, with changes to weapons made on the Mech now being well visually represented on the Mech.
Players can further customize their Spiders and other Mechs with 6 new cockpit items available in the store, including the Kickers Warhorn!
Finally, don't forget to help your allies by holding targets for them: You might just get to hear Betty's latest voice-over callout! Please see the notes below for the full change log!

Content

New Hero Mech

"HellSlinger" BLR-1GHE
Tonnage: 85
Engine: 340 Standard


Added 6 cockpit items:

Standing Type:
Car Decks
Hamster Huey
Cup of Pop
Hanging Type:
For Sale (sign)
Baby On Board (sign)
Mounted Type
Kickers (warhorn)



General

Greater visual weapon customization for the Spider variants. Their appearance will better reflect the weapons that have been equipped on them.
New MechLab icons for all Spider variants.
Skins added for KitFox Mechs.
When a targeted enemy has been destroyed, Bitching Betty will announce "Target Destroyed"



Bug Fixes

Pressing F9 will displays the map coordinates again.
Fixed a typo on the Clan Streak SRM 6 Range modules


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


- The MechWarrior® Online™ Team

satael
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Reply #180 on: August 06, 2014, 04:46:36 AM

So little stuff and still the patch is 464,21mb (atleast for me)  why so serious?
Ironwood
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Reply #181 on: August 06, 2014, 07:23:10 AM

Yeah, I didn't get it at all.  Seemed to do nothing, but was huge.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Merusk
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Reply #182 on: August 06, 2014, 07:39:27 AM

Patching unannounced exploits then, right? Isn't that SOP for that type of thing.

The past cannot be changed. The future is yet within your power.
Ironwood
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Reply #183 on: August 06, 2014, 07:42:05 AM

Except these guys are so crushingly unsubtle, you usually know the exploits.

I remember the LRM exploit.  That was fucking awesome and was up for (comparatively) quite a while.

So funny.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Falconeer
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Reply #184 on: August 06, 2014, 08:14:46 AM

For example, digging in the data some people found the new yet unannounced Hero Spider, called Anansi. There might be more, under the hood. Maybe some new map fragments, or the foundation of the upcoming Guild system.

Lantyssa
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Reply #185 on: August 06, 2014, 09:28:00 AM

An actual decent Spider configuration outside of the ECM one.  The other two are just hideously bad.

Hahahaha!  I'm really good at this!
Falconeer
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Reply #186 on: August 06, 2014, 10:19:16 AM

And double AMS. With the incoming toggleable AMS, and the AMS weapon module, this thing could be a very good anti-missile support little dude. Not to mention the missile hardpoint for NARC.

EDIT: The Vindicator, 45 tons IS medium, is confirmed for the August 19th patch.
« Last Edit: August 06, 2014, 11:26:39 AM by Falconeer »

Hoax
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Reply #187 on: August 06, 2014, 11:34:24 AM

I have a soft spot for the Vindicator from the MPBT3025 days but I doubt I'll ever pilot one outside of trials. Here's hoping it looks cool.

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Ironwood
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Reply #188 on: August 06, 2014, 01:05:32 PM

Say one thing for them;  the mechs always look cool.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Kitsune
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Reply #189 on: August 06, 2014, 01:16:39 PM

I was always really fond of Spiders back in the day.  The speed of a Locust, jump jets to go with, and decent if not overwhelming guns that couldn't run out of ammo.  And the only way to mess them up is basically to core the center torso; blowing off arms and side torsos does nothing to hamper them since the guns are all CT.  Going all-out Star League on them lets you max the torso and leg armor and upgrade the lasers to pulses if you drop the engine to a 225 for a pretty negligible decrease in speed.
Ironwood
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Reply #190 on: August 06, 2014, 01:25:49 PM

Emergency patch.  Hmmm.

 Ohhhhh, I see.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #191 on: August 06, 2014, 01:27:21 PM

More IS vs. Clans insanity for the next few hours  Ohhhhh, I see.

Ironwood
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Reply #192 on: August 06, 2014, 01:55:11 PM

Is that why I just won 12-0

I wondered.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
satael
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Reply #193 on: August 19, 2014, 11:51:26 AM

Quote
A 'Mech cannot equip both Air Strikes and Artillery Strikes.
A 'Mech can only equip one Air Strike or one Artillery Strike.

Nice to see this implemented in today's patch (and can't wait to see the next week's patch...if it doesn't get delayed again)
Ironwood
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Reply #194 on: August 19, 2014, 02:44:03 PM

Oh.

I may have to redo my modules.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #195 on: August 26, 2014, 11:25:58 AM

PATCH NOTES, 27th AUGUST 2014.

- Unit Creation.
- Map of the Inner Sphere.
- Weapon Modules available up to rank 5.
- Nova available for Cbills, Vindicator available for MCs.

Quote

Greetings MechWarriors!

Our Patch today introduces a major element on our road to Community Warfare: Unit Creation is now available in the game.
This system will allow players to Register their Units in-game. Similar in style and function to Guilds in other games, this system allows players to group up in a way that extends beyond individual matches.

