Clan and IS Weapon Update
Spoiler
Weapon Updates and News
We have some Clan weapon information for you all as well as some updates to IS weapons too!
Gauss Rifles
The Gauss Rifle will operate as is but only 2 Gauss Rifles can be charged at one time. For example, the Dire Wolf 'Mech can theoretically equip 4 Gauss Rifles. This would be VERY nasty on the battlefield since Gauss Rifles do not generate heat and can sync their charges all at the same time. Due to the amount of energy it takes to charge a Gauss Rifle, any given 'Mech can only charge and sustain 2 Gauss Rifles at any one time. If you put all 4 Gauss Rifles on the same weapon group and hit and hold the key, you will see that only 2 of them will charge. If you do not fire them, the two charged weapons will discharge and the other two Gauss Rifles will instantly start charging. If you do fire the first two Gauss Rifles, you can start charging the other two immediately. Basically this translates to only being able to fire 2 Gauss Rifles at the same time. This mechanic will also be carried over to the Inner Sphere version of the Gauss Rifle.
The Clan ER-PPC
The Clan ER-PPC will be spreading its damage across multiple components. As you may know, the Clan ER-PPC does 15 damage compared to the IS PPC doing 10. The extra 5 damage will be split to 2 adjacent components at 2.5 damage each. For example, if you hit a 'Mech with the Clan ER-PPC in the center torso, 10 damage will be applied to the center torso and 2.5 damage will arc to the left and right torso. If you hit a component that does not have an adjacent component, the 2.5 damage will dissipate into nothing. An example of this is if the Clan ER-PPC hits an arm, 10 points of damage will be applied to the arm and 2.5 damage to that side's torso. The other 2.5 damage will be negated so total damage done on the shot is 12.5. Now it is understood that this has been a requested feature for the IS PPC for a long time, but this mechanic was needed to help curb the sheer OP power of the Clan ER-PPC to help us keep Clan tech somewhat in-line with the IS tech already in the game. When Clans go live, the IS PPC will behave as it does now with no changes. We will continue to watch what is happening on the battlefield and will make adjustments as needed afterwards.
The Clan LBX Cluster vs Slug Ammunition Selection
As mentioned in the last Dev Vlog, we ran into an issue with the ability to swap ammunition types on the fly while playing the game. This has not changed. For the time being, we have created a one off weapon type that has the exact same characteristics as the LB-X in terms of weight and space requirements but fire slugs with the same characteristics of the Clan Ultra AutoCannon counterparts. For example, the Clan LB 2-X will fire a cluster round totalling 2 damage. The Clan AutoCannon/2 will fire a 2 round volley with each slug doing 1 damage for a total of 2 damage. Players will have to make the choice as to which weapon to equip to their Clan 'Mechs according to the firing style they wish to use. The space and weight of the Clan AutoCannon/2 is the same as the Clan LB 2-X. The range, firing mechanics, damage, etc. are the same as the Clan Ultra AutoCannon/2 (minus the double tap ability). These "Clan AutoCannon/#" weapons will remain in the game until such time that we can get the ammunition switching working.
Clan LRM Minimum Range
Clan LRMs are supposed to not have a minimum range to do damage. Unfortunately we have not had the time to get this fully working for the Clan launch. During the development of this feature, to be released shortly after the Clan launch, we will have the same minimum range as the Inner Sphere LRMs of 180 meters. We apologize for not getting this in on time for the Clan launch but it is not something we are going to forget about. Engineering has the design in their hands and they will start working on it as soon as possible which will likely show up in the first patch after Clan launch. Just to keep you in the loop as to what will be happening, so you're not left in the dark, Clan LRMs will have ramping damage in the 0-180 meter range. This will not be a linear ramp (i.e. damage will not be 1/2 at 90 meters). In order for damage to climb to normal levels, it will slowly climb in the 0-100 meter range and then quickly ramp up in damage from 100-180 meters. Exact numbers will be released as the system goes into testing.
