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Patch Notes - 1.4.174.0 - 19-Jun-2018


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#1 InnerSphereNews

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Posted 13 June 2018 - 01:08 PM

Upcoming Patch - 19 JUNE 2018 @ 10AM – 1PM PDT
Patch Number: 1.4.174.0
Standalone Client Patch Size: 1 GB
Steam Client Patch Size: 1.8 GB

Greetings MechWarriors,

Much news has appeared in the last couple weeks with MWO! This includes the newly launched MechCon 2018 Page with already-sold-out VIP tickets and 61 Collector tickets remaining, a whole new set of rules for the upcoming MWO World Championships 2018, the Roadmap to give you a snapshot of what's coming in the next 2 months, big events and sales currently in progress, a community-voted poll on 8v8 in Quick Play, and an informative post from Lead Designer Paul about future tuning and development for weapon balance along with a community feedback thread from Balance Designer Chris!

And finally, early posted June Patch Notes! We've got an exciting long awaited feature to share with you as well as the release of a long awaited 'Mech! Lots of improvements to a couple of features, value changes, and many bug fixes, which you can enjoy reading about in details below.

-The MechWarrior Team




Flea
The very long awaited Flea has arrived!

You can check out the Countdown post for more details about the Flea as they are released!





Build Profile Saving and Sharing

Have you always wanted to save or export a 'Mech's loadout or Skill Tree build to share other MechWarriors? Or import or load in a 'Mech's loadout or Skill Tree build from other MechWarriors? Well now it's possible with great ease!

In the MWO client, you will be able to Save/Load and Export/Import a 'Mech's loadout and Skill Tree build in the MechLab and Skill Tree. The difference between Save/Load and Import/Export is that Save/Load deal with files stored on your PC and Import/Export copies a hash string to your clipboard which you can use to share builds with other people in chat, the forums or anywhere you can paste text.



The information stored in 'Mech loadout builds are the following:
  • Mech's weapons loadout
  • Mech's armor distribution
  • Mech's ammunition payload
  • Mech's equipment items
  • Mech's engine type/size

Information NOT stored in 'Mech loadout builds are the following:
  • Consumables
  • Cockpit items
  • Bolt-Ons
  • Patterns & Colours
  • Decals



The information stored in Skill Tree builds are the following:
  • The selected 'Mech's Skill Tree layout and which nodes are unlocked and selected.

Information NOT stored from Skill Tree layouts are the following:
  • The currency used to unlock the nodes.
  • Order of the unlocked nodes.
  • The unlocked but not selected nodes.
  • Both systems will not allow you to save/apply changes made to your personal 'Mech without the proper currencies required.



New Bolt-On for all 'Mech Chassis
Propane Tank




Competitive Play
Comp Play access has been re-enabled in preparation of the MWO World Championships 2018 along with the following changes to accommodate the new rules:
  • Updated map selections in the Map Banning Screen with Canyon Network, Rubellite Oasis, Mining Collective, Caustic Valley and Grim Plexus.
  • Restricted to Stock Inner Sphere 'Mechs only.
  • Restricted to 3039 Tech.
  • Maximum of 3 'Mechs per weight class (3/3/3/3).
  • Tonnage restriction of 480 tons.
  • No duplicate chassis 'Mechs.
  • Consumables will be allowed in both Comp Play and Stock Mode option in Private Lobby.
  • Comp Play will only be accessible on Tuesdays, Thursdays and Sundays Saturdays for 24 hours per day (starting at midnight PST).
[UPDATED EDIT]
We have moved the Sunday time slot to Saturday to better accommodate all time zones.

Rubellite Oasis Conquest
The Conquest mode capture points in the Rubellite Oasis map have been changed to best accommodate for the upcoming MWOWC2018!

Here is a BEFORE (old) and AFTER (new) of the capture points to compare them:

BEFORE (old)


AFTER (new)




Single Heat Sinks
  • Cooling increased to 0.13 (from 0.12)
  • Added heat threshold increased to 1.3 (from 1.2)
  • Heat Sink Design notes: We are improving the baseline heat sink values to provide more direct benefit to stock 'Mechs for both newer players and participants in the 2018 MWOWC.

