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Patch Notes - 1.3.391 - 05-May-2015


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#1 InnerSphereNews

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Posted 04 May 2015 - 04:15 PM

Tuesday, May 5th 2015 @ 10AM PDT - 1PM PDT
Patch Number : 1.3.391.0

Greetings MechWarriors,

When the dust from the First Battle of Tukayyid had settled, Clan and Inner Sphere forces alike gazed upon the devastation to see a single flag planted among the ruined husks and torn components of over 17,000 MechWarriors; the banner of Clan Wolf was standing as testament to the collective strength of the victorious Clans.

All who dared visit the epicenter of this battleground and chanced to reflect upon the remains under their feet may have discovered a singular message, scorched as a crude monument into the impaled wreckage of a TDR-5SS:

“This planet claimed by Mercstar, in the name of Clan Wolf.”

In the aftermath of this First Battle of Tukayyid, the territories of the Inner Sphere and Clan Factions have been reset. The War for the Inner Sphere rages on, and in this first patch of May we introduce a new Community Warfare battleground on which to continue the fight: the Vitric Forge.

A new Champion 'Mech is also joining the fray: the JagerMech JM6-A{C}.

Rounding out the patch we have the addition of a NARC indicator to the HUD, some collision clean-ups on HPG Manifold, a change to the Private Match creation system, additional improvements to the Patcher and Repair Tool systems, along with an array of other bug fixes.


Change Log

New Community Warfare Map

Vitric Forge

The superstition associated with the main-sequence blue giant that looms at the center of this system is as ancient and convoluted as its debris ring, through which the orbit of this planet intersects.
Mythos from Cthugha to Odin has been attributed to this system since before the Inner Sphere was imagined; the scorched orb of blood-red corundum on which the SDS base is located has done much to encourage them.

The only thing keeping the planet from cometary armageddon is the eccentricity of its 1700-year orbit, which at present is entering its apogee. In the interim, the extremely thin atmosphere present here is just enough to disintegrate the relatively minor peripheral debris. By that virtue at least, the SDS will be under little threat of natural bombardment for several centuries.

Attacking forces will find this mission most challenging, as the terrain is devoid of obvious approach-paths and provides only sparse cover inside the many craters scarring its surface.
Focused teamwork and measured approaches with 'Fire & Maneuver' and 'Leapfrogging' tactics are paramount on this battleground, as there is no hope of advancement without exposure. Coordination and adaptability will be the most valuable tactics for disrupting enemy cohesion.




New Champion 'Mech

JagerMech JM6-A(C)
Tonnage: 65
Engine: 260 XL
  • Top Speed: 64.8 kph
  • Max Engine Rating: 315
Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
Arm Movement:
  • 0 degrees to each side.
  • 35 degrees up and down.
Armor: 304 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
  • Left Arm: SRM 6 x2, Ultra AC/5
  • Left Torso: SRM Ammo x2, Ultra AC/5 Ammo x2, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: SRM Ammo x2, Ultra AC/5 Ammo, Double Heat Sink
  • Right Arm: SRM 6 x2, Ultra AC/5
Hardpoints:
  • Left Arm: 1 Ballistic, 2 Missile
  • Left Torso: 1 Energy, 1 AMS
  • Right Torso: 1 Energy
  • Right Arm: 1 Ballistic, 2 Missile
Heat Sinks: 12 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
Movement Archetype: Medium
Quirks:
  • Additional Structure (LT) +7
  • Additional Structure (RT) +7
  • Ballistic Range +20%
  • Ballistic Velocity +10%
  • Laser Duration -10%
  • Missile Cooldown +20%
  • Missile Heat Generation -10%
30% XP bonus when used.


'Mech Changes
  • Adder now has animated talons. This change did not release with this patch. It is now set for the May 19th patch.

Gameplay

  • A new Community Warfare map has been added: "Vitric Forge"
Changes to the behaviour of the 'Play Now' button on the main screen:
  • Pressing 'Play Now' will no longer ask the player what type of game they wish to create (Public or Private).
  • Players will now be added to the Public matchmaking queue by default.
  • Creation of Private matches has been moved to the Social window.
New NARC HUD element:
  • When your 'Mech has been tagged with a NARC Beacon, a new HUD element will appear in the bottom left corner of your View Square. This is the same area in which the View Zoom Magnification level is displayed.
  • The HUD element will stay on-screen for as long as the NARC Beacon is active.

