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Patch Notes - 1.4.181.0 - 18-Sep-2018


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#1 InnerSphereNews

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Posted 14 September 2018 - 03:02 PM



Upcoming Patch - September 18th, 2018 @ 10AM – 1PM PDT
Patch Number: 1.4.180.0
Client Patch Size: ~210 MB




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

Order the Incubus in the Store page here!


New Bolt-On added to all retrofitted 'Mech chassis:
  • Datemono

The following 'Mech Chassis have been retrofitted for Bolt-on support:
  • Awesome
  • Cataphract
  • Cicada
  • Commando
  • Dragon
  • Javelin
  • Jenner
  • Thunderbolt
  • Vulcan



New Decals for all MWOWC2018 Tournament Pack owners:
  • Hazard Response Team
  • Mechanic
  • Security Team Member


In Tournament related news, all Comp Play team rosters will be officially locked on September 18th Tuesday at Midnight (PDT), after which the top 12 ranked teams in the Comp Play Leaderboard will continue on to the MWO World Championship 2018 Semi Finals!

The top 12 teams will be playing their matches using MWOWC 2018 Tournament Client, which will become available to them after September 18th midnight cut-off. Team captains will be contacted regarding the Semi Finals match scheduling.

Also, the legendary duo BanditB17 and mdmzero0 will be reprising their roles as Shoutcasters on twitch.tv/PiranhaGames during the duration of the MWOWC Semi Finals from September 22nd to October 6th. The Live Streams schedule will be announced in news post while also linked on the Competitive Play sub-forums once determined.


Ballistics

  • Ultra AC/20
- Velocity increased to 700 (from 650)
- Jam Chance reduced to 14% (from 15%)

  • Clan Ultra AC/20
- Velocity increased to 700 (from 650)
- Jam Chance reduced to 16% (from 17%)

  • Clan AC/20
- Velocity increased to 750 (from 650)

Design Notes: The lower projectile velocity associated with AC/20s is one of the core drawbacks against the smaller caliber ACs, which is to play into the AC/20's core close range nature and to keep higher velocity values as one of the core perks of smaller caliber models.
Due to the stream fire nature of the Ultra and Clan standard AC variants, we felt that combining the low velocity plus the stream fire nature of those weapons was a bit too punishing for where we wanted them.
So, we are increasing their velocities to make them a bit more manageable, but the longer stream fire will still be a drawback that they must adapt to.

To also give a slight perk to the UAC/20, we are also reducing its jam chance by 1% as well to give a minor boost to its sustainability.

Energy

  • Clan ER-Micro Laser
- Heat Penalty ID changed to 14 (from 10)
- Minimum Heat Penalty Level increased to 11 (from 9)
- Heat reduced to 1.15 (from 1.35)

  • Clan Micro Pulse Laser
- Weapon Heat Penalty ID changed to 14 (from 10)
- Heat Penalty Level increased to 11 (from 9)
- Heat reduced to 1.2 (from 1.35)

Design Notes: We feel there has been enough time away from various internal touch points regarding the Micro Lasers that we want to provide them with some buffs to ease of use. We are breaking them off from the other Clan Small and Medium Lasers penalty groups and into their own that is currently only shared between the Micro Lasers. We will also increase their heat penalty cap so that you may fire up to 10 Micro Lasers for no heat penalty. We are also reducing their heat to be much more in line with the reduced per-shot damage that they do, which will better support their ability to sustain an engagement longer then they could currently. For now we wanted to focus primarily on their ease of use, but we may make additional changes at a later date to account for incoming changes to the Heat System in the coming months.

