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Patch Notes - 1.3.405 - 16-Jun-2015


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#1 InnerSphereNews

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Posted 15 June 2015 - 04:27 PM

Tuesday, June 16th @ 10AM – 1PM PDT
Patch Number: 1.3.405.0

Greetings MechWarriors,

The Inner Sphere strengthened their Resistance forces just in time. Wave Three of the Clan Invasion approaches.

The Ebon Jaguar and Executioner are now rolling off the Clan production lines, en-route for delivery to all eligible MechWarriors. Executioner pilots will be the first to utilize the new MASC system, and preliminary test reports indicate that the increased maneuverability, acceleration, and speed provided by Myomer Accelerator Signal Circuitry offers the potential for it to be a significant tool in the hands (and legs) of a skilled pilot. However, such rewards are not without risk; recklessness will lead to destruction.

Community Warfare map adjustments comprise the bulk of gameplay-related changes in this patch. Defender drop zones in most of the maps have been adjusted to provide Defenders with greater protection from ranged attacks outside their drop zone, while buffs to Defender DropShip armaments and hover duration will provide them with stronger deterrents against enemy 'Mechs inside their zone.
DropShips have been further improved for Attackers and Defenders alike, with targeting system refinements and the addition of Cooldown and Duration Quirks to make their 12 ER Large Lasers an even greater threat.
Additional security protocols are also now in-place around Defender O-Gen's, so blitz-focused Attackers will need to adjust their approaches accordingly.

Rounding out the patch we have standardization changes to the location of Conquest Game Mode capture points, the release of four new Mastery Bundles through the in-game store, improvements to the Patcher and Repair Tool, and a number of other changes and fixes, including an adjustment to AC/UAC geometry scaling for the JagerMech chassis!

Work is underway on further improvements to the new MechLab and Select 'Mech screen in response to community feedback, but in the meantime we're rolling out an array of MechLab bug fixes in this patch.
Lastly we want to give everyone a heads-up that due to the above Community Warfare map changes this patch weighs in a bit heaver than usual, at around 1.3 GB in size.

Read on for all the patch details, and we'll see you on the battlefield!

- The MechWarrior Team

Change Log

New 'Mechs

Ebon Jaguar
  • This 'Mech is currently only available to eligible Wave 3 owners
  • Release date for MC: August 18th
  • Release date for C-Bills: September 15th
Base Loadout details
Spoiler

EBJ-Prime(I)
Spoiler

EBJ-Prime
Spoiler

EBJ-A
Spoiler

EBJ-B
Spoiler

EBJ-C
Spoiler

Executioner
  • This 'Mech is currently only available to eligible Wave 3 owners
  • Release date for MC: August 4th
  • Release date for C-Bills: September 1st
Base Loadout details
Spoiler

EXE-Prime(I)
Spoiler

EXE-Prime
Spoiler

EXE-A
Spoiler

EXE-B
Spoiler

EXE-D
Spoiler


Mastery Bundles

4 New Mastery Bundles have been added to the store.

Griffin Mastery Bundle - 6010 MC
  • 3 'Mech Bays
  • Hero Mech - GRF-1E "Sparky"
  • Champion Mech - GRF-1S(C)
  • Standard Mech - GRF-2N
  • 30 Days Premium time
Trebuchet Mastery Bundle - 7560 MC
  • 3 'Mech Bays
  • Hero Mech - TBT-LG "Loup de Guerre"
  • Champion Mech - TBT-7M(C)
  • Standard Mech - TBT-3C
  • Trebuchet Statue Cockpit Item
  • 30 Days Premium time
JagerMech Mastery Bundle - 6925 MC
  • 3 'Mech Bays
  • Hero Mech - JM6 - FB "Firebrand"
  • Champion Mech - JM6-A(C)
  • Standard Mech - JM6-S
  • JagerMech Statue Cockpit Item
  • 30 Days Premium time
Banshee Mastery Bundle - 9185 MC
  • 3 'Mech Bays
  • Hero Mech - BNC-LM "La Malinche"
  • Champion Mech - BNC-3M(C)
  • Standard Mech - BNC-3E
  • 30 Days Premium time
New Equipment