Bug Fixes
Re-factored the crosshair and targeting displays for NVIDIA 3D Vision:
  • Crosshair, Weapon Group, Distance Finder, and Targeting Box are all now on the same depth plane.
  • The line that connects the arm and torso crosshairs now works correctly.
  • The targeting reticle and target info box will now appear on the correct depth plane when using Advanced Zoom.
  • Fixed an issue where you would see both the normal crosshair and the red crosshair when damaging a game object.

  • Thermal Vision brightness levels have been adjusted for several 'Mechs.
  • All weapons with a Max Range over 1500m will now register their damage correctly.
  • Clan Large Pulse Laser Range Module 5 tooltip now displays the correct percentage.
  • Fixed an issue where committing Drop Deck changes in a Community Warfare queue screen would not save correctly.
  • Spamming the 'Click To Spectate' button will no longer cause the transition animation to repeat.
  • Fixed an issue where the HUD text for Consumable Modules could be grayed out.
  • Fixed an issue where the UAV icon would display briefly on the HUD when any Cool Shot consumable was used.
  • Fixed an issue where the O-GEN would sometimes not be labelled on the HUD as 'Destroyed' after being destroyed.
  • Fixed an issue where the total rewards on the End of Round screen were not displaying correctly when receiving the 'First Capture' reward.
  • Players can now delete an existing key-binding in the Keyboard Settings screen by clicking the 'X' icon that will appear when hovering over the current binding.
  • Long Device names will no longer be cut off in the VoIP Settings screen.
  • Added numerical references for all sliders in Settings.
  • Updated all Ghost Bear Faction Patterns with improved material.
  • Game client will now launch in 64-bit mode by default on 64-bit systems.
  • Increased fidelity to collisions on HPG Manifold buildings. More to come...

Patcher/Repair Tool
  • Downloading a file will now prompt for retry when the downloaded bytes don't match the expected size (MD5 error).
  • Repair Tool will now create error logs in the output window when encountering fatal exceptions.
  • Patcher checks for existence of temp directory and creates it if needed.
  • Fixed a Patcher crash under Windows XP.

See you on the battlefield!
- The MechWarrior® Online™ Team


#2 Jody Von Jedi

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Posted 04 May 2015 - 04:16 PM

Patch Notes a day in advance!

PGI, you're spoiling us!

Keep up the good work.

#3 Ikester

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Posted 04 May 2015 - 04:23 PM

Yeppers!!

#4 Twilight Fenrir

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Posted 04 May 2015 - 04:27 PM

The new map sounds awesome :D Looking forward to it!

With that done, you'll be hopping over to the announced improvements to River City, right? Or... was it the Bog CW map...

I really like seeing the patch notes in advance n.n Hope this becomes the standard!

#5 Duncan1dah0

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Posted 04 May 2015 - 05:54 PM

Thanks for getting this out before the patch. It was annoying hitting the reload key during patching to see what treats we got.

#6 Sereglach

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Posted 04 May 2015 - 06:13 PM

There's starting to be a very nice trend of many bug fixes (including terrain collision passes) at the end of each of these patch notes. I look forward to seeing many more of those in the future. Keep up the awesome work, PGI!

Thank you very much for letting us look these over a day in advance of the patch, as well.

#7 Glaive-

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Posted 04 May 2015 - 06:14 PM

All those delicious bug fixes!
And improvements to the Adder's animations! :wub:

#8 FupDup

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Posted 04 May 2015 - 06:43 PM

That champion Jag is poorly designed.

1. Why so little armor?
2. Why no backup energy weapons?
3. 4 SRM4 instead of 4 SRM6 would allow for more tonnage to make some of the changes above.
4. The XL260 is directly inferior to an XL265.
5. Not nearly enough UAC/5 ammo. Without quirks you need at least 2 tons per gun.

Here's my suggestion: A Better Jagermech Champion Build

The SSRMs were put in to make weight for more UAC ammo and armor. I'm also considering dropping the Ultras to just regular AC/5 to lighten the ammo load and free up more weight.

