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Patch Notes - 1.4.88 - 15-Nov-2016


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#1 InnerSphereNews

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Posted 11 November 2016 - 11:02 AM



Upcoming Patch - November 15th @ 10AM – 1PM PDT
Patch Number: 1.4.88
Standalone Client Patch Size: ~1 GB
Steam Client Patch Size: ~821 MB
Please note that due to compression differences the Steam patch size may differ from the standalone client patch size.

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Greetings MechWarriors,

The Linebacker has arrived, and is now en-route to the MechBays of eligible MechWarriors. At a top speed of 97.2 KPH the Linebacker outpaces all other Clan Heavies currently fielded by the Clan forces in MWO, and is even capable of keeping pace against lighter Clan 'Mechs such as the Stormcrow. Decently armored and boasting two high-mounted hardpoints, the Linebacker is likewise capable of utilizing a decent variety of potential Loadouts.

Since the release of Clan Wave 1, Hero variants for each of those Wave 1 Clan 'Mechs have been a common request, and we hope you'll enjoy the eight brand new Clan Hero 'Mechs being released in this patch. These Hero 'Mechs were designed with a focus toward offering new Loadout options for these classic Clan OmniMechs, and we expect them to be a formidable addition to the Clan arsenal. We look forward to see what you can do with them!

An array of Weapon and Equipment balance changes are arriving in this patch, brought over from or informed by the various Energy Draw PTS sessions. These Patch Notes include a rundown on all of these changes, with design notes where necessary. Energy Draw itself is currently on-hold however, and may be re-approached in the new year.
This patch also includes Quirk adjustments for a total of two Inner Sphere 'Mechs and ten Clan 'Mechs.

This patch features the release of 99 new decals, comprised of another set of the usual lore-related Decals, but additionally includes a few new Symbol, Signage, and Word Decals. We're also going a step further in this patch with the release of much-requested alphanumeric Decals (a-z, 0-9). Support hasn't seen a significant impact on in-game moderation since the release of Decals, and we're hoping the introduction of numbers and letters will allow for more personalized customization of 'Mechs, with a (hopefully) minimal amount of abuse.
It's worth pointing out that Support can audit player Decal placements, and will take action as needed for things that cross the line.

In this patch all variants of the Banshee, Kintaro, Locust, Orion, and Shadow Hawk 'Mechs now have full Pattern support. The Art team continue to work on Pattern retrofits, so keep an eye out for more retrofits in future patches.

In the October patch notes we called that month out as fairly light in the grand picture, and November is much the same in that regard. Behind the scenes however we continue to work on a few 'banner' features planned for release either in December or in the coming months.
We know everyone is eager to hear what these items are in further detail, but Mech_Con is almost here, and with it will come much more detail about what's in store for December and the new year.
Some of these in-development items, such as the Skill Tree revamp, the latest update to Faction Play, the Assault Game Mode revamp, and the brand new Quick Play Game Mode have been touched on briefly in previous posts and Town Halls, but there's much more to come in the way of details and surprises.

In the meantime, read on for all the details of this November patch, and we'll see you on the battlefield!

- The MechWarrior Team





Linebacker (Heavy)

Initially viewed by some in Clan Wolf as a potential replacement for the preeminent Timber Wolf, the Linebacker (rather unsurprisingly, many would later say) proved to perform below such high expectations. While those preliminary comparisons to the Timber Wolf would continue to follow the 'Mech during its service, often leading to needless derision even after the Linebacker had found its role on the field, the Linebacker did nonetheless see regular use by Clan Wolf in Exile in the years following the Clan Invasion.
At a top speed of 97.2 KPH the Linebacker outpaces all other Clan Heavies currently fielded by the Clan forces in MWO, and is even capable of keeping pace against lighter Clan 'Mechs such as the Stormcrow. Decently armored and boasting two high-mounted hardpoints, the Linebacker is likewise capable of utilizing a decent variety of potential Loadouts.

Release Date for MC: February 7th 2017
Release Date for C-Bills: March 7th 2017

Linebacker 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 variant's Mastery Skill tier)

Linebacker Variants

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

LBK-Prime
The LBK-Prime is the standard version of the LBK-Prime [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 LBK-Prime is only available through the Standard Linebacker Pack.