There are several rules regarding Unit Names to keep in mind:
Unit Names must be between 1 and 35 Characters long.
Unit Names must be Unique. If another Unit has reserved that name, you will be asked to select another.
Unit Tags must be between 1 and 4 Characters long.
Unit Tags must be unique. If another Unit has reserved that tag, you will be asked to select another.
Unit Names and Tags can only contain Latin Alphanumeric Values, Spaces, and the following special characters:
A-Z [Latin Alphabet, upper-case]
a-z [Latin Alphabet, lower-case]
0-9 [Indo-Arabic numerals]
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Unit Names and Tags must not contain profanity, vulgarity or questionable language.
Unit Names may NOT be the same as a pre-existing unit in BattleTech Lore or previous MechWarrior games.
Unit Names may NOT circumvent the Lore or Vulgarity filter, with exception to the following point...
Unit Names can spin-off of Lore-based names, so long as they add a unique change or identifier to that name.
Examples of good unique identifiers include:
Geographic location (e.g. USA, Canada, UK, etc...)
Language preference (Francais, Deutsche, etc...)
Playstyle (Casual, Competitive, etc...)
Unit Names or Tags found in violation of these standards will be replaced with a generic name and their leaders contacted.
There are also several rules and notes listed below regarding how to manage units. We invite you to check them out along with the changes to Modules!

Content
New 'Mechs Available for MC:

Vindicator VND-1R
Vindicator VND-1AA
Vindicator VND-1X



Unit Creation

This new feature allows players to start utilizing a social interface for their group of friends and fellow MechWarriors in a more persistant manner. The essence of a Unit is similar to a guild in MMORPGs.

Creating a unit.
Any player can create a unit.
The unit creator must give the unit a unique name following the given naming restrictions.
The unit creator must give the unit an abbreviated Tag using the given naming restrictions.
If the unit is a valid unit, it will be created.

Inviting players.
Inviting players can be done through the Member Management tab on the left of the screen.
Inviting players can also be done through the social interface button (friends list).
Players will have to align themselves with the faction of the unit creator in order to join.
Players can only be part of 1 unit.

Ranks for players.
The unit creator can assign players to ranks through the Member Management page.
The unit creator can add/edit/remove ranks in the Rank Management page.
The unit creator can add/remove entitlements for each rank allowing various administrative permissions to each rank.

Unit coffers.
Unit members can donate C-Bills to the unit coffer (minimum donation is 50,000 CB)
The donation is a one way transfer of funds, funds cannot be withdrawn from the Unit Coffers.
The feature is in place but the functionality/use of it is not available until the next Community Warfare module.

Member Management.
The unit creator and any member with appropriate priviledges can invite/assign rank/remove other members from the unit.
Members can remove themselves from the unit if they wish to leave.
The unit cannot be disbanded until all members have left and only the unit creator is left.
Some points for consideration:
Be careful who you invite to a unit.
Be careful who you give coffer access to.
Realize that anyone can leave a unit at any time.
Piranha Games will not partake in unit politics and units are expected to moderate themselves.



Gameplay

Heat penalties are completely removed from all previously existing weapon modules.
Range weapon modules are now available in all 5 ranks.



Bug Fixes

Several 'Mechs were previously under-valued for the load-out provided, the following prices have shifted:
NVA-S is now 3750 MC
SMN-B is now 5630 MC
SMN-D is now 5560 MC



Known Issues

Some players will notice that parts of the Inner Sphere map do not render correctly when clicking the Faction tab while using DX11
Work around: Change screen resolution to something else and it will start to render. You can at this point return back to your original resolution.
Fix is being integrated into the Sept 3rd Patch.



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

- The MechWarrior® Online™ Team

« Last Edit: August 26, 2014, 11:27:51 AM by Falconeer »

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Reply #196 on: September 05, 2014, 03:19:09 PM

PATCH NOTES, September 5th 2014.

Quote

Greetings MechWarriors!

Before we begin this week's patch, we would just like to take a moment once more to thank everyone who helped us out throughout the data center migration process.

Whether you were testing out the new features in Public Test, informing fellow-players of the event, monitoring the website, or are involved in providing feedback for our continuing efforts to improve connectivity in various regions of the world, or whether you were simply leaving us well-wishes throughout the process, we grateful for you.

This week's patch will be a bit softer than usual as a result of both that maintenance and the Labour day weekend: We are making all Camo Specs available for both the Clan Mechs as well as the Vindicator and introducing a few Clan weapon balance changes. We are especially eager to hear about whether our bug fixes have resolved memory allocation errors for players encountering the 3-GB Barrier issue on 32-bit systems, an issue triggered by our continuing efforts to improve the visual appeal of our newest maps.

We are also excited for the first ever Lance Challenge, which we hope will combine the best aspects of previous challenges with the added benefit of focusing on the Group queue.
This challenge will be available once the patch has completed. We hope to see you on the battlefield for this event!

UPDATE

Content

All Clan Skins unlocked for purchase
All Vindicator Skins unlocked for purchase
The 'Yard Sale' Warhorn unlocked for purchase



Gameplay

Portions of the hit mesh around the Vindicator's helmet have been changed from center torso to the appropriate side torso.
Taskbar icon will now flash whenever a map load has completed if the game is not in the foreground.