Mech Quirks

Piranha:

  • PIR-1
- Base Torso Pitch reduced to 20 (from 25)
- Base Acceleration reduced to 59.24 (from 68.46)
- Base Deceleration reduced to 130 (from 156.25)

  • PIR-CI
- Base Torso Pitch reduced to 20 (from 25)
- Base Acceleration reduced to 59.24 (from 68.46)
- Base Deceleration reduced to 130 (from 156.25)

Piranha Design Notes: Overall, the Piranha line is performing about as well as we would like it to, but the potency of both the PIR-1 and the PIR-CI is something we feel is a bit out of alignment. Not currently because of its damage output so much as its current reliability to focus that damage in certain situations. The Piranha at its heart is very much an extreme glass cannon 'Mech, and we want to keep its current potency, but make it a bit more difficult for it to duck under the arcs of heavier 'Mechs while still having the torso pitch to be able to focus fire on torso based locations, as well as making it more difficult to engage 'Mechs from angles that they may not be able to effectively respond to the presence of a Piranha. We will also be providing a reduction to its Acceleration and Deceleration in order to both make it more difficult to maintain itself in the rear arc of 'Mechs actively attempting to respond to it, while also providing a larger window of vulnerability to the 'Mech if it attempts to reduce its speed in order to park itself behind slow moving targets. These reductions in Acceleration and Deceleration put it to closer to the values found on the 25 ton Mist Lynx.

But the current offensive potency of the 'Mech is still very much present for those that can work around the reductions to mobility.

Mobility Increases:

  • Firestarter (All Variants)
- Moderate increases in mobility across all attributes.

  • Hellspawn (All Variants)
- Moderate increases in mobility across all attributes.

  • Thanatos (All Variants)
- Moderate increases to Acceleration, Deceleration, and Arm Speed attributes.
- Heavy increases to Turn Rate and Torso Turn rate.

  • Atlas (All Variants)
- Moderate increases to Acceleration, Deceleration, and Arm Speed attributes.
- Heavy increases to Turn Rate and Torso Turn rate.

  • Adder (All Variants)
- Moderate increase across all mobility attributes.
- Acceleration boosted slightly higher then other attributes
  • Viper (All Variants)
- Moderate increase across all mobility attributes.

  • Stormcrow (All Variants)
- Moderate increase across all mobility attributes.

  • Kodiak
KDK-1, KDK-2, KDK-4, KDK-5
- Small increase across Acceleration, Deceleration, and Arm Speed Attributes.
- Moderate increases to Turn rate and Torso Turn rate Attributes.
KDK-SB
- Small increase across all mobility attributes.
- Acceleration increased to be brought into line with the recent increases to the KDK-1, KDK-2, KDK-4, and KDK-5.

Design Notes: As touched on in the Alpha Balance PTS Road-map, the mobility testing through PTS 2.0 and 2.1 have highlighted a number of performers that we are satisfied with providing increased mobility attributes to. Like we mentioned in the full write up, we want to say up front that the roll out of these changes will come across a period of multiple months due to the time it takes to internally test and QA mobility based settings. The 'Mechs released this month cover the largest outliers that we wish to see increased. But over the next few months we will be providing additional mobility increases based on our PTS testing results.



Current issue:
  • A bug has been found on the Escort game mode and therefore, it will be temporarily disabled until the next patch update.

  • Fixed a bug where Private Message tabs would reopen if they were closed after re-opening the open chat.
  • Adjustment to the UI where the highlighted and selected state of the "Store" button was difficult to read due to the white text on bright yellow.
  • Adjustment to the UI where a player now sees an indication on which tab a new message is coming from.
  • Adjustment to the UI where the new chat tab will be highlighted orange once players open the first chat notification.
  • Fixed a bug where players are unable to capture points in Conquest and Assault game modes if their ECM is destroyed while Stealth armor is active.
  • Fixed a bug in the UI where the scroll bar didn't work upon first entering the Store screen.
  • Fixed a bug where moving the Floating Chat window caused it to scroll up one space.
  • Fixed a bug in the Tutorial Academy where the 'directional arrow' toggle was available but non-functional.
  • Fixed a bug where an invalid 'Mech was not indicated as invalid in the Home screen.
  • Fixed a UI bug where the Loyalty Points Bonus was not displaying as intended in the Enhancements section of the MechLab.
  • Fixed an issue where the WLF-1B 'Mech's AMS range +20% quirk did not apply to Laser AMS.
  • Fixed an issue with Faction Play's spawn on River City's Domination mode to prevent spawn camping.