LBK-A
Until its release date for in-game purchase the LBK-A is only available through the Standard or Collector Linebacker Pack.

LBK-B
Until its release date for in-game purchase the LBK-B is only available through the Standard or Collector Linebacker Pack.

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

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

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






Since the release of Clan Wave 1, Hero variants for each of those Wave 1 Clan 'Mechs have been a common request, and we hope you'll enjoy the eight brand new Clan Hero 'Mechs being released in this patch. These Hero 'Mechs were designed with a focus toward offering new Loadout options for these classic Clan OmniMechs, and we expect them to be a formidable addition to the Clan arsenal. We look forward to see what you can do with them!

Release Date for MC: May 16th 2017

For a list of the eventual MC prices for these Hero 'Mechs check out the Wave 1 Clan Hero Packs FAQ.






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

Redline Helmet (Linebacker Standing Item): 750 MC


Football Helmets (Linebacker Hanging Item): 750 MC


Radial Warhorn (Linebacker Warhorn): 500 MC


Wolf's Jawbone (Linebacker Early Adopter Hanging Item): 500 MC


This patch also features the release of a MechWarrior Online World Championship Tournament reward, which is being provided to all players who were placed on the roster of a fully-formed and officially registered MWOWC Team (by the end of the Team Formation Deadline). There is no match or participation requirement for receiving this item; you simply need to have been on an MWOWC Team of at least 8 Players at the time the Team Formation Deadline was completed.
This item will be injected into eligible accounts on November 16th.

MWO WC Postcard: Not Purchasable




Linebacker Standard Pack (and Collector Pack)

"The Defender"

Linebacker Collector Pack

"The Kicker"

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




99 new Decals have been added in this patch, spread across the Basis (180 MC) and Special (500 MC) categories. In addition to the usual stock of lore-related Unit Decals, this new set of Decals includes alphanumeric Decals (a-z, 0-9), along with various signs, words, and symbols.
Support services haven't seen a significant impact on in-game moderation since the release of Decals in July, and we're hoping the introduction of numbers and letters will allow for more personalized customization of 'Mechs, with a (hopefully) minimal amount of abuse.
It is worth pointing out however that Support can audit player Decal placements, and will take action as needed for things that cross the line.

Factions
• 15th Dracon Regiment
• 3rd Recon
• Black Heart Roses
• Brion's Legion
• Clifton's Rangers
• Dismal Disinherited
• Dragon's Breath
• Federated Freeman
• Gordon's Armored Cavalry
• Greenburg's Godzillas
• Gregg's Long Striders
• Harcourts Destructors
• Killer Bees
• Knights of St. Cameron
• Langendorf Lancers
• Simonson's Cutthroats
• Swann's Cavaliers
• The Dioscuri
• The Stealthy Tigers
• Thumpers
• Wannamaker's Widowmakers

Letters
• Letter A (MWO Font)
• Letter B (MWO Font)
• Letter C (MWO Font)
• Letter D (MWO Font)
• Letter E (MWO Font)
• Letter F (MWO Font)
• Letter G (MWO Font)
• Letter H (MWO Font)
• Letter I (MWO Font)
• Letter J (MWO Font)
• Letter K (MWO Font)
• Letter L (MWO Font)
• Letter M (MWO Font)
• Letter N (MWO Font)
• Letter O (MWO Font)
• Letter P (MWO Font)
• Letter Q (MWO Font)
• Letter R (MWO Font)
• Letter S (MWO Font)
• Letter T (MWO Font)
• Letter U (MWO Font)
• Letter V (MWO Font)
• Letter W (MWO Font)
• Letter X (MWO Font)
• Letter Y (MWO Font)
• Letter Z (MWO Font)

Numbers
• Number - 0 (MWO Font)
• Number - 1 (MWO Font)
• Number - 2 (MWO Font)
• Number - 3 (MWO Font)
• Number - 4 (MWO Font)
• Number - 5 (MWO Font)
• Number - 6 (MWO Font)
• Number - 7 (MWO Font)
• Number - 8 (MWO Font)
• Number - 9 (MWO Font)

