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Patch 1.3.307 Is Live!


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#1 InnerSphereNews

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Posted 29 July 2014 - 08:44 AM

"The old ways of war are dead, Father, and we must adapt, or die!" -Kanrei Theodore Kurita

[color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Greetings MechWarriors![/color]

[color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]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.[/color]

[color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]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![/color]

Front End

Module Slot System
[color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Modules and module slots are now sorted into three categories:[/color]

  • Weapon Modules
  • 'Mech Modules
  • Consumables
    [/list]

    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]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.[/color]

    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Once you mastered a 'Mech you will gain an extra 'Mech module slot.[/color]
    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.[/color]
    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.[/color]

    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-S 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
    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]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.[/color]


    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Clan Weapon Modules - Range[/color]

    • 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
      [/list]

      Fall Damage Balancing
      [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]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.[/color]

      • 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
        [/list]

        '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.
            [/list]
          • All Hunchbacks:
            • +10 internal structure in the Right Torso
              [/list]
            • All Awesomes:
              • -12.5% heat generated by energy weapons
              • +10% faster heat loss
              • +17% Center Torso (front) armor
                [/list]
              • All Dragons:
                • -5% ballistic cool-down rate (re-fire rate)
                • -5% heat generated by ballistic weapons
                • +10% torso twist yaw speed
                  [/list] [/list]

                  [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]Arm Lock feature to be able to bound to a button hold OR toggle[/color]

                  • 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
                      [/list]
                    • 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
                        [/list] [/list]

                        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
                            [/list] [/list]

                            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.
                              [/list]

                              Known Issue

                              • Modules equipped before the patch are not immediately visible. Fix: Save the Mech and reload the Loaout menu to make them re-appear.
                              • 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
                                  [/list] [/list]

                                  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
                                    [/list]

                                    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]We thank you for your patience and we look forward to seeing you on the battlefield![/color]

                                    [color= rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);]- The MechWarrior® Online™ Team [/color]



#2 MoonUnitBeta

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Posted 29 July 2014 - 08:45 AM

Awesome!

#3 Luke Garrad

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Posted 29 July 2014 - 08:50 AM

I hope we receive performance fixes.

Edited by Luke Garrad, 29 July 2014 - 08:50 AM.


#4 Jody Von Jedi

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Posted 29 July 2014 - 08:51 AM

No patch notes? :)

#5 Mordale

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Posted 29 July 2014 - 08:54 AM

Are we getting the Urban Mech??? OR how about the Hero spider??

#6 BARBAR0SSA

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Posted 29 July 2014 - 08:54 AM

Yeah Server Desync fix would be great, just happened yet again, love it when it goes stationary mech mode right after I sneek up behind them

#7 Triordinant

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Posted 29 July 2014 - 08:54 AM

All I need to know is if this is the patch that will enable up to 48 airstrikes and artillery fire missions per match (by assigning every 'mech 2 consumables-only module slots). I need the info in order to plan my next two weeks.

#8 xeromynd

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Posted 29 July 2014 - 08:56 AM

View PostMoonUnitBeta, on 29 July 2014 - 08:45 AM, said:

Awesome!


View PostMoonUnitBeta, on 29 July 2014 - 08:45 AM, said:

Awesome!



View PostMoonUnitBeta, on 29 July 2014 - 08:45 AM, said:

Awesome!


View PostMoonUnitBeta, on 29 July 2014 - 08:45 AM, said:

Posted Image


Could it be???? The second coming?

#9 Bhael Fire

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Posted 29 July 2014 - 08:57 AM

After mention of an imminent patch, the chanting ensues...

Patch Notes...Patch Notes...Patch Notes...Patch Notes...Patch Notes...Patch...

#10 Catalina Steiner

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Posted 29 July 2014 - 09:02 AM

Patch notes...patch notes...patch notes...patch notes... *taking breath* ...patch notes...patch notes...patch notes...

#11 Katrina Steiner

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Posted 29 July 2014 - 09:48 AM

patch notes are here http://mwomercs.com/game/patch-notes

#12 stjobe

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Posted 29 July 2014 - 09:48 AM

View PostCatalina Steiner, on 29 July 2014 - 09:02 AM, said:

Patch notes...patch notes...patch notes...patch notes... *taking breath* ...patch notes...patch notes...patch notes...