Weapon Balance

IS ER Large Laser heat down from 8.5 to 8.0
IS ER Large Laser duration increased from 1.0 to 1.5
Clan ER Large Laser damage down from 11.25 to 11.0
Clan ER Large Laser heat penalty down from 12.0 to 4.0
Clan ER Large Laser long range (max damage) reduced from 890m to 740m
Clan ER Large Laser max range (falloff to zero damage) reduced from 1780m to 1480m
Clan ER Large Laser duration down from 2.0s to 1.6s
Clan ER Medium Laser base heat increased from 5.0 to 6.0
Clan ER Medium Laser long range (max damage) reduced from 450m to 400m
Clan ER Medium Laser max range (falloff to zero damage) reduced from 900m to 800m
Clan ER Medium Laser duration down from 1.3s to 1.25s
Clan ER Small Laser base heat increased from 2.0 to 3.0
Clan ER Small Laser long range (max damage) reduced from 200m to 150m
Clan ER Small Laser max range (falloff to zero damage) reduced from 400m to 300m
Clan Large Pulse Laser damage down from 11.8 to 11.6
Clan Large Pulse Laser heat penalty increased from 2.8 to 4.0
Clan Large Pulse Laser base heat increased from 8.0 to 9.0
Clan Large Pulse Laser long range (max damage) reduced from 600m to 525m
Clan Large Pulse Laser max range (falloff to zero damage) reduced from 1200m to 1050m
Clan Large Pulse Laser duration down from 1.3s to 1.2s
Clan Medium Pulse Laser base heat increased from 5.5 to 6.0
Clan Medium Pulse Laser long range (max damage) reduced from 400m to 330m
Clan Medium Pulse Laser max range (falloff to zero damage) reduced from 800m to 660m
Clan Medium Pulse Laser duration down from 0.9s to 0.85s
Clan Small Pulse Laser base heat increased from 2.4 to 3.4
Clan Small Pulse Laser long range (max damage) reduced from 180m to 150m
Clan Small Pulse Laser max range (falloff to zero damage) reduced from 360m to 300m
Clan LRM-5 cooldown increased from 3.25s to 3.5s
Clan LRM-10 cooldown increased from 3.75s to 4.0s
Clan LRM-15 cooldown increased from 4.25s to 4.5s
Clan LRM-20 cooldown increased from 4.75s to 5.0s
Clan Streak SRM-4 cooldown decreased from 5.25s to 5.0s
Clan Streak SRM-6 cooldown decreased from 7.0s to 6.0s



Bug Fixes

Resolved some memory allocation errors (mainly on 32-bit systems)
Improved IS map loading/unloading, again to lighten the memory load.
Fixed an issue where the generic clan icon is not appearing correctly
Various bug fixes related to unit creation and the IS map.
All Inner Sphere 'Mechs have a new seat that allows for better visibility when free-looking with Track-IR/Oculus Rift.


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


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Reply #197 on: September 09, 2014, 03:02:08 PM

PATCH NOTES, September 10th 2014.

Quote
Greetings Mechwarriors,

Today, we are introducing a major change to our UI. Moving forward, the ALL chat channel in game will be filtered by default and only available once opted-in.
Lance and Team chat remain on by default, though the option to filter these under settings has also been included.

AMS and ECM are being provided with a toggle, a frequent request by members of our community. Also, Weapon Modules have been broken down into categories for more organization.

Weapon visual customization has been retro-fitted onto Raven variants, meaning that they will now be as adaptive as many others when changing their loadout.
We also have some new Mech content for players: Sparky, the Hero Griffin Mech, has arrived to the battlefield; along with the Champion Quickdraw QKD-4G(C).

You can find out more about these and the rest of the changes coming today in the notes below.
See you on the battlefield!



New Hero Mech

"Sparky" GRF-1E
Tonnage: 55
Engine: 275 Standard
Top Speed: 81 kph
Max Engine Rating: 360



Content Unlocked for purchase

Clan Adder available for MC
Clan Summoner available for CB
Envious EarDrum Warhorn available for MC



New Weapon Modules

Weapon modules are now separated into different categories in the front end.
Categories are: All, Range, Cooldown, and Miscellaneous.
Weapons cooldown modules added (up to Rank 5)
Reduces the cooldown effect of weapons before they are able to fire again



UI update

In-game ALL chat is disabled by default. ALL chat is now an opt-in option.
ALL chat can be re-enabled in the Options screen.
The Option to turn all in-game chats on/off on a per channel basis is now supported.
By default, ALL chat is off, Team chat is on, Lance chat is on.

AMS can now be toggled on the weapon group interface.
ECM can now be toggled on the weapon group interface.



Gameplay

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



Bug Fixes

ER Large Laser duration has been corrected. It is now 1.25 seconds instead of 1.5 seconds.



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


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Reply #198 on: September 23, 2014, 12:40:15 PM

PATCH NOTES, SEPTEMBER 23rd 2014.

- New Map
- Reduced screen shake of LRMs
- Colour coded kill messages
- New 'mech, the Vulture
- Direwolf for Cbills  ACK!


Quote
Greetings MechWarriors,

First up this week is the introduction of The Mining Collective.
Originally code-named "Mech Factory", this map offers a new experience for players with its dynamic lighting effects and its heavy-duty design. This map will be on heavier rotation for its initial release, which will improve the quality of the level even further with your bug reports and feedback! Special thanks go out to all players who helped us test this map initially during the Public Test / Data Center Migration!