Signage and Icons
• Dummy Sign
• Hazard Sign - Arrow #1
• Hazard Sign - Arrow #2
• Hazard Sign - Arrow #3
• Hazard Sign - Arrow #4
• Hazard Sign - Arrow #5
• Hazard Sign - Diagonal Line #1
• Hazard Sign - Diagonal Line #2
• Hazard Sign - Diagonal Line #3
• Hazard Sign - Diagonal Line #4
• Hazard Sign - Diagonal Line #5
• No Step Sign
• Wide Load Sign

Symbols
• Aluminum Symbol
• Barium Symbol
• Beryllium Symbol
• Calcium Symbol
• Carbon Symbol (also listed under the Shapes category)
• Hydrogen Symbol
• Magnesium Symbol
• Mercury Symbol
• Nitrogen Symbol
• Oxygen Symbol
• Phosphorous Symbol
• Potassium Symbol
• Silicon Symbol
• Sodium Symbol
• Strontium Symbol
• Sulphur Symbol
• Yttrium Symbol
• Zirconium Symbol

Words
• Alpha Strike
• Word - Davion
• Word - FRR
• Word - Ghost Bear
• Word - Jade Falcon
• Word - Kurita
• Word - Liao
• Word - Marik
• Word - Smoke Jaguar
• Word - Steiner
• Word - Wolf




This patch features a number of changes to Equipment and Weapon stats, mostly brought over from or informed by the Energy Draw PTS. Please note that Energy Draw itself is not included with this patch.

Override Damage
• Damage received from Override no longer applies to the Head.

Energy
Small Laser
• Range increased to 150 (from 135)
• Max Range increased to 300 (from 270)

Clan Large Pulse Laser
• Max Range reduced to 840 (from 1200)

Design Notes: The Max Range of the Clan Large Pulse Laser is being tuned to provide a bit more distinction in its role when compared against its ER Large Laser counterpart. It is currently too effective at extreme ranges when compared to more dedicated long range alternatives.

PPC
• Anti-ECM effect increased to 6s (from 4s)

ERPPC
• Anti-ECM effect increased to 10s (from 6s)
• Heat reduced to 13.5 (from 14)

Clan ERPPC
• Anti-ECM effect increased to 6s (from 4s)

Design Notes: Based on the results of the above boosts to the Anti-ECM effect of PPC strikes during the Energy Draw PTS, we wanted to bring those changes, along with the IS ERPPC Heat reduction, over to the live environment to provide PPCs with a bit more utility.

Ballistics

AC/2
• Heat reduced to 0.6 (from 0.8)

Clan AC/2
• Heat reduced to 0.6 (from 0.8)

Clan LBX/2
• Heat reduced to 0.6 (from 0.8)

AC/5
• Heat increased to 1.5 (from 1)

Clan LBX/5
• Heat increased to 1.5 (from 1)

Design Notes: We are normalizing the Heat/Damage output across a few of the lower-gauge AC weaponry to better align them against their larger counterparts. While a similar DPS reduction to AC/5's was considered and tested in the Energy Draw PTS, at this stage we want to observe whether the Heat normalization is all that might be needed to balance the viability of the under-performing AC/2 line, and the over-performing AC/5 line.

Clan UAC/2
• Jam Chance increased to 17% (from 14%)
• Jam Duration reduced to 3s (from 5s)

UAC/5
• Jam Duration increased to 6s (from 5s)
• Heat increased to 1.5 (from 1)

Clan UAC/5
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 6.5s (from 5s)
• Heat increased to 1.5 (from 1)

Clan UAC/10
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 8s (from 5s)

Clan UAC/20
• Jam Chance increased to 17% (from 15%)
• Jam Duration increased to 8s (from 5s)

Design Notes: While the Kodiak might have prompted our initial investigation into the UAC line of weaponry, we should say upfront that the above changes were not implemented in an attempt to address the performance of the Kodiak alone, but instead were a result of close monitoring all UAC 'boats', such as the Mauler, Night Gyr, Dire Wolf, and others. These 'Mechs were found to be relatively over-performing almost across the board.

Ultimately, the near 30-60% DPS increase across the UAC line, compared to the other Ballistic options, made UACs a direct DPS 'upgrade' over those alternative Ballistic options. While this is somewhat needed on the Inner Sphere side to help justify the higher tonnage and slot requirements, this trait is not shared on the Clan side. For Clan 'Mechs, the UAC is essentially a 'free' upgrade that was vastly over-performing against the Ballistic alternatives.

