Jump to content

Patch Notes - 1.4.81 - 23-Aug-2016


134 replies to this topic

#1 InnerSphereNews

    Member

  • Developer
  • Developer
  • 2,858 posts

Posted 19 August 2016 - 04:00 PM



Upcoming Patch - Tuesday August 23rd @ 10AM PDT - 1PM PDT
Patch Number: 1.4.81
Patch Size: ~860 MB (Standalone Client) ~1.3 GB (Steam)
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.

Quick Links

• Cyclops
• 'Mechs Available for MC
• New Cockpit Items, Titles, and Badges
• Decals
• Multiple Drop Decks
• Favorite 'Mechs Systems
• In-Game Store Cart
• Supply Caches
• Crimson Strait Art Update
• Gameplay
• Map Fixes and Changes
• 'Mech Pattern Retrofits
• 'Mech Fixes and Changes
• Other Fixes and Changes
• Patch Files (Direct Download)


Greetings MechWarriors,

The Cyclops has arrived, and is now en-route to the MechBays of eligible MechWarriors. Though some of its variants are relatively under-armored compared to other Assault BattleMechs of a similar tonnage, the above-average top speed of the Cyclops combined with the inherent Sensor Range boost of 150m for itself - and 100m for any allies within its radius - suits the Cyclops chassis toward a focus on front-line command and support.

The multiple Drop Deck system is now available for Faction Play! By default each player is provided with two Drop Deck slots already unlocked for both Scouting and Invasion respectively. Two additional slots can be purchased with MC for each mode, allowing for a total of 4 Drop Decks each for both Scouting and Invasion.

The in-game Store now has a Cart-based system to make purchasing easier and faster, particularly when purchasing multiple items at once. Once items have been added to the Cart you can increment their quantity (when applicable), rename a 'Mech, and swap between your choice of currency to use for each item individually. As part of this new Cart system we have also set the default currency in the Store to use C-Bills (when applicable), instead of the previous default of MC.

Crimson Strait has received an art update in this patch, featuring Time of Day, partially destructible columns under the saddle, and an array of other improvements to make the map more visually dynamic and pleasing. Aside from collision clean-ups and LOD improvements, Crimson Strait has undergone no layout or major gameplay-affecting changes.

92 new Decals are arriving in this patch, spread across the Basic (180 MC) and Special (500 MC) categories. A number of improvements to the Decal system are also included, such as the ability to flip a Decal when placing it. Equipped Decals can also now be swapped between slots to allow for easy layering adjustments. Check out the Decal section of these Patch Notes for all the changes.

The Art team are continuing to work on Pattern retrofits for the remaining 'Mechs without full Pattern support. In this patch the Atlas, Awesome, Centurion, Commando, Dragon, and Hunchback 'Mechs are the latest to receive Faction Pattern retrofits.

Rounding out the patch we have an array of map fixes and 'Mech fixes, including a Pattern fix for the Adder chassis and an improvement to shadow culling across all maps and all quality specs, rarity indicators for Supply Cache items, Category filtering for Decals and Cockpit Items, a Favorites system for the Select 'Mech menu to allow for quick filtering of your most-used 'Mechs, an improvement to connection times when returning from a match, and much, much more!

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

- The MechWarrior Team




Cyclops (Assault)

Per Star League Defense Force Quartermaster’s request, Stormvanger Assemblies, Unlimited delivered an assault command platform for Regular Army forces operating in swift, mobile offensives. Its above-average speed for a ninety-ton BattleMech—sixty-four kilometers per hour—superb command capabilities in its Tacticon B-2000 Battle Computer, and Olmstead 8400 communications system covered the requested specifications in spades. Unfortunately, many SLDF commanders often tried using the Cyclops as an assault BattleMech along the lines of more heavily armored Awesomes or Stalkers, only to find themselves outgunned with below-average armor. This earned it an unfair reputation, leaving it an unusual BattleMech, with most having lost their Tacticon long ago due to poor repairs and lack of supplies.

