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Patch Notes - 1.4.148 - 23-Jan-2018


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#1 InnerSphereNews

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Posted 19 January 2018 - 08:29 PM



Tuesday, January 23rd 2018 @ 10AM – 1PM PDT
Patch Number: 1.4.148
Standalone Client Patch Size: ~173 MB
Steam Client Patch Size: ~310 MB
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.

Quick Links


Greetings MechWarriors, and Happy New Year!

The Piranha 'Mech has arrived, and is now en-route to the MechBays of eligible MechWarriors!

This patch sees a handful of gameplay-related adjustments, including Quirk changes for the Assassin and Shadow Hawk 'Mechs, improvements for the Light and Heavy Gauss Rifles, and more.

Rounding out the patch we have a number of fixes and improvements for maps, 'Mechs, and the frontend, the release of standard, purchasable versions of the 2017 Rewards Program Cockpit Items, the release of reward items for MWOWC Finalists, Qualifiers, and Participants, and more.

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

-The MechWarrior Team






MC Release Date: June 5th 2018
C-Bill Release Date: July 3rd 2018

You can check out the Quirk information for the Piranha as part of our Countdown post here.

The Piranha also brings with it 3 new Colours for purchase with MC in-game. Early Adopters of a Piranha Pack receive these colours for free.







Heat Gen Nodes

IS and Clan Heat Gen Nodes now have separate values in the Firepower Tree.

Inner Sphere values remain unchanged.

• -0.75% per Node.
• -10.5% total.

Clan values have been adjusted to the following:

• -0.6% per Node (down from -0.75%).
• -8.4% total.

Heat Gen Design Notes: After reviewing the net benefit provided by the Heat Gen Nodes within the Firepower Tree, we have determined that the original values were providing inflated benefits on the Clan side compared to the benefits offered for IS 'Mechs. This change is therefore aimed at bringing the net benefits between the two factions closer in line, accounting for a typical Clan Loadout and a typical Inner Sphere Loadout.



Light Gauss Rifle

• Cooldown reduced to 2.6 (from 3.25).
• Heat reduced to 0.55 (from 1).

Light Gauss Rifle Design Notes: The Gauss Rifle family of weaponry is designed around high Damage for minimal Heat at relatively long ranges, with the Light Gauss' primary features revolving around its long range and its very fast projectile speed. With this patch, we have provided the Light Gauss with a moderate boost in overall DPS to provide it better value considering the weight of the weapon, without overlapping its role with similarly weighted weapons. We have also reduced its Heat. While this may seem superfluous given its already low Heat value, with the added DPS we found the weapon was causing just enough Heat to stall out of the dissipation of Heat reserves for weaponry paired with the Light Gauss. As minimal Heat is at the heart of its niche, this behavior was not providing us with the intended benefit of supporting supplemental weapons paired with this rifle, and therefore necessitated a reduction in its Heat.

Heavy Gauss Rifle

• Optimal Range increased to 220 (from 180).

Heavy Gauss Rifle Design Notes: This change is the result of direct feedback from 2017 MWOWC finalists, and is intended simply to push out the effective range of the Heavy Gauss Rifle.



Clan Medium Pulse Laser

• Max Range reduced to 480 (from 561).

Clan Medium Pulse Laser Design Notes: Due to the 50% extra Optimal Range over the IS Medium Pulse Laser, the Max Range of the Clan Medium Pulse Laser extended to a point where it was being utilized in ways that we felt made the weapon too much of a generalist compared to its IS counterpart. The Max Range has therefore been reduced to a point where there is much closer parity between the two weapons in terms of Max Range. However, the Clans will continue to possess superior Optimal Range and Damage.

Clan ER PPC

• Cooldown increased to 5 (from 4.5).

Clan ER PPC Design Notes: While we are satisfied with the ER PPCs effectiveness in ranged combat, this change is intended to provide a slightly longer window over which closer-ranged opponents can attempt to pressure Clan ER PPC carriers when they are caught out of position.



Only two 'Mechs are receiving Quirk adjustments in this patch. As a result, we have not provided the usual PDF document. The changes will simply be outlined here.

Assassin

• ASN-21 Armor Quirks have been converted into Structure Quirks.

