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Patch Notes - 1.3.307- 29-Jul-2014


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#1 Kyle Polulak

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Posted 29 July 2014 - 08:56 AM

"The old ways of war are dead, Father, and we must adapt, or die!" -Kanrei Theodore Kurita

Greetings MechWarriors!

Mechs are designed to be modular, whether this is in the industrial process to craft and customize the Mechs or the OmniPods system in the fearsome new Clan 'Mechs. This patch hopes to introduce the latest improvement to such with multiple changes to the Module Slot System. Just as before, modules themselves have no effect on the weight of a Mech, however they are now limited in which kind of module slots each occupies. Unless otherwise indicated as an exception, each Mech is now capable of carrying 2 weapon modules, 1 'Mech module and 2 consumable modules. It appears the Clans have also successfully reverse engineered Inner Sphere weapon module technology and begun fielding similar modules on their own 'Mechs. This update also introduces the ability to auto-refill consumable modules without being expected to go into the Mech Lab.

Pilots will now be able to utilize SLI and 3D Vision on any graphics cards supporting such features! We also have added a variety of quirks and tweaks: Lighter Mech classes will now be able to fall at a greater speed than heavier classes before leg damage becomes a factor. Centurions and Hunchbacks have had a respective armour and internal structure boost, while Awesomes have been given a boon in energy weapon use and Dragons for ballistic weapons. Please see the details below for all of these changes and more!

Front End

Module Slot System
Modules and module slots are now sorted into three categories:
  • Weapon Modules
  • 'Mech Modules
  • Consumables
Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.


Once you mastered a 'Mech you will gain an extra 'Mech module slot.
Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.
Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.

List of 'Mechs not following the standard module slot configuration
LIGHTWEAPONCONSUMABLE'MECH
All LCT322
RVN 4X222
RVN HERO222
COM 3A222
SDR 5V222
SDR 5K222
FS9-S222
JR7-HERO222
MEDIUMWEAPONCONSUMABLE'MECH
All HBK222
CDA-2B222
CDA-3C222
BJ-1DC222
BJ-3321
BJ-1222
CN9-A222
CN9-YLW222
TBT-5N321
SHD-2H222
All SCR121
HEAVYWEAPONCONSUMABLE'MECH
DRG-5N222
DRG-1N222
DRG-1C222
CTF-2X321
All TBR121
ASSAULTWEAPONCONSUMABLE'MECH
AS7-D-DC121
AS7-BH321
AS7-D222
AS7-RS222
AS7-K222
VTR-9K321
AWS-8R121
AWS-8Q321


Auto Refill
With consumables, you now have the option to automatically refill once used by checking AUTO REFILL. This will automatically refill used consumables, provided that you have enough funds in your account to buy the consumable. You will receive a warning if this is not the case and will have the chance to restock before entering your next match.
Clan Weapon Modules - Range
  • Clan SP-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.034
  • Clan SP-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.068
  • Clan MP-Laser Range 1 - long range = +5.6 / max. range = +11.2 / heat = +0.07
  • Clan MP-Laser Range 2 - long range = +11.2 / max. range = +22.4 / heat = +0.14
  • Clan LP-Laser Range 1 - long range = +8.4 / max. range = +16.8 / heat = +0.112
  • Clan LP-Laser Range 2 - long range = +16.8 / max. range = +33.6 / heat = +0.224
  • Clan ERS-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.028
  • Clan ERS-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.056
  • Clan ERM-Laser Range 1 - long range = +6.3 / max. range = +12.3 / heat = +0.07
  • Clan ERM-Laser Range 2 - long range = +12.6 / max. range = +24.6 / heat = +0.14
  • Clan ERL-Laser Range 1 - long range = +12.4 / max. range = +24.8 / heat = +0.119
  • Clan ERL-Laser Range 2 - long range = +24.8 / max. range = +49.6 / heat = +0.236
  • Clan SRM 2 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.028
  • Clan SRM 2 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.056
  • Clan SRM 4 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
  • Clan SRM 4 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
  • Clan SRM 6 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
  • Clan SRM 6 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
  • Clan S-SRM 6 Range 1 - long range = +5 / max. range = +5 / heat = +0.028
  • Clan S-SRM 6 Range 2 - long range = +10 / max. range = +10 / heat = +0.056
  • Clan UAC/2 Range 1 - long range = +11.3 / max. range = +22.6 / heat = +0.014
  • Clan UAC/2 Range 2 - long range = +22.6 / max. range = +45.2 / heat = +0.028
  • Clan UAC/5 Range 1 - long range = +8.8 / max. range = +17.6 / heat = +0.014
  • Clan UAC/5 Range 2 - long range = +17.6 / max. range = +35.2 / heat = +0.028
  • Clan UAC/10 Range 1 - long range = +7.5 / max. range = +15 / heat = +0.042
  • Clan UAC/10 Range 2 - long range = +15 / max. range = +30 / heat = +0.084
  • Clan UAC/20 Range 1 - long range = +5 / max. range = +10 / heat = +0.1
  • Clan UAC/20 Range 2 - long range = +10 / max. range = +10 / heat = +0.2
  • Clan Flamer Range 1 - long range = +2 / max. range = +4 / heat = +0.014
  • Clan Flamer Range 2 - long range = +4 / max. range = +8 / heat = +0.028
  • Clan AMS Range 1 - long range = +1.68 / max. range = +3.36
  • Clan AMS Range 2 - long range = +3.36 / max. range = +6.72
  • Clan MG Range 1 - long range = +1.68 / max. range = +3.36
  • Clan MG Range 2 - long range = +3.36 / max. range = +6.72
  • Clan LB 10-X AC Range 1 - long range = +7.5 / max. range = +15 / heat = +0.028
  • Clan LB 10-X AC Range 2 - long range = +15 / max. range = +30 / heat = +0.056
Fall Damage Balancing



