So, there's going to be a lot coming in this patch.
And I Know some of you won't like some of the new things that are to come. no, not the new mech, but rather, the new assault mode and supply caches that are going to arrive.
The supply cache is undoubtedly going to be a rough mechanic implemented - what I mean is not everyone is going to like how it works. there's going to be, and I call it, threads where people will complain that they did the most in a match and won but still didn't get the crate, or that same scores and same stats in a match but didn't get the crate, things like that.
Now to the new assault mode coming.
It's going to be mixed feelings, I already know, first is dealing with the new things, the air tower, the Jamming tower, and walls.
People will, and I call again, complain on the smaller maps that involve the air tower. By that I mean canyon network and the like.
For me, I'm going to wait and see for myself how it'll be. It should be good, from what I see.
UPDATE:
JULY
Patch Date: July 19th
Release of the Viper
Probably one of the best and most recent examples of how some 'Mechs are being visually updated and modernized with their introduction to MechWarrior Online. Credit again goes to Alex for his amazing concepts, and to one of our new modelers Mark Nicholson. This is Marks first 'Mech since joining us back in October of last year, and he's knocked it out of the park. You can check out the Viper Lore and Blueprint post here.
Supply Caches
Thread on Supply Cache Update here
Decals
Originally slated for August, the Decal system will be arriving in our July patch. ~90 decals will be available from the outset, with further additions and improvements to the Decal system planned for upcoming patches. All decals are single-purchase items; once a decal is acquired it can be applied to any ‘Mech. The Color system is shared between Patterns and Decals; owning a Color allows you to use that Color for Patterns and Decals. There will be six Decal slots available, all of which will be free to use.
Chat system updates
You’ll see some improvements to the in-game Chat system in the July patch. Chat will now be scrollable when the Chat window is ‘active’, and a few quality of life improvements have been implemented to fix issues related to the persistence of chat input between screens.
Save system improvements
The system for saving changes to your ‘Mechs has undergone an extensive technical overhaul for the July patch. Save times will be drastically reduced for players with large inventories of ‘Mechs and equipment. This overhaul also tackles some long-standing Invalid ‘Mech issues that could be caused by saving errors.
Viridian Bog Update
As mentioned in the June patch notes, with the recent addition of two new Level Designers to the PGI staff we are better equipped to more consistently evaluate maps for potential improvements. Following up on a pathing tweak to Forest Colony in the June patch, July sees a beautification and traversal update on Viridian Bog, in addition to a layout adjustment to provide more balanced access to the central terrace mountain.
‘Mech texture brightness fix
‘Mech textures have been adjusted to minimize the darkening of Patterns in certain lighting conditions. This fix has been needed for some time, but with the addition of Decals the desire for increased visibility of ‘Mech customization will be all the greater. Showing off your customization will be much clearer now.
Long Tom adjustments
Blast Radius is being reduced from 300m to 200m, max amount of Damage to a single ‘Mech is being reduced from 150DMG per component to 120 DMG per component.
Looking Ahead to August
Pushed to August: Multiple Drop Decks
A long-requested feature. Each player will be provided with 2 Invasion DropDeck slots and 2 Scouting DropDeck slots in which to save DropDeck configurations, and each DropDeck can be assigned a name for quick reference. You'll also be able to purchase up to 2 additional DropDecks each for both Invasion and Scouting, for an amount of MC to be determined.
New Item for August: Inverse Kinematics
After being removed way back in 2012 due to performance concerns, the engineers have managed to implement a cleaner, less demanding Inverse Kinematics system. This is currently slated for August release.
The August patch will be comprised of more than those two items. An upcoming August road map will cover some of the additional items currently slated for the August patch.
Assault Revamp
Status of the Assault Game Mode
Originally slated for a (very tentative) July release, the revamp of the Assault Game Mode is now slated as a September item.
Prior to release the Assault revamp will be placed onto the Public Test Servers to garner feedback and test it in the wild, but the exact date of that PTS is still to be determined.
The Assault game mode is being revamped to put the focus back onto the primary objective: capturing the opposing base. Completing the objective will be necessary to win the game mode; even if one team is eliminated, the other team will still have to take their base. In order to make the base assault more interesting the bases will better resemble proper bases, with new fortifications and special buildings, instead of solely having a mobile command center placed in the map.
These additions include (pending full testing and tuning) turrets, destructible walls, a jamming tower that produces an ECM effect, a radar tower that produces a UAV effect, and an air control tower that periodically calls in a DropShip to protect the base. While heavier 'Mechs might be better suited to directly assault the opposing base and team, lighter 'Mechs can hunt down and destroy the generators that power the opposing base’s towers, shutting them down to weaken the base’s defenses.