The next big inclusion for this patch is the highly anticipated Mad Dog.
All three variants of this iconic 'Mech are available to all players who have purchased or upgraded to both a Masakari and a Man-O-War Clan Collection. If you have existing A-La-Carte purchases and wish to upgrade to these top tier collections, or if your preferred payment method is not presently available, please hang tight! We are working to make these options and upgrade paths available as soon as possible. You can find the specifications for these variants in the patch notes below! Please see the FAQ for more information:
http://mwomercs.com/...ons-wave-2-faq/

If you Launch into a match, you will find a few additional changes to the chat log system. We introduced chat filters in the last patch update, this new update includes colors to better differentiate the kinds of messages which will appear in the chat log! This was a highly demanded feature from the Community and we are glad to have had the opportunity to patch this one in. We also have a range of bug fixes in this patch, so please take a moment to look through them and let us know how they work for you in-game.
We're eager to hear back from you on your bugs and concerns in the Patch Feedback section of the forums!

Change Log

Content

New Map - The Mining Collective
The Mining Collective is a massive multifunctional integrated mill & refinery that employs both pyro-metallurgical and electro-metallurgical processes to purify various types of raw and recycled metals.

The refinery mainly produces standard & ferro-fibrous armor plating; but also exports substantial quantities of various purified billets for outsource manufacturing.
The operation is located on a medium sized planet orbited by one captured M-type and five S-type asteroids. These satellites are very rich in various minerals and volatiles such as tungsten, osmium, iridium, gold and other siderophilic elements; which are harvested, beneficiated and transported to the surface for further processing.

Having an established mining infrastructure based upon its high concentrations of boron deposits, this planet was chosen to serve as corral, base world and processing station for both terrestrial and extraterrestrial mining operations.

New Mechs

Mad Dog
All three variants to be injected into accounts that have purchased both the Masakari and Man-o-War collections.
Base:
Tonnage: 60
Engine: 300 XL
Top Speed: 81 kph
armor Type: Ferro-Fibrous
Internal Structure: Standard
Fixed Weapons & Equipment:
Head: Fixed armor Slot
Left Arm: Fixed armor Slot
Left Torso: Fixed armor Slot x2
Center Torso: Engine
Right Torso: Fixed armor Slot x2
Heat Sinks: 12 Double
Jump Jets: 0 (0 Max)
Movement Archetype: Large



Content Unlocked for purchase:

Clan Stormcrow available for MC
Clan Direwolf available for CB
Sonic Boom Warhorn available for MC



Gameplay

Added team colors to the in game chat box.
Player chat names and channels are appropriately colored.
Team chat color slightly changed to a lighter blue.
System messages such as Connect, Reconnect, Disconnect, and Kills are team colored.
Kill messages will display the target designation (A, B, C...) of enemy players : " TeamPlayer1 has killed EnemyPlayer2 [D] ".
Added 'Resume Game' button to the in-game pause menu.



Weapon Tuning

Clan-LRMs impulse (camera shake on impact) reduced from 0.30 to 0.15.



Bug Fixes

Fixed an issue where sorting items in the UI moves the items but not its overlay.
Fixed an issue where the game will still warn the user that they do not own armor when they actually do.
Fixed an issue where certain 'Mech drop-downs are hidden when opening the Mech Select screen.
Fixed an issue where the GXP does not update immediately after purchasing module.
The UI now displays the doubling of basic properly at the appropriate time.
User can now skip the splash screen with any keyboard keys or mouse buttons.
In-game pause menu items are now centered properly in all resolutions.
Fixed an issue where the Variant Unlocked count is incorrect.
The matchmaking status overlay no longer overlaps the game mode selection overlay.
Tightened up collision hulls for River City and Terra Therma.
Fixed a scrolling issue with the Special color filter in Camo Spec.
Fixed an issue with the 'All' filters only displaying the content of the last selected filter upon returning to Pilot Trees.
The Trial 'Mech tab no longer disappears after purchasing a 'Mech from the Mech Lab.
When upgrading to Artemis, it will no longer replace half-ton ammo with full tons.
The number of empty Mech Bays now updates properly after purchasing a 'Mech through Mech Lab.
ECM and Artemis check-boxes no longer appears in the 'Mech Stats for 'Mechs that cannot equip them.
Updated a few maps details stats to match the website stats. Text changes only, this have no effect on gameplay.

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


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Reply #199 on: October 09, 2014, 12:35:57 AM

PATCH NOTES, OCTOBER 7th 2014.


Not the most amazing patch, considering that an important tuning to the matchmaking mode has alreayd been reverted after an outcry of 47% of the community. THat's right. They even had a poll and 53% said they were OK with the new changes, but Russ said that for such a change they needed at least 60%, so a majority of 52% isn't enough to support the changes, and so they are taken out. I didn't list the purchaseable cockpit items, so what we are left with are a few fixes (finally trial 'mechs don't show up in your inventory anymore) and a new location for the in-match reward spam. Fall damage tuning for Mediums and Lights, and finally a little bit of penalty to Clan 'mechs losing their side torso. Some new modules, and that's pretty much it.


Quote
Greetings MechWarriors!

