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Patch Notes - 1.4.53 - 16-Feb-2016


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#1 InnerSphereNews

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Posted 12 February 2016 - 12:22 PM

Tuesday, February 16th 2016 from 10AM – 1PM PST
Patch Number: 1.4.53
Patch Size: ~300 MB

Greetings MechWarriors,

The resurgence of Classic Inner Sphere 'Mechs continues. Like the Marauder and Warhammer before it, the Rifleman is now once again stomping onto the battlefields across the Inner Sphere. The Archer is now in production to complete this lance of Classic Inner Sphere Heavies.
Never to be outdone, the Clans have begun production on the first of their Classic Totem 'Mechs. The 100-ton Kodiak Assault 'Mech approaches.

Four brand new 'grey block' test maps are being released in this patch, intended purely with future competitive gameplay in mind. We'll be actively seeking your feedback on the layout and sight lines in these maps from a competitive standpoint. To that end we'll soon be establishing a dedicated sub-forum to compile feedback and centralize discussion not just regarding these new test maps, but toward competitive gameplay in MWO as a whole. We intend to iterate on these maps with every patch.

This patch additionally features an array of gameplay-related fixes and changes, including Quirk adjustments for both Inner and Clan 'Mechs, improvements to MASC, Clan Targeting Computers, and Flamers, and a number of general 'quality of life' improvements, such as a fix for the random assignment of leadership, a fix for an issue with the Capture Accelerator Module, a fix for extra fall damage being received when Leg Structure Quirks were present, and more.

This patch also includes a number of fixes and changes for maps, 'Mechs, and miscellaneous, including an array of Jump Jet animation fixes, the addition of breakable objects to the Crimson Strait and Canyon Network Quick Play Maps and breakable trees in the Sulfurous Rift Faction Play Map, a retrofit of the Stalker weapon visuals, collision improvements to Caustic Valley, and much more.

Read on for all the details, and we'll see you on the battlefield!

- The MechWarrior Team

Change Log

New 'Mech


Rifleman (Heavy)

A truly ancient BattleMech design, the Rifleman debuted before the Star League in 2505. Several variants attempted to redress some of the original’s design flaws. The RFL-3N in particular received widespread acceptance, and was heavily produced for the Star League Defense Force.

Release date for MC: May 3rd 2016
Release date for C-Bills: June 7th 2016

Loadout details and discussion of this 'Mech can be found in a dedicated post here.

New Test Maps for Private Lobbies

Four brand new 'test' maps have been added for selection in the Private Lobby. These maps are currently in what is referred to as a 'grey block' state. This means there is no art or aesthetic theme in these levels aside from the basic geometry and terrain surfaces they are comprised of; the maps are solely intended to test fundamental gameplay. These maps can only be played in the Skirmish game mode, and will only appear in the Map Selection dropdown when the Skirmish game mode is selected..

Each of the four maps are designed for limited player counts. Attempting to launch a Private Match with an amount of players that exceeds the maximum possible player count of the chosen map will result in a launch error. Each map is labeled in the Map Selection dropdown according to their intended player counts.

• 1v1
• 2v2
• 4v4 Test A
• 4v4 Test B

There is no 3v3 map.

Launching a Private Match on any of these maps requires that the 'Full Teams' Premium Option is set to 'No', as these maps are designed solely for reduced player counts. 'Full Teams' is still considered a 'Class 2' Premium option, and requires at least two of the participants have Active Premium Time running.

As of this patch, Map Selection is no longer a Premium Option and can be accessed regardless of whether or not a player in the Lobby has Active Premium Time.
The 'Random' option for both Game Mode and Map Selection has also been removed in this patch.

To clarify, these are the updated rules for accessing Premium Options in Private Lobbies as of this patch:

Standard Options (no Premium Time requirements)

• Game Mode
• Map
• Region

Class 1 Premium Options (requires that at least one player in the Lobby have Active Premium Time)

• Tonnage Rules
• Match Time (Min)
• Time of Day (for eligible maps only)
• View Mode

Class 2 Premium Options (requires that at least two players in the Lobby have Active Premium Time)

• Full Teams

New Badges and Titles

Rifleman Standard Pack (and Collector Pack)


"The Sureshot"

Rifleman Collector Pack


"The Bullneck"


New Cockpit Items

Along with their complementary delivery to eligible Rifleman Pack owners, the following Cockpit Items are also now available for purchase in-game:

• Phoenix 'Alexandrite' Purple (Hanging Item): 750 MC
• Phoenix 'Legend Killer' Purple (Standing Item): 500 MC
• Phoenix 'Legend Killer' Purple (Warhorn): 750 MC
• Solaris Medal (Early Adopter Hanging Item): 750 MC

'Mechs Now Available for MC

Orion IIC

• ON1-IIC: 3,080 MC
• ON1-IIC-A: 3,140 MC
• ON1-IIC-B: 4,510 MC
• ON1-IIC-C: 4,515 MC

'Mechs Now Available for C-Bills

Jenner IIC

• JR7-IIC: 6,916,093 C-Bills
• JR7-IIC-2: 6,918,153 C-Bills
• JR7-IIC-3: 6,660,093 C-Bills
• JR7-IIC-A: 6,524,093 C-Bills

Audio Fixes and Changes

• Added a sound effect when opening and closing the BattleGrid.
• Improved the DropShip internal rumble sound effect.
• Added a sound effect when a Laser Turret hits a 'Mech.
• Fixed an issue where Clan Medium Pulse Lasers wouldn't play a sound effect on HPG Manifold.
• Added a sound effect when toggling Advanced Zoom.

Gameplay Fixes and Changes

• Fixed an issue where the amount of fall damage taken would scale with the amount of Leg Structure Quirks present on a 'Mech.
• Fixed an issue where the Capture Accelerator Module would not boost Capture Rate if the player has also unlocked the UAV Upgrade.
• Fixed an issue where shooting a target at exactly Max Range would do full damage.
• Fixed an issue where players could be assigned Company or Lance Command without requesting it.
• Fixed an issue where bonuses received from NARC Quirks were being calculated after the bonuses received from an equipped Enhanced NARC Module. NARC Quirks are now calculated from the base 'Mech stats; bonuses from the Enhanced NARC Module are now calculated based on the Quirked stats.
• Fixed an issue where Seismic Sensor would only pick up weapons fire from an enemy 'Mech if they were not in line of sight.
• Fixed an issue where equipping the Artillery Accuracy Module could cause Consumables in Slot 1 to not function.
• Fixed an issue where using Advanced Zoom in 3PV would make the weapon reticle appear off-target.
• Fixed an issue where using Advanced Zoom in 3PV would cause the 'Mech head to obstruct the Advanced Zoom window.
• Fixed an issue where the current FOV setting would effect the default Zoom value displayed on the HUD.
• Fixed an issue in the Public Group Queue where groups of 4 would sometimes be incorrectly split up across multiple lances.
• Fixed an issue where 'Mechs could still open and close their weapon doors when overheated or shutdown.
• Fixed an issue where Weapon Groups could appear visually shuffled in a match when 10 or more weapons have been equipped.
• Fixed an issue where the "Hit and Run" match reward could be provided without fulfilling its conditions.
• Fixed an issue where damage received from Airstrikes and Artillery Strikes was not listed in the Destroyed screen.
• Fixed an issue where hitting a 'Mech with weapons fire could cause environmental damage particles to appear behind it.

Clan Targeting Computer

All Clan Targeting Computers are receiving adjustments to the majority of their values, listed below.
The Advanced Zoom, Sensor Range, and Targeting Time Boosts received from TC's are all unchanged from their previous values, and are not listed below.

• Targeting Computer MK I

• Zoom Level 1 Boost increased to 10% (from 6.75)
• Zoom Level 2 Boost increased to 14% (from 9)
• Beam Range Boost increased to 4% (from 2.25)
• Projectile Speed Boost increased to 5% (from 4.5)
• Critical Chance 1 Boost increased to 5% (from 4.32)
• Critical Chance 2 Boost increased to 2.75% (from 2.42)
• Critical Chance 3 Boost increased to 0.55% (from 0.52)

• Targeting Computer MK II

• Zoom Level 1 Boost increased to 15% (from 9.75)
• Zoom Level 2 Boost increased to 20% (from 13)
• Beam Range Boost increased to 5% (from 3.25)
• Projectile Speed Boost increased to 10% (from 6.5)
• Critical Chance 1 Boost increased to 5.5% (from 4.91)
• Critical Chance 2 Boost increased to 3% (from 2.75)
• Critical Chance 3 Boost increased to 0.625% (from 0.59)