The above changes have been made to keep UACs still in a very powerful position, geared toward 'burst DPS', risk-over-reward mechanics, but to nonetheless curb their overall DPS output through sustained use. We closely examined the results of the PTS testing, and have tuned those values based on our findings. We will continue to monitor UAC performance closely in light of these changes.

Missiles

LRM/10
• Cooldown Duration decreased to 3.7s (from 4s)

Clan LRM/10
• Cooldown Duration decreased to 4s (from 4.5s)

LRM/15
• Cooldown Duration decreased to 4s (from 4.75s)

Clan LRM/15
• Cooldown Duration decreased to 4.3. (from 5.5s)

LRM/20
• Cooldown Duration decreased to 4.3s (from 5.5s)
• Spread decreased to match LRM/15

Clan LRM/20
• Cooldown Duration decreased to 4.6s (from 6.5s)
• Spread decreased to match Clan LRM/15

Streak SRM2
• Cooldown Duration decreased to 2s (from 3.5s)

Clan Streak SRM2
• Cooldown duration decreased to 3s (from 3.5s)

Clan Streak SRM4
• Cooldown Duration decreased to 4.5s (from 5s)

Design Notes: After examining LRM performance during the PTS we felt that we could safely transfer some of those LRM changes into the live environment. We're taking a similar approach to improve balancing for Streak SRM weaponry, in an effort to better account for the extra Tonnage required to field multiple, small-caliber launchers; particularly on the Inner Sphere side.
Streak SRM2s are currently tuned to where an equal amount of Tonnage between Inner Sphere and Clan will provide the same equivalent DPS; however, Clans will still have the benefit of greater burst damage with their ability to field more Streak SRM2s per ton.




Inner Sphere

Phoenix Hawk
• PXH-1
• PXH-1B
• PXH-1K
• PXH-2
• PXH-3S
• PXH-R
• PXH-KK

Phoenix Hawk Design Notes: While the PHX has proven to be a decent enough performer on the field, the chassis is almost solely reliant on its Arms to remain a threat, and it can lose those arms a bit more easily than we'd like. With that in mind we rolled over and enhanced the previous Structure Quirks into Armor Quirks, and in locations with a prominent 'pistol'-style weapon we have provided Additional Structure Quirks to help offset the increase geometry size.

Victor
• VTR-9B
• VTR-9K
• VTR-9S/VTR-9S[C]
• VTR-DS

Victor Design Notes: Only a minor adjustment for the Victor here, providing a 10% boost to its existing Accel/Decel Quirks.


Clans

Clan Design Notes: With the release of the Wave 1 Clan Hero variants in this patch, we've used this opportunity to take a fresh look at the original Wave 1 variants as a whole. This effort was mainly focused toward adjusting these 'Mechs to reflect some newer methods for how Quirks are generally handled. As a result we have moved any non-CT Quirks previously located in the CT of these 'Mechs over to their corresponding components. This should help to make things a bit more clear in cases where a Quirk could appear to be negative, but is more accurately just offsetting a CT Quirk.

We have also added Set of 8 Quirks to the original Wave 1 'Mechs. While there has been a lot of discussion around the use of Set of 8, we want to clarify that these Quirks are currently treated as additional Quirks to help diversify build options for those who wish to maintain the canon OmniPods. These Set of 8 Quirks shouldn't be viewed as replacements for location-based Quirks, which are still present when deemed appropriate and applicable.

Kit Fox
• KFX-C
• KFX-D
• KFX-PRIME/KFX-PRIME[I]
• KFX-S

Kit Fox Design Notes: While much of the Kit Fox Quirk adjustments are geared toward reorganizing its location-based Quirks, we have also provided the chassis with a number of buffs per-variant along the way, and have shifted a few of its existing Quirks from the Arms to the side Torsos.

Arctic Cheetah
• ACH-A
• ACH-B
• ACH-C
• ACH-PRIME/ACH-PRIME[I]

Arctic Cheetah Design Notes: A few small reductions here, mostly with the removal of minor mobility Quirks previously provided by the LL and RL for certain variants, along with the removal of the Additional Structure boosts provided to the ACH-A from its LL and RL.