Edited by FupDup, 04 May 2015 - 06:51 PM.


#9 Kageru Ikazuchi

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Posted 04 May 2015 - 07:09 PM

Quote

All who dared visit the epicenter of this battleground and chanced to reflect upon the remains under their feet may have discovered a singular message, scorched as a crude monument into the impaled wreckage of a TDR-5SS:
“This planet claimed by Mercstar, in the name of Clan Wolf.”

Nice mental image ... I'd buy this artwork, by the right artist ... even if it is a tribute to [-MS-].

Quote

Focused teamwork and measured approaches with 'Fire & Maneuver' and 'Leapfrogging' tactics are paramount on this battleground, as there is no hope of advancement without exposure.

Sounds like a meat grinder for PUGs ... long sight lines that will highly favor well-coordinated focused fire and long range DF accuracy.

Quote

JM6-A{C}

I'd call it a glass cannon, but there are good glass cannon builds ... wow, that's a bad build ... I feel bad for the new players when that goes into rotation. You've rolled out some crappy champions in the past, but this is really bad. So, why is it bad?

Spoiler


Quote

- Thermal Vision brightness levels have been adjusted for several 'Mechs.
- All weapons with a Max Range over 1500m will now register their damage correctly.
...
- Fixed an issue where committing Drop Deck changes in a Community Warfare queue screen would not save correctly.
...
Increased fidelity to collisions on HPG Manifold buildings. More to come...

These bug fixes and improvements almost make up for the crappy Champion.

Oh, and thanks for getting the notes out early ... this is awesome!

#10 Mordric

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Posted 04 May 2015 - 07:26 PM

whelp, there goes most of my current complaints.. I can feel the stress leaving.

#11 MadLibrarian

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Posted 04 May 2015 - 09:46 PM

This is exactly the type of patch we need. The bug fixes section is a glorious sight to behold. Thanks <3

#12 ball0fire

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Posted 04 May 2015 - 11:14 PM

yay a new map that i'll never see

#13 BobTheBully

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Posted 04 May 2015 - 11:33 PM

Am I allowed to say that I love PGI? :)

#14 eFTy

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Posted 04 May 2015 - 11:52 PM

FINALLY a NARC indicator \o/

Though I don't understand why it isn't on the right side of the screen where the ECM marker is too...

And all those bug fixes.. The Adder. The Drop-deck save bug. The collision bugs... I love this patch.


And yeah, that Jager is atrocious. Experienced players might be able to make it work, but you really need to realize you're making these mechs for newbie players to learn the basics of the game in.

If they constantly die due to low armour, slow XL engine and AMMO STORED IN THE SAME LOCATION A THE FREAKING ENGINE, WHY!?!?!?!, they're unlikely to put more time and money into a game that will seem highly unfair to them...

#15 aniviron

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Posted 04 May 2015 - 11:52 PM

Hoooo boy is that "Champion" loadout bad. That thing is going to get a lot of noobs killed. XL Jager with low armor, ammo in side torsi and not a lot of total ammo, split range brackets, slow, and even the engine is an XL260 when a 265 weighs the same.

#16 Rebel Ace Fryslan

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Posted 05 May 2015 - 12:41 AM

GOOD FIXES and a new map.

How-ever, too bad you did not take the opportunity to change some of the things in CW.
Fix on the weird planet selection, is still out.

And for us NON-american players there is no (non-boring) way to rlly play for taking a planet.
talking about turret-drops and the not effective Faction-chat.

Anyway: Think about some effective changes OR Rethink your whole idea of CW as it is.

#17 Sp4rtan

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Posted 05 May 2015 - 12:51 AM

good work guys awesome map ! ! !

#18 DarthHias

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Posted 05 May 2015 - 01:04 AM

So what does animated talons for the adder mean?

#19 eFTy

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Posted 05 May 2015 - 01:06 AM

The feet, basically. The Kit Fox had the same problem - when walking, the feet would stay fixed on the legs. It looked derpy as fark.

Edited by eFTy, 05 May 2015 - 01:08 AM.


#20 DarthHias

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Posted 05 May 2015 - 01:10 AM

Ah thx, so my beloved Adders will get even prettier :wub:





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