Release Date for MC: November 1st 2016
Release Date for C-Bills: December 6th 2016

Cyclops Module Slots (all variants)

• 'Mech Module Slot(s): 1
• Weapon Module Slot(s): 2
• Consumable Slot(s): 2
• 'Mech/Weapon Slot(s): 1 (only available after unlocking that variants Mastery Skill tier)

Cyclops Variants

CP-11-A [S]
The CP-11-A [S] is a Special version of the CP-11-A, featuring a unique Pattern and a 30% boost to C-Bill earnings. The CP-11-A [S] is only available through the Collector Cyclops Pack, and will not be made available for purchase in-game.

CP-11-A
The CP-11-A is the standard version of the CP-11-A [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard CP-11-A is only available through the Standard Cyclops Pack.

CP-10-Q
Until its release date for in-game purchase the CP-10-Q is only available through the Standard or Collector Cylops Pack.

CP-10-Z
Until its release date for in-game purchase the CP-10-Z is only available through the Standard or Collector Cyclops Pack.

CP-11-A-DC (Reinforcements Add-On)
Until its release date for in-game purchase the CP-11-A-DC is only available as a Reinforcement Add-On to an existing Standard or Collector Cyclops Pack.

CP-11-P (Reinforcements Add-On)
Until its release date for in-game purchase the CP-11-P is only available as a Reinforcement Add-On to an existing Standard or Collector Cyclops Pack.

CP-S "Sleipnir" (Hero Add-On)
The CP-S is the Hero variant of the Cyclops, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the CP-S is only available as a Hero Add-On to an existing Standard or Collector Cylops Pack.



The base variants that comprised the stable of 2015 Loyalty 'Mechs are now available for purchase in-game with MC.
The Loadouts of these 'Mechs are identical to their 2015 Loyalty Variants, but they do not possess the +30% C-Bill Boost or the special Loyalty Armor Pattern of their 2015 Loyalty 'Mech counterparts.

• Cicada CDA-3F: 3,095 MC
• Executioner EXE-C: 7,200 MC
• Nova NVA-D: 3,640 MC
• Wolverine WVR-7D: 3,170 MC
• Zeus ZEU-9S2: 4,515 MC

Release Date for C-Bills: September 20th 2016



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


Cyclops Bobblehead (Cyclops Standing Item): 750 MC


Armillary Globe (Cyclops Hanging Item): 750 MC


Cyclops Warhorn (Cyclops Warhorn): 500 MC


Chess Knight (Early Adopter Hanging Item): 500 MC



Cyclops Standard Pack (and Collector Pack)


"The Ogre"

Cyclops Collector Pack


"The All Seeing"

These Titles and Badges are only available through their associated Cyclops Pack. The Collector Pack comes with both.



• 92 Decals have been added in this patch, spread across the Basic (180 MC) and Special (500 MC) categories.
• Equipped Decals can now be switched between Slots directly by dragging and dropping them from one Slot onto another. This will allow you to adjust Decal layering without needing to manually re-apply the Decals.
• Decals can now be flipped with the 'F' key.
• Decals can now be filtered by Category.
• Fixed an issue where certain Black colors could appear invisible over certain areas of a 'Mech.
• Fixed an issue where Decals could project onto environment geometry.
• Fixed an issue where environment Decals could project onto 'Mechs. The environment Decals removed in the July patch to mitigate that issue have now been restored.
• Fixed an issue where switching a colorable Decal (with a custom Color already applied) to a non-colorable Decal, and then back to a colorable Decal, would reset the custom Color to default.
• When switching to the Colors tab from the Decals tab, the Decal Colors window will now be selected by default.
• When switching to the Colors tab from the Pattern tab, the Pattern Colors window will continue to be selected by default.



A multiple Drop Deck system is now available for Faction Play. By default each player is provided with two Drop Deck slots already unlocked for both Scouting and Invasion respectively. Two additional slots can be purchased with MC for each mode, allowing for a total of 4 Drop Decks each for both Scouting and Invasion.

An additional Scouting Drop Deck costs 300 MC.
An additional Invasion Drop Deck costs 1,200 MC.

You can access the Drop Deck system through the 'Manage Drop Decks' button found on the Home, MechLab, and Faction Play screens.
Each Drop Deck can be given a name for easy classification and identification. The Current Tonnage of each Drop Deck is also listed.

Editing a Drop Deck uses the standard Select 'Mech system used elsewhere in MechLab.

