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Patch Notes - 1.3.373.0 - 17-Feb-2015


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#1 InnerSphereNews

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Posted 17 February 2015 - 11:00 AM

Greetings MechWarriors!

With Valentine’s Day behind us we are reminded that in any heart-felt battle, communication is key. Our focus with today's patch is to support good communication in your fight for the Inner Sphere.

We begin with the introduction of Faction Chat. Loyalty and fierce camaraderie define the Inner Sphere Houses and the Clans. You band together and strive to defeat your foes, which is all the better when you can actually find each other and group up. With Faction Chat players can now easily communicate with other players in their Faction and group up more efficiently using an improved chat interface.

Once you’re grouped and in a match, there are few joys parallel to a well-coordinated team; hearing the boisterous shouts and tense orders from your fellow teammates only adds to the thrill of battle. With today’s introduction of in-game VoIP, solo and grouped teammates alike can now coordinate and communicate on a whole different level.

For more information on both of these features, see the Gameplay section below.

The Panther and Enforcer ‘Mechs are ready to drop into battle! These first two ‘Mechs from the Resistance Collection are ready to stomp, and arrive with three Variants each. As outlined in our post here, the special geometry for the Prime [R] Variants will arrive with our next patch. Starting with today's release the Panther and Enforcer will be injected hourly for every eligible Resistance Collection owner, so if you like what you see head over to the Resistance page!

Quirk tweaks abound; for those interested in the full details you can check them out here.

See you on the Battlefield!

- The MechWarrior Team


Change Log

Content

'Mechs

Panther PNT-10K{R}

  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 208 (Standard)
  • Internal Structure: Endo Steel
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Artemis Ammo, CASE
  • Center Torso: SRM 4 w/ Artemis IV FCS, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: ER PPC
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 2 Missile
  • Right Torso: 1 AMS
  • Right Arm: 2 Energy
  • Heat Sinks: 13 Single
  • Jump Jets: 4 (8 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Cooldown +12.5%
  • Energy Heat Generation -12.5%
  • Missile Range +15%
  • Missile Cooldown +15%
  • ER PPC Velocity +40%
  • ER PPC Cooldown +12.5%
  • ER PPC Heat Generation -12.5%
  • 30% C-Bill bonus

Panther PNT-8Z

  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 238 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Ammo
  • Center Torso: SRM 4, Heat Sink, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: Large Laser
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 2 Missile
  • Right Arm: 3 Energy
  • Heat Sinks: 14 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Range +12.5%
  • Energy Cooldown +12.5%
  • Laser Duration -12.5%
  • Missile Cooldown +15%
  • Large Laser Range +12.5%
  • Large Laser Cooldown +12.5%
  • Large Laser Duration -12.5%

Panther PNT-9R

  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 208 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Ammo
  • Center Torso: SRM 4, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: PPC
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 1 Missile
  • Right Arm: 4 Energy
  • Heat Sinks: 13 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Range +15%
  • Energy Cooldown +15%
  • Energy Heat Generation -15%
  • Laser Duration -15%
  • Missile Range +15%
  • Missile Cooldown +15%
  • PPC Velocity +40%

Enforcer ENF-5D{R}

  • Tonnage: 50
  • Engine: 250 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 325
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 322 (Ferro-Fibrous)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: ER Large Laser
  • Left Torso: Small Laser, Jump Jet x2
  • Center Torso: Jump Jet, Engine
  • Right Torso: Jump Jet x2, LB 10-X AC Ammo, CASE
  • Right Arm: LB 10-X AC
  • Left Leg: Heat Sink
  • Right Leg: Heat Sink
  • Hardpoints:
  • Left Arm: 1 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 12 Single
  • Jump Jets: 5 (5 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Range +10%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +10%
  • Laser Duration -12.5%
  • LB 10-X Range +10%
  • LB 10-X Velocity +10%
  • LB 10-X Cooldown +10%
  • 30% C-Bill bonus

Enforcer ENF-4R

  • Tonnage: 50
  • Engine: 200 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 260
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 288 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Large Laser
  • Left Torso: Small Laser, Heat Sink x2
  • Center Torso: Engine
  • Right Torso: Heat Sink x2, AC/10 Ammo
  • Right Arm: AC/10
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Arm: 3 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 1 Ballistic
  • Heat Sinks: 12 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Cooldown +10%
  • Energy Range +12.5%
  • Energy Cooldown +10%
  • Energy Heat Generation -12.5%
  • Laser Duration -12.5%
  • AC/10 Cooldown +10%
  • Large Laser Cooldown +10%

