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Patch Notes - 1.4.169 - 15-May-2018


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#1 InnerSphereNews

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Posted 11 May 2018 - 03:26 PM



MechWarrior Online May 15th Patch Notes

Tuesday, May 15th 2018 @ 10AM – 1PM PST

Patch Number: 1.4.169.0

Standalone Client Patch Size: ~900 MB

Steam Client Patch Size: 1.2 GB

Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.

Greetings MechWarriors!

The Blood Asp is here and it's already causing a stir! With a Solaris 7 Division 1 placement and some last minute manufacturing tweaks (shoulder cannon size correction), players will see the Blood Asp roll out in style. Look for a Quickplay 'Mech Challenge for Blood Asp owners starting on May 17th.

The Solaris City map is here! Teased at Mech-Con the look of the map is unlike anything currently in rotation. I don't know about you, but I'm betting this Vegas looking map is going to popular! Remember: What happens in Solaris City...does not stay in Solaris City.

We also have New Bolt-ons, and more 'Mechs supporting Bolt-ons(The Ghillie Bolt-ons are one of my favorite new items in our game)! All this with tons of tuning changes and a handful of bug fixes round out the patch! Read on for all the details!


See you on the Battlefield,

The MechWarrior Online Team.


BLOOD ASP https://mwomercs.com/blood-asp


"Thursday, in a demonstration for Clan Star Adder(a major purchaser of the Blood Asp), several MechWarriors noticed that the shoulder cannon housing had dynamic sizing based on the equipped weapons. Concerned pilots gave valuable feedback and the manufacturer listened! Huzzah! Production experts at the manufacturing plant have noted the increase in materials used and they anticipate a 2% increase in costs across this production run. The Lead 'Mech designer at the Facility is quoted as saying 'the size of the shoulder mounts will now match the Mechwarrior's Ego.' Since the manufacturing process has been adjusted, the QA managers have assured us that those who deploy in the first run of production of the Blood Asp will now 'look good when they die.'


See the Countdown for more Media and details on the Blood Asp.



Solaris City is available in Quick Play and supports the following modes: Assault, Conquest, Skirmish, Domination.

PREVIEW IMAGE


MINI MAP PREVIEW


A word of caution about Solaris City

The Solaris City map is a processor intensive map and due to this, it is one of the slowest maps we have created. That being said, we are putting this map on high priority in terms of monitoring its performance on the live servers and will be addressing everything we can as quickly as we can. Due to the complexity of urban/city environments and the extensive amount of unique models required to populate it without it looking extremely repetitive, some creative/technical liberties were needed to allow this map to be built in the current version of CryEngine. As stated, we will be monitoring performance metrics intensively and will include updates to the map with every patch/hotfix that goes out until we hit a point of optimization where improvements will no longer be noticeable. While far from unplayable, it's not performing at a consistent level of acceptable norms. Min Spec players may have a harder time with this map than others. The biggest take away from this statement is, please be aware, we are monitoring and acting upon this map as a top priority item.




New Bolt-Ons and More 'Mechs get Bolt-ons!

The following 'Mechs now have Bolt-on Support:

Atlas, Banshee, Black Knight, Centurion, Crab, Enforcer, Firestarter, Grasshopper, Griffin, King Crab, Kit Fox, Kodiak, Linebacker, Mad Dog, Mauler, Panther, Rifleman, Roughneck, UrbanMech, Uziel, Victor, and Wolfhound.

23 Chassis out of 93 can now equip Bolt-ons! ( 24.7% for those of you counting)

Please look forward to more 'Mechs getting Bolt-on support and more Bolt-on styles in every patch!

ALSO, New Bolt-ons have been added!

Check out this screenshot of the Rifleman with the Ghillie Bolt on! He looks just like a tree!


Please Note: Not all 'Mech variants can equip all Bolt-ons. Please verify the 'Mechlab to see specifically which variants are supported.



Gameplay Tuning


Solaris Division Design notes: While in a typical Solaris Season, we would not be looking to make any form of divisional changes Mid-season, however with this being our inaugural Solaris season, we wanted to quickly address a handful of outliers that cropped up over the first month to ensure that the opening season remains fun and engaging throughout its duration.