We are proud to announce the first stage in a shuffling to our matchmaking system:
Moving forward, all Game Mode selections will be treated as preferences rather than exclusive options, vote for the modes you would like to increase the frequency for.
This change was made to ensure that the match maker first puts together the most competitive game possible based on ELO and group size then selects a game mode.
We are also introducing a new champion 'Mech: The Trebuchet TBT-7M(C) comes equipped with a strong load-out of Streak SRMs and Medium Pulse Lasers.
This is the first new Champion to be introduced since another recent change, all champions now receive a 30% XP bonus, a 20-point increase over previous bonuses.
In addition, a number of range and cooldown modules are being introduced for the weapons previously not-represented by those systems: A list of the new Clan and Inner Sphere modules is available below.
Several Bundles have also been added to the store: These each include a Hero, a Champion and a standard variant, with MechBays for each and a month of Premium Time.
They are a great value for those looking for multiple-Mechs, better savings, and stacking bonuses from the Premium Time and Hero/Champions.
Other bug fixes and game play improvements are listed below.



Gameplay

Game Mode Preferences

New to this build, the Game Mode selections made in the Launcher sub-menu no longer are discrete exclusions of non-checked modes.
A check next to a game mode now means it is a preferred game mode.
A non-checked game mode now means it is not a preferred game mode.
None of these checks guarantee inclusion or exclusion of any of the game modes.
When the Match Maker is deciding on which game mode to select, it will take into consideration the solo player's selections and group leader's selections (the group leader's selections apply to everyone in their group).
The Match Maker then tallies up the highest preferred totals for each game mode which biases the mode selection to the highest preferred mode.
Once teams have been put together via team size and Elo, the call as to which mode will be played is made based on this bias.
ROLLBACKED!

New heat penalties when a 'Mech equipped with a Clan XL engine loses a side torso.
The 'Mech will lose 20% of the heat sinks in the engine.
This percentage is calculated as the total of the heat sinks integral to the engine as well as any equipped in its heat sink slots.
The lost heat sinks are removed from those integral to the engine.



Fall damage tuning:

Increasing min fall damage threshold for lights from 38->46 and mediums from 35->39.
New Rewards in-game HUD added:
Rewards are now displayed in a new location and method.
Options added to switch between classic and modern reward display in Settings.
'Mech Destroyed' reward renamed to 'Killing Blow'.
'Resource Bonus' reward renamed to 'Conquest Bonus'.
These changes only represent a new display method with a new rewards table being introduced in a near future patch.



Modules

There are new weapon modules in the categories Range and Cooldown in all 5 ranks added to the game:

IS UAC 5 Range
IS ER Large Laser Range
IS LRM 20 Range
IS LRM 10 Range
IS LRM 15 Range
IS LRM 5 Range
IS ER PPC Range
IS PPC Range
IS Gauss Range
Clan LB2X Range
Clan LB5X Range
Clan LB20X Range
Clan Gauss Range
Clan ER PPC Range
Clan LRM 5 Range
Clan LRM 10 Range
Clan LRM 15 Range
Clan LRM 20 Range
Clan SSRM 4 Range
Clan SSRM 2 Range
IS UAC 5 Cooldown
Clan LB2X Cooldown
Clan LB5X Cooldown
Clan LB20X Cooldown
Clan SSRM 4 Cooldown
Clan SSRM 6 Cooldown



Improvements

Store Improvements

All store items now have roll-over information panels
All categories now have sorting
The Battlemech category now has 'Mechs grouped by chassis.
The Battlemech category now has sub-tabs for weight and type


Mech Skills improvements

Mech Sorting filters have been added


Mechlab improvements

Trial 'Mechs now appear only in the Trial tab
The grid now loads faster



Bug Fixes

Fixed an issue with the Mad Dog not having proper arm yaw with exactly 1 lower arm actuator.
Unowned Mechs' stats now show properly in the Skills screen in MechLab.
Fixed an issue where sometimes items or Mechs that are sold are not removed from the inventory list.



Known Issues

Weapon Module naming conventions between IS and Clans are inconsistent and will be fixed in the next patch


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

The MechWarrior® Online™ Team

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Reply #200 on: October 10, 2014, 06:10:47 AM

LOL.  A hotfix because FF identifiers weren't working.

Jesus Wept.


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Reply #201 on: October 22, 2014, 04:25:16 AM

PATCH NOTES, OCTOBER 21st 2014.

- Reward Atlas and Centurion for free to those who qualify.
- NEW REWARDS system, based on roles. Pretty amazing.
- Heat penalty increased for multiple LRM5 volleys. And some blurb about heat scale increase for PPCs which I don't get yet. I thought it was only for ER PPCs but it's not clear.

Quote
http://mwomercs.com/game/patch-notes


PATCH #32

Patch - Tuesday, October 21st @ 10AM – 1PM PDT
Patch Number: Change Log

Greetings MechWarriors!
Two of our customer appreciation awards are now in-game!
The limited edition Atlas AS7-S and CN9-AH each come with custom camos and geometry, new loadouts, and a 30% C-Bill reward bonus.
As a quick refresher from the anniversary E-mail and forum thread: The AS7-S is being awarded to players who have purchased any tier of Founders, Phoenix, Clan Wave 1 or Wave 2 pre-order package in their MWO career.
The CN9-AH will appear in the Mechlab of anyone who had purchased an MC package or any founders collection. For more info, please refer to: http://mwomercs.com/forums/topic/171445-anniversary-faq/.
We have even more prizes for all players to benefit from with the introduction of Rewards 2.0: These new rewards are designed to encourage even more engagement, teamwork, and role warfare.