• Targeting Computer MK III

• Zoom Level 1 Boost increased to 20% (from 12.75)
• Zoom Level 2 Boost increased to 27% (from 17)
• Beam Range Boost increased to 6% (from 4.25)
• Projectile Speed Boost increased to 15% (from 8.5)
• Critical Chance 1 Boost increased to 6% (from 5.51)
• Critical Chance 2 Boost increased to 3.25% (from 3.08)
• Critical Chance 3 Boost increased to 0.7% (from 0.6)

• Targeting Computer MK IV

• Zoom Level 1 Boost increased to 25% (from 15.75)
• Zoom Level 2 Boost increased to 33% (from 21)
• Beam Range Boost increased to 7% (from 5.25)
• Projectile Speed Boost increased to 20% (from 10.5)
• Critical Chance 1 Boost increased to 6.5% (from 6.10)
• Critical Chance 2 Boost increased to 3.5% (from 3.42)
• Critical Chance 3 Boost increased to 0.775% (from 0.73)

• Targeting Computer MK V

• Zoom Level 1 Boost increased to 30% (from 18)
• Zoom Level 2 Boost increased to 37.5% (from 24)
• Beam Range Boost increased to 8% (from 6)
• Projectile Speed Boost increased to 25% (from 12)
• Critical Chance 1 Boost increased to 7% (from 6.5)
• Critical Chance 2 Boost increased to 4% (from 3.37)
• Critical Chance 3 Boost increased to 0.85% (from 0.79)

• Targeting Computer MK VI

• Zoom Level 1 Boost increased to 35% (from 20.25)
• Zoom Level 2 Boost increased to 42% (from 27)
• Beam Range Boost increased to 9% (from 6.75)
• Projectile Speed Boost increased to 30% (from 13.5)
• Critical Chance 1 Boost increased to 7.5% (from 6.99)
• Critical Chance 2 Boost increased to 4.25% (from 3.92)
• Critical Chance 3 Boost increased to 0.925% (from 0.84)

• Targeting Computer MK VII

• Zoom Level 1 Boost increased to 40% (from 22.5)
• Zoom Level 2 Boost increased to 47% (from 30)
• Beam Range Boost increased to 10% (from 7.5)
• Projectile Speed Boost increased to 35% (from 15)
• Critical Chance 1 Boost increased to 8% (from 7.44)
• Critical Chance 2 Boost increased to 4.5% (from 4.17)
• Critical Chance 3 Boost increased to 1% (from 0.89)

Flamers

• The following values have been adjusted for Flamers:

• Amount of Damage per second has been decreased from 0.7 to 0.1.
• Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.
• The duration of time before heat from a Flamer starts to effect your own 'Mech (not the enemy 'Mech) at the exponential level has been decreased from 6.25 to 4.75 seconds. Flamers still immediately generate heat in your own 'Mech at a rate of 1.0 heat/sec, until the exponential increase takes effect.

• Flamer visuals have been adjusted to minimize the blinding effect caused by their use.

MASC (Myomer Accelerator Signal Circuitry)

All MASC items are receiving increases to their speed boosts, turn rates, accel/decel rates, and re-charge rate.

The rate at which MASC is burned is not changing, and will remain at a burn-rate of 10% per second. The damage received from exceeding the recommended operational guidelines are also unchanged.

The re-charge rate is being increased from 2% per second to 4% per second for all MASC items (Clan and IS alike).

The various changes to speed boost, turn rates, and accel/decel rates for each MASC item are listed below.

• Inner Sphere MASC MK I

• Speed boost increased to 20% (from 10%).
• Turn rate increased to 50% (from 25%).
• Acceleration increased to 200% (from 175%).
• Deceleration increased to 190% (from 150%).

• Inner Sphere MASC MK II

• Speed boost increased to 23% (from 10%).
• Turn rate increased to 45% (from 25%).
• Acceleration rate increased to 190% (from 175%).
• Deceleration rate increased to 180% (from 150%).

• Inner Sphere MASC MK III

• Speed boost increased to 26% (from 12%).
• Turn rate increased to 40% (from 25%).
• Acceleration increased to 185% (from 175%).
• Deceleration increased to 175% (from 150%).

• Inner Sphere MASC MK IV

• Speed boost increased to 29% (from 17%).
• Turn rate increased to 35% (from 25%).
• Acceleration increased to 180% (from 175%).
• Deceleration increased to 170% (from 150%).