For Mercenaries and Loyalists, Drop Deck management is currently restricted according to your allegiance. In other words if you are currently aligned with an Inner Sphere Faction you will be unable to create a Drop Deck featuring Clan 'Mechs, and vice versa. Switching allegiances will still retain any Drop Decks you have already created. The Inner Sphere Drop Deck you created would still be present if you switched to Clans, for example. You could then either create a new Clan Drop Deck in another slot, or edit your existing Drop Deck.

As a Freelancer, adding an Inner Sphere or Clan 'Mech as the first 'Mech in a Drop Deck will then automatically filter your Select 'Mech list according to the Inner Sphere or Clan alignment of that first 'Mech.



'Mech variants can now be added to a Favorites filter within the Select 'Mech menu for easy filtering of your most-used 'Mechs. Once you've Favorited a 'Mech by clicking the Star icon in its portrait that 'Mech will appear in your Favorites filter within the Select 'Mech screen.


Purchasing multiple items through the in-game Store, such as 'Mechs, Consumables, or Supply Cache Keys, will now be simpler through the use of a new Cart system. When purchasing 'Mechs you can easily toggle which currency you intend to use. Certain items can be purchased in bulk by increasing their Quantity in your Cart.

In addition to the introduction of this Cart, purchasing a 'Mech will now use C-Bills as the default currency in the Purchase Confirmation window, when applicable.


Once an Item has been added to the Cart, a Cart icon will appear on the right side of your screen. Click on this icon to see the current state of your Cart and its items.




Items within a Supply Cache are now highlighted to indicate their Rarity type. Common Items have the highest chance of being received from a Supply Cache, while Ultra Rare Items will have the lowest chance of being received.

Items will have the same level of Rarity across all Caches they appear in. For example, a 7 Day Premium Time reward will always be Ultra Rare.

Please note however that there is currently a Known Issue in this patch related to Supply Cache rarity highlights for specific Caches. Certain Supply Caches are currently listing 1 Day Premium Time items with different Rarity levels across different Caches.





Hover your mouse over the above image to view a Time of Day timelapse of the updated Crimson Strait.

Unlike our previous map updates, the changes you'll see in this patch for Crimson Strait are purely cosmetic.

Terrain

Updated rock geometry
Updated foliage (grass, bushes, etc.)
Updated terrain textures
Added small trees
Updated terrain shadows

Breakables

Small trees
Cars, small container, trucks
Cargo lifts - underside of platform ceiling
Fork lifts - on and under platform
Platform pillars now take cosmetic damage
Railings, fences, etc.
Surface rocks

Other Additions

Rails & rail cars
Off-shore Freighters
Harbour entrance
Spot lights
Street lights
24-hour Time of Day Cycle

Fixes

Cleaned up instances of misaligned geometry
Cleaned up instances of floating geometry (trees, rocks, etc).
Improved various LOD's
Tightened up collisions throughout the map
Slightly raised the ocean bottom



Center Legs/Arm Lock: Fixed an issue where centering your legs while the camera is moving quickly would cause the camera to snap to the reticle if Arm Lock is off.
Chainfire: Fixed an issue where players were unable to rapidly fire a Weapon Group set to Chainfire while simultaneously firing another Weapon Group.
UAV: Fixed an issue where UAV rewards would only be provided to the player who most recently deployed a UAV, when more than one UAVs are deployed in the same area in quick succession.

Mini-Map and BattleGrid Changes

Map edges now have a black gradient applied.
Maps will now use either light or dark gridlines and sector designations to better accommodate map brightness.
Visibility of map details, including out of bound areas, has been improved.
Gridlines and sector designations now extend beyond the gameplay boundaries to accommodate the improved visibility for out of bounds map areas and details. As a result, the layout of sector designations may have changed on certain maps from their previous layout. For example, C3 on Mining Collective is now D4.
Gridlines, sector designations, and player torso cone are now slightly more transparent.
Command icons have been resized to match the size of 'Mech icons on which they are placed.
Leg orientation of Enemy 'Mechs will now be displayed when they are in range of a UAV or when they are Tagged. These directional indicators snap along the 8 cardinal directions.