Assassin Design Notes: The Assassin chassis as a whole has carried through a number of heavy Quirk benefits from its pre-Skill Tree state, and has slowly compounded on those changes as we continue to work toward improved baseline tech balance. While many variants of the Assassin have remained on-target, the ASN-21 has been consistently punching above its weight to the detriment of many 'Mechs that occupy a similar niche in other weight classes. While we're issuing only a minor change to its Quirks in this patch, we will consider further changes if the 'Mech continues to push out many other 'Mechs occupying similar, SRM-focused roles.

Shadow Hawk

• SHD-2D has received a -5% Missile Spread Quirk.
• SHD-2D now has a +10 Structure Bonus for the Left Arm and Right Arm (up from 5).
• SHD-2D has received a global -10% Weapon Cooldown Quirk.
With the addition of this global -10% Weapon Cooldown Quirk, the existing Cooldown Quirks have been removed or adjusted:
• -15% Ballistic Cooldown Quirk has been reduced to -5%.
• -10% Energy Cooldown Quirk has been removed.

• SHD-5M has received a global -20% UAC Jam Chance Quirk.
With the addition of this global -20% UAC Jam Chance Quirk, the existing -20% UAC5 Jam Chance Quirk has been removed.
• SHD-5M has received a global -10% Weapon Cooldown Quirk.
With the addition of this global -10% Weapon Cooldown Quirk, the following Cooldown Quirks have been removed:
• -10% Ballistic Cooldown Quirk has been removed.
• -10% Energy Cooldown Quirk has been removed.
• The -10% UAC5 Cooldown Quirk remains.

• SHD-2H/SHD-2H [C]/SHD-2H [P] have received a -10% Laser Duration Quirk.
• SHD-2H/SHD-2H [C]/SHD-2H [P] have received a global -15% Weapon Cooldown Quirk.
With the addition of this global -15% Weapon Cooldown Quirk, the existing -15% Ballistic Cooldown Quirk has been removed.

Shadow Hawk Design Notes: We have targeted a handful of under-performing Shadow Hawk variants for improvements in this patch to boost them a bit against their alternative variants.




Piranha Scout (Piranha Standing Item): 750 MC


Bundle of Piranhas (Piranha Hanging Item): 500 MC


Piranha Speakers (Piranha Mounted Item): 750 MC


Bruce The Piranha (Piranha Early Adopter Item): 750 MC
In memory of Bruce

This patch also sees the release of distinct MC-purchasable variants of the 2017 Rewards Program Cockpit Items!


Vitric Forge Purple Star Standing Item: 250 MC


Vitric Forge Green Star Standing Item: 250 MC


Standard Apocalyptic Wolf Statue Standing Item: 500 MC


Standard Apocalyptic Horse Statue Standing Item: 500 MC


Standard Scottish Bagpipe Warhorn: 500 MC

The Top three Finalists of the 2017 MechWarrior Online World Championships are also receiving their Trophy and Medallion Cockpit Items in this patch. The Finalists will also be receiving special Warhorns and Decals in an upcoming patch!
Additionally, the Qualifying Teams are receiving their own special Trophy in this patch. The Qualifying Teams will also be receiving a special Decal in an upcoming patch!
And finally, all 2017 MWOWC Competitors are receiving a special Competitor Ribbon Cockpit Item in this patch.
These items are not purchasable.


First Place - EmpyreaL



Second Place - EON Synergy



Third Place - 228th Black Watch



Qualifying Teams



All Competitors



Piranha Standard Pack (and Collector Pack)

"The Hungry"

Piranha Collector Pack

"The Deadly"

These Piranha Titles and Badges are only available through their associated Packs. Collector Packs include the Titles and Badges from both the associated Standard and Collector Pack.

In addition to the release of the Piranha Standard and Collector Pack Titles and Badges for eligible MechWarriors, the 2017 MechWarrior Online World Championship Titles and Badges are also being released in this patch.

First Place - EmpyreaL

"MWOWC 2017 Gold Champions"

Second Place - EON Synergy

"MWOWC 2017 Silver Champions"

Third Place - 228th Black Watch

"MWOWC 2017 Bronze Champions"

Qualifiers

"MWOWC 2017 Qualifier"

Participants

"MWOWC 2017 Participant"

Our Shoutcasters!

"MWOWC 2017 Shoutcaster"



6 new Decals are featured in this patch.

• Club
• Diamond
• Spade
• Bullets
• Large Bullet Holes
• Small Bullet Holes



With the conclusion of the 2017 MechWarrior Online World Championship season, the Competitive Mode has been disabled as of this patch until the official start of the 2018 season.