Many of these are new designs and have several requirements to trigger in-game. Please take a moment to review the list and table below but keep in mind further tuning may occur. (We will let you know if and when it does!)
In Conquest game mode, point capture has been accelerated significantly. A tuning pass has also taken place on jump jets, fall speed, and LRM5 weapon-systems.
A number of major bug-fixes are appearing in today's build, including one where Post-AA was being forced on despite player-selection otherwise, fixing the out-of-bounds in River City and resolving a memory corruption issue as well as others listed below.
If you encounter any new issues in the patch, we invite and encourage you to report your bugs on the patch feedback forums: http://mwomercs.com/forums/forum/192-patch-feedback/

We hope you enjoy this patch and thank you all for your continued support and enthusiasm in the game. We have more big things coming, so stay tuned!



Content

New Reward 'Mechs
Atlas AS7-S

enturion CN9-AH



Gameplay

Rewards 2.0 - What's New?

The new rewards system comes with a number of new rewards specially designed for role warfare. With Rewards 2.0 all rewards were re-balanced in order to be economical. Many rewards are based on a system measuring engagement/disengagement with enemy players.
Engagement/Disengagement Rules:
Dealing or receiving damage makes you engaged.
Depending on sight, distance and time since the last damage was dealt, timers work to see if you are still actively in combat or disengaged.
The following rewards are new or follow a different system now:

Scouting:
Be the first to spot a target.
Do not engage.

Flanking:
Move behind an enemy Mech without being targeted by it and without being engaged.
Deal damage to the enemy Mech from behind (out of sight).
Reward has a cool-down of 20 seconds.

Kill Most Damage:
Compared to all other players, deal the most damage to a target.
The target dies.

Killing Blow:
Deal the killing shot to a target.

Solo Kill:
Achieve both "Kill Most Damage" and "Solo Kill" for the same target.

Capture:
Being inside of a base while the base re-aligns.

Brawler:
Get a "Solo Kill" in between 0 and 450 meters distance to the target.
Be in a medium or heavy 'Mech.

Lance Formation:
All players of one lance are in a distance of 140 meters to each other.
The whole lance is engaged.
Reward occurs every 15 seconds if not interrupted.

Protected Light:
Be in a light 'Mech.
Stay close to a 'Mech that is at least 2 weight classes higher.
Both are engaged.
Reward occurs every 8 seconds.

Protected Medium:
Be in a medium 'Mech.
Stay close to a 'Mech that is at least 2 weight classes higher.
Both are engaged.
Reward occurs every 8 seconds.

Protect Proximity:
Staying in a radius of 150 meters to a damaged friendly 'Mech (critical damage).
Be engaged.
Reward occurs every 10 seconds if not interrupted.

TAG Damage:
TAG a target.
Damage is dealt to that target while target is still TAGed.
Reward is multiplied by the damage dealt in points.
Reward is only shown on HUD once finished or interrupted (total number rewarded).
Reward is only given if the target is tagged for at least 2 seconds.
Reward is only given if the target takes at least 5 damage.
The reward has a cooldown of 2 seconds.
This timer resets to 2 seconds with every point of damage dealt.
Once the timer reaches 0 all the accumulated reward is given to the player/shown on HUD.
The reward is finished when:
    Tag is removed from the target.
    The target dies.

TAG Kill:
The user is tagging the target.
The target gets destroyed WHILE being TAGed.

Hit and Run:
A hit and run “Score” is generated based off an engagement.
Every point of damage dealt counts for 1 point of score.
Every point of damage taken counts for -2 points of score.
If score is greater than 10, you are awarded with a hit and run award.
If the total damage taken during the engagement is greater than 15 the score is zeroed and no award is given.

First Capture:
Player gets the capture collector reward for a previously uncaptured collector.
Can only occur once per collector per match.
Does not apply to starting bases that are already captured.

Stealth TAG
Player TAGs a target.
Player stays out of the line of sight of any enemy.
Player is rewarded every 6 seconds.
Rewards 2.0 - What is the New Balance?
Reward New Reward Given XP New Reward Given CB
Component Destroyed 10 2300
Kill 30 4000
Death 0 0
Win 250 25000
Loss 40 10000
Assist 20 2500
Team Kill -150 -10000
Damage Done 0 21
Tie 75 15000
Capture Win 75 0
Capture Assist 50 0
Spotting Assist 20 2000
Salvage Bonus 1 0
Kill Most Damage 80 5000
Solo Kill 280 10000
Scouting 20 2000
Flanking 20 1500
Capture 50 2500
Capture Pulse 0 25
First Capture 60 4500
Brawling 130 4500
Tag Damage 0 35
Tag Kill 60 6000
Narc Kill 60 6000
Hit And Run 15 2000
Tag Stealth 5 150
Lance Formation 0 60
Protected Medium 0 65
Protected Light 0 65
Protect Proximity 0 55
Savior Kill 60 4500
Defensive Kill 60 4500
UAV Kill 50 0
UAV Locked Damage 25 1800
UAV Detection 20 250
Counter ECM 70 2500
Counter ECM Locked Dmg 25 500
Turret Kill 50 1000
Tag Narc 25 1500