Adder
• ADR-A
• ADR-B
• ADR-D
• ADR-PRIME/ADR-PRIME[I]

Adder Design Notes: Like the Kit Fox, the Adder is seeing some reorganization of its location-based Quirks, along with some general tuning buffs in locations which previously had no Quirks present.

Nova
• NVA-A
• NVA-B
• NVA-C
• NVA-D
• NVA-S
• NVA-PRIME/NVA-PRIME[I]

Nova Design Notes: Post re-scale, the Nova has shown itself to be an over-performer for its weight class by a fairly wide margin. While we don't feel it needs to have its Quirks removed altogether, we have tuned the Quirks on select OmniPods to add a bit more 'give and take' for certain OmniPod configurations. We have additionally unified many of the CT Quirk values.

Stormcrow
• SCR-A
• SCR-B
• SCR-C
• SCR-D
• SCR-PRIME/SCR-PRIME[I]

Stormcrow Design Notes: The Stormcrow as a whole is an excellent performer, without the need for any location-based Quirks. As with the Timber Wolf and Dire Wolf, in this pass the Stormcrow is only receiving Set of 8 Quirk adjustments.

Summoner
• SMN-B
• SMN-C
• SMN-D
• SMN-F
• SMN-M
• SMN-PRIME/SMN-PRIME[I]

Summoner Design Notes: While the Summoner isn't exactly seeing wide use these days, our internal data nonetheless shows the chassis putting up consistently high numbers even before the recent release of the two new variants. For now, we are making only minor adjustments to its existing Quirks, and will continue to observe the performance of this chassis as more data becomes available from the recently-released variants. If things do not 'level out', more Quirk adjustments will be considered for the future.

Night Gyr
• NTG-PRIME/NTG-PRIME[S]

Night Gyr Design Notes: Although the Prime variant is seeing only a minor adjustment, we want to stress that the Set of 8 Quirks are primarily intended to offset inherent drawbacks, or provide more reward for placing weapons in less optimal locations. With the Prime Loadout, we've been seeing players take only the Prime OmniPods to boost what was already an optimal Loadout, which goes against what the Set of 8 is intended to accommodate.

Timber Wolf
• TBR-A
• TBR-C
• TBR-D
• TBR-S
• TBR-PRIME/TBR-PRIME[I]

Timber Wolf Design Notes: A very strong performer with minimal location-based Quirks in place. As with the Stormcrow and Dire Wolf, in this pass the Timber Wolf is only receiving Set of 8 Quirk adjustments.

Warhawk
• WHK-A
• WHK-B
• WHK-C
• WHK-PRIME/WHK-PRIME[I]

Warhawk Design Notes: Overall, the Warhawk is performing on target, but there are a handful of OmniPods being tuned in this pass.

Dire Wolf
• DWF-A
• DWF-B
• DWF-S
• DWF-W
• DWF-PRIME/DWF-PRIME[I]

Dire Wolf Design Notes: A very strong performer with (almost) no location-based Quirks. As with the Stormcrow and Timber Wolf, in this pass the Dire Wolf is only receiving Set of 8 Quirk adjustments.

Kodiak
• KDK-1/KDK-1[S]
• KDK-2
• KDK-3
• KDK-4
• KDK-5
• KDK-SB

Kodiak Design Notes: While the tuning of the KDK-3 will come as little surprise to most, this does not mean the other variants are free from similar tuning. All the data indicates that the KDK chassis as a whole is currently over-performing against the majority of other 100 tonne 'Mechs. That said, at this time we are only adjusting the Torso Yaw Angles on the non-KDK-3 variants to bring them in line with the Dire Wolf. However, we are going to continue monitoring the performance of the Kodiak against the weapon changes, and compared against the introduction of Set of 8 Quirks for the Dire Wolf. If the Kodiak continues to out-perform its counterparts, we will continue to tune them appropriately.





Banshee (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Banshee BNC-LM (Hero): Can now equip all Standard Patterns.
Kintaro (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Kintaro KTO-GB (Hero): Can now equip all Standard Patterns.
Locust (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Locust LCT-PB (Hero): Can now equip all Standard Patterns.
Locust LCT-1V[P] (Phoenix): Can now equip all Standard Patterns.
Orion (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Orion ON1-P (Hero): Can now equip all Standard Patterns.
Shadow Hawk (all variants): Can now equip all Inner Sphere Faction Camo Patterns.
Shadow Hawk SHD-GD (Hero): Can now equip all Standard Patterns.
Shadow Hawk SHD-2H [P] (Phoenix): Can now equip all Standard Patterns.






