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Patch Notes - 1.3.339 - 07-Oct-2014


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#1 InnerSphereNews

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Posted 07 October 2014 - 10:33 AM

Greetings MechWarriors!

We are proud to announce the first stage in a shuffling to our matchmaking system:
Moving forward, all Game Mode selections will be treated as preferences rather than exclusive options, vote for the modes you would like to increase the frequency for.
This change was made to ensure that the match maker first puts together the most competitive game possible based on ELO and group size then selects a game mode.
We are also introducing a new champion 'Mech: The Trebuchet TBT-7M(C) comes equipped with a strong load-out of Streak SRMs and Medium Pulse Lasers.
This is the first new Champion to be introduced since another recent change, all champions now receive a 30% XP bonus, a 20-point increase over previous bonuses.
In addition, a number of range and cooldown modules are being introduced for the weapons previously not-represented by those systems: A list of the new Clan and Inner Sphere modules is available below.
Several Bundles have also been added to the store: These each include a Hero, a Champion and a standard variant, with MechBays for each and a month of Premium Time.
They are a great value for those looking for multiple-Mechs, better savings, and stacking bonuses from the Premium Time and Hero/Champions.
Other bug fixes and game play improvements are listed below.

Content
New Champion Mech
Trebuchet TBT-7M(C)
  • Tonnage: 50
  • Engine: 320 XL
  • Top Speed: 103.7 kph
  • Max Engine Rating: 325
  • Torso Movement:
    • 90 degrees to each side.
    • 35 degrees up and down.
  • Arm Movement:
    • 15 degrees to each side.
    • 40 degrees up and down.
  • Armor: 338 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Head: Streak SRM Ammo
    • Left Arm: Streak SRM 2, Medium Pulse Laser
    • Left Torso: Streak SRM 2, Beagle Active Probe
    • Center Torso: Jump Jet x2
    • Right Arm: Medium Pulse Laser, PPC
  • Hardpoints:
    • Left Arm: 1 Energy, 1 Missile
    • Left Torso: 1 Missile
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 2 Energy
  • Heat Sinks: 12 Double
  • Jump Jets: 2 (5 Max)
  • ECM Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
    • Torso Turn Rate (Yaw): +25%
    • 30% XP bonus when owner

Bundles
  • Buy a bundle an save 50% of the MC price
  • Each Master bundle Contains 3 Mechbays, a Hero 'Mech, Champion 'Mech, Standard 'Mech, and 30 day premium time.
  • Some bundles also contain a Chassis specific standing Cockpit item
    • Spider Mastery Bundle - 4325 mc
    • Jenner Mastery Bundle - 4715 mc
    • Cicada Mastery Bundle - 5795 mc
    • Hunchback Mastery Bundle - 5575 mc
    • Blackjack Mastery Bundle - 5035 mc
    • Kintaro Mastery Bundle - 5820 mc
    • Catapult Mastery Bundle - 6970
    • Dragon Mastery Bundle - 6550 mc
    • Orion Mastery Bundle - 7470 mc
    • Quickdraw Mastery Bundle - 6415 mc
    • Highlander Mastery Bundle - 9320 mc
    • Victor Mastery Bundle - 8045 mc
Cockpit Items
  • Hanging Items - 500 mc
    • Lantern
    • For Rent Sign
  • Standing Items - 500 mc
    • Plush Monkey
    • Plush Bear
    • Clan Wolf Flag
    • Clan Ghost Bear Flag
    • Clan Jade Falcon Flag
    • Clan Smoke Jaguar Flag