• The Comp Play button will no longer access the Comp Play interface; it will instead prompt the player with a dialog box informing them of the off-season state.
• Comp Play is no longer an eligible Group Type option in the Group management interface.
• Comp Play chat has been disabled.

Stay tuned for the launch of the 2018 MechWarrior Online World Championship Competitive Season later this year!



Drop Preparation Screen: The orientation of the map in the drop preparation screen will now match the orientation of the map in the BattleGrid.
ESC Menu: Fixed an issue where the Close button would no longer highlight when hovered.
Faction Play: Fixed an issue where additional War History archive pages could not be accessed.
Plasma Ball Cockpit Item: Fixed an issue where the electricity could be seen clipping outside the enclosure.
Special Events Browser: Fixed an issue where Past Events were not displaying correctly.
Hellbringer (Prime-I): Fixed an issue where Torso and Arms had no explosion effects when destroyed.
Nova (NVA-BK): Fixed an issue where Missiles equipped in the Left Arm would not attach correctly.
Nova Cat (all variants): Fixed an issue where certain Cockpit Items could partly obstruct the view outside the cockpit.
Stalker (all variants): Fixed an issue with Weapon Door animations.
Stormcrow (all variants): Fixed an issue where the player could see through the Left and Right Torso from inside the cockpit at high FOVs.
Summoner: Fixed some material issues with UAC5s and UAC2s.
Forest Colony (E4): Fixed an issue where DropShips could clip through the mountains in Incursion matches.
Frozen City (Domination): Improved balance of spawn locations.
Frozen City (Domination): Fixed an issue where Team A only Beta MFBs and Team B only had Alpha MFBs.
Grim Portico (F6/F5): Fixed a floating light tower.
River City (Domination): Improved balance of spawn locations.
Rubellite Oasis: Fixed a number of collision issues, particularly in the central region.
Rubellite Oasis (E7): Fixed an area where 'Mechs could get stuck.


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.


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 MWO Portal
• Select the three horizontal lines in the top left of the Portal 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 Krocodockle

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Posted 19 January 2018 - 08:42 PM

Always sticking it to clans

#3 ball0fire

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Posted 19 January 2018 - 08:50 PM

wow my urbies survive yet another patch without a nerf :)

on an unrelated note

dropping the heat of a weapon that produces no heat already isnt gunna make ppl use it,
the fact that the light gauss weighs 12 tons is why ppl dont use it

#4 Dee Eight

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Posted 19 January 2018 - 08:59 PM

So instead of fixing the assassin's hit boxes...they're just changing the armor quirks of the one people are using the most instead of buying oxides. All this is going to do is shift players from running 4xSRM6s to 3xASRM6s on another variant.

#5 DontStandBehindMe

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Posted 19 January 2018 - 09:02 PM

Really +4 structure to the piranha's legs, are you guys sure that isn't overkill, it seems like just way too much of a buff, I mean that is almost an entire extra med laser/cersml laser hit that it could survive...just seems really unbalanced!

And now the already significantly hotter running clan mechs will be hotter still becuase...they were significantly hotter enough? I totally get that you guys are looking at the metrics in making these determinations and they are based on where you/PGI has arbitrarily decided that you want things to be...but as someone who plays the game on both IS and Clan sides...please play the game MORE to see how things look in practice first hand rather than making changes based on stats on paper. Just look at the changes to the cmed pulse...now it has a shorter range than the chvy med where chvy lasers are supposed to have SHORTER range for more damge/heat/duration...yet a chvy med has longer range than cmed pulse with this changes. Now cerPPC will have a full second LONGER cooldown than the IS erPPC just to allow enemies a larger window of opportunity to "close in on out of posiition clan PPC carriers" even though clan PPCs have no min range...and wouldn't you want to give the same larger window of opportunity to close in on out of position IS PPC carriers too if that really is an issue of concern???? But IS erPPC cooldown remains 4s and clan erPPC cooldown will increase from 4.5s to 5s. Why not just say "we see too many cerPPC on the battlefield, so we feel by further reducing their effectiveness we can reduce the use of a weapon we feel is being used more than it should or that we get too many complaints about the frequency it is used". If you want us to "understand" your reasoning for these changes truly then please provide some stats to support your decisions and/or allow the community to provide our feedback on where things need adjusting...but take feedback from ALL 5 skill tiers not just from "select testers" who may not represent all "skill levels" of the game. I'm finding it harder and harder to believe these explinations month after month when so many things the community keeps pointing out is (or plays) broken but gets totally ignored month after month and other things that noone seems to be pointing out as problematic gets randomly nerfed because PGI doesn't like how its metrics look at that time.

