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Patch Notes - 1.4.90 - 13-Dec-2016


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#61 Dreadwing

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Posted 10 December 2016 - 05:45 AM

View PostRampage, on 10 December 2016 - 04:30 AM, said:


I am actually kind of OK with the Gauss explosion chance, The IS has their XL engine that will take them out on crit. Now, the Clan has a Gauss that will put the hurt on them if it goes. Carrying them in a side torso just got a bit more risky.


I thought you couldn't crit engines and had to destroy the side torso completely? Was that changed?

#62 Ovion

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Posted 10 December 2016 - 06:17 AM

View PostWindFlow, on 10 December 2016 - 05:19 AM, said:

Can someone help clarify why the machine gun is stated here as 0.8 damage, when in the mechlab it is 0.08?
I can only assume that 10 shots are fired in a second, which would equal 0.8 damage per second.

........and yes i relise the damage is going to be increased.
Yes. It's 0.8 DPS, firing 10 shots at 0.08 per second.

It'll be increased to 0.95DPS, for 0.095 per shot.

#63 MovinTarget

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Posted 10 December 2016 - 06:18 AM

So if i read right, there is no more recapture/hold territoy or is it that all invasion modes are at "phase" 5?

I do like the progressive feel. Now just give us dynamic drops and i will be *really* happy! (All the fp modes with anility to drop 4vr, 8v8 and 12v12)

#64 Dee Eight

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Posted 10 December 2016 - 06:37 AM

View PostRacerxintegra2k, on 10 December 2016 - 04:46 AM, said:

Last patch AC5's and UAC5's become unplayable for me. Now this patch i fear SRMS will be unplayable. They are moving us to Long range sniping/poking which i absolutely hate. Oh well cant make everyone happy.


How exactly are increasing the heat scale penalties for SRMs making them unplayable ?

#65 Frytrixa

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Posted 10 December 2016 - 06:43 AM

Only real fix is reduced rubber banding? Posted Image

#66 MovinTarget

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Posted 10 December 2016 - 06:44 AM

View PostDee Eight, on 10 December 2016 - 06:37 AM, said:


How exactly are increasing the heat scale penalties for SRMs making them unplayable ?


I am not sure either... is this a heat management issue? Trying to spam-alpha 9 srm6 on that one archer variant?

#67 SteelHoves

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Posted 10 December 2016 - 06:55 AM

I´m running into some inconsistency with Smurfy on Ghost heat for SRM and in IS double heat sinks. Can any one confirm who is right? IE IS double heat sink on smurfy is already adding 1.5 to heat cap but here in the patch notes it states its only 1.1 and will be increased to 1.5?

#68 Krucilatoz

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Posted 10 December 2016 - 07:00 AM

Questions on Escort game mode :
1. is that the same in-game atlas ? Will it able to fight? So the defender has advantage in number, and more with turret
2. or, will it be always one-side, e.g in the hand of competent player, they'll just snipe its left-eye, focus fire on it then win. Yes, i know head-shot is not easy task, but if several attacker shoot large laser into left-eye that not something impossible

#69 K19

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Posted 10 December 2016 - 07:04 AM

Streak SRM2s (Clan and IS)
• Heat Penalty increased to 1.75 (from 1) no no no Posted Image

Fix arm Victor plz :S

#70 Y E O N N E

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Posted 10 December 2016 - 07:31 AM

View PostAleski, on 10 December 2016 - 02:02 AM, said:


My Arrow and my Ember are waiting for dat patch too..... Ha ha ha ha ha ha ha ha ha ha... Posted Image

Ho and at the last sale, i've bought a Loup de Guerre and now it is buffed ! Nice ! =)


Your Arrow already has a machine gun buff, you won't notice much of a difference with it post-patch.

What it really needs are some modest armor quirks and a nerf to laser range to encourage the MG build.

#71 Tordin

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Posted 10 December 2016 - 07:41 AM

I will say Im optimistic about these patch notes. Looks fantastic. Very few gripes. F.example the MG rate of fire could have stayed, but can see why they reduced/ removed them from specific mechs. Since the new skill tree will be a solution with mg focused nodes, also the increased dmg and a whopping 60% reduced spread ismore than enough to make up for a bit slower rate of fire.
Also increased heat for surms? They should have gotten a compensation in terms of velocity and/or dmg boost maybe. But ya know, PGI likes to expermiment with us.

Overall this patch surely looks promising and a truly nice christmas/ x-mas/ yule gift for us.

Edited by Tordin, 10 December 2016 - 07:43 AM.