Gameplay
  • Game Mode Preferences
    • New to this build, the Game Mode selections made in the Launcher sub-menu no longer are discrete exclusions of non-checked modes.
    • A check next to a game mode now means it is a preferred game mode.
    • A non-checked game mode now means it is not a preferred game mode.
    • None of these checks guarantee inclusion or exclusion of any of the game modes.
    • When the Match Maker is deciding on which game mode to select, it will take into consideration the solo player's selections and group leader's selections (the group leader's selections apply to everyone in their group).
    • The Match Maker then tallies up the highest preferred totals for each game mode which biases the mode selection to the highest preferred mode.
    • Once teams have been put together via team size and Elo, the call as to which mode will be played is made based on this bias.
  • New heat penalties when a 'Mech equipped with a Clan XL engine loses a side torso.
    • The 'Mech will lose 20% of the heat sinks in the engine.
    • This percentage is calculated as the total of the heat sinks integral to the engine as well as any equipped in its heat sink slots.
    • The lost heat sinks are removed from those integral to the engine.
  • Fall damage tuning:
    • Increasing min fall damage threshold for lights from 38->46 and mediums from 35->39.
  • New Rewards in-game HUD added:
    • Rewards are now displayed in a new location and method.
    • Options added to switch between classic and modern reward display in Settings.
    • 'Mech Destroyed' reward renamed to 'Killing Blow'.
    • 'Resource Bonus' reward renamed to 'Conquest Bonus'.
    • These changes only represent a new display method with a new rewards table being introduced in a near future patch.

Modules
There are new weapon modules in the categories Range and Cooldown in all 5 ranks added to the game:
  • IS UAC 5 Range
  • IS ER Large Laser Range
  • IS LRM 20 Range
  • IS LRM 10 Range
  • IS LRM 15 Range
  • IS LRM 5 Range
  • IS ER PPC Range
  • IS PPC Range
  • IS Gauss Range
  • Clan LB2X Range
  • Clan LB5X Range
  • Clan LB20X Range
  • Clan Gauss Range
  • Clan ER PPC Range
  • Clan LRM 5 Range
  • Clan LRM 10 Range
  • Clan LRM 15 Range
  • Clan LRM 20 Range
  • Clan SSRM 4 Range
  • Clan SSRM 2 Range
  • IS UAC 5 Cooldown
  • Clan LB2X Cooldown
  • Clan LB5X Cooldown
  • Clan LB20X Cooldown
  • Clan SSRM 4 Cooldown
  • Clan SSRM 6 Cooldown

Improvements
  • Store Improvements
    • All store items now have roll-over information panels
    • All categories now have sorting
    • The Battlemech category now has 'Mechs grouped by chassis.
    • The Battlemech category now has sub-tabs for weight and type
  • Mech Skills improvements
    • Mech Sorting filters have been added
  • Mechlab improvements
    • Trial 'Mechs now appear only in the Trial tab
    • The grid now loads faster

Bug Fixes
  • Fixed an issue with the Mad Dog not having proper arm yaw with exactly 1 lower arm actuator.
  • Unowned Mechs' stats now show properly in the Skills screen in MechLab.
  • Fixed an issue where sometimes items or Mechs that are sold are not removed from the inventory list.

Known Issues
  • Weapon Module naming conventions between IS and Clans are inconsistent and will be fixed in the next patch

We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team


#2 Kirtanus

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Posted 07 October 2014 - 10:35 AM

New game mode vote system can affect some my teammates online time who hates specific game modes and doesn't care about matchmaker balance which i believe will be the same for end-user feelings...
New champion mech is strange and useless.
Thanks for fall damage tuning for meds and lights, and trial mechs exclusion from default mechlab.

Edited by Kirtanus, 07 October 2014 - 10:39 AM.


#3 Sky Hawk

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Posted 07 October 2014 - 10:36 AM

IS ERLL and LRM Range Modules... wow... And no TRIAL MECHS BETWEEN MY MECHS??? I never imagined it happens ever!


View PostKirtanus, on 07 October 2014 - 10:35 AM, said:

New mode vote system can affect some my teammates who hates specific game modes and don't care about matchmaker balance....

Exact!


View PostInnerSphereNews, on 07 October 2014 - 10:33 AM, said:

...

Nikolai! Font size!

Edited by Sky Hawk, 07 October 2014 - 10:46 AM.


#4 Sp4rtan

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Posted 07 October 2014 - 10:43 AM

THANK YOU! FOR THE NEW HEAT PENALTIES!