UI

Users will now return to the 'Home' tab instead of 'MechLab' after a match.
Added the 'Configure' button to the Home screen.
When viewing a 'Mech in the MechLab, if any of the summary bars in the lower right hand corner exceed their maximum value, the actual value will now be displayed and colored red.
New MechLab warnings have been created to facilitate correcting invalid loadouts.
    If a 'Mech is over tonnage, the player will receive a warning when they attempt to edit it.  The player must manually remove unwanted equipment until the 'Mech is no longer over tonnage.
    If a 'Mech has too many jump jets equipped, the player will receive a warning when they attempt to edit it.  A number of jump jets are automatically removed in order to meet the 'Mech's jump jet limit.
    After making these corrections the player must save their new loadout in order to commit to it.



Tuning

Added LRM5 heat scale.  Linked to all LRMs.  This is for both Clan and IS. All Clan and IS PPCs now have a 7.0 heat scale multiplier.

Increased the capture rate of the resource collectors in the Conquest game mode.
    The amount of time it took to go from the mid point on the capture meter to full cap to your team has been drastically reduced.

Jump Jet thrust has been adjusted on Class I, II and IV Jump Jets to make them feel livelier.
    You will notice a small increase in height.
    You will notice that you get to max height much quicker.

OmniPods that provide additional jump jet slots have been changed to automatically include those jump jets as fixed equipment.
    'Mechs with these OmniPods equipped may experience invalid loadouts until they are edited in the MechLab.
    The OmniPods affected are:
        Kit Fox S:  Left Leg, Left Torso, Right Leg, Right Torso.
        Timber Wolf S:  Left Torso, Center Torso, Right Torso.

The fall speed limits over which a Mech takes damage have been updated to:
    Light Mechs: 46 m/s.
    Medium Mechs: 39 m/s.
    Heavy Mechs: 35 m/s.
    Assault Mechs: 33 m/s.



Bug Fixes

Fixed an issue where PostAA was not turning off even though users had it off.
Fixed a memory corruption issue.
River City out-of-bounds fixed.
Terra Therma Bridge off-set fixed.
Misc. geometry improvements River City, Canyon Network, Alpine Peaks, Forest Colony.
Fixed inconsistencies in weapon modules naming.
Fixed a text issue where XP is labelled as GXP on the EOR screen for players without Premium Time.



Known Issue

The total XP on the HUD in Modern Reward Display Mode will show the previous XP total if user is receiving rewards that have zero XP such as the 'Conquest Pulse' reward.



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


Ironwood
Terracotta Army
Posts: 28240


Reply #202 on: October 22, 2014, 05:45:50 AM

I like those rewards.  I may try this tonight again.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Lantyssa
Terracotta Army
Posts: 20848


Reply #203 on: October 22, 2014, 07:11:31 AM

Yeah, a lot of rewards to help lights and mediums.  I like those since it means I can not be quite as aggressive but still contribute to my bank account.

Hahahaha!  I'm really good at this!
Ironwood
Terracotta Army
Posts: 28240


Reply #204 on: October 23, 2014, 03:14:17 AM

Didn't get a chance to play, but I logged in and found that I now own another Cent and Atlas.

Those angel designs are rather nice.  I like the new loadout looks too, though my Raven took a while to recognize and my KitFox is not NOT VIABLE due to the jumpjet changes.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Shannow
Terracotta Army
Posts: 3703


Reply #205 on: October 24, 2014, 01:29:00 PM

I'm a founder but only got the Centurion not the Atlas??

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Lantyssa
Terracotta Army
Posts: 20848


Reply #206 on: October 24, 2014, 01:50:17 PM

Were you a top-tier Founder?  There were three packages and I'm not sure all qualified.

Hahahaha!  I'm really good at this!
Hoax
Terracotta Army
Posts: 8110

l33t kiddie


Reply #207 on: October 24, 2014, 02:16:24 PM

Top-Tier is king crab. If you are a founder and didn't get the AS7-S you should email support because that's some kind of error.

Quote
Pre-Sale Reward
This reward is for players who have purchased any pre-sale program package. This includes any level of Founders, Phoenix, Clan Invasion Wave1 and 2 packages, or a la carte mechs. Eligible players will receive an exclusive new Atlas variant - the AS7-S - decked out with a custom paint job, along with a 30% C-bill Bonus and a free Mechbay. This custom AS7-S variant will only be available through our Pre-Sale Reward program and will be injected into eligible accounts on October 21st. You have until Sept 23rd at 10:00 am PDT to earn the Pre-Sale Reward. Standard versions of this new variant will be available for C-Bills at a future date to be determined.

A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation.
-William Gibson
Shannow
Terracotta Army
Posts: 3703


Reply #208 on: October 24, 2014, 02:50:17 PM

submitted a ticket.

Also note that you can't sell the damn mechs either. bah.