All Maps: Minor improvements to shadow culling across all Quality specs. This will lead to very minor performance improvements on most maps, with more noticeable improvements on others, such as Viridian Bog.
Canyon Network: E4 - Fixed an issue where weapons could be fired through the bridge geometry from one side.
Forest Colony: Reduced 'pop-in' of shadows, textures, and geometry.
Forest Colony: Fixed an issue where water immersion effects could appear while inside the DropShips.
Forest Colony: D4 - Fixed a floating tree root.
Forest Colony: F7 - Fixed an invisible wall.
Forest Colony: E7 - Fixed an invisible wall.
Forest Colony: F8 - Fixed an area where 'Mech feet could clip through a rock.
Forest Colony: G8 - Fixed an issue where the Base clipped through the building.
Frozen City: Fixed an issue where the DropShips could still be visible.
Grim Plexus: Environment Decals removed in the July patch have been restored.
Grim Portico: Environment Decals removed in the July patch have been restored.
Hellebore Springs: B3/E2 - Fixed an issue where 'Mechs could get stuck on generators.
HPG Manifold: Environment Decals removed in the July patch have been restored.
River City: E3 - Fixed an issue where 'Mechs could get stuck.
Tourmaline Desert: Environment Decals removed in the July patch have been restored.
Viridian Bog: Improved the LOD implementation for foliage, small rocks, and plants.
Vitric Forge: Environment Decals removed in the July patch have been restored.



Atlas (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Awesome (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Centurion (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Commando (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Dragon (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Hunchback (all variants): Can now equip all Inner Sphere Faction Camo Patterns.




Adder (all variants): Fixed an issue where the default Camo Pattern would underlay any custom Patterns.
Adder (ADR-Prime 'Invasion'): Adjusted RGB values on the Adder Invasion Pattern.
Arctic Cheetah (all variants): Fixed an issue where certain Hanging Cockpit Items were not attached properly.
Catapult (all variants): Fixed an issue where Flamers could deal no damage to the Center Torso.
Commando (all variants): Fixed an issue where certain Hanging Cockpit Items were not attached properly.
Dire Wolf (certain variants): Fixed an issue where the Gold and Invasion Patterns were missing textures on their chest geometry.
Ebon Jaguar (all variants): Fixed an issue where the Right Foot could appear offset when viewed at a distance.
Executioner (all variants): Fixed an issue where the 'Mech could appear to twitch while rotating on the spot.
Grasshopper (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Hunchback IIC (HBK-IIC-B): Fixed an issue where LRM-10's would appear indented when equipped in Right Torso.
JagerMech (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Jenner (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Jenner IIC (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Kintaro (all variants): Fixed an issue where the CT wouldn't take damage under certain conditions.
Nova (all variants): Fixed an issue where the 'Mech could appear to twitch while rotating on the spot.
Raven (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Shadow Cat (all variants): Fixed an issue where the Right Arm would not take Color if a Hand Actuator is equipped.
Spider (all variants): Cleaned up some seams visible from inside the Cockpit.
Stalker (all variants): Moved the Warhorn attachment to a more visible area.
Stalker (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Thunderbolt (all variants): Fixed an issue where the Cockpit Glass tint did not cover the entirety of the glass.
UrbanMech (all variants): Fixed an issue where Decals could shift with 'Mech movement.
Viper (all variants): Fixed an issue where Weapon Quirks were not being displayed correctly when hovering over an equipped Weapon in MechLab.
Zeus (all variants): Removed the flipped Simplified Chinese characters from the Liao Pattern.