As per usual, feedback can go here. Thanks!
We have some Clan weapon information for you all as well as some updates to IS weapons too!
Gauss Rifles
The Gauss Rifle will operate as is but only 2 Gauss Rifles can be charged at one time. For example, the Dire Wolf 'Mech can theoretically equip 4 Gauss Rifles. This would be VERY nasty on the battlefield since Gauss Rifles do not generate heat and can sync their charges all at the same time. Due to the amount of energy it takes to charge a Gauss Rifle, any given 'Mech can only charge and sustain 2 Gauss Rifles at any one time. If you put all 4 Gauss Rifles on the same weapon group and hit and hold the key, you will see that only 2 of them will charge. If you do not fire them, the two charged weapons will discharge and the other two Gauss Rifles will instantly start charging. If you do fire the first two Gauss Rifles, you can start charging the other two immediately. Basically this translates to only being able to fire 2 Gauss Rifles at the same time. This mechanic will also be carried over to the Inner Sphere version of the Gauss Rifle.
The Clan ER-PPC
The Clan ER-PPC will be spreading its damage across multiple components. As you may know, the Clan ER-PPC does 15 damage compared to the IS PPC doing 10. The extra 5 damage will be split to 2 adjacent components at 2.5 damage each. For example, if you hit a 'Mech with the Clan ER-PPC in the center torso, 10 damage will be applied to the center torso and 2.5 damage will arc to the left and right torso. If you hit a component that does not have an adjacent component, the 2.5 damage will dissipate into nothing. An example of this is if the Clan ER-PPC hits an arm, 10 points of damage will be applied to the arm and 2.5 damage to that side's torso. The other 2.5 damage will be negated so total damage done on the shot is 12.5. Now it is understood that this has been a requested feature for the IS PPC for a long time, but this mechanic was needed to help curb the sheer OP power of the Clan ER-PPC to help us keep Clan tech somewhat in-line with the IS tech already in the game. When Clans go live, the IS PPC will behave as it does now with no changes. We will continue to watch what is happening on the battlefield and will make adjustments as needed afterwards.
The Clan LBX Cluster vs Slug Ammunition Selection
As mentioned in the last Dev Vlog, we ran into an issue with the ability to swap ammunition types on the fly while playing the game. This has not changed. For the time being, we have created a one off weapon type that has the exact same characteristics as the LB-X in terms of weight and space requirements but fire slugs with the same characteristics of the Clan Ultra AutoCannon counterparts. For example, the Clan LB 2-X will fire a cluster round totalling 2 damage. The Clan AutoCannon/2 will fire a 2 round volley with each slug doing 1 damage for a total of 2 damage. Players will have to make the choice as to which weapon to equip to their Clan 'Mechs according to the firing style they wish to use. The space and weight of the Clan AutoCannon/2 is the same as the Clan LB 2-X. The range, firing mechanics, damage, etc. are the same as the Clan Ultra AutoCannon/2 (minus the double tap ability). These "Clan AutoCannon/#" weapons will remain in the game until such time that we can get the ammunition switching working.
Clan LRM Minimum Range
Clan LRMs are supposed to not have a minimum range to do damage. Unfortunately we have not had the time to get this fully working for the Clan launch. During the development of this feature, to be released shortly after the Clan launch, we will have the same minimum range as the Inner Sphere LRMs of 180 meters. We apologize for not getting this in on time for the Clan launch but it is not something we are going to forget about. Engineering has the design in their hands and they will start working on it as soon as possible which will likely show up in the first patch after Clan launch. Just to keep you in the loop as to what will be happening, so you're not left in the dark, Clan LRMs will have ramping damage in the 0-180 meter range. This will not be a linear ramp (i.e. damage will not be 1/2 at 90 meters). In order for damage to climb to normal levels, it will slowly climb in the 0-100 meter range and then quickly ramp up in damage from 100-180 meters. Exact numbers will be released as the system goes into testing.