Vulcan 'Mech:
Max armor on all Vulcan variants has been corrected to LT: 40 and RA: 24. Any 'Mech with armor assigned higher then these values will be rendered invalid until the armor complies with their intended max values.  Reducing the armor by 2 on the Left torso's for non-hero variants, and reducing both the LT and RA armor by 2 on the hero variants will clear the invalid tag.

Art Fixes:
  • Fixed the issue where the Nova Cat 'Mech's weapons were not aligned to the body.
  • Fixed an issue where the pilot in the cockpit misses the buttons selected using the left hand during the startup sequence in the Cyclops 'Mech.
  • Fixed an issue where the pilot in the cockpit clips his hands through the dashboard and misses buttons during the start up sequence in the Assassin 'Mech.
  • Fixed an issue with inconsistent animation steps on flat surfaces with the Atlas 'Mech.
  • Fixed an issue with the Marauder IIC 'Mech's turn animation while standing.
  • Fixed an issue where the Dragon 'Mech's right hand slides back into its original place after powering up.
  • Fixed an issue with the destroyed 'Mech animation on the Ice Ferret IFR-P.
  • Fixed a bug where 'Mechs would get stuck in cell E6 and E4 on Mining Collective.
  • Fixed a bug where larger 'Mechs were getting stuck in cell F5 and E5 in Solaris City.
  • Fixed a bug where 'Mechs would get stuck in cell E4 on HPG Manifold.
  • Fixed a bug where 'Mechs would get stuck falling through a hole in cells D6 to E6 on Rubellite Oasis.
  • Adjusted the Liao Camo pattern's primary colour on the Warhammer to apply onto certain weapon geometry.
  • Fixed an issue where the Supernova 'Mech tilts to the right when taking off in jump jetting.
  • Fixed an issue where the Marauder IIC 'Mech's back with clip with its leg if viewed looking upwards in 3rd person.
  • Lance Spawns for Bravo and Charlie locations have been switched in the Mining Collective's Assault, Conquest, Domination and Skirmish modes.


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): To be provided on patch day

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 Rhialto

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Posted 14 September 2018 - 03:10 PM

Another patch and still not fixed:

Posted Image

Tell me you have no intention to fix this... it's been reported for months.

#3 MechTech Dragoon

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Posted 14 September 2018 - 03:12 PM

Those are the retrofits that happened last month?

#4 Bud Crue

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Posted 14 September 2018 - 03:18 PM

"enough time away from various internal touch points"

What the hell does that nonsense even mean?

#5 Prototelis

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Posted 14 September 2018 - 03:30 PM

Is Conquest Of Assault a new game mode?

On the PIR, already had issues aiming down. Whatever, it doesn't really change anything. The Accel and Decel changes are actually going to make it easier to juke without throwing off your aim.

Happy you're addressing micro laser ghost heat. Now if you could only bump the range a little they might be alright.

#6 Appogee

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Posted 14 September 2018 - 03:34 PM

Still no FP improvements...?

#7 justcallme A S H

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Posted 14 September 2018 - 03:41 PM

UAC20s get a buff - which is good. No issue there.

But IS AC20 still malingers?????

#8 Kuaron

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Posted 14 September 2018 - 04:01 PM

Until your next FP event, please
ALLOW UNITS TO ALIGN THEMSELVES TO A PARTAKING CLAN/HOUSE WITHOUT CHANGING LOYALTY!
Pretty please.
As it is, you are driving people away from staying loyalists.
Also:
I see you didn’t make any of the tested heat changes yet.
Good.
Take as much time as you need, but give us something like PTS 2.0 in the end, not the obsolete compromise from the dev outreach thread.

#9 Cato Zilks

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Posted 14 September 2018 - 04:02 PM

PDF of the agility changes?

