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Patch Notes Are Up.


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#1 Dyson Ring

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Posted 16 April 2013 - 09:38 AM

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

Patch Notes April 16th, 2013

Open Beta Update #15

Upcoming Patch - Tuesday April 16th @ 10AM – 1PM PDT

Patch Number: 1.2.214

Change Log

UPDATE

Greetings MechWarriors!

Can you hear the sound of bagpipes off in the distance? That is the sound of the Highlander standard variants marching into your Mech Bay. This ‘Mech is a sight to behold and now you can take it for a spin without having to be in a hot pink Hero ‘Mech.

Introducing our first Champion ‘Mech! Chosen by the people for the people! The Dragon 5N is the first stock ‘Mech to get the Champion treatment with a 10% XP boost. Will this replace your existing DGN 5N? Will this be your first Dragon? Take the Trial ‘Mech 5N version for a spin and see how effective this ‘Mech is.

Battlefield coordination just got easier. We have added Lances and Lance Commander who can issue orders on the Battle Grid. The Team Commander can now issue orders to both Lances. You can press U to start a Lance Chat message in game. Read and use this feature to coordinate your team and dominate the battlefield!

For those customization lovers we have new 'Mech statues for your cockpit and a cool new pattern called "Fractal".

We have projectile network improvements as well. Auto-Cannons, Gauss Rifles, and PPCs are affected by this change. This should make some more builds effective for players with high latency.

- Matt Newman

Content

Highlander HGN-732

- Tonnage: 90.
- Engine: 270.
- Top Speed: 48.6 kph.
- Max Engine Rating: 325.
- 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: 554 (Ferro-Fibrous).
- Weapons & Equipment:
- Left Arm: SRM 6.
- Left Torso: LRM 20.
- Right Torso: 2 Medium Lasers.
- Right Arm: Gauss Rifle.
- Internal Structure: Standard.
- Hardpoints:
- Left Arm: 2 Missile.
- Left Torso: 1 Missile, 1 AMS.
- Right Torso: 3 Energy.
- Right Arm: 1 Ballistic.
- Heat Sinks: 12 Single.
- Jump Jets: 3 (3 Max).
- ECM Capable?: No.
- Module Slots: 2.

Highlander HGN-733

- Tonnage: 90.
- Engine: 270.
- Top Speed: 48.6 kph.
- Max Engine Rating: 325.
- 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: 558 (Standard).
- Weapons & Equipment:
- Left Arm: SRM 6.
- Left Torso: LRM 20.
- Right Torso: 2 Medium Lasers.
- Right Arm: AC/10.
- Internal Structure: Standard.
- Hardpoints:
- Left Arm: 2 Missile.
- Left Torso: 2 Missile, 1 AMS.
- Right Torso: 2 Energy.
- Right Arm: 1 Ballistic.
- Heat Sinks: 13 Single.
- Jump Jets: 3 (3 Max).
- ECM Capable?: No.
- Module Slots: 2.

Highlander HGN-733C

- Tonnage: 90.
- Engine: 270.
- Top Speed: 48.6 kph.
- Max Engine Rating: 325.
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 10 degrees to each side.
- 30 degrees up and down.
- Armor: 558 (Standard).
- Weapons & Equipment:
- Left Arm: SRM 6.
- Left Torso: LRM 20.
- Right Torso: 2 Medium Lasers.
- Right Arm: AC/20.
- Internal Structure: Standard.
- Hardpoints:
- Left Arm: 1 Missile.
- Left Torso: 2 Missile, 1 AMS.
- Right Torso: 2 Energy.
- Right Arm: 2 Ballistic.
- Heat Sinks: 13 Single.
- Jump Jets: 3 (4 Max).
- ECM Capable?: No.
- Module Slots: 2.

Highlander HGN-733P

- Tonnage: 90.
- Engine: 270.
- Top Speed: 48.6 kph.
- Max Engine Rating: 325.
- 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: 558 (Standard).
- Weapons & Equipment:
- Left Arm: SRM 6.
- Left Torso: LRM 20.
- Right Torso: 2 Medium Lasers.
- Right Arm: PPC.
- Internal Structure: Standard.
- Hardpoints:
- Left Arm: 1 Missile.
- Left Torso: 2 Missile, 1 AMS.
- Right Torso: 2 Energy.
- Right Arm: 2 Energy.
- Heat Sinks: 20 Single.
- Jump Jets: 3 (3 Max).
- ECM Capable?: No.
- Module Slots: 2.