As per usual, feedback can go here. Thanks!
Tageting Computers and Command Console
Spoiler
Targeting Computers and Command Console
I’m here to tell you about an upcoming good news/bad news situation. Let’s start by getting the bad news out of the way, shall we?
The arrival of the Clan 'Mechs introduces a new piece of Clan only equipment, the Targeting Computer. Unfortunately, the Targeting Computer’s functionality won’t be in place when the Clan 'Mechs arrive on June 17th. All Clan 'Mechs that come with a Targeting Computer will still receive them, the computer just won’t do anything.
Now for the good news! The Targeting Computer’s functionality will be in place in the patch following the Clan launch. Not only that, but the same patch will see the long awaited functionality of the Inner Sphere Command Console. So, at this point you probably want to know how the Targeting Computer and Command Console will work in the game. Let’s start by taking a look at the Targeting Computer.
Targeting Computers
In the tabletop game, the Targeting Computer is a piece of Clan equipment that improves the accuracy of the direct fire ballistic and energy weapons equipped on the 'Mech. The tonnage and space occupied by the Targeting Computer is variable and is based on a percentage of the total tonnage of the affected weapons currently equipped on the 'Mech. Instead of having variable weight and slots, in MWO we will have multiple different sizes of Targeting Computers ranging from 1 ton/1slot (the Mk I) to 7 tons/7 slots (the Mk VII). If a canon Clan 'Mech has a Targeting Computer as part of its default loadout, in MWO it will receive the version that matches the weight/slots of the Targeting Computer in the tabletop record sheet.
Each version of the Targeting Computer will affect the same aspects of the 'Mech, but the larger the Targeting Computer, the more pronounce the effect. Let’s take a look at the different Targeting Computers, bearing in mind that only 1 can be equipped on a 'Mech at a time.
NOTE: All values are placeholders for example purposes only. Beam weapons include all lasers; projectile weapons include all Gauss Rifles, PPCs, and non-LBX Autocannons.
Targeting Computer Mk I
Weight: 1 ton.
Slots: 1 slot.
Zoom distance: [+2.25]%
Sensor range: [+2.25]%
Time to gather target info: [-22.5]%
Projectile weapon projectile speed: [+4.5]%
Beam weapon long ranges: [+4.5]%
Beam weapon max ranges: [+4.5]%
Increased crit chance for projectile and beam weapons: [+14.5]%
Targeting Computer Mk II
Weight: 2 tons.
Slots: 2 slots.
Zoom distance: [+3.25]%
Sensor range: [+3.25]%
Time to gather target info: [-32.5]%
Projectile weapon projectile speed: [+6.5]%
Beam weapon long ranges: [+6.5]%
Beam weapon max ranges: [+6.5]%
Increased crit chance for projectile and beam weapons: [+16.5]%
Targeting Computer Mk III
Weight: 3 tons.
Slots: 3 slots.
Zoom distance: [+4.25]%
Sensor range: [+4.25]%
Time to gather target info: [-42.5]%
Projectile weapon projectile speed: [+8.5]%
Beam weapon long ranges: [+8.5]%
Beam weapon max ranges: [+8.5]%
Increased crit chance for projectile and beam weapons: [+18.5]%
Targeting Computer Mk IV
Weight: 4 tons.
Slots: 4 slots.
Zoom distance: [+5.25]%
Sensor range: [+5.25]%
Time to gather target info: [-52.5]%
Projectile weapon projectile speed: +[10.5]%
Beam weapon long ranges: [+10.5]%
Beam weapon max ranges: [+10.5]%
Increased crit chance for projectile and beam weapons: [+20.5]%
Targeting Computer Mk V
Weight: 5 tons.
Slots: 5 slots.
Zoom distance: [+6.0]%
Sensor range: [+6.0]%
Time to gather target info: [-60.0]%
Projectile weapon projectile speed: [+12.0]%
Beam weapon long ranges: [+12.0]%
Beam weapon max ranges: [+12.0]%
Increased crit chance for projectile and beam weapons: [+22]%
Targeting Computer Mk VI
Weight: 6 tons.