Edited by DontStandBehindMe, 19 January 2018 - 09:47 PM.


#6 FATA13RR0R

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Posted 19 January 2018 - 09:05 PM

Clan OP plz nerf

#7 process

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Posted 19 January 2018 - 09:06 PM

So now on paper, heat gen is marginally worse than cool run. 28 nodes to max heat gen + range/cooldown. Versus 17 nodes to max cool run + 9% heat containment and then some, or 20 nodes to max cool run and heat containment. Probably a wash in practice, but it's annoying that I'm compelled to partially respec dozens of mechs.

Worth it for balance? Maybe. Doesn't do anything to curb high-alphas, just means they shoot slightly less often.

#8 Appogee

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Posted 19 January 2018 - 09:18 PM

Not much meat for a monthly patch...

#9 Audacious Aubergine

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Posted 19 January 2018 - 09:20 PM

Bagpipe warhorn for MC? YES!

#10 Meppoy

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Posted 19 January 2018 - 09:30 PM

OK, guys, what about to buff the most devastating weapon system in the game? - Sure! And just for a case if an opposite side would try to resist, made their weapon worse. Again.

Nice patch, good job (no).

P.S.

And just because I'm curious. Double HGR can make ~40 damage up to 600 meters now, pinpoint, with great velocity. Double AC-20 can make 40 damage on 270 meters. Pinpoint, velocity is close to a fluffy snowball.

2 HGR have no penalty, 2 AC-20 have a huge heat-penalty.

I just wanna say HGRs are overperforming AC-20s AF right now and they gonna be even better. I can see no logic in this change. As I see it, this patch is gonna make the game-balance palpably worse.

Edited by Meppoy, 19 January 2018 - 10:39 PM.


#11 Mcgral18

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Posted 19 January 2018 - 09:37 PM

Surprisingly gentle nerfs to the Sin
Though, certainly a nerf. The 4SP is just painful to use, because structure doesn't do as much.


Unnecessary cMPL nerf, but the Apologists seem to be exaggerating
As they do, I suppose

Clam Apologists are a silly bunch

#12 Alcom Isst

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Posted 19 January 2018 - 09:51 PM

View PostDee Eight, on 19 January 2018 - 08:59 PM, said:

So instead of fixing the assassin's hit boxes...they're just changing the armor quirks of the one people are using the most instead of buying oxides.

...yes. Posted Image

Posted Image

View PostDee Eight, on 19 January 2018 - 08:59 PM, said:

All this is going to do is shift players from running 4xSRM6s to 3xASRM6s on another variant.

Like not even. A slight reduction in durability is not worth the +4 tons for only +2 missiles.

Edited by Alcom Isst, 19 January 2018 - 09:51 PM.


#13 Nighthawk513

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Posted 19 January 2018 - 09:55 PM

Dear PGI:
When are you going to make it where you cannot charge dual heavy gauss at the same time?
When are you going to stop nerfing every clan laser with a sub-1 second burn time?
Related note: When are you going to realize how ABSURD it is that a clan ER SMALL has a longer burn time than an IS ER LARGE???

By the way, try taking out a light mech with clan laser vomit vs IS laser vomit. And no, I'm not talking about a terribad pilot who stands still, I mean the T1 pilots in locusts and commandos. Assassins too. See how much difference it makes.


#14 madcat3050

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Posted 19 January 2018 - 10:03 PM

Clan Medium Pulse Laser

• Max Range reduced to 480 (from 561).
Clan Medium Pulse Laser Design Notes: Due to the 50% extra Optimal Range over the IS Medium Pulse Laser, the Max Range of the Clan Medium Pulse Laser extended to a point where it was being utilized in ways that we felt made the weapon too much of a generalist compared to its IS counterpart. The Max Range has therefore been reduced to a point where there is much closer parity between the two weapons in terms of Max Range. However, the Clans will continue to possess superior Optimal Range and Damage.


Or you could just like buff IS MPL???????????