Divisions are set up with a variety of ‘Mech types present and typically we want players to be able to experiment and develop counter-strategies to popular 'Mechs on their own. While there are a handful of divisions that accomplish this as intended, we felt that there are a few outliers in the inaugural season that are performing a bit too far above the curb as they were suffocating the amount of viable 'Mech choices within their previously assigned divisions. In these cases, we have migrated those outlier 'Mechs into higher divisions.

In addition to this, we feel that there is a handful of sub 50 ton 'Mechs that are punching a bit too high above their weight. Taking this into consideration, we are bringing a number of Lights a bit further down to hopefully provide them with a bit more of a level playing field and to provide a few lighter lower tonnage 'Mech options at lower division levels. The overall distribution of lights will still see them occupy multiple different divisions as there are many still performing adequately within their currently assigned divisions.

SOLARIS DIVISIONS https://mwomercs.com/s7-mech-divisions


Structure / Max - Armor Redistribution:

The following 'Mechs have had some of their Arm Structure and Max Armor Points re-distributed from their Arm Locations into their Torso locations:

  • Jenner
  • Jenner IIC
  • Cicada
  • Jagermech
  • Stalker

All 'Mechs in a player's inventory affected by this change will have their armor re-set to the stock values.


PLEASE CHECK YOUR 'MECHS BEFORE YOU DROP!

In the event that the stock values would render the 'Mech over tonnage, the 'Mech would be flagged as an invalid build. Both of these can be manually re-adjusted in the 'Mechlab.


Structure / Max Armor Redistribution Design Notes:

All 'Mechwarrior games have attempted to honor as many of the core mechanics found in the very descriptive Battletech Universe as possible. But sometimes these mechanics do not translate well into the First Person Simulation setting. Among those mechanics are the core structure/armor distribution rules and how that relates to the 'Mech art. In Battletech, there is never a distinction between individual body locations and the art that represents them. Within those game environments, the chance to hit an arm location is always equal, regardless of how the art depicts the 'Mechs. And as such you are just as likely to hit the arms on a Jenner as you are the arms of a Mandrill. This is something that simply does not translate one-to-one into a 3D Shooter environment. As such, many 'Mechs depicted in the Battletech universe as having very short and stubby arms often, as a result, see overall larger torso geometry, as well as having hit locations with a pool of health much greater then they need to before they often find their torso's being destroyed within the context of MechWarrior Online. So while a Jenner in the Table Top game may see 28% of hits go to arm locations, while 47% go to torsos, In our game, this could be skewed as only 20% of hits go to the arms, and 55% of hits go to the torsos when accounting for the physical shots against the 'Mech model's art.

We want to see an improvement to this to assist those 'Mechs that often do see their art come with very stubby appendages that often leads to more prominent torso locations while staying true to the overall structure and armor distributions depicted within the Battletech Lore. In the 'Mechs above, we are shifting a number of their base arm structure points from the arms and into torso locations and with it, their total available "Max armor." For this initial roll-out, we are only going to alter five 'Mechs across all weight classes that have seen smaller arms result in larger torso locations. Each of them has had their structure and armor re-distributed in a way that best compliments the needs of the physical 'Mech geometry while maintaining the same overall health pool. We will be monitoring this change closely and will consider other 'Mechs getting a similar treatment to them in a future patch depending on the impact of this change on the targeted chassis'.

Skill Tree changes:

Survival Tree

    • Reinforced Casing - Increased Benefit to -1.5 per node (from -1)

Mobility Tree

    • Anchor Turn - Increased per-node benefit to 6% (from 5%)
    • Torso Speed - Level out all benefits to 5% per node across all weight classes.

Skill Tree Design Notes:

With Reinforced Casing, we want to nudge the benefits provided by this node up a bit. It’s important to note that because crit boosted weapons such as Machine Guns, and LBX AC's rely on critical hits to produce their boosted damage, this node specifically reduces the frequency of those said critical hits, and does reduce the overall average damage those weapons do to internal structure due to reducing their chances for critical hits.