Enforcer ENF-5P

  • Tonnage: 50
  • Engine: 250 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 325
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 288 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Ultra AC/5
  • Left Torso: Small Laser, Jump Jet, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: Jump Jet, Ultra AC/5 Ammo, Double Heat Sink
  • Right Arm: Ultra AC/5
  • Hardpoints:
  • Left Arm: 2 Ballistic
  • Left Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 12 Double
  • Jump Jets: 2 (2 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +10%
  • Ballistic Heat Generation -10%
  • Laser Duration -12.5%
  • Ultra AC/5 Velocity +10%
  • Ultra AC/5 Cooldown +10%
  • Ultra AC/5 Heat Generation -10%

Gameplay

Faction Chat

The new Faction Chat feature will allow players in the same Faction to communicate with each other in a Faction-wide Chat window. We believe that the introduction of this system, along with the below improvements to all Social Chat systems, will significantly streamline the formation of groups and speed up the process for getting a 12-player strike-team ready to drop.

Faction Chat is on by default. To de-activate Faction Chat you'll need to go to your in-game Settings and de-select the checkbox next to "Enable Faction Chat".

When necessary, you are able to report other players for violations of the Code of Conduct while in Faction Chat by accessing the left-click context menu over their name. This reporting feature is currently only available in Faction Chat.

Please note that Faction Chat is mainly intended for intra-Faction communication and organization. Trolling, heated arguments, and general spam, such as unsolicited Unit recruitment messages, are reportable and may be subject to moderation action. To make the most of this feature, communications should be on-topic and civil.

We have also implemented a number of new user-end features to all other Social Chat windows*.

Players can now left-click on another player name in any Social Chat window to bring up a set of options that will allow you to quickly:

  • invite that player to your Group or Unit
  • send a friend invite
  • send a private message
  • block a player

* We are planning to implement these new features to the in-match Chat system at a future date.

Voice over IP

Built using the TeamSpeak 3 SDK, the new in-game VoIP feature will allow players on the same team to easily communicate with each other without having to coordinate through a standalone TeamSpeak client or other 3rd-party VoIP system.

We believe that integrating VoIP functionality directly into MechWarrior Online has the potential to greatly improve the ability for teams to coordinate strategy and quickly relay information, particularly when a team may be comprised of multiple groups and solo players.

The VoIP feature is on by default. To de-activate VoIP you'll need to go to your in-game Settings and de-select the checkbox next to "Enable VOIP".

The VoIP feature operates solely under a push-to-talk system, and is mapped to the CAPS LOCK key by default. This mapping can be changed through your in-game Keyboard settings.

When necessary, you are of course able to mute or un-mute individual players by clicking on that player through either the pre-match ready screen or the in-match scoreboard. Under the current implementation muting a player is only applied per-match. Running into a previously muted player in another match will require that you mute them again, if necessary.

We have taken particular care in ensuring that the VoIP feature has as minimal an impact on game performance as possible.

Bug Fixes

  • Fixed an issue where the targeting box would stay on-screen
  • Optimization in the way we send data to the target 'Mech information panel
  • Victor VTR-9B Laser Duration changed to -7.5% (was +7.5%)
  • Mech XP now correctly updates after unlocking skills in ‘Mech trees
  • Players no longer need to re-log their client after receiving clan variant ‘Mechs to unlock their skill trees
  • Fixed a crash users may have experienced when loading into a match
  • Main Skill tree medallion will no longer default to the skill level of the first variant


Known Issues

Players running on low-spec machines may wish to disable VoIP, as its utilization of CPU time might impact their game performance.

- The MechWarrior® Online™ Team



#2 FrDrake

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Posted 17 February 2015 - 11:01 AM

I love the giant gaps for dramatic effect.

#3 Macksheen

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Posted 17 February 2015 - 11:03 AM

And the lack of quirks posted in this ;-)

But I assume they'll be edited in

Edited by Macksheen, 17 February 2015 - 11:03 AM.


#4 Verkhne

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Posted 17 February 2015 - 11:07 AM

So the Panther is the Mech the Adder wishes it could be?

#5 Felio

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Posted 17 February 2015 - 11:08 AM

View PostInnerSphereNews, on 17 February 2015 - 11:00 AM, said:

Once you’re grouped and in a match, there are few joys parallel to a well-coordinated team


Posted Image

#6 Vassago Rain

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Posted 17 February 2015 - 11:09 AM

I've waited so long...

#7 Deathlike

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Posted 17 February 2015 - 11:10 AM

View PostVassago Rain, on 17 February 2015 - 11:09 AM, said:

I've waited so long...


"You dare refuse my batchall?!?!" is the preferred spam quote of the day.