• Inner Sphere MASC MK V

• Speed boost increased to 32% (from 20%).
• Turn rate increased to 30% (from 25%).
• Acceleration remains at 175% (no change).
• Deceleration increased to 165% (from 150%).

• Clan MASC MK I

• Speed boost increased to 20% (from 10%).
• Turn rate increased to 40% (from 25%).
• Acceleration increased to 200% (from 175%).
• Deceleration increased to 190% (from 150%).

• Clan MASC MK II

• Speed boost increased to 23% (from 10%).
• Turn rate increased to 35% (from 25%).
• Acceleration increased to 190% (from 175%).
• Deceleration increased to 180% (from 150%).

• Clan MASC MK III

• Speed boost increased to 28% (from 16%).
• Turn rate increased to 30% (from 25%).
• Acceleration increased to 185% (from 175%).
• Deceleration increased to 175% (from 150%).

• Clan MASC MK IV

• Speed boost increased to 30% (from 19%).
• Turn rate remains at 25% (no change).
• Acceleration increased to 180% (from 175%).
• Deceleration increased to 170% (from 150%).

Quirks

These are the broad changes you'll see in this Quirk pass:

• All remaining negative/detrimental Weapon Quirks on Clan 'Mechs have been removed. A small amount of negative Armor and Turn Quirks remain for certain variants.
• All Inner Sphere Energy Range Quirks are now set at 10% (if present).

• This 10% standardization applies specifically to 'Energy Range' Quirks. Weapon-specific Range Quirks are not effected by this change.

These are the more specific changes not covered by the two broad changes listed above:

Clan

The number of changes to Clan Quirks in this patch and the per-OmniPod Quirk system are better served in a dedicated document.
You can find a PDF of all Clan Quirk changes here, along with an Excel document here.

Inner Sphere

• All Blackjack variants now posses the following Structure Quirks (reduced from original values):

• Additional Structure CT +14 (down from +28).
• Additional Structure L/R Torso +11 (down from +22).
• Additional Structure L/R Arm +12 (down from +24).
• Additional Structure L/R Leg +11 (down from +22).

• Blackjack BJ-1: AC/2 Cooldown Quirk increased to +20% (from 10%).
• BJ-1DC: Accel/Decel Quirks both increased to +60% (from 25% and 35% respectively)
• BJ-1DC: Torso Yaw Speed Quirk increased to +45% (from 25%).
• BJ-3: PPC Velocity Quirk increased to +50% (from 40%).
• BJ-A: Now has a +20% Machine Gun Rate of Fire Quirk.
• Highlander HGN-732B: Ballistic Velocity Quirk increased to +15% (from 10%).
• HGN-732B: Now has a +10% Energy Cooldown Quirk.
• HGN-733P: Ballistic and Gauss Cooldown Quirks have been removed.
• HGN-HM: Ballistic Velocity Quirk increased to +20% (from 10%).
• Jenner JR7-O: Accel/Decel Quirks have been increased to +35% (from 10%).
• JR7-O: Turn Rate Quirk has been increased to +25% (from 10%).
• Quickdraw QKD-4G: Energy Range and Laser Duration Quirks have been removed
• QKD-4G: Missile Cooldown Quirk increased to +15% (from 10%).
• QKD-4G: Energy Cooldown Quirk increased to +20% (from 15%).
• QKD-4G: Accel/Decel Quirks increased to +30% (from 15%).
• QKD-4G: Turn Rate Quirk increased to +25% (from 10%).
• QKD-4H: Laser Duration Quirk decreased to -10% (from -20%).
• QKD-4H: Missile Cooldown Quirk decreased to +5% (from 20%).
• QKD-4H: Missile Velocity Quirk increased to +15% (from 10%).
• QKD-4H: Missile Heat Gen Quirk increased to -10% (from -5%).
• Locust LCT-1V, LCT-3V, and LCT-PB: Now have +20% Machine Gun Rate of Fire Quirks.
• Panther PNT-10K: ERPPC Quirk has been changed to a PPC Quirk, so the benefit now applies to both ERPPCs and standard PPCs.
• PNT-10K: PPC Velocity Quirk has been increased to +50% (from the original 40% ERPPC Quirk).
• Spider SDR-5K: Now has a +20% Machine Gun Rate of Fire Quirk.