Ammo
Ammo values for Auto cannon and Missile based weapons being increased for both single ton, and half ton increments:

Inner Sphere Ballistic

1 Ton

0.5 Ton

Current

New

Change

Current

New

Change

AC 2

75

87

12

37

43

6

AC 5

30

35

5

15

17

2

AC 10

20

23

3

10

11

1

AC 20

7

8

1

3

4

1

LBX 2

75

87

12

37

43

6

LBX 5

30

35

5

15

17

2

LBX 10

20

23

3

10

11

1

LBX 20

7

8

1

3

4

1

UltraAC 2

75

87

12

37

43

6

UltraAC 5

30

35

5

15

17

2

UltraAC 10

40

46

6

20

22

2

UltraAC20

21

24

3

9

12

3

RAC 2

300

350

50

150

175

25

RAC 5

150

175

25

75

87

12

Inner Sphere Missile

Current

New

Change

Current

New

Change

SRM

100

120

20

50

60

10

SRM + Artemis

100

120

20

50

60

10

MRM

300

340

40

150

170

20

LRM

180

240

60

90

120

30

LRM + Artemis

180

240

60

90

120

30

Streak

100

120

20

50

60

10

NARC

12

13

1

6

6

0


Clan Ballistic

1 Ton

0.5 Ton

Current

New

Change

Current

New

Change

C-AC 2

75

87

12

37

43

6

C-AC 5

60

70

10

30

34

4

C-AC 10

60

69

9

30

33

3

C-AC 20

28

32

4

14

16

4

C-LBX 2

75

87

12

37

43

6

C-LBX 5

30

35

5

15

17

2

C-LBX 10

20

23

3

10

11

1

C-LBX 20

7

8

1

3

4

1

C-UltraAC 2

75

87

12

37

43

6

C-UltraAC 5

60

70

10

30

34

4

C-UltraAC 10

60

69

9

30

33

3

C-Ultra AC 20

28

32

4

14

16

4

Clan Missiles

Current

New

Change

Current

New

Change

SRM

100

120

20

50

60

10

SRM + Artemis

100

120

20

50

60

10

LRM

180

240

60

90

120

30

LRM + Artemis

180

240

60

90

120

30

ATM

90

105

15

45

52

7

Streak

100

120

20

50

60

10

NARC

12

13

1

6

6

0


Ammo Design Notes: We want to improve the baseline ammo stores primarily to make lighter ammo stores a bit more viable on lighter designs, while also better supporting a number of Stock designs for the upcoming MWOWC.

Mech Quirks
Adder:
  • Minor increases to the side torso Structure bonus' for ADR-A, B, D, AND CN side torso Omnipods.
  • Adder Prime Side Torso Omnipods Structure bonus' converted into Armor Bonus'

Storm Crow:
  • SCR-PRIME, SCR-B side torsos and SCR-LC left torso gaining an Armor +9 quirk.
  • SCR-B,SCR-C, SCR-LC arms gaining additional armor quirks based on hardpoint layout.

Timber Wolf:
The Timber Wolf quirks have been reworked to remove all previously assigned Negative Quirks.
Some have been rolled into the baseline stats of the 'Mech.
Counterbalancing quirks have been provided to a number of other torso locations

Timber Wolf A:
Left Torso
  • Acceleration -5% removed
  • Deceleration -5% removed
  • Reverse Speed -10% removed
  • Torso Turn Rate (Yaw) -10% removed
  • Torso Turn Angle (Yaw) -5 removed

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Reverse Speed 10% removed
  • Torso Turn Rate (Yaw) +10% added
  • Torso Turn Angle (Yaw) +5 added
  • Missile Velocity +5% added
  • Missile Cooldown -5% added

Set of 8
  • Torso Turn Angle (yaw) +5 removed

Timber Wolf C:
Left Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added
  • Missile Velocity +5% added
  • Missile Cooldown -5% added

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added
  • Missile Velocity +5% added
  • Missile Cooldown -5% added

Set of 8
  • Missile Velocity 10% removed
  • Missile Cooldown 10% added

Timber Wolf D:
Left Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Timber Wolf Prime:
Left Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Timber Wolf S:
Left Torso
  • Torso Turn Rate Increased to 2.5% (from -5%)
  • Torso Turn Angle (Yaw) +5 added

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Torso Turn Rate (Yaw) -10% removed
  • Torso Turn Angle (Yaw) -5 removed

Set of 8
  • Torso Turn Rate reduced to 25% (from 30%)

Timber Wolf Warrent:
Left Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Center Torso
  • Base Torso Yaw reduced to 80° (from 90°)
  • Torso Turn Speed Yaw Attribute reduced to 68 (from 76.5)

Right Torso
  • Torso Turn Rate (Yaw) +7.5% added
  • Torso Turn Angle (Yaw) +5 added

Timber Wolf Design notes: As the only 'Mech previously assigned negative quirks, we have decided to roll a number of these values into the baseline stats of the 'Mech and provide counter balancing positive quirks similar to other Clan 'Omnimechs rather then negative quirks. Some of the older quirks that we no longer utilize such as reverse speed, have been phased out from this pass. The net results will see the Timber Wolf operating at about 5-10% extra efficiency through a number of attributes that have been either phased out or reduced depending on their assignments.