Myomer Accelerator Signal Circuitry (MASC)
MASC is a new item that can be equipped onto MASC-capable 'Mechs. When active, it temporarily improves the speed and maneuverability of a 'Mech at the risk of damaging their legs.
  • Similar to Jump Jets, MASC can only be equipped on MASC-capable 'Mechs, and the size of the MASC item is based on the max tonnage of the 'Mech.
    • The Executioner is currently the only 'Mech capable of equipping MASC.
      • The Shadow Cat (releasing July 21st) will also be MASC-capable.
    • MASC can be equipped in any location with enough free critical slots.
    • A 'Mech can have only one MASC item equipped to it.
    • MASC is always fixed equipment in OmniMechs.
  • By default, MASC is activated by holding down the Left Alt key.
    • Players can also bind a key to toggle MASC on/off but it is unbound by default.
  • While active, MASC does the following:
    • Imparts its bonuses on the 'Mech (see below).
    • Fills a gauge that appears near the center of the screen.
    • Shakes the 'Mech’s targeting reticle.
      • When MASC is deactivated, there is a slight cooldown before the reticle returns to normal.
    • When MASC is not active, the gauge automatically drains.
  • If the MASC item is destroyed, it immediately ceases to function.
    • There are no other effects from its destruction.
  • If the gauge reaches 75% or higher, damage is immediately applied to the internal structure of each of the 'Mech’s legs.
    • The damage is randomly determined based on the stats of the MASC item.
    • If MASC remains active, and the gauge remains at 75% or above, the damage is reapplied every 0.5 seconds.
      • If MASC is not active, damage will not be applied, regardless of where the gauge sits.
Stats common to all MASC items:
  • Acceleration bonus: +175%
  • Deceleration bonus: +150%
  • Turn rate bonus: +25%
  • Gauge fill rate: 10% per second
  • Gauge drain rate: 2% per second
  • Damage threshold: 75%
'Mechs currently capable of equipping MASC:
  • Executioner
  • Shadow Cat (to be released July 21st)
Information regarding additional MASC 'Mechs will be revealed at a later date.

MASC Item Stats

Inner Sphere MASC
Spoiler

Clan MASC
Spoiler

Gameplay
  • Community Warfare
    • Defender drop zones in most maps have been adjusted and provided with additional protections to prevent Attackers from camping those drop zones.
    • O-Gen's are now secured inside a protective casing.
      • Weapons fire must be directed through an opening at the front of the casing in order to damage the O-Gen.
      • The casing itself cannot be destroyed or damaged.
    • O-Gen placements have been adjusted so that the above casing window faces toward areas around Omega that are exposed to defensive positions and systems.
    • Defender DropShip loadout has been boosted to match the Attacker DropShip loadout:
      • 12 ER Large Lasers
    • Defender DropShips will now hover over the spawn zone for a longer period of time.
    • All DropShips now aim for the Center Torso.
    • All DropShips now prioritize their fire toward defending the drop zones when necessary, rather than engaging enemies outside the drop zones.
    • All DropShips now possess the following Quirks:
      • +25% Cooldown Efficiency
      • -25% Laser Duration
  • Conquest
    • The Conquest Capture Points have been updated for greater consistency between the maps:
      • Team A always owns the Gamma Capture Point at the start of a match.
      • Team B always owns the Sigma Capture Point at the start of a match.
      • Epsilon and Kappa are Neutral at the start of a match, and are located near the borders of the map.
      • Theta is Neutral at the start of a match, and for most maps is roughly located in the 'center' of the map.
        • Viridian Bog and Frozen City: Rather than being located in the approximate 'center' of these two maps, Theta is instead located an equal distance from both Gamma and Sigma, close to a boundary.
General Changes
  • Third-Person Combat Camera has been rebound from F4 to F3.
    • If a player has already bound something to F3, they will keep their custom binding and Third-Person Combat Camera will become unbound.
  • LTD Modules provided with certain Clan Wave 1 Packages can no longer be equipped onto Inner Sphere 'Mechs.
    • Any LTD Modules that you have equipped on an Inner Sphere 'Mech will be automatically un-equipped during the patch downtime.
Patcher and Repair Tool Changes
  • All files are validated after applying a new patch.
  • Repair Tool options save between sessions.
  • Users can change the Repair Tool options after scan (before clicking "Fix").
  • Repair Tool automatically checks for a new version when launched.
'Mech Fixes and Changes
  • JagerMech
    • AC/2, AC/5, UAC/5, and AC/10 scaling has been changed.
  • Spider
    • Fixed Center Torso damage registration.
  • Raven
    • Fixed geometry LOD issues.
  • Cataphract
    • CTF-4X: Fixed an issue where an incorrect cap was used for the Left Arm hardpoint.
  • Jenner
    • Center Torso hit mesh area has been decreased on the sides.
  • Adder
    • Flamers that were fixed to the Center Torso of all Adder variants are no longer fixed.
Map Fixes
  • Emerald Taiga
    • Fixed a patch of trees that were elevated from the ground in D3 sector.
  • Grim Portico
    • Fixed an invisible geometry collision issue on a building in D5 sector.
    • Fixed a collision issue that could cause 'Mechs to get stuck in D5 sector.
  • Sulfurous Rift
    • Fixed a clipping issue with the Banner and Gate in C3 sector.
    • Fixed a geometry LOD issue for a building in E3 sector.
  • Vitric Forge
    • Fixed a collision issue that could cause 'Mechs to get stuck in F3 sector.
General Fixes
  • Fixed the misaligned pumping drill in Conquest Capture Points.
  • Fixed an issue where Artillery and Air Strike explosion effects were not appearing in Testing Grounds.
  • Fixed an issue where a section of the throttle bar would remain highlighted when inverting throttle.
  • Fixed a crash that would occur when equipping and un-equipping Standing or Mounted Cockpit Items with the Hanging Lantern already equipped.
  • Fixed an issue where users would see the DropShip teleport across the sky.
MechLab Fixes
  • Weapon sorting in the Warehouse is now arranged by type (from small to big), instead of alphabetical order.
  • Example: C-AC/2, C-AC/5, C-AC10, C-AC/20...
  • The Save button will be grayed out for your currently selected 'Mech inside the Home, Group, and Lobby Select 'Mech screens.
  • Fixed an issue where Wolverine 'Mechs would display their default colours in MechLab instead of any player-applied colours.
  • Fixed an issue where the Expanded Loadout would disappear for a moment when removing an item for the first time.
  • Select 'Mech screen now shows if Active Probe is equipped or not.
  • Head OmniPods are no longer at the bottom of the list in the Warehouse.
  • OmniPods will no longer be missing from the Warehouse if the player views the Modules tab first.
  • The Current BattleMech box should no longer overlap the Premium Time box.
  • Cancelling a Save after selecting Weapon Groups will no longer cause the screen to go to Weapon Groups upon your next Save.
  • Filtering out your currently selected 'Mech inside the Select 'Mech screen will now cause the Info for that 'Mech to disappear from the 'Mech Info window on the right.
  • The 'Hide Overlays' button inside the Faction screen will no longer appear in MechLab after changing the resolution.
  • The AMS Overload LTD and Enhanced Narc LTD modules will now appear properly in the Warehouse without having to filter by Owned Items.
  • Players can no longer equip both the Standard and LTD versions of the same Module on the same 'Mech.
  • Fixed an issue where choosing a 'Mech in Select 'Mech and then selecting a tab in the Warehouse would sometimes cause that tab to be blank.
  • The 'Mech Stats window should no longer appear over top of the 'Mech Components when using 1366x768 resolution.
  • Loadout errors should no longer be cut-off when using 1024x768 screen resolution.
  • The cost of a Ferro Fibrous Upgrade should no longer display the sum of all other Upgrades.
  • 'Mech XP is now formatted with proper comma separations in the Current BattleMech box.
See you on the battlefield!
- The MechWarrior® Online™ Team