Map Fixes and Changes

• Canyon Network: Trees and certain rock formations are now breakable.
• Crimson Strait: Trees and streetlights are now breakable.
• Caustic Valley: Smoothed out the terrain in some problematic areas.
• Caustic Valley: Removed collisions from the smaller pebbles/rocks.
• Viridian Bog: The ultra-large trees now have weapon collision again
• Polar Highlands: Fixed an issue where the snow could appear to flicker on distant rock formations.
• Sulfurous Rift: Trees are now breakable.
• Tourmaline Desert: Fixed an issue where a destroyed component could clip into the ground in E3 sector.
• Vitric Forge: Fixed an issue with levitating rocks in D7 sector.

'Mech Fixes and Changes

• All affected 'Mechs: Fixed an issue where the Hardpoints displayed in the MechLab>Mech Stats paperdoll could be inaccurate.
• All IIC 'Mechs: Fixed an issue where the IIC 'Mechs were not able to equip an XL Engine when there were still sufficient slots available.
• Black Knight (all variants): Fixed a visual issue with the back legs when using the Phranken Pattern.
• Cicada CDA-3F [L]: Added a sound effect when landing after using Jump Jets.
• Catapult (all variants): Fixed an issue where weapon doors couldn't be manually closed after being opened.
• Kit Fox (all variants): Fixed an issue where LA position would change state when moving.
• KFX-D: Fixed an issue where the LT Quirks gave Structure bonuses to the RT.
• Stalker (all variants): The appearance of weaponry on all Stalker models will now properly reflect the specific weapon equipped.
• Summoner (all variants): Fixed an issue with Arm animations.
• Warhammer (all variants except the WHM-6D): Fixed a visual issue with LT Missile hardpoint when using the Applejack Pattern.
• Fixed an issue where the NARC Duration Quirk was not functional for all 'Mechs with a NARC Duration Quirk.
• Fixed a visual issue with the Steiner Faction Pattern on the following 'Mechs:

• Black Knight
• Crab
• Mauler

• Fixed various Jump Jet animation issues with the following 'Mechs:

• Arctic Cheetah
• Blackjack
• Dire Wolf
• Firestarter
• Grasshopper
• Jenner
• Kit Fox
• Nova
• Quickdraw
• Raven
• Shadow Cat
• Summoner
• Thunderbolt
• Wolverine

Other Fixes and Changes

• Fixed an issue where the Master Volume option would not work while in a match.
• Time of Day selection has been added as an option in Private Lobbies for maps that support it (Forest Colony, River City, Caustic Valley, and Polar Highlands). This is considered a 'Class 1' Premium option, and requires that at least one player in the Lobby has Active Premium Time.
• Map Selection is no longer a Premium Option in Private Lobbies, and can be accessed regardless of whether or not a player in the Lobby has Active Premium Time.
• The 'Random' option has been removed from the Map Selection and Game Mode dropdowns in Private Lobbies.
• Accessing the Skill Tree for a 'Mech will now display the 3D model of that selected 'Mech. Your 'Current BattleMech' will not change, and you will return to it after exiting the Skill Tree.
• Fixed an issue where Conquest resources could end at 751 instead of 750.
• Fixed an issue inside the BattleGrid where players could highlight the "i" text inside the "Toggle Info Panel" keymap.
• Fixed an issue where Spectators could highlight the "To Exit Current Match" and ESC keymap text.
• Fixed an issue where the "Take Company/Lance Command" text could appear cut off inside the BattleGrid.
• Fixed an issue where the name of the Grid Iron Limited Edition 'Mech would appear cut off inside the MechLab.
• Fixed an issue where custom 'Mech names wouldn't appear inside the DropShip 'Mech Select screen in Faction Play.
• Fixed an issue where the listed Weapons Groups would not be accurate when Spectating another player.
• Settings>Keyboard and Settings>Controller keymap menu's have been organized by category (Chat, Mech, Miscellaneous, Movement, Spectator, Vision, Weapon).
• Private Match Broadcaster controls are now fully mappable inside the Settings>Keyboard and Settings>Controller screens.
• Fixed an issue where Xbox 360 controllers would always be invisibly mapped to certain actions, even if you assigned a button to a different action.
• The pilot's throttle-hand now pushes forward when increasing throttle, and backwards when decreasing throttle.
• The client will now automatically use DirectX 11 if your video card is compatible. This only applies to new players; players with an existing local profile will be unaffected.
• Fixed an issue where players would receive a generic error when trying to login with an unverified e-mail address.
• Standardized all instances of the term Warhorn inside the Cockpit screen.