For the mobility tree, we wanted to boost some of the turn rate benefits a bit more to further reward those that choose to invest in them.


Weapon Changes:

Ballistic Changes:

Rotary AC/2:

  • Damage increased to 0.9 (from 0.8)
  • Jam bar safe time increased by 33%

Rotary AC/2 Design Notes:

We want the RAC/2 to occupy a slightly different niche compared to the RAC/5 since competing for the same upfront DPS output will always just result in one weapon outshining the other no matter what they were tuned to. Instead, we want the RAC/2 to be more focused on more reliable sustained damage for a lower heat cost as well as other attributes such as longer range and less projectile spread with these changes more overall sustain through a larger window to fire the weapon without the risk of jams. While we are still increasing the damage slightly, the RAC/5 will still be focused on more upfront damage, but at the cost of some attributes that are superior on the RAC/2, while the RAC/2 will allow for more consistent damage across a longer duration, with a much lower heat curve. Allowing for either paired weapons, or longer individual sustain compared to the RAC/5.

Energy Changes:

  • All Clan Laser Changes are removed.


'Mech Quirks:

Banshee:

  • BNC-3E: Receiving a new Armor Bonus CT: +10 quirk
  • BNC-LM: Receiving a new Armor Bonus CT: +10 quirk

Banshee Design notes:

Since Solaris, we have noticed the amount of CT cores on the Banshee line is a bit higher then we want it to be. We are taking the CT bonus found on the Siren and distributing it to the two Banshee variants that at this point do not have CT armor quirks.

Annihilator:

  • ANH-1X: Torso Based armor quirks being reduced by -5 in each location.
  • ANH-2A: Torso Based armor quirks being reduced by -8 in each location.


Annihilator Design Notes:

While we have provided the Annihilator with durability quirks to account for its low speed and relatively low mounts, we feel that a handful of variants of the 'Mech simply do too much on their own without the need for teammate support. Coupled with the ability to completely lock down 1v1 combat on a single variant is also something that we feel that no individual variant should be able to achieve to such a great degree over all other alternatives. We want the Annihilator's core attributes to revolve around its devastating arsenal and being able to keep a blistering amount of sustained firepower as a threat, but we don't want their defensive properties to become their headlining feature, since this combined with its high hardpoint count leaves many other 'Mechs struggling to compete with it. For now, we are only focusing on the outliers, but we are keeping a close eye on all variants for similar trends.


Atlas:

  • Center torso Armor and structure quirks reduced and re-distributed to the side torsos on all Atlas Variants.
  • Amount distributed varies from variant to variant.

Atlas Design Notes:

While we don't want to increase the amount of raw HP the Atlas brings, we do want to ensure that the quirks that it is given are distributed in the best way. We feel that in the Atlas' case, this involves taking a bit from the CT and re-distributing to the side torsos to give a bit more durability to the often targeted areas, while still keeping the core CT durability intact.


Fafnir:

  • Side Torso Armor quirks reduced by 3 each and redistributed to the Center Torso for all variants.

Fafnir Design Notes:

Much like the Atlas changes, we are satisfied with the total HP pool the Fafnir has, but want to make sure the quirks given to it are distributed in a way that best benefits the 'Mech's geometry.


Madcat Mk. II:

  • MadCat MKII yaw changes removed.


Bug Fixes, Art Fixes and Weapon Retro-Fits.

Weapon Retrofits:

  • All Spider Variants in-game
  • All Shadow Hawk Variants in-game
  • All Roughneck Variants in-game
  • All Rifleman Variants in-game

Art Fixes:
  • Solaris Feature Improvement - Add Solaris Maps to Testing Grounds
  • Grim Plexus - Domination - Adjust spawns, capture point, and generator locations
  • Rubellite Oasis - Mechtrap in F6 fixed
  • Private_1v1_c - Liao Jungle - Removed some unnecessary shadows to improve performance
  • Private_1v1_b - 'Mech Factory - Adjusted upper light sources to improve visibility