BlackJack (BJ-2): Fixed an issue where LRM10s would appear as only six tubes on the 'Mech, and would cause the LRM10 to fire in two volleys.
Night Gyr (all variants): Fixed a symmetry issue with the Jade Falcon Pattern.
Stalker (all variants): Fixed remaining issues where certain Cockpit Items would obstruct the Weapon Door Indicator.
Stalker (STK-3fb): Fixed an issue where the Side Torso's erroneously had Missile Hardpoints.
• Fixed an issue where 'Mech heat would spike when first entering Testing Grounds.
• Fixed an issue where the Chat box would read 'undefined' when all Chat modes are disabled. It will now read 'disabled'.
• Fixed an issue where the first Throttle step would not always be sufficient to trigger forward movement for certain 'Mechs.
• Fixed an issue where Zoom could behave unpredictably after a 'Mech has powered back up, when mapped to the Scroll Wheel.
• Fixed an issue where the Origins colors were not also categorized into their associated Clan category.


Known Issues

• When scaled down past a certain threshold and viewed from afar, the Symbol, Signage, and particularly the Word Decals released in this patch can appear jagged or pixelated. This issue can be seen inside MechLab, in addition to at-a-distance viewing while in a match. Improved versions of these Decals, with improved clarity at lower scales and at further distances, will arrive in December.


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):

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 Juodas Varnas

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Posted 11 November 2016 - 11:07 AM

Huh.
I skimmed through the notes and i, personally, can't find anything to complain about!
.
.
.
So... Uhh... What do i even say now?

#3 TercieI

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Posted 11 November 2016 - 11:14 AM

Straight nerf to the ACH. Woe to you, semi-viable light mechs!

#4 Gas Guzzler

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Posted 11 November 2016 - 11:16 AM

Yeah that was probably unnecessary on the ACH.

Reducing the torso twist to 60 on the none-KDK-3 KDKs was also probably unnecessary.

#5 TercieI

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Posted 11 November 2016 - 11:21 AM

View PostGas Guzzler, on 11 November 2016 - 11:16 AM, said:

Yeah that was probably unnecessary on the ACH.

Reducing the torso twist to 60 on the none-KDK-3 KDKs was also probably unnecessary.


I agree, though I would have taken structure off all but the SB, personally.

#6 Gas Guzzler

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Posted 11 November 2016 - 11:21 AM

But hey, Small Laser buffs are good.

#7 meteorol

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Posted 11 November 2016 - 11:23 AM

View PostGas Guzzler, on 11 November 2016 - 11:16 AM, said:

Yeah that was probably unnecessary on the ACH.

Reducing the torso twist to 60 on the none-KDK-3 KDKs was also probably unnecessary.


SB gonna love this.

#8 TercieI

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Posted 11 November 2016 - 11:23 AM

View PostGas Guzzler, on 11 November 2016 - 11:21 AM, said:

But hey, Small Laser buffs are good.


I guess? I still can't think of a single place I'll think "you know what would work here? Small lasers!" <shrug>

#9 Zieten

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Posted 11 November 2016 - 11:28 AM

First id like to give a "thumbs up" to the fact that the changes are now being explained (i.e. why these are made) - even if i don't agree with all of them, i at least can grasp the idea behind them.
I'm not exactly sure if an UAC-nerf across the board will help though.

#10 Wintersdark

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Posted 11 November 2016 - 11:29 AM

View PostJuodas Varnas, on 11 November 2016 - 11:07 AM, said:

Huh.
I skimmed through the notes and i, personally, can't find anything to complain about!
.
.
.
So... Uhh... What do i even say now?
Yeah, not bad. I haven't read over the So8 quirks yet, mind you. I'm not a fan, but I appreciate that they're not intended as chassis wide balancing measures. Still, it bothers me that Omnimechs are encouraged to NOT swap pods, which makes them even less customizable. But, eh. Whatever.