Miscellaneous Notes & Known Issues

• The long-standing issue with Warhorn sounds not always triggering has finally been resolved, but the fix did not make it in time for this patch. The fix will be included in the March 15th patch.
• The improvements to the Directional Arrow, originally set for this patch, have been pushed to March 15th.
• Known Issue: Under certain conditions Flamer particles can render incorrectly when running the MSAA anti-aliasing method.



#2 Mechteric

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Posted 12 February 2016 - 12:27 PM

Woah, I think this is the earliest pre-patch notes ever. It's like seeing into the future!

Edited by CapperDeluxe, 12 February 2016 - 12:28 PM.


#3 Katrina Steiner

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Posted 12 February 2016 - 12:28 PM

Flamers actually produce heat on an enemy mech?! Say it isnt so!

Nice list btw!

Edited by Katrina Steiner, 12 February 2016 - 12:29 PM.


#4 Felio

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Posted 12 February 2016 - 12:40 PM

Posted Image

Better late than never.

Edited by Felio, 12 February 2016 - 01:06 PM.


#5 Tordin

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Posted 12 February 2016 - 12:42 PM

Pretty fantastic changes, mostly. The only thing is, why reduce the flamers dmg, werent they weak enough alredy? My guess is that this makes it more specialized in dealing heat to enemies, dmg is more of a machine gun role of the two mini weapons (if any at all pluss critting of course).
Though it should have stayed around 6 seconds before we get to feel the heat aswell. In fact flamers shouldnt give the users heat since its ejecting from the fusion core or what?

Edited by Tordin, 12 February 2016 - 12:43 PM.


#6 luigi256

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Posted 12 February 2016 - 12:43 PM

So flamers have changed from being able to deal slight damage to a support weapon by making enemy mechs actually overheat?

Well I guess that means I won't be able to use an eight flamer Firestarter like I wanted but I can use a 5 flamer 3 large laser Thunderbolt. Should be a good support weapon if you can actually get into the short range to use them.

Edited by luigi256, 12 February 2016 - 12:44 PM.


#7 Felio

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Posted 12 February 2016 - 12:45 PM

View Postluigi256, on 12 February 2016 - 12:43 PM, said:

So flamers have changed from being able to deal damage to a support weapon and making enemy mechs actually overheat?



No, they will still cap heat at 90%, presumably. The target has to fire weapons after that to actually shut down.

So they are still utter garbage. Probably more than ever.

#8 Navid A1

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Posted 12 February 2016 - 12:47 PM

Can i remove MASC from my shadowcats now?

#9 Sjorin

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Posted 12 February 2016 - 12:49 PM

Goodbye, my precious COM-1D. Your 40% energy range quirk will be remembered.

Let us all know that I never abused your power, Commando. Not once did I run dual large pulse lasers. It was always med pulse for us, and streak SRMs. You were the best squirrel chaser I ever knew.

YOU WILL BE MISSED

#10 Vashramire

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Posted 12 February 2016 - 12:52 PM

Looking forward to MASC changes even though I only have 1 mech with it. Glad to see mg RoF quirks back if they aren't going to buff them into good weapons so the lack luster Locusts can at least pew pew a bit more with the nerf to their lasers range quirks.

Edited by Vashramire, 12 February 2016 - 12:55 PM.


#11 Groutknoll

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Posted 12 February 2016 - 12:59 PM

now that several maps have breakable trees ....

could achievements be added for the number of trees you knock down?
something like:
I'm a lumber jack and I'm ok
Clear cutting forests
You're the reason for global warming

oh, and for every tree you knock down you get 1cbill?
Posted Image

Edited by Groutknoll, 12 February 2016 - 01:01 PM.


#12 Summon3r

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Posted 12 February 2016 - 01:03 PM

lol at SMN and GAR quirk "boosts"

#13 Tahawus

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Posted 12 February 2016 - 01:03 PM

A moment of silence for the locust 1m ultra laser.

#14 rangergord

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Posted 12 February 2016 - 01:09 PM

A moment of silence for all the IS mechs that didn't get anything to compensate for their range quirks and now go back to the hangar from whence they came.