While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
  • Light 'Mechs start taking damage at 37 m/s
  • Medium 'Mechs start taking damage at 34 m/s
  • Heavy 'Mechs start taking damage at 32 m/s
  • Assault 'Mechs start taking damage at 30 m/s
'Mech Quirks

  • Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.
  • All Centurions:
    • +10 armor in the Left Arm.
  • All Hunchbacks:
    • +10 internal structure in the Right Torso
  • All Awesomes:
    • -12.5% heat generated by energy weapons
    • +10% faster heat loss
    • +17% Center Torso (front) armor
  • All Dragons:
    • -5% ballistic cool-down rate (re-fire rate)
    • -5% heat generated by ballistic weapons
    • +10% torso twist yaw speed
Arm Lock feature to be able to bound to a button hold OR toggle
  • Arm Lock can be bound to a press and hold key function.
    • Default assigned key is [Left Shift]
    • Pressing and holding a key will engage Arm Lock
    • Releasing the key will disengage Arm Lock
  • Arm Lock can be bound to a toggle function.
    • Pressing the key once turns Arm Lock ON
    • Pressing the same key again turns Arm Lock OFF
Performance
  • Recompiled Scaleform Libraries for better performance
  • Added SLI Support [Delayed by bugs]

  • Enabled 3D Vision support

    • Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode
Gameplay
  • New Player Elo level has been reduced and will remain locked for their first 25 matches.

  • Tied matches now reward players with 100 XP
  • All LRM launchers have had their impulse (screen shake) values reduced from 0.4 to 0.3.
Known Issue
  • Modules equipped before the patch are not immediately visible. Fix: Save the Mech and reload the Loaout menu to make them re-appear.
  • There's a typo for the Clan S-SRM 6 Range 1 and Range 2 Modules in the frontend:
    • Range 1 = The maximum range increase is 5m instead of 10m
    • Range 2 = The maximum range increase is 10m instead of 20m
Bug Fixes
  • Significantly improved server slow down issues caused by simultaneously firing large numbers of Machine Guns and Energy Weapons.
  • Undersides of destroyed turrets are no longer see-through.
  • Changed ft/s fall speed indicator to read in m/s
  • Friendly ECM no longer affected by Disconnected players equipped with BAP.
  • Fixed an issue where user can purchase the content of a Mech by saving the Mech Details of any Mech in the purchasable filter
We thank you for your patience and we look forward to seeing you on the battlefield!


- The MechWarrior® Online™ Team

Edited by Nikolai Lubkiewicz, 29 July 2014 - 02:58 PM.






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