For example, Despite the reduction to core Torso Turn Rate speed, the net result produces a higher value compared to where it is now:
Old settings, TBR-S Right Torso + TBR-Prime Left Torso:
  • 76.5 base - 10% = 68.85 total
New settings, TBR-S Right Torso + TBR-Prime Left Torso
  • 68 base + 7.5% = 73.1 total



GDPR Compliance
  • Ability to accept Terms of Service from in-game pop-up.
  • Ability to "Withdraw Consent" on the new accepted TOS through website page.

Privacy Policy Updates
  • Updated Section 5.2.1 with more information about the cookies we use.
  • Updated Section 8.3 to reflect changes to the user flow for withdrawing consent.
Solaris Feature Improvements
You're no longer limited to searching for other MechWarriors by ranking numbers on the Solaris Leaderboards; you can now search for them by their pilot names!

Special Events System
The Special Events System has been improved to fully support Solaris! You can look forward to new Solaris related Special Events.

Solaris City Map Performance Optimizations
Performance optimizations have been made to the Solaris City map to run at higher frame rates for smoother gameplay.

Bolt-Ons Retrofits
The following 'Mechs now have Bolt-On Support:
  • Annihilator
  • Arctic Cheetah
  • Arctic Wolf
  • Black Lanner
  • Blood Asp
  • Cougar
  • Ebon Jaguar
  • Executioner
  • Fafnir
  • Gargoyle
  • Hellbringer
  • Hellspawn
  • Highlander IIC
  • Hunchback IIC
  • Ice Ferret
  • Jenner IIC
  • King Crab
  • KitFox
  • Mad Cat MK II
  • Mauler
  • Mist Lynx
  • Nightstar
  • Nova Cat
  • Osiris
  • Orion IIC
  • Piranha
  • Shadow Cat
  • Sun Spider
  • Thanatos
  • Uziel
  • Wolfhound

3060s Weapon Retrofits
As of this patch, all variants of the following 'Mech chassis now support the distinct visuals of 3060s era weaponry:
  • Assassin
  • Battlemaster
  • Blackjack
  • Catapult
  • Centurion
  • Cyclops
  • Locust
  • Hunchback
  • Jagermech
  • Raven
  • Stalker

Blood Asp 'Mech
The following are the modifications made to the Blood Asp with respect to the physical model:
  • The proportions of the shoulder mounted weapons nacelles are much more accurate to that which is depicted in the concept art.
  • There is now only one standard size version of (the above mentioned) weapons mounts and they are mounted atop the shoulders (rather than (a version of) the former inset/sunken position)
  • The above mentioned shoulder mounted weapons nacelles can now equip a maximum of two weapons a piece (as one hardpoint has been relocated from the torso).
  • The arm mounted weapons have had their hard-points re-arranged so that a single weapon loadout will fit centrally (as opposed to the former offset position)
  • The cockpit has been reduced in size to reflect the proportions of the concept art more accurately.
  • The proportions (over-all) have been tweaked slightly to match more accurately to that of the concept art.

Art Fixes
  • Fixed issue where some ballistic weapons were not aligned on the left arm of the Zeus 'Mech
  • Fixed issue where the Orion IIC had a gap in it's arm
  • Fixed issue where the geometry on top of the Griffin's head was slightly off centered
  • Fixed issue where the Blood Asp's energy weapons in the arm were not symmetrical
  • Fixed issue where Annihilator 'Mechs were missing certain weapon geometry hitboxes
  • Fixed an issue where Solaris City Map had a gap in the side of a building (D5 on grid)
  • Fixed an issue where Solaris City Map had a large visible seam on the side of a building (F5 on grid)
  • Fixed an issue where Solaris City Map where the wall of a building would disappear when a player approached a certain spot (E5, D4 and C5 on grid)
  • Fixed an issue where Solaris City Map had a hole beneath window landings (E4 on grid)
  • Fixed an issue where Solaris City Map had a hole in the wall of a building behind a neon sign (E4 on grid)
  • Fixed an issue where Solaris City Map had a hole in the side wall of a building (E6 and F5 on grid)
  • Fixed an issue where Solaris City Map had a hole in the end of a tunnel through a building (C5 on grid)
  • Fixed an issue where Solaris City Map had a road ramp that could be seen through (F3 on grid)
  • Fixed an issue where Solaris City Map had a holes in a building visible from the rooftop (E5 on grid)