Slots: 6 slots.
Zoom distance: [+6.75]%
Sensor range: [ +6.75]%
Time to gather target info: [-67.5]%
Projectile weapon projectile speed: [+13.5]%
Beam weapon long ranges: [+13.5]%
Beam weapon max ranges: [+13.5]%
Increased crit chance for projectile and beam weapons: [+23.5]%
Targeting Computer Mk VII
Weight: 7 tons.
Slots: 7 slots.
Zoom distance: [+7.5]%
Sensor range: [+7.5]%
Time to gather target info: [-75]%
Projectile weapon projectile speed: [+15.0]%
Beam weapon long ranges: [+15.0]%
Beam weapon max ranges: [+15.0]%
Increased crit chance for projectile and beam weapons: [+25]%
Command Console
Now let’s take a look at the Inner Sphere Command Console, which will be sharing functionality similar to the Targeting Computers.
NOTE: Once again, all values are placeholders.
Command Console
Weight: 3 tons.
Slots: 1 slot.
Zoom distance: [+5.25]%
Sensor range: [+6.0]%
Time to gather target info: [-20.5]%
As per usual, feedback can go here. Thanks!
I’m here to tell you about an upcoming good news/bad news situation. Let’s start by getting the bad news out of the way, shall we?
The arrival of the Clan 'Mechs introduces a new piece of Clan only equipment, the Targeting Computer. Unfortunately, the Targeting Computer’s functionality won’t be in place when the Clan 'Mechs arrive on June 17th. All Clan 'Mechs that come with a Targeting Computer will still receive them, the computer just won’t do anything.
Now for the good news! The Targeting Computer’s functionality will be in place in the patch following the Clan launch. Not only that, but the same patch will see the long awaited functionality of the Inner Sphere Command Console. So, at this point you probably want to know how the Targeting Computer and Command Console will work in the game. Let’s start by taking a look at the Targeting Computer.
Targeting Computers
In the tabletop game, the Targeting Computer is a piece of Clan equipment that improves the accuracy of the direct fire ballistic and energy weapons equipped on the 'Mech. The tonnage and space occupied by the Targeting Computer is variable and is based on a percentage of the total tonnage of the affected weapons currently equipped on the 'Mech. Instead of having variable weight and slots, in MWO we will have multiple different sizes of Targeting Computers ranging from 1 ton/1slot (the Mk I) to 7 tons/7 slots (the Mk VII). If a canon Clan 'Mech has a Targeting Computer as part of its default loadout, in MWO it will receive the version that matches the weight/slots of the Targeting Computer in the tabletop record sheet.
Each version of the Targeting Computer will affect the same aspects of the 'Mech, but the larger the Targeting Computer, the more pronounce the effect. Let’s take a look at the different Targeting Computers, bearing in mind that only 1 can be equipped on a 'Mech at a time.
NOTE: All values are placeholders for example purposes only. Beam weapons include all lasers; projectile weapons include all Gauss Rifles, PPCs, and non-LBX Autocannons.
Targeting Computer Mk I
Weight: 1 ton.
Slots: 1 slot.
Zoom distance: [+2.25]%
Sensor range: [+2.25]%
Time to gather target info: [-22.5]%
Projectile weapon projectile speed: [+4.5]%
Beam weapon long ranges: [+4.5]%
Beam weapon max ranges: [+4.5]%
Increased crit chance for projectile and beam weapons: [+14.5]%
Targeting Computer Mk II
Weight: 2 tons.
Slots: 2 slots.
Zoom distance: [+3.25]%
Sensor range: [+3.25]%
Time to gather target info: [-32.5]%
Projectile weapon projectile speed: [+6.5]%
Beam weapon long ranges: [+6.5]%
Beam weapon max ranges: [+6.5]%
Increased crit chance for projectile and beam weapons: [+16.5]%
Targeting Computer Mk III
Weight: 3 tons.