#72 MovinTarget

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Posted 10 December 2016 - 07:46 AM

View PostKrucilatoz, on 10 December 2016 - 07:00 AM, said:

Questions on Escort game mode :
1. is that the same in-game atlas ? Will it able to fight? So the defender has advantage in number, and more with turret
2. or, will it be always one-side, e.g in the hand of competent player, they'll just snipe its left-eye, focus fire on it then win. Yes, i know head-shot is not easy task, but if several attacker shoot large laser into left-eye that not something impossible


I am going to hope that it is nigh-unhead-shottable (i think i just made up a word...)

Note that the gameplay is "asymmetric"... i have no idea which side has the numbers advantage. Lets give it a real go and hopefully pgi made this game mode configurable on the back end....

#73 Gas Guzzler

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Posted 10 December 2016 - 07:59 AM

View PostSpheroid, on 10 December 2016 - 12:57 AM, said:

The laser vomit is real. Do they know what increasing the heat cap by that much will do?! Good time to be a Clanner I guess.


The DHS buffs will help more than just laser vomit, honestly. Ballistic/energy hybrid builds are going to be helped too.

#74 Hawk819

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Posted 10 December 2016 - 07:59 AM

My Black Widow Warhammer just got some love with the Black Widow Company decal!

#75 Racerxintegra2k

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Posted 10 December 2016 - 08:10 AM

View PostDee Eight, on 10 December 2016 - 06:37 AM, said:


How exactly are increasing the heat scale penalties for SRMs making them unplayable ?



I would think its pretty obvious. Splat mechs have to get within 270 meters to do any damage at all. Yes you can extend that with modules and quirks but realistically you are at an extreme range disadvantage. To compensate that range disadvantage you were allowed to do a lot of damage in a very short period of time. Current heat penalties were plenty to keep hords of splat mechs from taking over the battlefield. Not sure why you would destroy the high reward for choosing a play style that is barely used. Those players that want to risk getting close will now have less damage to put down before overheating. They will still take it in the face on the way to battle though. High Risk Lower reward, reducing the variety in the game.

#76 Willothius

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Posted 10 December 2016 - 08:12 AM

View PostKrucilatoz, on 10 December 2016 - 07:00 AM, said:

Questions on Escort game mode :
1. is that the same in-game atlas ? Will it able to fight? So the defender has advantage in number, and more with turret
2. or, will it be always one-side, e.g in the hand of competent player, they'll just snipe its left-eye, focus fire on it then win. Yes, i know head-shot is not easy task, but if several attacker shoot large laser into left-eye that not something impossible

I don't think headshots will be the way to go. I'll predict now; unless they massively quirk this particular Atlas, it'll just get legged 9/10 matches by a rush attack.
But it'll be an interesting development, this new mode!

EDIT:
Aren't ALL quirks supposedly being ditched at the upcoming Skill Tree pass? So why still tweak them now? Or was I incorrectly informed?

Edited by Willothius, 10 December 2016 - 08:16 AM.


#77 Baphomech

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Posted 10 December 2016 - 08:16 AM

This is awesome! A lot of new content that will breathe new life into MWO. Given the way faction warfare will now work, it's not outside the realm of possibility for additional clans and other IS factions to be added (Steel Vipers, Diamond Sharks, Nova Cats, St. Ives Compact, etc.). I'm excited!

Also, McCarron's Armored Cavalry decal is finally here! Huzzah!

#78 Aramoro999

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Posted 10 December 2016 - 08:36 AM

View PostDee Eight, on 10 December 2016 - 02:00 AM, said:


I might actually have to put the P pods back onto my P chassis.

Now those 6 MG KCGs will feel extra useful... and if you're gonna shrink the gauss range could you get rid of the charge mechanic next month ? It does help nerf the PPC/Gauss combo a bit since the ranges no longer overlap so closely.

Oooohhhh and armor bonuses on the victor....

this...
do it pgi do ti now
make Gauss great again!!

Edited by Aramoro999, 10 December 2016 - 08:37 AM.


#79 Dee Eight

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Posted 10 December 2016 - 08:39 AM

View PostHawk819, on 10 December 2016 - 07:59 AM, said:

My Black Widow Warhammer just got some love with the Black Widow Company decal!


Except to be an actual Black Widow Company Warhammer it needs to be applied to a Jet black painted 6R. Natasha Kerensky ran a bone stock 6R.

#80 pacifica812

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Posted 10 December 2016 - 08:39 AM

View PostWillothius, on 10 December 2016 - 08:12 AM, said:


Aren't ALL quirks supposedly being ditched at the upcoming Skill Tree pass? So why still tweak them now? Or was I incorrectly informed?


No, not all quirks are being ditched. Russ tweeted about some mechs keeping certain buffs.





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