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Patch Day - August 6Th - LIVE!


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#1 Garth Erlam

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Posted 06 August 2013 - 09:21 AM

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


EDIT: And we are LIVE LIVE LIVE!

Patchnotes:

Greetings MechWarrior!
I just wrote you folks a week ago but I can’t get enough of you! And you can’t get enough of me right? Anyway I am here to say; ”This patch is Legen ... wait for it … dary.”
  • BAM! 12 vs. 12!
  • POW! First Victory of the Day!
  • KAPLOW! New Hero Mech! GOLDENBOY!
Not to mention:
  • PEW! New Trial Mechs!
  • PEW! New Gameplay Tuning!
  • PEW! New Champion Mech! (available for purchase Mid-August)
Read on for the details. NOTHING WILL BE THE SAME AFTER THIS!

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

Content

New Hero Mech
"Golden Boy" KTO-GB


  • Tonnage: 55
  • Engine: 220 XL
    • Top Speed: 64.8 kph
    • Max Engine Rating: 290
  • Torso Movement:
    • 90 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 30 degrees up and down.
  • Armor: 368 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
    • Left Arm: SRM 6 x2, Medium Pulse Laser
    • Center Torso: SRM 4 x2
    • Right Torso: SRM 6
    • Right Arm: Medium Pulse Laser x2
  • Hardpoints:
    • Left Arm: 1 Energy, 2 Missile
    • Left Torso: 1 AMS
    • Center Torso: 2 Missile
    • Right Torso: 1 Missile
    • Right Arm: 2 Energy


  • Heat Sinks: 14 Double


  • Jump Jets: 0 (0 Max)


  • ECM Capable?: No


  • Module Slots: 2
  • Movement Archetype: Medium
  • 30% C-Bill Bonus
New Trial Champion Mech

Catapult CPLT-A1©


  • Tonnage: 65
  • Engine: 280 Standard
    • Top Speed: 69.8 kph
    • Max Engine Rating: 315
  • Torso Movement:
    • 120 degrees to each side.
    • 16 degrees up and down.
  • Arm Movement:
    • 0 degrees to each side.
    • 35 degrees up and down.
  • Armor: 394 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Left Arm: LRM 15, Streak SRM 2 x2
    • Right Torso: Beagle Active Probe
    • Right Arm: LRM 15, Streak SRM 2 x2
  • Hardpoints:
    • Left Arm: 3 Missile
    • Right Torso: 1 AMS
    • Right Arm: 3 Missile


  • Heat Sinks: 10 Double


  • Jump Jets: 0 (4 Max)


  • ECM Capable?: No


  • Module Slots: 2
  • Movement Archetype: Large
New Trial Mechs
  • Raven RVN-2X
  • Cicada CDA-3C
  • Catapult CPLT-A1©
  • Victor VTR-9K
Gameplay
  • 15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.
    • This is only applied to the critical damage done. Base weapon damage is not taken into account.
    • Critical damage is not applied through armor.
    • Armor must be reduced to 0% before any crit damage is applied to internals.
  • Large Pulse Laser duration reduced to 0.6 (down from 0.75)
  • Medium Pulse Laser duration reduced to 0.6 (down from 0.75)
  • ER Large Laser base heat reduced to 8.5 (down from 9.5)
  • PPC base heat increased to 9.0 (up from 8.0)
  • ERPPC base heat increased to 12.0 (up from 11.0)
  • SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)
  • 12v12 gameplay is now in.
    • The 8-man queue is now replaced by a 12-man queue.
    • Players can launch in groups of 1,2,3,4,12. Numbers between 4-12 will be addressed when we get tonnage limits into the game.
    • CB rewards have been adjusted to compensate for the additional 4 players on the battlefield.
  • Assault mode base captures now take longer.
  • Conquest point captures now take longer.
  • Players should be aware that capping in Conquest mode takes longer now, and that it is often wise to pre-plan your routes to account for that.
Performance
  • Created low and medium spec optimized versions of weapon effects.
  • Removed ground level vegetation and debris in Forest Colony and Forest Colony Snow for low spec.
Bug Fixes
  • Added missing LOD's to Quickdraw Battlemech.
  • Added missing LOD's to Highlander Battlemech.
General


First Victory of the Day
  • The first time of each day you win a match for each 'Mech variant (owned or trial), you will earn double the XP rewards at the end of the match
  • If one of your Mechs is eligible for the first victory bonus, it will be marked with an "XP x2" icon in its Mech Bay
  • Once you earn a first victory bonus with a 'Mech, you can't earn the bonus again for that 'Mech until the eligibility resets at 12:00 AM UTC
We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® Online™ Team

#2 Destructicus

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Posted 06 August 2013 - 09:27 AM

TELL ME MORE
12v12 is way bigger than Goldenboy


edit*
After reading the patchnotes and Garth stating "that nothing will be the same" I'm feeling pretty optimistic at the moment

Edited by Destructicus, 06 August 2013 - 10:02 AM.