Heavy Gauss Rifle

• Optimal Range increased to 220 (from 180).

Heavy Gauss Rifle Design Notes:This change is the result of direct feedback from 2017 MWOWC finalists, and is intended simply to push out the effective range of the Heavy Gauss Rifle.


Oh hey the people that play the game at a high level know how to balance it. Who would have guessed.


Nice warhorns though.

Edited by madcat3050, 19 January 2018 - 10:05 PM.


#15 KodiakGW

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Posted 19 January 2018 - 10:22 PM

View PostAppogee, on 19 January 2018 - 09:18 PM, said:

Not much meat for a monthly patch...


Yep, especially considering when released it will be six weeks since the last one.

#16 Arkhangel

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Posted 19 January 2018 - 10:23 PM

You know, someday you guys are gonna figure that the changes made in the patch notes are from actual unbiased data they got over time. they don't listen to people who're just salty because their favorite mech/weapon/faction got nerfed. they look at the overall performance and use of weapons, mechs, and so on, through all FP, and all tiers of QP.

sure, Heavy Gauss is one of the most powerful weapons in the game, but it actually isn't used as commonly as, say, normal sized Gauss Rifles, or the IS AC family. likewise with the Light Gauss. the Assassin was ridiculously overperforming, so it got a nerf. and the Clan weapons that got nerfed, are the most commonly fit ones.

fact is, stuff's gonna change in an MMO whether you want it to or not. don't whine, just adapt and move on.

View PostKodiakGW, on 19 January 2018 - 10:22 PM, said:


Yep, especially considering when released it will be six weeks since the last one.

they're probably saving the really big stuff for the March patch when Solaris hits.

#17 DangerousOne

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Posted 19 January 2018 - 10:24 PM

As usual PGI steadily nerfing things that "overperform" (in their twisted imagination) instead of buffing things that can be buffed, to make them on par with "overperforming" equipment.

As I always say - "Some day in this game we all be shoting flash-lights and firecrackers at each other". Oh wait the game will die sooner than that.

#18 AzureRathalos

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Posted 19 January 2018 - 10:27 PM

"Plasma Ball Cockpit Item: Fixed an issue where the electricity could be seen clipping outside the enclosure."

Why would that have to be fixed? People carry dangerous and explosive items in their cockpit all the time. What's a little electrocution hazard?

#19 Yeonne Greene

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Posted 19 January 2018 - 10:32 PM

View PostMeppoy, on 19 January 2018 - 09:30 PM, said:

OK, guys, what about to buff the most devastating weapon system in the game? - Sure! And just for a case if an opposite side would try to resist, made their weapon worse. Again.

Nice patch, good job (no).

P.S.

And just because I'm curious. Double HGR can make ~40 damage up to 600 meters now, pinpoint, with great velocity. Double AC-20 can make 40 damage on 270 meters. Pinpoint, velocity is close to a fluffy snowball.

2 HGR have no penalty, 2 AC-20 have a huge hit-penalty.

I just wanna say HGRs are overperforming AC-20s AF right now and they gonna be even better. I can see no logic in this change. As I see it, this patch is gonna make the game-balance palpably worse.


I would say AC/20 are underperforming rather than HGR are over-performing. AC/20 have been underperforming for years now, starting with when they added ghost heat to two of them fired together. They need a velocity buff and that GH removed.

And 40 PPFLD at 600 meters from HGauss? Please, it's 22 with a pair.

Max is 900 meters, new optimum is 220. Fall-off is 25/ (900-220) = 0.0367. So 380 meters to 600 means that our damage is 25-380(0.0367) = 11.029. Multiply by 2 and it's 22.06.

If we've got 15% range from the skill tree (253 m optimal, 966 m max), we go up to 24.3 damage at 600 meters.

...

And you've still got the poor ammo/ton, cockpit shake, explosive squishy guns, and STD engine requirements.

#20 FupDup

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Posted 19 January 2018 - 10:37 PM

View PostDee Eight, on 19 January 2018 - 08:59 PM, said:

So instead of fixing the assassin's hit boxes...they're just changing the armor quirks of the one people are using the most instead of buying oxides. All this is going to do is shift players from running 4xSRM6s to 3xASRM6s on another variant.

The Assassin when it was first released wasn't considered OP, in fact it was mediocre. The only thing that changed was quirks, hitboxes remain identical.





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