#5 LORD ORION

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Posted 07 October 2014 - 10:46 AM

Quote

  • New heat penalties when a 'Mech equipped with a Clan XL engine loses a side torso.
    • The 'Mech will lose 20% of the heat sinks in the engine.
For the most part this won't do much considering a reduction in ghost heat generation from the lost weapons.

#6 Ashan An

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Posted 07 October 2014 - 10:46 AM

View PostInnerSphereNews, on 07 October 2014 - 10:33 AM, said:

  • Mechlab improvements
    • Trial 'Mechs now appear only in the Trial tab



FINALLY
i've been waiting for this for so long :wacko:

#7 Kamies

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Posted 07 October 2014 - 10:47 AM

Cooldown modules for IS AC2 and C AC2. Coming in the future or not?

#8 Dawnstealer

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Posted 07 October 2014 - 10:49 AM

ERLL and LRM range modules? Woooowwwwww....

#9 DEMAX51

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Posted 07 October 2014 - 10:51 AM

View PostKamies, on 07 October 2014 - 10:47 AM, said:

Cooldown modules for IS AC2 and C AC2. Coming in the future or not?

They've said they're not putting them in because it would cause a single (U)AC2 to generate Ghost Heat.

[redacted]

Edited by Egomane, 07 October 2014 - 12:08 PM.
responding to removed content


#10 Sigilum Sanctum

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Posted 07 October 2014 - 10:51 AM

Quote

IS UAC5 Range and Cooldown Modules


You just made my Jager a very happy mech.

#11 Tristan Winter

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Posted 07 October 2014 - 10:52 AM

Trial 'Mechs now appear only in the Trial tab

Posted Image



#12 Reno Blade

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Posted 07 October 2014 - 10:52 AM

Cleaning up the UI2.0 menu - check
filtering out trials - check
sorting mechs in all menus - check
usefull starter packs - check
more module - check
bug fixes - check
plus matchmaker improvements - extra check for ingame improvement :)
unlocked skills for sold mechs show up in the skill tab now - super check!

This looks like a great patch for overall useablilty.
Thank you !

Edited by Reno Blade, 07 October 2014 - 10:58 AM.


#13 Semesis

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Posted 07 October 2014 - 10:53 AM

some good stuff here, Trial mechs only showing in the Trial tab is one ive been waiting for for a while now

#14 DarthPeanut

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Posted 07 October 2014 - 10:54 AM

Looks like a decent patch!

Especially liking the IS modules coming in that where missing. Trial mechs sorted out is awesome since I never use them. Glad to see Clan ST changes come in.

Not super thrilled about LRM modules but that is cause I am biased against LRM. I realize it would be unfair for them not to be included.

Edited by DarthPeanut, 07 October 2014 - 10:58 AM.


#15 Vlad Striker

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Posted 07 October 2014 - 10:56 AM

omg LRMs range module - why? WHY? To shoot from base to base?

#16 Eddrick

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Posted 07 October 2014 - 10:57 AM

Happy to see range modules for ERPPC and Gauss Rifle.

I still wish for Helepolis and the Sniper Artiller Piece that comes stock on it. It has over 9000m range ("Yes, you are in range").

#17 GreyNovember

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Posted 07 October 2014 - 11:00 AM

Rather excited to see how Matchmaker will feel this weekend. though I imagine I'll see scathing reviews of it within the next 12 hours.

#18 BBP

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Posted 07 October 2014 - 11:00 AM

Put 'IS' in front of all IS modules or to none (the new ones having 'IS' in front , are in the back of the list). Thank you for the update !

#19 Johnny Z

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Posted 07 October 2014 - 11:01 AM

A nice change for mediums and lights followed up by a name change from "mech destroyed" to something entirely irrelevent to this game. Who ever did the name change doesnt understand that, then lets just say it explains alot of whats wrong with this game.

Edited by Johnny Z, 07 October 2014 - 11:03 AM.


#20 frpeebles

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Posted 07 October 2014 - 11:01 AM

Amazing how much this game hates the players preference. Here I was hoping we'd be able to select which map we drop on (allowing more tailoring of loadouts) but instead we can't exclude game modes now? Assault and conquest can get bent. Just another nail in the coffin...





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