Cockpit Item Screen: Standing, Hanging, and Mounted tabs can now be filtered by Category (Standing>Country Flags, Hanging>Medallions, etc).
Connecting: Minor improvements have been made to the Connecting duration when returning to MechLab from a match, Testing Grounds, or Academy session. Further improvements to this system will be implemented in future patches.
Faction Chat: Fixed an issue where Faction Chat could not be scrolled with the mouse wheel.
Inventory Screen (OmniPods): Fixed an issue where the OmniPods tab could display multiple entries with a Quantity of 0.
Leaderboards: Fixed an issue where names with special characters could not be searched for.
Leaderboards: Fixed an issue where searching for a Pilot while on any page beyond the first, and then clicking over to the next page, would revert you to whichever page you were on originally.
MechLab: Fixed an issue where equipping the Ferro Fibrous Upgrade could display the incorrect Tonnage if the 'Mech does not have max Armor points applied.
MechLab: Fixed an issue where you could not hold down the mouse button to increase Armor values.
'Mech Stats window: Restored tooltips for various items in the 'Mech Stats window that had been previously disabled.
Spectating: Fixed an issue where being forced into the 1PV spectator view from 3PV play view could cause the camera to be placed further back than normal.
Store: Fixed an issue where the sales tab would not update quickly enough when a sale had ended.
Store: Purchasing a 'Mech will now use C-Bills as the default currency in the Purchase Confirmation window, when applicable.
Store: Purchasing a 'Mech without an available Mech Bay will now ask you if you wish to purchase one directly.
Supply Cache Keys: Standardized all instances of the confirmation window that appears when purchasing or being prompted to purchase a Supply Cache Key.
Testing Grounds: Fixed an issue where getting a kill in Testing Grounds would register as a kill for the Red Team.
Trial 'Mechs: Fixed an issue where Trial Champion 'Mechs would still display the +30% XP boost of their non-Trial counterpart.
Warhorn: Fixed an issue where the Clan Hex Warhorn would play the Ghost Bear Warhorn audio while in 3PV.
Weapon Groups: Fixed an issue where un-binding the Weapon Group keymaps would cause Joystick mappings to appear inside the Weapon Groups screen.
Weapon Groups: Fixed an issue where the information tooltip, when clicking on Missile Weaponry, would not reflect the actual stats of that Weaponry.
Fixed some minor window alignment and overlap issues throughout the frontend.


Known Issues

Cockpit Item Screen: Upon accessing the Cockpit Item screen for the first time in your current game session, the 'Owned' and 'Sale' filters inside the Standing category will not function. Changing to Hanging or Mounted will restore the functionality of these filters, however. This will be fixed in the next patch.
Supply Caches: Certain Supply Caches containing the 1 Day Premium Time reward item are listing the item at a different Rarity level. This will be fixed in the next patch.


Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.

This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.

Patch File(s): http://patcher.mwome...ndPatch_277.zip

How to use these patch files

• Download the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• Launch the standard MWO launcher
• Click the gear icon in the top right of the launcher window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game!



#2 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 19 August 2016 - 04:26 PM

If only for the saved drop decks and favorite mechs filter, this is a good patch!

TL;DR - you don't need to buy extra decks just to have clan and is saved decks, they change when you change allegiance... i may still want 4 but thats cool.

#3 Alexander Garden

    Producer

  • Developer
  • Developer
  • 1,510 posts

Posted 19 August 2016 - 04:34 PM

View PostMovinTarget, on 19 August 2016 - 04:26 PM, said:

If only for the saved drop decks and favorite mechs filter, this is a good patch!

TL;DR - you don't need to buy extra decks just to have clan and is saved decks, they change when you change allegiance... i may still want 4 but thats cool.

Hmm, I've adjusted the text to make the system a bit more clear on that point. Drop Decks persist across allegiances, so a Deck you created while aligned with Kurita would still be present, occupying a slot, after switching allegiance to Ghost Bear.
You would either need to edit that Drop Deck or use a new Drop Deck slot to create a Clan Drop Deck.

#4 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 19 August 2016 - 04:42 PM

Welp, my work here is done!

#5 jss78

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,575 posts
  • LocationHelsinki

Posted 19 August 2016 - 04:43 PM

Quote

Chainfire: Fixed an issue where players were unable to rapidly fire a Weapon Group set to Chainfire while simultaneously firing another Weapon Group.


At last! Thank you for this one!

#6 Lizardman from Hollywood

    Member

  • PipPipPipPipPip
  • Philanthropist
  • 135 posts

Posted 19 August 2016 - 04:52 PM

Not even a list or pdf of the new Dekkels? Come on man I want my light horse badges.

#7 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,938 posts
  • LocationVancouver, BC

Posted 19 August 2016 - 05:20 PM

Nice one on multiple drop decks feature.

Nice art fixes too.


Also, we are in august and still there is no fix for the atlas walking animation (right leg sliding on ice at full speed)

#8 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 19 August 2016 - 05:28 PM

Is there a legitimate purpose to have multiple Scouting dropdecks? Outside of IS+Clan.... what you could possibly need multiple dropdecks for only 1 mech being slotted there?

#9 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 19 August 2016 - 05:43 PM

Ahhh the adder camo complainers will be happy finally. And look at that...NO QUIRK changes this month...additionally I now know that 7 day premium time I pulled was an ultra rare item, along with the four modules. I suspect the mech bays are ultra rare items also.