#10 Tarl Cabot

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Posted 14 September 2018 - 04:02 PM

Quote

  • Lance Spawns for Bravo and Charlie locations have been switched in the Mining Collective's Assault, Conquest, Domination and Skirmish modes.

  • Fixed an issue with Faction Play's spawn on River City's Domination mode to prevent spawn camping.



Dekashita!!!!

Wait.. just on Mining Collective? Hopefully they will extend that to other maps such as Caustic, maybe HPG..maybe a few others.

Edited by Tarl Cabot, 14 September 2018 - 04:05 PM.


#11 D V Devnull

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Posted 14 September 2018 - 04:23 PM

View PostCato Zilks, on 14 September 2018 - 04:02 PM, said:

PDF of the agility changes?

I was wondering about that myself. Other than that, I very much see Zero Problems with the Monthly Patch. I'm surprised for once, as PGI rarely does a perfect Patch to the game. Sure, we'll have to watch out for new Bugs/Issues, but let's hope none show up. B)

Now let's hope that PGI avoids carrying out those Clan Damage Nerfs with the October one. If I take an Inner Sphere Contract, I want the Clans to not be 'Clubbed Seals' by any means, and I want the Inner Sphere to not be 'Easy Mode' against them. PGI's Staff could do better by instead merging the Large Lasers into the Ghost Heat Penalty Grouping with the Medium and Small Lasers. All they would have to do after that is to move the GH Penalty for Clan ER Large to allow 3 but trigger at 4 simultaneously fired. Maybe they even do the same for the Clan Large Pulse. But they should avoid altering the Clan Heavy Large GH Penalty Trigger, as I think that one's fine as-is. :huh:

~Mr. D. V. "Actually Shocked there is nothing of complaint with September's Update... October is the problem ahead." Devnull





[Edit by Post Author to remove some unwanted word wrap.]

Edited by D V Devnull, 14 September 2018 - 04:25 PM.


#12 Nimnul

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Posted 14 September 2018 - 04:35 PM

FP Vote Map System

Edited by Nimnul, 14 September 2018 - 04:35 PM.


#13 Tina Benoit

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Posted 14 September 2018 - 04:40 PM

Patch Update PDT has been uploaded: https://static.mwome...PatchQuirks.pdf

#14 Audacious Aubergine

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Posted 14 September 2018 - 04:53 PM

Atlas buff!!! Yay!!

#15 NUMBERZero1032

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Posted 14 September 2018 - 04:59 PM

Victor mobility buffs pls

#16 D V Devnull

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Posted 14 September 2018 - 05:07 PM

View PostTina Benoit, on 14 September 2018 - 04:40 PM, said:

Patch Update PDT has been uploaded: https://static.mwome...PatchQuirks.pdf

Thank you for posting the Quirk Change Information in advance with these Patch Notes. It is very much appreciated. :D

~D. V. "just one of many that are glad to see it" Devnull

#17 Dungeon 206

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Posted 14 September 2018 - 05:23 PM

not rolling out the heat system changes??

#18 cougurt

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Posted 14 September 2018 - 05:28 PM

View PostDungeon 206, on 14 September 2018 - 05:23 PM, said:

not rolling out the heat system changes??

that should be coming in the october patch according to the recent roadmap post.

#19 justcallme A S H

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Posted 14 September 2018 - 05:44 PM

View PostTina Benoit, on 14 September 2018 - 04:40 PM, said:

Patch Update PDT has been uploaded: https://static.mwome...PatchQuirks.pdf


Hmm... No Firestarter Pitch changes.

That's the big issue with the mech. Next patch hopefully

#20 C337Skymaster

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Posted 14 September 2018 - 05:47 PM

Did the roadmap not get linked on the main news feed? I feel like I haven't seen it, unless it's the one that came out right at the start of the recent PTS series...

And still no love for the Dire Wolf... Maybe in October? :)

Also: any chance of getting new mech variants more frequently than the annual loyalty rewards? There are a lot of missing variants which merely need hardpoint reconfiguration to work, but use all the existing weapons and equipment... Not a huge issue.





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