Slots: 3 slots.
Zoom distance: [+4.25]%
Sensor range: [+4.25]%
Time to gather target info: [-42.5]%
Projectile weapon projectile speed: [+8.5]%
Beam weapon long ranges: [+8.5]%
Beam weapon max ranges: [+8.5]%
Increased crit chance for projectile and beam weapons: [+18.5]%
Targeting Computer Mk IV
Weight: 4 tons.
Slots: 4 slots.
Zoom distance: [+5.25]%
Sensor range: [+5.25]%
Time to gather target info: [-52.5]%
Projectile weapon projectile speed: +[10.5]%
Beam weapon long ranges: [+10.5]%
Beam weapon max ranges: [+10.5]%
Increased crit chance for projectile and beam weapons: [+20.5]%
Targeting Computer Mk V
Weight: 5 tons.
Slots: 5 slots.
Zoom distance: [+6.0]%
Sensor range: [+6.0]%
Time to gather target info: [-60.0]%
Projectile weapon projectile speed: [+12.0]%
Beam weapon long ranges: [+12.0]%
Beam weapon max ranges: [+12.0]%
Increased crit chance for projectile and beam weapons: [+22]%
Targeting Computer Mk VI
Weight: 6 tons.
Slots: 6 slots.
Zoom distance: [+6.75]%
Sensor range: [ +6.75]%
Time to gather target info: [-67.5]%
Projectile weapon projectile speed: [+13.5]%
Beam weapon long ranges: [+13.5]%
Beam weapon max ranges: [+13.5]%
Increased crit chance for projectile and beam weapons: [+23.5]%
Targeting Computer Mk VII
Weight: 7 tons.
Slots: 7 slots.
Zoom distance: [+7.5]%
Sensor range: [+7.5]%
Time to gather target info: [-75]%
Projectile weapon projectile speed: [+15.0]%
Beam weapon long ranges: [+15.0]%
Beam weapon max ranges: [+15.0]%
Increased crit chance for projectile and beam weapons: [+25]%
Command Console
Now let’s take a look at the Inner Sphere Command Console, which will be sharing functionality similar to the Targeting Computers.
NOTE: Once again, all values are placeholders.
Command Console
Weight: 3 tons.
Slots: 1 slot.
Zoom distance: [+5.25]%
Sensor range: [+6.0]%
Time to gather target info: [-20.5]%
As per usual, feedback can go here. Thanks!
SRM Update
Spoiler
SRM Update
Okay MechWarrior's here it is!
The "Buckton fix" as it has been known by has been completed internally. Brian Buckton did a good job of pointing out a potential problem area and recorded some video and so on. Additionally, Neema Teymory who has put many hours into hit detection and Host State rewind spent many hours exploring the issue and has completed the fix.
You heard me right, the fix is complete and will be present in the June 17th patch. In short, the bug worked something like this: Even though the server and client agreed that you did indeed achieve a HIT, a series of weapon missile explosion codes would then ignore the damage you should have caused. The end result is more damage for SRM's and I can at least state that you will indeed notice the difference!
This fix will be present in the June 17th patch, we hope you enjoy!
Okay MechWarrior's here it is!
The "Buckton fix" as it has been known by has been completed internally. Brian Buckton did a good job of pointing out a potential problem area and recorded some video and so on. Additionally, Neema Teymory who has put many hours into hit detection and Host State rewind spent many hours exploring the issue and has completed the fix.
You heard me right, the fix is complete and will be present in the June 17th patch. In short, the bug worked something like this: Even though the server and client agreed that you did indeed achieve a HIT, a series of weapon missile explosion codes would then ignore the damage you should have caused. The end result is more damage for SRM's and I can at least state that you will indeed notice the difference!
This fix will be present in the June 17th patch, we hope you enjoy!