View PostDeathlike, on 19 August 2016 - 05:28 PM, said:

Is there a legitimate purpose to have multiple Scouting dropdecks? Outside of IS+Clan.... what you could possibly need multiple dropdecks for only 1 mech being slotted there?


What if you want your scout mech to be totally different than your invasion mechs? Plenty of mechs I'd scout with but not want to invade with. Currently your first invasion mech is also your scout mech.

Edited by Dee Eight, 19 August 2016 - 05:44 PM.


#10 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 19 August 2016 - 05:54 PM

As long as my Misery retains her beautiful kissyface, I'm happy.

Posted Image

#11 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 19 August 2016 - 05:59 PM

View PostDee Eight, on 19 August 2016 - 05:43 PM, said:

What if you want your scout mech to be totally different than your invasion mechs? Plenty of mechs I'd scout with but not want to invade with. Currently your first invasion mech is also your scout mech.


This has more to do with the currently poor design (because they are supposed to be independent, instead of dependent) than anything else.

#12 -Skyrider-

    Member

  • PipPipPipPipPip
  • The Undertaker
  • The Undertaker
  • 157 posts
  • Locationall about that Seattle life

Posted 19 August 2016 - 06:12 PM

So when is the viper gonna get better quirks?

#13 Mr Inconsistent

    Member

  • PipPipPip
  • The Nocturnal
  • The Nocturnal
  • 80 posts
  • Twitter: Link
  • LocationSydney

Posted 19 August 2016 - 06:17 PM

@Alexander Garden What 'minor improvements' to the connecting time should we expect? This should have been hot fixed after last patch broke it and you will have a lot of unhappy campers if it is a negligible improvement this time. Can you please elaborate?

Looking forward to Crimson art updates and the other mini map fixes look great. Good job PGI, keep it up.

Edited by Mr Inconsistent, 19 August 2016 - 06:18 PM.


#14 -Ramrod-

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 697 posts
  • LocationSome place

Posted 19 August 2016 - 06:54 PM

1) Structure quirks for Viper arms 2)Connecting time to mechlab should have been fixed weeks ago 3) If you're going to start giving mechs underwhelming quirks then nerf the quirks for existing mechs not just the new ones...common sense.

Edited by Ramrod AI, 19 August 2016 - 06:54 PM.


#15 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,938 posts
  • LocationVancouver, BC

Posted 19 August 2016 - 07:14 PM

So I take it that full 8/8 omni mech quirks are here to stay.

and it seems like Viper is not getting the much needed arm survivability buffs.

#16 Moonlight Grimoire

    Member

  • PipPipPipPipPipPipPip
  • The Moon
  • The Moon
  • 941 posts
  • LocationPortland, Oregon

Posted 19 August 2016 - 07:43 PM

Oh yes, quiet lovely patch, can't wait to stomp around Crimson in my Cyclops! Now maybe change ToD changing on dawn and dusk to be much slower to help immersion and also not slam computers having to recalculate shadows repeatedly and rapidly when the sun suddenly goes up or down. Would vastly prefer a slow rise or setting of the sun instead.

Great to see multiple drop decks coming in and able to keep them across contracts, very nice.

#17 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 19 August 2016 - 07:52 PM

Great to see more destructible objects, like cars, containers and forklifts.

Any ETA on when we will see this on other maps? Is it a lot of work?

#18 Rock Roller

    Member

  • PipPipPipPipPipPip
  • The Hitman
  • The Hitman
  • 310 posts
  • LocationPacific North West USA

Posted 19 August 2016 - 09:55 PM

Lots of content this summer. Great job and keep it up. And the Viper. Love lights and fast mediums. This mech is in need of some structure or a 10 ton mech shield carrier. Either would be fine.

Been on the test server most of the night. Looks good. The Pop Tarts are real though. See a lot of gauss in the future.

#19 Spoo Hunter

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 146 posts
  • LocationCanberra, Australia

Posted 19 August 2016 - 10:01 PM

I see the Hunchback IIc in the favourites is named Quasirobo. How droll.

#20 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 19 August 2016 - 11:01 PM

When will the original Clan pack primes be able to equip all the camo? The Prime Warhawk looks like *** with it's default only skin.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users