#15 Alexander Garden

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Posted 12 February 2016 - 01:09 PM

View PostGroutknoll, on 12 February 2016 - 12:59 PM, said:

now that several maps have breakable trees .... could achievements be added for the number of trees you knock down? something like: I'm a lumber jack and I'm ok Clear cutting forests You're the reason for global warming oh, and for every tree you knock down you get 1cbill?

I see this request so often I've finally gone ahead and filed it. No guarantees if we'll ever get it though.

Lumberjack: Knock down 100 trees.
Paul Bunyan: Knock down 1000 trees.
Tunguska Event: Knock down 80,000,000 trees.

View PostNavid A1, on 12 February 2016 - 12:47 PM, said:

Can i remove MASC from my shadowcats now?

MASC is still a fixed item.

View PostFelio, on 12 February 2016 - 12:45 PM, said:

No, they will still cap heat at 90%, presumably. The target has to fire weapons after that to actually shut down.

Heat cap on the targeted 'Mech is still 90%.

#16 Gas Guzzler

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Posted 12 February 2016 - 01:17 PM

View PostAlexander Garden, on 12 February 2016 - 01:09 PM, said:

I see this request so often I've finally gone ahead and filed it. No guarantees if we'll ever get it though.

Lumberjack: Knock down 100 trees.
Paul Bunyan: Knock down 1000 trees.
Tunguska Event: Knock down 80,000,000 trees.


MASC is still a fixed item.


Heat cap on the targeted 'Mech is still 90%.


Can you file a request for the CTF-3L please :D

Edited by Gas Guzzler, 12 February 2016 - 01:17 PM.


#17 Mcgral18

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Posted 12 February 2016 - 01:20 PM

Did the Nova lose 5% heat gen?
No, moved to STs instead. More, as a matter of fact. Well, 10 to 13%

SadCat didn't get the MG buffs like the Arrow, so it keeps the pitiful 2%, but we were told that would happen.
A 25% quirk MIGHT make them worth taking...unless they wanted to fix the weapon itself. Least they finally buffed the Flamer...maybe. 1DPS is what the MG should have, and I'd argue 2 DPS for the Flamer (less range, twice the weight, HOT, as in hottest weapon in the game). I guess we'll see if the overheating is as worthless as it's always been.
Starts with giving the enemy heat, instead of ramping up from zero.


Fridge is losing Leg structure, but getting some fair quirks in return (including 10% less ERML heat)

Edited by Mcgral18, 12 February 2016 - 01:22 PM.


#18 VtTimber

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Posted 12 February 2016 - 01:21 PM

OMG.... FINALLY.....

The pilot's throttle-hand now pushes forward when increasing throttle, and backwards when decreasing throttle.

Edited by VtTimber, 12 February 2016 - 01:21 PM.


#19 Kodyn

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Posted 12 February 2016 - 01:21 PM

Any word on when we'll see weapons balance addressed, since the diminishing of those IS range quirks throws that for a loop again?

It's not so much the super-ranged ERLL that the clans complained about, sure, take those, but now our Med Lasers will be pitiful range again. How about some better cooling, to promote more boating of smaller lasers since boating extended range ERLL was such an issue? Right now, as of patch, IS ML, Small, and Small Pulse are just taking a big hit with no compensation, in the name of balancing ERLL.

The clan XL changes are ok, but as someone with as much time in IS and Clan mechs, I can still say that if given free reign, I'd choose Clan almost every time: not dying to XL death, higher speed, smaller equipment, C.A.S.E, higher alpha, longer range lasers, these are all still the reasons why Clan overpowers IS without some form of powerful quirks on the IS side.

Whenever IS is given those quirks however, they end up taken away, and we're left with this constant see-sawing of balance that never seems to settle. I don't want to see IS overpower Clan, or vice-versa, but it seems like we're always left with one or the other lately.

#20 Dawnstealer

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Posted 12 February 2016 - 01:26 PM

Normally I'm a PGI white knight on these boards, but...

Quote

Flamers
• The following values have been adjusted for Flamers:[indent]
• Amount of Damage per second has been decreased from 0.7 to 0.1.
• Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.
• Duration of time before Heat starts to effect you has been shortened from 6.25 to 4.75 seconds.[/indent]
• Flamer visuals have been adjusted to minimize the blinding effect caused by their use.



You guys know that the problem with Flamers wasn't that they were too powerful or overused, right?





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