For ease of use the link above goes to the original location but i am pasting the meat of it here:
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New Hero Mech
“The X-5” CDA-X5
- Base Mech: Cicada
- Tonnage: 40
- Engine: 330 XL
- Max Engine Rating: 340
- Top Speed: 133.7 kph
- Torso Twist: 125 degrees to each side
- Armor: 268 points Ferro-Fibrous
- Weapons & Equipment:
- Left Arm: Medium Laser
- Left Torso: Medium Laser, SRM 2
- Right Torso: Medium Laser, SRM 2
- Right Arm: Medium Laser
- Hardpoints:
- Left Arm: 1 Energy
- Left Torso: 1 Energy, 1 Missile
- Right Torso: 1 Energy, 1 Missile
- Right Arm: 1 Energy
- Internal Structure: Endo-Steel
- Heat Sinks: 13 Double
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
- 30% C-Bill Bonus
New Hanging Cockpit Items
- 50 cal. bullet necklace
- Peace sign necklace
- Dog tag necklace
- Air freshener
- Fuzzy dice
- Stats Tracking
Savior Kills: Upon killing an enemy Mech. If that enemy had been attacking a teammate who has a critical component that is 50% health or lower within the last 10 seconds you will be awarded 7500CBills, and 150XP.
Defensive Kills: Upon killing an enemy Mech. If that enemy was currently capping a base, anyone who had attacked the capturing Mech within the last 10 seconds will be awarded 7500CBills, and 150XP.
The game will now track Mech Stats, Weapon Stats, Map Stats, Game Mode Stats and Pilot Module Stats.
Mech Stats being tracked:
- Matches Played.
- Number of Wins.
- Number of Losses.
- Number of Kills.
- Number of Deaths.
- Total amount of Damage Done.
- Total amount of XP earned.
- Total time in seconds this Mech has been played.
Weapon Stats Being tracked:
- Matches Played.
- Number of times the weapon has been fired.
- Number of times the weapon has hit and enemy.
- The amount of time in seconds this weapon has been equipped.
- The total amount of damage this weapon has dealt to the enemy.
Map Stats being tracked (per map basis):
- Matches Played.
- Number of Wins.
- Number of Losses.
- The amount of time in seconds this map has been played.
Game Mode Stats:
- Matches Played.
- Number of Wins.
- Number of Losses.
- Total amount of XP earned in this game mode.
- Total amount of CB earned in this game mode.
Pilot Module Stats:
- Matches Played.
- Number of wins with this equipment.
- Number of losses with this equipment.
Testing Grounds
- Choosing "Testing Grounds" from the game modes selection (the button next to the Launch button) will take you to the Testing Grounds.
- In the Testing Grounds, you'll be loaded into a random map with the Mech that you had readied in the MechLab.
- You can explore the map and test your weapons against 8 "dummy" Mechs.
- Exit back to the MechLab by pressing Esc and selecting Quit Match.
- Playing in the Testing Grounds has no effect on your stats.
- NOTE Battle Mech Efficiencies and Pilot Efficiencies do not work in Testing Grounds. This will be fixed in a later patch.
Gameplay
Cicada Variant Quirks
- CDA-2A: Received an additional module slot (this gives it 2 now, like the other variants). Torso twist angle increased by 5 degrees to each side. Torso movement speed increased by 10%. Turning rate increased by 5%.
- CDA-2B: Torso twist angle increased by 5 degrees to each side. Arm movement speed increased by 22%. Turning rate increased by 5%.
- CDA-3C: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%.
- CDA-3M: Turning rate decreased by 5%. Acceleration decreased by 10%.
- CDA-X5: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%.
Trial Battle Mech's
- COM-3A
- TBT-7M
- DRG-1C
- STK-4N
Artemis Tuning
- When you fire a volley of Artemis guided missiles (from an Artemis equipped missile launcher, with line of sight to the target), they travel through the air in a distinct formation.
Dynamic Capture Points
- Assault : When a mech from the opposing team is in the capture area the beams turn red. When mechs from both teams are in the capture area the beams will flash yellow. When the capture area is idle the beams are green.
- Conquest : When a mech is in a capture area the beams will turn red. When a mech from both teams is in the capture area the beams flash yellow. When no one is in the capture area the beams are green.
Front End
MechLab Improvements:
- Added Roll-overs for all relevant items in the New Mech Details panel and Current Mech Details panel.
- When rolled-over, icons show up over the Mech image showing distribution of the item.
- Added Free Slots entry (when dynamic slots are present, info on the number of dynamic slots is shown in addition to empty slots).
- Moved the Sell Mech, Select Mech (for ready list) and Buy New Mech buttons into the bay icons.
Performance
- Host state rewinding is now implemented for instant fire weapons (i.e. lasers, machine guns, flamers); meaning you should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.
- Lowered drawcall cost of many buildings in industrial section of Caustic Valley.
- Tweak to Forest Colony lighting - Less but brighter more natural fog, further Depth of Field, brighter ambient.
Bug Fixes
Gameplay
- Fixed an issue where sometimes user will sees an opponent Target Indicator even though this opponent is not in sight.
- BAP now deactivates it's bonuses when module is disabled.
- LRM paths now look more realistic without predictable 'pinching' or certain weird looking formations.
Stats
- Fixed empty kill message.
- Fixed awarding component destruction on disconnected allies.
- Fixed user name not appearing on disconnected player.
Networking
- Fixed some issues with CryEngine networking that would adversely affect connections with loss or variable latency.
Maps
- Increased depth of some barrier walls in River City to resolve missile collision issues.
Known Issues
- Sometimes the Battlegrid or other HUD elements will be corrupted/missing in-game.
BAM! again
Edited by Agent of Change, 05 March 2013 - 11:25 AM.






