Highlander Variant Quirks

- HGN-732 and HGN-733 have a 10% faster turning rate.
- HGN-733C has a 5% faster turning rate and a 5% faster torso movement rate.

Champion Mech: Dragon DRG-5N©

- Tonnage: 60.
- Engine: 300 XL.
- Top Speed: 81 kph.
- Max Engine Rating: 360.
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 40 degrees to each side.
- 20 degrees up and down.
- Armor: 376 (Ferro-Fibrous).
- Weapons & Equipment:
- Left Arm: Large Laser x2.
- Right Arm: Gauss Rifle.
- Internal Structure: Endo-Steel.
- Hardpoints:
- Left Arm: 2 Energy.
- Center Torso: 1 Missile.
- Right Torso: 1 AMS.
- Right Arm: 3 Ballistic.
- Heat Sinks: 12 Double.
- Jump Jets: n/a.
- ECM Capable?: No.
- Module Slots: 2.
- 10% XP Bonus.

New Cockpit items:

- Raven statue.
- Stalker statue.
- Commando statue.

New Skin:

- Fractal camo spec.

Gameplay

Maps

- Added baked in shadows to terrain in all maps.
- Changed geometry near edge of Tourmaline Desert where many players were being led out of bounds.
- Updated Warning Billboard signs shader in River City.

Networking

Host State Rewinding Phase 2 (Ballistic/PPC weapons)

- You should no longer have firing delay when shooting a ballistic/PPC weapon.
- You should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.
- Missile weapons are not affected by this change, but will be in the next host state rewinding phase.
- The complete list of affected weapons:
- PPC.
- ERPPC.
- AC20.
- AC10.
- AC5.
- AC2.
- Gauss Rifle.
- LB10-XAC.
- UltraAC5.

Performance

- Extra server compression of movement state transmitted to clients, reducing client downstream costs.

Matchmaking

- Added ability to tune weight class and Elo matching thresholds without needing to bring the servers down.
- Adjusted player Elo down to their correct values by re-simulating match history (to account for the Elo-inflation bug).
- Users who disconnect during matchmaking are now correctly removed from their pending match. This should help reduce the number of erroneous 'failed to find match' errors.

Lances
- Players will automatically be grouped into lances when they join a match.
- Players who are grouped together before entering the match will be assigned to lances together as best as possible.
- There is a maximum of 4 players per lance, and 3 lances per team.
- Currently, the third lance will only be created if needed because of player groupings.
- Players will now have a lance HUD element in the upper left of their screen which will inform them of their lancemates' health and grid location.
- Members of your lance will be marked in a different color on your HUD.
- In addition to taking command of the team, players can choose to take command of their lance while in the BattleGrid.
- The team commander is automatically the commander of his lance. The team commander's lance cannot have a separate lance commander.
- Lance commanders can assign orders to their lance. Only members of their lance will see the orders.
- Lance commanders are marked with captain's bars.
- Team commanders can assign orders to all lances, and see the orders given by all lance commanders.
- Team commanders are marked with a star.
- All Commanders can remove orders they have given by clicking the order on the BattleGrid and choosing "REMOVE ORDER".
- Team commanders can rearrange lance membership by dragging the players' names to different lances on the BattleGrid.
- Players can chat to just the members of their lance by pressing 'U'.

Patcher

- Transition to .NET 4.0
- Various bug fixes

Installer

- Doing disk space check (5.5 GB)
- Typical/custom installation options
- Bootstrapper installs .NET 4.0 & DirectX9.0c

Bug Fixes

- Fixed an issue where certain users were getting random graphical corruption in the HUD (lots of multi colored polygons).
- Fixed one case of users crashing mid game.
- Fixed an issue where users with high latency would be stuck on a black screen after loading into a match.
- Fixed an issue where after a user failed to load into a map other users could experience a black screen.
- Fixed a bug that was causing Elo to rise by a large amount when defeating a weaker opponent, see details in command chair post.
- Numerous map bug fixes.
- Numerous Front End bug fixes.

General

- Additional tooltips added throughout the Front End.
- Gameplay tips added to loading screens.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

#2 Hobo Dan

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Posted 16 April 2013 - 09:47 AM

I like the Lance Commander parts in theory, but have a feeling in practice, no one will use them, just like the Team Commanders we've already had.

#3 Dax Frey

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Posted 16 April 2013 - 09:48 AM

that's a lot of bug fixes...

#4 Varnas

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Posted 16 April 2013 - 09:48 AM

No balance fixes...

Not big surprise. Balance seems to take the last place in the list of priorities.

