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August 6Th - 12V12 Patch!


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#1 InnerSphereNews

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Posted 06 August 2013 - 09:40 AM

Today is patch day - but not just any patch day. Today brings us 12 versus 12 matches! To celebrate, we present to you this video, created by merc corp Bravo Whisky Charlie.

Many of you have been in the 12 versus 12 test matches, now it's live for everyone! So go out there, and enjoy!

We'll see you on the battlefield, twenty-four at a time.

Cheers, The MechWarrior Online Team

 

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(C)

  • 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(C)
  • 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 -Muta-

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Posted 06 August 2013 - 09:42 AM

What else other than 12 vs 12? anyone knows

#3 Druidika

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Posted 06 August 2013 - 09:44 AM

Quote

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


I'd love to know the reason for that. Making mechs die even faster doesn't seem necessary.

Edited by Druidika, 06 August 2013 - 09:45 AM.


#4 Tennex

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Posted 06 August 2013 - 09:47 AM

awesome patch.

so can you still have 4 SRM4s with no boating penalty?

Edited by Tennex, 06 August 2013 - 09:48 AM.


#5 Bilbo

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Posted 06 August 2013 - 09:49 AM

View PostTennex, on 06 August 2013 - 09:47 AM, said:

awesome patch.

so can you still have 4 SRM4s with no boating penalty?


No. It's now set to 3.

#6 Ransack

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Posted 06 August 2013 - 09:54 AM

  • Numbers between 4-12 will be addressed when we get tonnage limits into the game.
Just when will that be? It is truly mind boggling that groups of more than 4 has yet to be addressed. Why do we need tonnage limits for groups of 4-11 but nowhere else?

#7 Bobdolemite

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Posted 06 August 2013 - 09:55 AM

Crits to components can only be applied after armor is depleted and internals are exposed. This is a significant change and I will enjoy testing it out. Seems like they are trying to increase the value of stripping armor and then providing more consistent crit damage to internals.

Love the duration changed to pulse lasers

Love the heat to PPC (HSR took care of the previous problem mostly - should be interesting to test)

and 12v12 is seriously making me hate that yellow maintenance symbol...... (thank god no 8 man in general queue yet)


Still though would like to see JJ from 0 kph and airspeed addressed (JJ's in general need to be looked at but the aforementioned are the most glaring IMO)

Also tuning of the new movement mechanic and the other old dead horses. Im very optimistic about this patch though I must say.

Edited by Bobdolemite, 06 August 2013 - 09:56 AM.


#8 SiR SockMonkeyDonkey

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Posted 06 August 2013 - 09:55 AM

nice. ;) 12v12 I'm going to need more long ranged ammo lol.

#9 NvSylvenau

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Posted 06 August 2013 - 09:56 AM

hey guys,

today is patch-day! i'm so suprised, i didn't expected a patch this week, so GREAT here is 12vs12 ;)

well done!

#10 Tennex

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Posted 06 August 2013 - 09:57 AM

They need to learn some camera angles from Celestial. All of PGI's videos are missing a sense of awe and scale.




then again their 12vs12 video was made by http://the-bwc.com/smf/index.php
But even PGI could learn from Celestial

Edited by Tennex, 06 August 2013 - 10:01 AM.


#11 EvilTwinTepe

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Posted 06 August 2013 - 09:57 AM

Lots of great stuff - but 2x XP only for first win? 2x CBills would be far better, and both doubled would be perfect!

Edited by EvilTwinTepe, 06 August 2013 - 10:40 AM.


#12 tuffy963

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Posted 06 August 2013 - 09:58 AM

View PostRansack, on 06 August 2013 - 09:54 AM, said:

  • Numbers between 4-12 will be addressed when we get tonnage limits into the game.
Just when will that be? It is truly mind boggling that groups of more than 4 has yet to be addressed. Why do we need tonnage limits for groups of 4-11 but nowhere else?



They said it would get addressed in the future. Priorities....

#13 Bromineberry

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Posted 06 August 2013 - 10:01 AM

View PostInnerSphereNews, on 06 August 2013 - 09:40 AM, said:

Players can launch in groups of 1,2,3,4,12.


First I was very happy ro read about the 12vs12. But why in the name of god do you allow 12man premades? I'm really looking forward to running into them...not: 0 vs 12: "GG, CLOSE!"

Edited by Bromineberry, 06 August 2013 - 10:01 AM.


#14 PoLaR

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Posted 06 August 2013 - 10:02 AM

Two patch day posts?

#15 Vassago Rain

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Posted 06 August 2013 - 10:02 AM

12v12 is dead already.

#16 Tennex

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Posted 06 August 2013 - 10:06 AM

"Started by Fingonar, Today, 09:48 AM"

BTW patch is live people!

View PostBilbo, on 06 August 2013 - 09:49 AM, said:


No. It's now set to 3.


well thats silly, nobody even used SRM4s in the firat place, why would they penalize it. now even less people are going to use SRM4s.

Edited by Tennex, 06 August 2013 - 10:07 AM.


#17 Druidika

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Posted 06 August 2013 - 10:07 AM

View PostBromineberry, on 06 August 2013 - 10:01 AM, said:


First I was very happy ro read about the 12vs12. But why in the name of god do you allow 12man premades? I'm really looking forward to running into them...not: 0 vs 12: "GG, CLOSE!"


Just in case you are not trolling: 12 man groups will only play against other 12 man groups.

Edited by Druidika, 06 August 2013 - 10:07 AM.


#18 Beik Ross Norst

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Posted 06 August 2013 - 10:11 AM

yea! Now we can stop complaining about the huge maps needing 12 vs 12 lol, I like the First Victory of the Day XP! Hope players don't throw a match away if they think they can win bigger next time (and gain even more x2 XP).

#19 Chronojam

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Posted 06 August 2013 - 10:11 AM

Posted Image

#20 Ken Fury

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Posted 06 August 2013 - 10:13 AM

I posted something in the thread before this thread....

Did threads get merged and posts lost? Or was the other thread deleted?





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