#3 Miken

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Posted 06 August 2013 - 09:27 AM

finally!

#4 Cmdr Kat

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Posted 06 August 2013 - 09:29 AM

12 v 12 - Terra Therma may become more playable ;)

We like...

#5 Tennex

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Posted 06 August 2013 - 09:29 AM

View PostGarth Erlam, on 06 August 2013 - 09:21 AM, said:

  • SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)






ouch why would anybody want to use SRM4s now

not like they were overused before, or ever used for that matter. having SRM4s at a 4 threshold would have been a good incentive to have people actually use that weapon, instead of just using the biggest small range missile they can like they've always been donig.

(and lets not get started on SRM2s, why do they even exist)

Edited by Tennex, 06 August 2013 - 09:35 AM.


#6 Ozric

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Posted 06 August 2013 - 09:29 AM

12vs12. Boom.

#7 Big Giant Head

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Posted 06 August 2013 - 09:30 AM

12v12 !! OMG

#8 Ryvucz

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Posted 06 August 2013 - 09:32 AM

Oh no, what if we own every mech in the game?

I'll be spending all day just to earn first day wins for a few mechs. =S

#9 Druidika

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Posted 06 August 2013 - 09:33 AM

Let's hope the 12v12 queue is not a complete still birth.

Quote

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


Yet another new and strange mechanic without any reason. Praised be Paul!

Edited by Druidika, 06 August 2013 - 09:35 AM.


#10 Asgeir

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Posted 06 August 2013 - 09:33 AM

12 vs 12, and did you notice the mention of tonnage limits? That there is such a major issue and it looks like it will be getting some love. All the reason I need to roll back into this game hard.

#11 Gwaihir

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Posted 06 August 2013 - 09:34 AM

lol

#12 Kanajashi

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Posted 06 August 2013 - 09:35 AM

Patch looks awesome! Too bad I'm stuck at work for the next 6 hours ;)

#13 Gevurah

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Posted 06 August 2013 - 09:35 AM

Posted ImagePosted Image

#14 Wales Grey

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Posted 06 August 2013 - 09:35 AM

Quote

  • SRM6 and 4 have a shared Max Alpha of 3. (SRM4s used to have a 4 threshold)


Good job at making a hero mech that trips the #magnumopus #swagradiation #idiotheatideathatdoesnothing with its stock loadout, PGI! I thought that SRMs were part of the pinpoint damage problem, or did I misread your tweets about that?

#15 Ken Fury

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Posted 06 August 2013 - 09:35 AM

Isn't it funny that the new Hero can't alpha without suffering from Ghost heat?

Another amusing fact: It was announced that the increase in Base PPC heat would be accompanied by a reduction in the Ghost heat effect. I wonder if that did make it in.

All in all I hope everyone will have fun in 12vs12 with the new additional Crit mechanic. Good fight and have fun.

Communication is Key.

#16 I C Wiener

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Posted 06 August 2013 - 09:35 AM

Nice ;)

#17 Jojobird

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Posted 06 August 2013 - 09:36 AM

;)

#18 Phorashi

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Posted 06 August 2013 - 09:36 AM

So I'm gonna not patch and keep playing War Thunder I guess.

#19 Sprouticus

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Posted 06 August 2013 - 09:37 AM

Quote

15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.
  • This is only applied to the critical damage done. Base weapon damage is not taken into account.
  • Critical damage is not applied through armor.
  • Armor must be reduced to 0% before any crit damage is applied to internals.


Ok, I am confused. I thought the 'critical damage' was based upon the base damage of the mech. Am I mistaken?

#20 Chavette

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Posted 06 August 2013 - 09:37 AM

View PostGarth Erlam, on 06 August 2013 - 09:21 AM, said:


    • Players can launch in groups of 1,2,3,4,12. Numbers between 4-12 will be addressed when we get tonnage limits into the game.

Extra notes like these are very welcome. We love when we don't have to pull out every info with force. ;)





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