Edited by Deathlike, 17 February 2015 - 12:45 PM.


#8 WarHippy

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Posted 17 February 2015 - 11:10 AM

Why do so many mechs seem to have PPC or ERPPC velocity buffs seemingly at random when compared to the rest of the quirks? Also, holy ERPPC buffs on the CDA-3C Batman!

Edited by WarHippy, 17 February 2015 - 11:13 AM.


#9 stratagos

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Posted 17 February 2015 - 11:10 AM

Hm, one of the spiders get a 45% increase in ballistic range. I can think of a couple troll builds I might want to try out...

#10 Alaskan Nobody

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Posted 17 February 2015 - 11:10 AM

View PostInnerSphereNews, on 17 February 2015 - 11:00 AM, said:




Fixed an issue where the targeting box would stay on-screen

Awesome

View PostInnerSphereNews, on 17 February 2015 - 11:00 AM, said:


Main Skill tree medallion will no longer default to the skill level of the first variant

Awesome-er

#11 NocturnalBeast

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Posted 17 February 2015 - 11:12 AM

Yay! Target box fix, that was an annoying bug.

#12 Scout Derek

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Posted 17 February 2015 - 11:13 AM

Well, now, Chatting with one another and typing with your faction may help... or the opposite.

#13 Otto Cannon

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Posted 17 February 2015 - 11:14 AM

Finally! Now at long last I can watch my pug teams ignore voice communication as well as text as they stumble into the meatgrinder.

#14 luigi256

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Posted 17 February 2015 - 11:14 AM

VOIP has me very excited. We won't be able to hear the enemy team from what I understand. So no need to hear people complain or gloat from the enemy just my own.

#15 Joe Mallad

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Posted 17 February 2015 - 11:14 AM

kind of upset that no hit reg/hit box issues were fixed :(

#16 stratagos

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Posted 17 February 2015 - 11:15 AM

View PostOtto Cannon, on 17 February 2015 - 11:14 AM, said:

Finally! Now at long last I can watch my pug teams ignore voice communication as well as text as they stumble into the meatgrinder.


And listen to Super Awesome Player berate you after he runs off alone and is slaughtered. Thank God there is a blocking function. Looking forward to it being persistent

#17 Jon Gotham

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Posted 17 February 2015 - 11:17 AM

View PostInnerSphereNews, on 17 February 2015 - 11:00 AM, said:


Players running on low-spec machines may wish to disable VoIP, as its utilization of CPU time might impact their game performance.


- The MechWarrior® Online™ Team



This needs looking at ASAP. Not only is it being forced upon us, some people may even get a performance hit off of it. And, on by default? REALLY? Some people don't go to the forums and read this stuff-imagine the amount of match chat spam "How I turn off voip????!!!!"
Having to re mute people too? 12 voices all talking at same time?
Come on guys.....

#18 ThatGuy539

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Posted 17 February 2015 - 11:20 AM

Pretty cool overall.

I hope the built-in TeamSpeak doesn't affect standalone TeamSpeak clients, or other VOIP software. I assume if it's disabled that it won't be a problem. I know some teams have some pretty specific setups in TeamSpeak that they will want to keep using.

Too bad we can't get a permanent mute for some players. You know there will be ones that need it. I will have to start keeping a list I guess.

Other than that, I can't wait to get home to check out the new mechs. :D

PS: Not everyone has a mic, so I don't think there will be that much trouble from VOIP being on by default. Although it may have been better to have it off. Some may not notice it and may wonder why their game performance has dropped.

Hopefully, they don't all talk at once. It's never been a problem in any of the teams I've run with. But that's not the PUGs. We'll see how it goes.

Edited by ThatGuy539, 17 February 2015 - 11:26 AM.


#19 Wintersdark

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Posted 17 February 2015 - 11:22 AM

I definitely want Mute to be permanent, not per-match. If I mute someone, I don't want to hear from them next match.

#20 FrDrake

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Posted 17 February 2015 - 11:22 AM

View Postkamiko kross, on 17 February 2015 - 11:17 AM, said:

[/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/b][/i][/b][/b][/b][/b]
This needs looking at ASAP. Not only is it being forced upon us, some people may even get a performance hit off of it. And, on by default? REALLY? Some people don't go to the forums and read this stuff-imagine the amount of match chat spam "How I turn off voip????!!!!"
Having to re mute people too? 12 voices all talking at same time?
Come on guys.....


If it's anything like chat then you'll hear maybe 1 or 2 voices, and anyone who is saying anything worth listening to, will be ignored by everyone who needs to hear it and only heard by the people who already have a clue.

Unless somehow you end up in a goon match....





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