... are up.

#13 Sky Hawk

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Posted 29 July 2014 - 09:48 AM

Madel du bist Verrückt! Wo ist es... Ja!: :angry: + :)

#14 Besterino

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Posted 29 July 2014 - 09:50 AM

SLIIIIIIIiiiiiiiiiiiiiiii!

#15 Myke Pantera

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Posted 29 July 2014 - 09:50 AM

Looking forward to the quirk system, and how it hopefully will be used to diversify the mechs at our disposal and enhance some undesirable mechs along the way.

Not so much looking forward to the new module system, but let's see how it turns out in action.

Edit:
Gameplay Improvements, Performance, Known Issues and Bugfixes all sound good!
Auto refill for consumables sounds good, although i don't use them.

Edited by Myke Pantera, 29 July 2014 - 02:43 PM.


#16 Hex Pallett

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Posted 29 July 2014 - 09:52 AM

Quote

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


All of these. Made me so happy I almost wanted to spend money on MWO again. Maybe I should....

Edited by Helmstif, 29 July 2014 - 09:52 AM.


#17 ArtimusClydeFrong1

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Posted 29 July 2014 - 09:56 AM

Hey, I just activated a day of premium time because it's my day off.... Will I be credited for the lost time?

#18 MuonNeutrino

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Posted 29 July 2014 - 09:58 AM

Mixed feelings here. On the one hand, yay armlock is fixed, inner sphere mech quirks are ACE (I hope we see more of these in the future!), fall damage tweaks are good, and I really won't miss the desync-o-doom. On the other hand, while the *idea* of this module system revamp is good, I really don't like how it's implemented.

The basic idea makes sense. Modules do naturally fall into these three categories, and if they want to make all three types useful it would be nice if they didn't compete with each other, especially weapon modules. It also offers the chance for them to customize and tweak individual mechs in a more finely detailed way. However, they really missed the chance to do this properly.

For starters, there should have been a lot more use of this to balance weaker classes. *ALL* lights and mediums (with the possible exception of the nova and stormcrow) should have gotten the +1 mech module, and then some specific ones should have gotten additional module boosts on top of that. These two classes still lag behind their heavier compatriots in a big way, and this system is the absolutely *perfect* way to start addressing that. if all lights and mediums could bring 2/2/3 after mastery and then some of them could bring a 4th mech module or a 3rd consumable/weapon, it would be a chance to actually partially represent in-game the utility/versatility benefits that medium and light mechs are supposed to have in lore in addition to providing a much needed boost in power.

Similarly, the relative balance between weapon, consumable, and mech modules would have given a chance to differentiate the classes. For example, imagine that assault mechs got only 1 consumable but 3 weapons. Once weapon modules actually get fully fleshed out to be *useful*, this would be a neat way to emphasize assault mechs as the kings of all dakka. Lights might do the reverse and sacrifice a weapon module for a consumable. Mediums could have 2/2/2 stock to emphasize their roles as jack-of-all-trades. None of those *particular* suggestions are set in stone, but they could do things along those general lines to try and differentiate classes.

Instead, most stuff is all the same as everything else, with a few weaker mechs getting a bonus out of pity. And, of course, while the total number of slots goes up, the limiting of the number of slots in any category further highlights the balance problems that individual modules have. This isn't a problem that the module *system* causes, mind you, but this system is just going to make it even more obvious that strikes, seismic, and radar dep rule the module world. The vast differences in power between various modules in the same category isn't something that a revamp of the module system is going to be able to fix, of course, but it *is* something they're going to have to address at some point.

#19 Aleski

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Posted 29 July 2014 - 09:59 AM

Ha ha ha this new quirks system is just so COOL!

You deserve a high five, PGI =)


I really want to test my Hunchback, Centurion, dragons and PB with this new quirks!!

Dragons and Awesome have always been hate, it's time for the revenge of this chasiss!!!! :)

#20 Crotch RockIt

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Posted 29 July 2014 - 09:59 AM

Seems kinda odd to me that PGI thought the SHD-2H needed a module buff. Not that I'm complaining though. :)





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