Feature Improvements / Bug fixes
  • Feature Improvement - Prevent Player from Viewing Leaderboards When Old and New Tables are Being Swapped
  • Solaris Feature Improvement - Commentator voiceover trigger adjustment - Start of Match Elo
  • Solaris Feature Improvement - Add more voiceover lines to Solaris 1v1/2v2 Game Mode
  • Solaris Feature Improvement - FE - Add Supply Cache Button to Solaris Home Screen
  • Solaris Feature Improvement - FE - Add a Testing Grounds option in the Solaris 7 area
  • Solaris Feature Improvement - Global Leaderboard should use average
  • Solaris Feature Improvement - VS screen should replace "Player 1" & "Player 2" with usernames
  • Solaris Feature Improvement - Lower Elo to 1600 1700 for Spectate Match Watch List
  • Solaris Feature Improvement - The Solaris Queue Timer is being increased from 60 to 180 seconds to allow a better level of clustering in each division.
  • Solaris Feature Improvement - Increase Base Payouts for Solaris Matches
  • Changed Solaris Division assignments for various 'Mech variants(Changes can be seen here )


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 MWO Portal
• Select the three horizontal lines in the top left of the Portal Window
• Choose the 'Set Patch Cache Directory' 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 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 ElricVonRabenfels

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Posted 11 May 2018 - 03:35 PM

Oh come on, just give the Atlas more extra armour points in the side torsos instead of just redistributing from the CT. There can always be more armour for the Atlas. Always. ( And I've always said the variants with pure structure quirks should have half of it converted to armour )

It's THE mech for durability.
Ah well. Makes torso twisting more valuable at least. And the increase in minus crit chance for reinforced casing should support that.

I don't really like the Annihilator armour changes, it's a really huge target, but oh well, it can still spew an insane amount of DAKKA. Atlas should be king in terms of armour and durability, and old skullface is my favourite mech, so I'm somewhat okay with this.

Rest of the patch notes look great though... looking forward to the new map.


Edit: Wait, I'm first? Oh. Err. Nice?...

Edited by ElricVonRabenfels, 11 May 2018 - 03:43 PM.


#3 ArcRoyale

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Posted 11 May 2018 - 03:41 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:


"Thursday, in a demonstration for Clan Blood Adder(a major purchaser of the Blood Asp), several MechWarriors noticed that the shoulder cannon housing had dynamic sizing based on the equipped weapons. Concerned pilots gave valuable feedback and the manufacturer listened! Huzzah! Production experts at the manufacturing plant have noted the increase in materials used and they anticipate a 2% increase in costs across this production run. The Lead 'Mech designer at the Facility is quoted as saying 'the size of the shoulder mounts will now match the Mechwarrior's Ego.' Since the manufacturing process has been adjusted, the QA managers have assured us that those who deploy in the first run of production of the Blood Asp will now 'look good when they die.'


You mean Star Adder?

#4 Vanguard836

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Posted 11 May 2018 - 03:46 PM

Energy Changes:

Clan ER Medium Laser
  • Minimum Heat Penalty reduced to 5 (from 7)
Clan Medium Pulse Laser
  • Minimum Heat Penalty reduced to 5 (from 7)

Clan Heavy Medium Laser
  • Minimum Heat Penalty reduced to 4 (from 5)

Clan Heavy Large Laser
  • Minimum Heat Penalty reduced to 2 (from 3)


....More clan energy nerfs Posted Image
Could we see the penalty table for these new changes to see the significance of the changes ? I'm hoping it's not as bad as it looks.

#5 Sereglach

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Posted 11 May 2018 - 03:46 PM

While any and all balance improvements are appreciated, I am disappointed by the lack of Flamer changes. They still need to be fixed. In addition to their core flaws, the fact that they function completely different between Solaris and everything else, and this is only known to people who read all of the minute details on the forums, is just unacceptable for any game mechanic. Putting in secret mechanics (literally secret . . . the average player that doesn't check the forums will know nothing of the functionality differences) is just bad form for any game.

The fact that Solaris is the one place that the busted "vanilla" Flamers might have had some viability and instead they've been utterly destroyed for that game mode is another -also disappointing- thing entirely.