#5 Pastor Priest

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Posted 16 April 2013 - 09:52 AM

I really hope this addresses the FPS issue. I haven't been able to play a decent game in two weeks.

#6 Mighty Spike

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Posted 16 April 2013 - 09:52 AM

yo,thanks for fixin this damn graphik bug,after 2 weeks i can play again. :(

#7 Dyson Ring

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Posted 16 April 2013 - 09:54 AM

View PostVarnas, on 16 April 2013 - 09:48 AM, said:

No balance fixes...

Not big surprise. Balance seems to take the last place in the list of priorities.


Bug fixes should always take priority over balance fixes.

#8 MrPenguin

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Posted 16 April 2013 - 09:57 AM

View PostPastor Priest, on 16 April 2013 - 09:52 AM, said:

I really hope this addresses the FPS issue. I haven't been able to play a decent game in two weeks.

Only one way to find out.

#9 mariomanz28

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Posted 16 April 2013 - 09:57 AM

I still don't understand how we get the HGN-732 which was built in the Star League era and couldn't be reproduced exactly due to technology loss (hence the 733) and the 732s are considered extremely rare.

#10 MrPenguin

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Posted 16 April 2013 - 09:58 AM

View Postmariomanz28, on 16 April 2013 - 09:57 AM, said:

I still don't understand how we get the HGN-732 which was built in the Star League era and couldn't be reproduced exactly due to technology loss (hence the 733) and the 732s are considered extremely rare.

Because video games.

#11 Tie Ma

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Posted 16 April 2013 - 09:58 AM

whaat no lag on ballistcs shot?

i foresee light mechs plumetting in power level


also boo no custom hero and no balance changes.

Edited by Tie Ma, 16 April 2013 - 09:58 AM.


#12 Hobo Dan

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Posted 16 April 2013 - 10:00 AM

View PostThontor, on 16 April 2013 - 09:56 AM, said:

They've said they will reward XP for following orders... And giving orders that are followed. This might give some incentive to use these features.


I hope so. But no mention of those rewards in the notes, coming "soon"?

Edited by Hobo Dan, 16 April 2013 - 10:01 AM.


#13 Roadbeer

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Posted 16 April 2013 - 10:02 AM

View Postmariomanz28, on 16 April 2013 - 09:57 AM, said:

I still don't understand how we get the HGN-732 which was built in the Star League era and couldn't be reproduced exactly due to technology loss (hence the 733) and the 732s are considered extremely rare.



#14 KKillian

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Posted 16 April 2013 - 10:02 AM

Why the hell would they base weapons around people with 450 pings? Cater to those that do not upkeep their connections or attempt to play video games on 200 foot wireless systems? It's much easier to hit the lower ping mechs, people actually throttle their pings up to exploit such things, best example is the lag compensation in the valve games.

Lets give more reason to do so?! Really?

Edited by KKillian, 16 April 2013 - 10:05 AM.


#15 PropagandaWar

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Posted 16 April 2013 - 10:04 AM

I wonder if they fixed the new kalidiscope bug.

#16 Pastor Priest

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Posted 16 April 2013 - 10:05 AM

View PostMrPenguin, on 16 April 2013 - 09:57 AM, said:

Only one way to find out.


Too bad I am at work for another 5 hours...

#17 jakucha

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Posted 16 April 2013 - 10:09 AM

View PostVarnas, on 16 April 2013 - 09:48 AM, said:

No balance fixes...

Not big surprise. Balance seems to take the last place in the list of priorities.



Not much of a point in focusing on balance until all the weapons are working with the network properly, which will be soon.

#18 Sadistic Savior

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Posted 16 April 2013 - 10:09 AM

View PostDyson Ring, on 16 April 2013 - 09:38 AM, said:

Host State Rewinding Phase 2 (Ballistic/PPC weapons)

- You should no longer have firing delay when shooting a ballistic/PPC weapon.
- You should now be able to hit moving targets with these weapons even when experiencing latency up to ~450 ms.


Yay State Rewind!

#19 Deathlike

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Posted 16 April 2013 - 10:10 AM

I can only say that AC2 users will rejoice... and suddenly become sad because they would overheat quicker.

#20 KKillian

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Posted 16 April 2013 - 10:10 AM

View PostThontor, on 16 April 2013 - 10:08 AM, said:

"- Fixed an issue where certain users were getting random graphical corruption in the HUD (lots of multi colored polygons)."


I prefer the disco map as opposed to no map bug or no enemy/friendly nameplates bug, honestly it was pretty colours and still worked fine, almost saying hey, I almost bugged out, but im still here for ya....





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