#2 Kageru Ikazuchi

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Posted 15 June 2015 - 04:29 PM

Wow .. giant wall of early patch notes ... this is going to take a while to digest ...

My feedback hidden here ...
Spoiler

Edited by Kageru Ikazuchi, 16 June 2015 - 12:36 PM.


#3 Sereglach

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Posted 15 June 2015 - 04:43 PM

View PostKageru Ikazuchi, on 15 June 2015 - 04:29 PM, said:

Wow .. giant wall of early patch notes ... this is going to take a while to digest ...

No kidding, and what a beautiful wall of patch notes they are. Looks like good stuff overall, like usual recently. Keep the good patch notes and solid bug-fixes coming in.

#4 Zfailboat

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Posted 15 June 2015 - 04:54 PM

So we still have the bug where some team mates mechs types don't appear at the start of end of a match in the "Ready up screen"

I would have thought that this was fixed already.

Also its going to be funny to see how long it takes adder pilots to realise that they can take that flamer off now.

Edited by Zfailboat, 15 June 2015 - 04:54 PM.


#5 Mcgral18

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Posted 15 June 2015 - 04:55 PM

As we all expected; Cauldron Born medium movement archetype.


And perhaps Myth Lynx could have the cAP removed? It's over 10% of the available pod space. At least the Badder now has 5 E hardpoints, and 16.5 tons of pod space.

#6 Fenrisian Wolf

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Posted 15 June 2015 - 04:56 PM

Are we going to be getting our loyalty medallions tomorrow from our factions taking the amount of planets during the invasion?

#7 El Bandito

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Posted 15 June 2015 - 04:57 PM

Adder players rejoice!

And Jenner is less of a walking CT!

#8 Destructicus

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Posted 15 June 2015 - 04:59 PM

super stoked for Jaeger geometry tweaks!

#9 Kozenger

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Posted 15 June 2015 - 05:01 PM

I'm really interested in the Jenner changes.

#10 ALKALIN3

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Posted 15 June 2015 - 05:04 PM

Wasn't there to be a quirk pass this patch or am I mistaken?