Please, I've outlined how it can be done in the step-by-step incremental changes that Paul wants. You just need to do it, or something similar to it; but it needs to be done. The Flamer really should be at fixed flat values that function the same in all game modes, will be easier to balance and manage, and create a more enjoyable experience with the weapon system that also makes it a truly viable weapon.

#6 suffocater

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Posted 11 May 2018 - 03:46 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:

I don't know about you, but I'm betting this Vegas looking map is going to popular!


You mean BE popular?

Edited by suffocater, 11 May 2018 - 03:49 PM.


#7 Mikayshen

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Posted 11 May 2018 - 03:51 PM

I'm going to ask because I'm not completely sure, what exactly does 'Minumum Heat Penalty' translate to? Ghost heat threshold?

#8 Goetz Eisenfaust

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Posted 11 May 2018 - 03:52 PM

first you increase the Clan tonnage in FP, then Madcats get the Timberwolf treatment (just in time to push Blood Asp sales) and Clan laserboats get nerfed into the ground? so what are we supposed to use those 255 tons for - marshmallow-railguns? I am sure the IS will enjoy those 100% ghost drop wins.

Edited by Goetz Eisenfaust, 11 May 2018 - 04:06 PM.


#9 Alcom Isst

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Posted 11 May 2018 - 03:52 PM

View PostMikayshen, on 11 May 2018 - 03:51 PM, said:

I'm going to ask because I'm not completely sure, what exactly does 'Minumum Heat Penalty' translate to? Ghost heat threshold?

It's the number of weapons you fire to generates ghost heat. Clan ER Medium Lasers would generate ghost heat at 7 so you would fire no more than 6 to avoid the penalty. Now they generate heat at 5 so you fire no more than 4 to avoid the penalty.

Edited by Alcom Isst, 11 May 2018 - 03:53 PM.


#10 Luminis

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Posted 11 May 2018 - 03:54 PM

Okay, I'm usually not quick to question Clan nerfs and I get that the Clan ERMLs are taking another hit. Reducing the GH limits also makes sense (in a weird kinda way) if you wanna reign in straight up laser vomit. But... Nothing to compensate? Not even the slightest buff to c-UACs?

Also... MCII nerfs just in time for the Blood Asp release? Coincidence? :D

#11 FullAlchemy

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Posted 11 May 2018 - 03:56 PM

The nerf hammer was strong with this patch. I would feel better if you said: we're nerfing the mad cat II so you have to buy the blood asp.

#12 Paul Inouye

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Posted 11 May 2018 - 03:59 PM

Mech Old Div. New Div.
CDA-3F 6 7
CDA-3F (L ) 6 7
COM-1B 5 6
COM-1D 3 4
COM-1D (C ) 3 4
COM-2D 4 5
COM-3A 5 6
COM-TDK 5 6
CTF-4X 5 4
HSN-7D 5 6
HSN-7D(S) 5 6
HSN-7D2 5 6
HSN-7P 5 6
HSN-8E 5 6
HSN-8P 5 6
HSN-9F 5 6
JVN-10N 4 5
JVN-10N (S) 4 5
JVN-11B 4 5
KGC-000 3 2
KGC-000 (L) 3 2
OSR-2V 6 7
OSR-SE 6 7
PXH-1K 6 5
RVN-4X 6 7
VND-1X 7 6
WLF-1B 3 4
WLF-GR 3 4

Let's see how busted this is....

View PostPaul Inouye, on 11 May 2018 - 03:58 PM, said:

Let's see how busted this is....

Not too bad after fixing post type. :/ Sorry for the ugly table folks, but since it wasn't included in patch notes I'll fill ya in here.

#13 process

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Posted 11 May 2018 - 04:03 PM

Ugh, ghost heat solutions. Just straight up nerf Clan laser damage more if you must.


View PostPaul Inouye, on 11 May 2018 - 03:59 PM, said:

Not too bad after fixing post type. :/ Sorry for the ugly table folks, but since it wasn't included in patch notes I'll fill ya in here.


King Crab 000 division typo? Guessing that's supposed to be 3 --> 2.

Edited by process, 11 May 2018 - 04:04 PM.