Someone liked something? Who the fuzzy fuck was this heretic? You don't come to this website and enjoy something. Fuck that. ~ The Walrus
Falconeer
Terracotta Army
Posts: 11125

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #209 on: November 04, 2014, 01:09:04 PM

PATCH NOTES, NOVEMBER 4th 2014.


- Inner Sphere 'mechs quirks (this is huge).
- New Clan Mech, the Ice Ferret.
- Lots of weapon tuning (mostly buffs to various lasers, and a nerf to LRMs)


Quote
PATCH #33

Upcoming Patch - Tuesday, November 4th @ 10AM – 1PM PST

Patch Number: 1.3.349.0

Change Log

Brace yourselves, the Ice Ferret is coming!

All three variants of this Clan 'Mech is in-game now and available to anyone who pre-orders a Fenris, Loki, or Man-O-War Wave 2 Collection, or anyone who has ordered the Ice Ferret A-La-Carte!

Pre-Order one of these Collections or the Ice Ferret ALC and receive your 'Mech on the next injection once your purchase is confirmed.

These injections are now taking place hourly, instead of the daily injections with past Collections.

For those unable to pre-order: All three variants will also be available in-game for MC on January 20th, 2015 and for C-Bills on February 17th, 2015.
 
Also included in today's patch is the newest Champion 'Mech: The Thunderbolt TDR-9SE(C).

This build comes pre-equipped with Double Heatsinks, Beagle Active Probe, Jump Jets, four Medium Lasers, two Streak-SRMs, and a PPC, making the excellent use of the quirks included in this 'Mech.
 
Speaking of quirks, these have had a serious overhaul with today's patch; enough so to merit their own distinct document to list them all. You can download this in PDF format here: https://static.mwomercs.com/downloads/Inner%20Sphere%20Quirks.pdf

We have also added range of buffs and balances across both Inner Sphere and Clan energy armaments, as well as improved the effectiveness of BAP.

A number of bug fixes have also been introduced to our new rewards system which was added in our last patch. You can check out the details on these and more bug fixes in our notes below.

Content

New 'Mechs

Ice Ferret

Base:

   - Tonnage: 45
   - Engine: 360 XL
      - Top Speed: 129.6 kph
(...)


Gameplay

Weapon Balancing

   - IS and Clan LRMs:
      - Reduced damage for both IS and Clan LRMs from 1.1 to 1.0
   - IS AMS
      - Ammunition per ton increased from 1000 to 2000 rounds; Half ton increased from 500 to 1000.
   - BAP
      - ECM counter range increased from 150m to 360m
   - IS Small Laser
      - Range increased from 100 to 135
      - Max range increased from 200 to 270
   - IS Small Pulse Laser:
      - Damage increased from 3.4 to 4.0
      - Heat decreased from 2.4 to 2.0
      - Range increased from 100 to 110
      - Max range increased from 200 to 220
   - IS Medium Laser:
      - Duration decreased from 1.0 to 0.9
   - IS Medium Pulse Laser:
      - Heat decreased from 4.6 to 4.0
   - IS Large Pulse Laser:
      - Damage increased from 10.6 to 11.0
      - Heat reduced from 8.0 to 7.0
      - Duration increased from 0.6 to 0.67
      - Range increased from 350 to 365
      - Max Range increased from 700 to 730
   - Clan ER Small Laser:
      - Range increased from 150 to 200
      - Max range increased from 300 to 400
   - Clan ER Small Pulse Laser:
      - Range increased from 150 to 200
      - Max range increased from 300 to 400
      - Damage increased from 4.4 to 6.0
      - Heat decreased from 3.4 to 3.0
   - Clan ER Medium Laser:
      - Duration decreased from 1.25 to 1.15
      - Range increased from 400 to 405
      - Max Range increased from 800 to 810
   - Clan ER Medium Pulse Laser:
      - Damage increased from 7.4 to 8.0
   - Clan ER Large Laser:
      - Duration reduced from 1.6 to 1.5
   - Clan ER Large Pulse Laser:
      - Damage increased from 11.6 to 13.0
      - Heat increased from 9.0 to 10.0
      - Duration reduced from 1.2 to 1.12
      - Range increased from 525 to 600
      - Max Range increased from 1050 to 1200
   - IS PPC:
      - Speed increased from 850 to 950
   - IS ER PPC:
      - Speed increased from 950 to 1050
   - Clan ER PPC:
      - Speed increased from 950 to 1050
      
Quirks

   - All Inner Sphere 'Mechs have had their quirks reviewed and revised.
   - https://static.mwomercs.com/downloads/Inner%20Sphere%20Quirks.pdf
   - The weapon cool-down quirks have been re-factored so that a positive value is a bonus and a negative value is a penalty.
      - All new and pre-existing cool-down quirks applied to 'Mechs have been appropriately adjusted

Bug Fixes

   - Fixed an issue where latency sometimes causes missile lock to visually complete before being properly locked.
   - The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
   - The 'Flanking' reward will no longer be rewarded to damage done with LRMs.
   - The 'Killing Blow' reward will now always rewards 30 XP.
   - The 'Kill Assist' reward will now always rewards 30 XP.
   - The 'Narc Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
   - The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
   - Reduce the amount of memory the game would use.

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

- The MechWarrior® Online™ Team

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