#11 Gas Guzzler

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Posted 11 November 2016 - 11:29 AM

View PostTercieI, on 11 November 2016 - 11:23 AM, said:


I guess? I still can't think of a single place I'll think &quot;you know what would work here? Small lasers!&quot; &lt;shrug&gt;


Maybe someday we will get an IS light with 12 E hardpoints?

#12 Wintersdark

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Posted 11 November 2016 - 11:31 AM

I am sad that my precious KDK-4 is eating more nerfs because the 3 is so dangerous though :(

#13 TercieI

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Posted 11 November 2016 - 11:32 AM

View PostGas Guzzler, on 11 November 2016 - 11:29 AM, said:

Maybe someday we will get an IS light with 12 E hardpoints?


About what it will take. Damage: 3 is a lot to overcome.

#14 luigi256

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Posted 11 November 2016 - 11:32 AM

So does anyone have any small laser builds now that they are getting a slight buff?

#15 TercieI

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Posted 11 November 2016 - 11:34 AM

View PostWintersdark, on 11 November 2016 - 11:31 AM, said:

I am sad that my precious KDK-4 is eating more nerfs because the 3 is so dangerous though Posted Image


As I alluded to above, it feels like the wrong nerf. No KDK should have structure except the SB, but that torso pinch should be the "extra nerf" to the 3. I suspect it won't have much more effect than shifting more and more 3s to gauss/PPC because the UAC jam stuff is going to hurt dakka builds along with these changes.

Edited by TercieI, 11 November 2016 - 11:34 AM.


#16 Void Angel

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Posted 11 November 2016 - 11:34 AM

View PostTercieI, on 11 November 2016 - 11:14 AM, said:

Straight nerf to the ACH. Woe to you, semi-viable light mechs!

View PostGas Guzzler, on 11 November 2016 - 11:16 AM, said:

Yeah that was probably unnecessary on the ACH.

Reducing the torso twist to 60 on the none-KDK-3 KDKs was also probably unnecessary.

Eh... the ACH has been handily out-performing other options - when was the last time you saw a Firestarter? Nerfing overperforming Lights is a reasonable first step to getting the comprehensive data sets needed to address larger issues.

#17 TercieI

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Posted 11 November 2016 - 11:36 AM

View PostVoid Angel, on 11 November 2016 - 11:34 AM, said:

Eh... the ACH has been handily out-performing other options - when was the last time you saw a Firestarter? Nerfing overperforming Lights is a reasonable first step to getting the comprehensive data sets needed to address larger issues.


Overperforming lights? LOL. There are almost-performing lights and underperforming lights, there are no overperforming lights. The fact that the Firestarter is crap doesn't mean the ACH is any more than OK.

Edited by TercieI, 11 November 2016 - 11:37 AM.


#18 DGTLDaemon

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Posted 11 November 2016 - 11:39 AM

A total Clan nerf, as expected. A ton of time and effort wasted on building and leveling the now useless LPL and UAC builds. <redacted>

Edited by Alexander Garden, 11 November 2016 - 11:45 AM.
Redacted CoC violation.


#19 Jman5

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Posted 11 November 2016 - 11:41 AM

Quote



Clan UAC/2
• Jam Chance increased to 17% (from 6%)
• Jam Duration reduced to 3s (from 5s)


Is that jam time right? Smurfies has the current UAC/2 jam chance at 14% not 6.

Edited by Jman5, 11 November 2016 - 11:42 AM.


#20 Wintersdark

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Posted 11 November 2016 - 11:42 AM

View PostVoid Angel, on 11 November 2016 - 11:34 AM, said:

Eh... the ACH has been handily out-performing other options - when was the last time you saw a Firestarter? Nerfing overperforming Lights is a reasonable first step to getting the comprehensive data sets needed to address larger issues.
Ya know I'm normally right with you, but this isn't just about lights, it's lights in the game. Yes, the ACH is the strongest light; but it is at best on par with other mechs (and that's being generous). Lights as a class need significant work; none whatsoever need nerfing.

Ordinarily I prefer to nerf over performing mechs to counter power creep, but the light class... It's not power creeping anything.

Edit: Somehow, the last two words where lost to the void.

Edited by Wintersdark, 11 November 2016 - 12:17 PM.






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