Gameplay Fixes
  • Fixed bug in the Solaris City map where 'Mechs would get stuck in the planet hologram tower when jumping into the center of it (E6 on grid)
  • Fixed a bug in Solaris City map where 'Mechs would get stuck into a small opening of a roof top when jumping into it (D3 on grid)
  • Fixed a bug in Solaris City map where 'Mechs would get stuck in between small openings of a larger and smaller building (G4 on grid)
  • Fixed a bug in Solaris City map where 'Mechs would get stuck alongside the ledge of a building (D4 on grid)
  • Fixed a bug in Solaris City map where 'Mechs could clip through the side of a building (E5 on grid)
  • Fixed a bug in Solaris City map where 'Mechs would get stuck between two buildings (F3 on grid)
  • Fixed a bug in Solaris City map where light 'Mechs with Jump Jets would get stuck against neon sign (D5 on grid)
  • Fixed an issue where Solaris City Map had a gap in the side of a building (D5 on grid)
  • Fixed an issue where Solaris City Map had a large visible seam on the side of a building (F5 on grid)
  • Fixed a bug in Solaris City map where light 'Mechs would get stuck between a ramp and building (F6 on grid)
  • Fixed a bug in Mech Factory map where 'Mechs could walk through the wall beside a large ramp when walking along the ramp (F6 on grid)
  • Fixed a bug where players could not report a player on the End of Round screen
  • Changed the default Solaris stats tab to be 'Group' instead of 'Solo' when a player is in a group
  • Events are now always listed by the 'Start' time
  • A Supply Cache that can contain 'Mech equipment, currency, and up to two cockpit items.
  • Fixed a bug where some Champion 'Mechs had 2 default loadout consumable slots instead of the correct amount of 1 ( ADR-Prime, NVA-SC, HBR-FC, MAL-MX90C, WLF-1C, WHM-6DC, KDK-3C, PXH-2C )
  • Fixed a bug where Piranha-CI was not listed as a Hero 'Mech in the Store


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 '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 Vanguard836

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Posted 13 June 2018 - 01:18 PM

Short comment but lots of nice changes :D

#3 Eisenhorne

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Posted 13 June 2018 - 01:26 PM

Do any of the bolt on support or weapon refit changes drastically alter the locations of the hardpoints on a mech?

#4 MechaBattler

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Posted 13 June 2018 - 01:26 PM

Weapon geometry retrofits! All Battlemaster pilots hold on to your butts and pray it doesn't get the Banshee treatment!

#5 ExoForce

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Posted 13 June 2018 - 01:28 PM

Posted Image

#6 Alcom Isst

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Posted 13 June 2018 - 01:29 PM

View PostInnerSphereNews, on 13 June 2018 - 01:08 PM, said:

Comp Play access has been re-enabled in preparation of the MWO World Championships 2018 along with the following changes to accommodate the new rules:
  • Restricted to Stock Inner Sphere 'Mechs only.


Boooooooo.

#7 MechTech Dragoon

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Posted 13 June 2018 - 01:33 PM

Thank you for the visual retrofits and the blood asp changes!! i now need 10 more blood asps :D my wallet hurts so bad!

#8 Eisenhorne

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Posted 13 June 2018 - 01:36 PM

View PostXkrX Dragoon, on 13 June 2018 - 01:33 PM, said:

Thank you for the visual retrofits and the blood asp changes!! i now need 10 more blood asps Posted Image my wallet hurts so bad!


Agreed, I was having problems killing Blood Asps sometimes in faction play, the new giant "KILL ME" signs above it's head will help me put down more clanners than ever before.

#9 Vanguard836

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Posted 13 June 2018 - 01:36 PM

View PostXkrX Dragoon, on 13 June 2018 - 01:33 PM, said:

Thank you for the visual retrofits and the blood asp changes!! i now need 10 more blood asps Posted Image my wallet hurts so bad!