#11 Twilight Fenrir

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Posted 15 June 2015 - 05:09 PM

F*ing awesome guys! Wow! That's a big patch! You guys have been busy! How I wish to smear this patch in the faces of all those people who ***** about things never changing, lol. The CW improvements are HUGE :D

And.. of course... MY CAULDRON BORN <3

View PostFenrisian Wolf, on 15 June 2015 - 04:56 PM, said:

Are we going to be getting our loyalty medallions tomorrow from our factions taking the amount of planets during the invasion?

Very good question! This was supposed to be in this patch as well.

#12 FupDup

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Posted 15 June 2015 - 05:14 PM

I don't like that the MASC percentage buff gets lower as your mech's weight gets lower. :\ Why does Scat only get 10% when the Exe gets 20%? Sadface.

Edited by FupDup, 15 June 2015 - 05:16 PM.


#13 Odanan

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Posted 15 June 2015 - 05:16 PM

I think the Trebuchet Mastery Pack price has a typo. It can't be more expensive than the JagerMech...
(maybe it's 5560 instead of 7560)

#14 Dakkss

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Posted 15 June 2015 - 05:16 PM

It's a good thing I don't play CW because getting cored by 12 aimbotting super buffed ER Large Lasers doesn't sound like my cup of tea... Especially now that even the O-Gens have armour over them now.

#15 process

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Posted 15 June 2015 - 05:19 PM

Everything sounds good. It's not mentioned, but I hope they addressed the modules tab jumping across the screen in the mechlab.

View PostDak Darklighter, on 15 June 2015 - 05:16 PM, said:

It's a good thing I don't play CW because getting cored by 12 aimbotting super buffed ER Large Lasers doesn't sound like my cup of tea... Especially now that even the O-Gens have armour over them now.


Hopefully the dropzones are located well outside the attacker's line to the objectives. The gauntlet we have now would be ridiculous with the new laser mechanic.

#16 Domenoth

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Posted 15 June 2015 - 05:22 PM

View PostInnerSphereNews, on 15 June 2015 - 04:27 PM, said:

  • LTD Modules provided with certain Clan Wave 1 Packages can no longer be equipped onto Inner Sphere 'Mechs.
    • Any LTD Modules that you have equipped on an Inner Sphere 'Mech will be automatically un-equipped during the patch downtime.

I'm really really confused by this. Why make this change? The non-LTD versions work on both types of Mechs don't they?

Edit (credit to Brut4ce):

InnerSphereNews, on 28 May 2014 - 09:01 AM, said:

Addendum Note:
There has been a mis-understanding in the latest V-Log (#4) when talking about the Clan Modules. These specialized Clan Modules are included with the various Clan Packs that are on sale. These modules are visually different from the non-Clan Pack version which is available for C-Bills to all players.

Yes, you can take a Clan Pack Module that you got with your Clan Pack and put it on your InnerSphere 'Mechs. It will keep its unique visual effect.

You can also buy the exact same module as the Clan Pack Module but it will not have the same visual effect and put those on your InnerSphere and/or Clan 'Mechs as well. There is no P2W scenario here and we wanted to make sure we clarified this as soon as possible. Sorry for any confusion this may have caused.

Edited by Domenoth, 16 June 2015 - 12:54 AM.


#17 ALKALIN3

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Posted 15 June 2015 - 05:23 PM

0 jump jets on all Executioners?

#18 Nightshade24

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Posted 15 June 2015 - 05:27 PM

View PostEl Bandito, on 15 June 2015 - 04:57 PM, said:

Adder players rejoice!

And Jenner is less of a walking CT!

I am actually deeply saddened by the Removal of the Flamer as hardwired.

PGI could have ya know fixed the flamer instead and gave the firestarter and adder flamer quirks... but nope. Instead they kinda screwed over the most famous part of an Adder...

What's next? Missile hardpoints on the timberwolf and catapult are mounted low?
Skull on the Atlas is removed due to being to bright, unnecessary, and damaging its survival?
Hunchbacks cannon is moved to the lower torso?
Stormcrow is no longer a chicken walker to help make it an easier target?

#19 Domenoth

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Posted 15 June 2015 - 05:33 PM

View PostNightshade24, on 15 June 2015 - 05:27 PM, said:

Instead they kinda screwed over the most famous part of an Adder...

Would we call that the most famous part of an adder?

#20 process

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Posted 15 June 2015 - 05:35 PM

View PostDomenoth, on 15 June 2015 - 05:22 PM, said:


I'm really really confused by this. Why make this change? The non-LTD versions work on both types of Mechs don't they?


I think it's referring to these four:

SHOCK ABSORBANCE
SPEED RETENTION
ENHANCED NARC
AMS OVERLOAD

Yeah this one made me scratch my head too. I guess the narc and AMS ones make sense since they're Clan-weapon-specific, but the other two are just mech modules. Guess we'll find out tomorrow.





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