#14 suffocater

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Posted 11 May 2018 - 04:06 PM

Those changes will kill my favourite Hellbringer with 6MPL. And even the poor things that can bring only 5MPL, with nearly no other option. The Ice Ferret for example works for me with 5ERML or 1HLL/4HML.....no can do, mech is dead now. I could go on, but they only proof that they still got no clue about their own game.

#15 Steve Pryde

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Posted 11 May 2018 - 04:13 PM

So, ghost heat trigger if you use more than one heavy large laser or four clan medium lasers? ROFL

#16 Alilua

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Posted 11 May 2018 - 04:15 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:



Energy Changes:

Clan ER Medium Laser
  • Minimum Heat Penalty reduced to 5 (from 7)
Clan Medium Pulse Laser
  • Minimum Heat Penalty reduced to 5 (from 7)


Clan Heavy Medium Laser
  • Minimum Heat Penalty reduced to 4 (from 5)


Clan Heavy Large Laser
  • Minimum Heat Penalty reduced to 2 (from 3)



Clan Laser Design notes:
When heat scale values were initially set for the clan lasers, Many lasers where set to equal the number of lasers fired on the IS side with no mind to the overall damage output of those said lasers. With one of our core focus' being better baseline balance between the Clan and Inner Sphere factions, we have decided that allowing one faction to compound on easily boatable weapons that deal 40% more damage than their IS equivalents while still being able to combine with other weapons has become untenable. We are adjusting the heat scale on the clan weapons to equal the "30 damage" cap that was used to tune all other laser weapons. The clans will still retain their direct range, and 40% or higher damage over similar IS weapons, but maximizing their benefits will have to come with either more staggered fire or diverse weapon payloads.





Are the mediums still going to be linked to micro and small lasers for ghost heat penalties?

#17 Jay Leon Hart

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Posted 11 May 2018 - 04:15 PM

View PostInnerSphereNews, on 11 May 2018 - 03:26 PM, said:

Energy Changes:

Clan ER Medium Laser
  • Minimum Heat Penalty reduced to 5 (from 7)



Clan Medium Pulse Laser
  • Minimum Heat Penalty reduced to 5 (from 7)



Clan Heavy Medium Laser
  • Minimum Heat Penalty reduced to 4 (from 5)



Clan Heavy Large Laser
  • Minimum Heat Penalty reduced to 2 (from 3)


Clan Laser Design notes:
When heat scale values were initially set for the clan lasers, Many lasers where set to equal the number of lasers fired on the IS side with no mind to the overall damage output of those said lasers. With one of our core focus' being better baseline balance between the Clan and Inner Sphere factions, we have decided that allowing one faction to compound on easily boatable weapons that deal 40% more damage than their IS equivalents while still being able to combine with other weapons has become untenable. We are adjusting the heat scale on the clan weapons to equal the "30 damage" cap that was used to tune all other laser weapons. The clans will still retain their direct range, and 40% or higher damage over similar IS weapons, but maximizing their benefits will have to come with either more staggered fire or diverse weapon payloads.

Well, this means a lot of re-building for me (and I;d imagine a lot of players).

I'd rather the IS caps have been raised to 40-ish damage, but we'll see how this pans out.

#18 BurningDesire

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Posted 11 May 2018 - 04:16 PM

new map looks good. My mechs may actually blend in now
People bitching about laser nerfs maybe need to get out of their Meta mechs and see what its like to be instantly core with just the swipe of those heavy lasers.
Good the see the Madcat get pulled in a bit, well no more rolling your face left and right over the keyboard.
would have been nice to see the heavy gauss get changed but oh well

#19 Paul Inouye

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Posted 11 May 2018 - 04:16 PM

View Postprocess, on 11 May 2018 - 04:03 PM, said:

Ugh, ghost heat solutions. Just straight up nerf Clan laser damage more if you must. King Crab 000 division typo? Guessing that's supposed to be 3 --> 2.


ChriiiiIIIIIIIIIIIIIIISSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!

(fixing now)

#20 HenktheTank

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Posted 11 May 2018 - 04:16 PM

What a surprise the Madcat MKII's get nerfed just in the patch the Blood Asp is coming out. You can fire now only 1 Heavy Large, this has to be a joke right?





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