[color=cyan]Anyway, we hope you enjoy the and purchaseable Shadowhawks (woo!), the new modules, the hitbox changes for the Awesome, Atlas, Orion, and Spider, and a bunch of other stuff![/color]
[color=cyan]See you on the battlefield!
AND WE ARE LIIIIIVE![/color]
PATCHNOTES:
UPDATE
Greetings MechWarriors!
It’s patch time! So gather around your monitor and listen while I entertain you with stories of development.
The ‘Mech of the month is the Shadow Hawk. Some of you will already have this ‘Mech but the rest of us now have 55 tons of jump jetting fun to catch up on. Buy it, Make a crazy loadout, master the ‘Mech, and paint It with the NEW Raider pattern.
We also have 2 new modules that are going to rock (technically reduce the rocking of) your world and allow you to climb to new heights!
What’s this? Counter ECM now nets the user XP and C-Bill rewards? Fantastic!
Get ready because cockpit Items have been re-categorized! Mounted items are standing items and various hanging Items became mounted items. In the end it means that all player cockpit customization will be visible 99% of the time. Won the Heavy VS the World banner? Show it off! Killed a Dev? Show it off! You have nothing to hide now!
We’re also tuning hit boxes! YES, hit boxes! This process will happen to each ‘Mech over the coming months. In Round 1 we chose Atlas, Awesome, Orion, and Spider! Run, Spiders, run! Read on for all the details and even more changes!
See you on the battlefield!
-Matt Newman
Content
New Mechs
Shadow Hawk SHD-2H
Tonnage: 55- Engine: 275 Standard
- Top Speed: 81 kph
- Max Engine Rating: 360
- Top Speed: 81 kph
- Torso Movement:
- 90 degrees to each side.
- 30 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 35 degrees to each side.
- 30 degrees up and down.
- 35 degrees to each side.
- Armor: 304 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Head: SRM 2
- Left Torso: AC/5
- Right Torso: LRM 5
- Right Arm: Medium Laser
- Head: SRM 2
- Hardpoints:
- Head: 1 Missile
- Left Torso: 3 Ballistic, 1 AMS
- Right Torso: 2 Missile
- Right Arm: 1 Energy
- Head: 1 Missile
Heat Sinks: 12 Single
Jump Jets: 3 (3 Max)
ECM Capable?: No
Module Slots: 2- Movement Archetype: Medium
- Quirks: +25% Torso Twist Speed, +5% Turning Rate
Tonnage: 55- Engine: 275 Standard
- Top Speed: 81 kph
- Max Engine Rating: 360
- Top Speed: 81 kph
- Torso Movement:
- 90 degrees to each side.
- 30 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 35 degrees to each side.
- 30 degrees up and down.
- 35 degrees to each side.
- Armor: 208 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Head: Streak SRM 2
- Left Arm: Medium Laser
- Left Torso: AC/5
- Center Torso: Streak SRM 2
- Right Torso: LRM 5
- Right Arm: Medium Laser
- Head: Streak SRM 2
- Hardpoints:
- Head: 1 Missile
- Left Arm: 1 Energy
- Left Torso: 1 Ballistic, 1 AMS
- Center Torso: 1 Missile
- Right Torso: 2 Missile
- Right Arm: 1 Energy
- Head: 1 Missile
Heat Sinks: 12 Single
Jump Jets: 3 (3 Max)
ECM Capable?: No
Module Slots: 2- Movement Archetype: Medium
- Quirks: +25% Torso Twist Speed, +5% Turning Rate
Tonnage: 55- Engine: 275 XL
- Top Speed: 81 kph
- Max Engine Rating: 360
- Top Speed: 81 kph
- Torso Movement:
- 90 degrees to each side.
- 30 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 35 degrees to each side.
- 30 degrees up and down.
- 35 degrees to each side.
- Armor: 336 (Standard)
- Internal Structure: Endo Steel
- Weapons & Equipment:
- Head: Streak SRM 2
- Left Torso: Ultra AC/5
- Right Torso: LRM 20
- Right Arm: Medium Laser
- Head: Streak SRM 2
- Hardpoints:
- Head: 1 Missile
- Left Torso: 2 Ballistic, 1 AMS
- Right Torso: 1 Missile
- Right Arm: 2 Energy
- Head: 1 Missile
Heat Sinks: 10 Double
Jump Jets: 5 (5 Max)
ECM Capable?: No
Module Slots: 2- Movement Archetype: Medium
- Quirks: +25% Torso Twist Speed, +5% Turning Rate
- Improved Gyros:
- Reduces the amount of screen shake when being hit by enemy fire.\
- Hill Climb:
- Reduces the rate of deceleration when navigating slopes by 10%.
- New Raider skin available.
- Converted all mounted items to standing items.
- Converted the following items to our new mounted cockpit items:
- Christmas Lights.
- Chinese Lanterns.
- Halloween Lights.
- 3050 Banner.
- 3050 Balloons.
- Christmas Lights.
- Now users can have a standing item, hanging item and mounted item (see above).
Hitbox Tuning
Atlas:
- Hitbox geometry aligned better to the render geometry.
- Tighter corridor for Center Torso (it's smaller and sides are bigger).
- Pelvis adjusted for damage disbursement to left and right leg instead of all center torso.
- This BattleMech will still be investigated.
- Head hitbox reduced by 35%.
- More of the shoulder regions now apply damage to L/R Side Torsos rather than Center Torso.
- Pelvis split to apply damage to Left and Right Leg instead of Center Torso.
- Center Torso has been reduced by approximately 15-20%.
- Hitbox geometry reduced in complexity and increased in size to encompass components more thoroughly.
- Split Pelvis to apply damage to Left and Right Leg instead of Center Torso.
- The Left REAR Torso and Right REAR Torso have been increased in size by approximately 10%.
- The front Center Torso has been increased in size (around the chest area) by approximately 10%.
- Head hitbox reduced by 30%.
- Split Pelvis to apply damage to Left and Right Leg instead of Center Torso.
- Front Center Torso decreased in size by approximately 10%. Side torsos increased by about 5% on each side.
- XP and C-Bills given for successfully countering an ECM enabled enemy 'Mech for 5 seconds.
- XP and C-Bills given for countering an ECM 'Mech that then takes locked missile damage from allies.
- Fixed an issue where destroying the last jumpjet from a flying Mech causes the SFX and Hud shake to continue permanently.
- Fixed an issue where destroying an enemy UAV provides no XP bonus.
- Death Knell's arms will now move when you are aiming.
- Mech Lab: 'Mech & Cockpit no longer shake & flicker when changing the loadout/modules/cockpit items.
- Mech Lab: 'Mech weapon doors no longer clip into the 'Mech when rotating.
- Fixed a bug with HSR algorithm where an inaccurate bounding box would sometimes be used resulting in false misses. This was an edge case and is not expected to have a significant effect on hit detection.
- Fixed a collision issue with the container ship in Forest Colony and Forest Colony Snow.
- Fixed a bug where clients were not being properly informed of override status changes when the 'Mech has a missile lock.
- Re-added the key binding "Fire Selected Weapon Group". By default it is unbound.
- The MechWarrior® Online™ Team