Glad about those too...don't think I'll buy 10 more though lol.

#10 QueenBlade

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Posted 13 June 2018 - 01:47 PM

RIP AP Teams...

Even with 24 hours, they never get a weekend day to play Comp Play. Its all during the week for them.

#11 Brain Cancer

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Posted 13 June 2018 - 01:58 PM

Ammo changes: almost universally good except for-

NARC ammo change: wut? The weapon that deals no damage whatsoever gets buffed by adding...one non-damaging shot to it's load per ton of ammo. None for 1/2 a ton.

At the least, make it 14 shots per ton, 7 per half ton. Poor NARCs are a heavy burden as it is for most pilots who use them, you could literally have given them another 50% bonus ammo per ton and it still wouldn't have been overdoing it.

#12 QueenBlade

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Posted 13 June 2018 - 02:33 PM

[Redacted]

Edited by draiocht, 14 June 2018 - 08:37 AM.
video included inappropriate language


#13 cougurt

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Posted 13 June 2018 - 02:33 PM

it's not a huge deal, but you should make the shots per ton an even number so you don't lose ammo by using half ton increments.

#14 Kurbeks

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Posted 13 June 2018 - 02:42 PM

Not reducing wait times for Solaris 7 back to 1 min or at least 2? Like many have asked.

#15 Grus

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Posted 13 June 2018 - 02:43 PM

So the negative Timberwolf quirks are still there... you just won't see them... wtf?

#16 Khalcruth

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Posted 13 June 2018 - 02:45 PM

View PostInnerSphereNews, on 13 June 2018 - 01:08 PM, said:


Storm Crow:

  • SCR-PRIME, SCR-B side torsos and SCR-LC left torso gaining an Armor +9 quirk.
  • SCR-B,SCR-C, SCR-LC arms gaining additional armor quirks based on hardpoint layout.




As if scouting wasn't imbalanced enough in favor of the clans already.

#17 Grus

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Posted 13 June 2018 - 02:47 PM

View PostKhalcruth, on 13 June 2018 - 02:45 PM, said:


As if scouting wasn't imbalanced enough in favor of the clans already.


Wait what?

#18 Sjorpha

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Posted 13 June 2018 - 02:47 PM

More ammo is great, but why not simply normalize AC ammo at 200 damage/ton?

Right now the AC10 will keep standing out as super ammo efficient at 230dmg/ton while all the other ACs all stay below 200dmg per ton for no obvious reason. It doesn't make much sense.

200dmg/ton would also give you nice even numbers of rounds/ton like so:

AC2 = 100
AC5 = 40
AC10 = 20
AC20 = 10

Light gauss = 24
Gauss = 12
Heavy Gauss = 8

(multiply by burst sizefor clan and UACs)

That seems like the most logical thing to do right? Also makes them all divisible by 2 for half tons and allows the player to easily calculate their potential damage cap for a given build.

The same could be said about missiles, why should MRMs do 340 damage/ton while most others have around 250 damage/ton? Why not just normalize it at 300 damage/ton or something?

Edited by Sjorpha, 13 June 2018 - 03:00 PM.


#19 rawasch

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Posted 13 June 2018 - 02:50 PM

PGI, please reduce Solaris queue time to 120s or 90s with this patch.

I don't think anyone will look forward to S7 events with the ridiculous 3min timer, juding from all the feedback in the Solaris forums.

#20 Tordin

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Posted 13 June 2018 - 03:00 PM

View PostGrus, on 13 June 2018 - 02:43 PM, said:

So the negative Timberwolf quirks are still there... you just won't see them... wtf?


Emm.. *sigh*

Can someone from PGI clarify this a bit better.
None of the Clan mechs should have negative quirks anymore, its no way needed anymore. Its a curse from before the Skill tree too.
Yeah I like to pilot clan mechs aswell as is mechs and even I see these neg quirks totally uneeded.

Otherwise. Alot of nice changes

- The Flea!
- MOAR ammo for mizzils weppons and moar bollets for ballsistic weppons! Posted Image
- More awesome looking blood asp with hopefully nicer placement of weapons. Now, fix the Nightstar and Banshee hardpoints. To up, up, up!
- Save/ load loadouts and skills, nice!
- SHS boating now META!
- Improved framerate on the S7 map, much needed!





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