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Patch Notes - 1.4.241.0 - 18-May-2021


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#1 InnerSphereNews

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Posted 17 May 2021 - 07:16 PM



MECHWARRIOR ONLINE

May 2021 Patch Notes


Patch Date and Time - May 18th 2021 @ 10AM – 1PM PDT

Version Number: 1.4.241.0

Size: 10MB

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

Patch Files (Direct Download) - http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_387.zip


Greetings MechWarriors!

Well the May patch is here already (or finally for most I'm sure), and we're very excited to bring you another round of updates and changes, representing a lot of hard work by some very talented and passionate people.

First we would like to acknowledge and give a hearty salute to the dedicated player-council, known as the Cauldron, for their endless hours of work that they contribute every single day to the ongoing development of MechWarrior Online. This group is committed to assisting us in making MWO more fun and enjoyable for people across the spectrum, from absolute beginners to competitive-level players. We really appreciate their efforts, and we're already seeing the fruits of their labors with a continual increase to our playerbase. If you have any questions, comments, or concerns that you would like to communicate to the Cauldron group, you can find them on the MechWarrior Discord server, in the Cauldron Feedback section of the MechWarrior Online channel.

Next we (Matt and Daeron) would like to give a shout-out to the work of our small but exceptional MWO team, from customer service who assist our players every single day, to the engineers who enable us to do monthly patches (originally we only planned one patch per quarter), to the testers and the artists and the web team that are putting everything they have into building a better MechWarrior Online. Specifically, last month saw the release of the Stryker Booster Pack, which featured the amazing concept art from Alex Iglesias, and the beautiful in-game representation by Mark Nicholson. These two have really knocked it out of the park with last week's launch of the new Warden Booster Pack, with the majority of the concept behind the pack coming from Mark. We really appreciate these guys!

Next on the list, and we're really excited about this, we finally get to see the work of our new level designer, Francois. This patch includes his first significant overhaul of an already-existing MWO map, Canyon Network. We'll let the map speak for itself, but we are so happy to have Francois on the team. His enthusiasm and energy is contagious, and he's really good at map design! He's already hard at work on the next map to get some love, and he'll be featured on an NGNG podcast next week to talk all about it. Welcome to the team Francois, we're lucky to have you and can't wait to see more!

Also included in this patch are a second round of Weapons balance changes, the first round of Agility/Mobility changes, and some Armor Redistribution changes on 5 'Mech chassis, all detailed below. So get out there and do the science, and get us your feedback for future iterations!

And now, we hope you enjoy the patch.

-The MechWarrior Online Team


CANYON NETWORK REBORN

This month's patch brings our first significant changes to one of our already existing maps. Canyon Network has received a major facelift, fixing balance issues and spawn points, but also adding ramps, bridges, and major terrain alterations to bring you more mobility options, more cover, and hopefully more fun! So please check out this new version of Canyon Network and let us know what you think, your input will help guide future iterations and map updates!







WEAPONS PASS 2

Following the April patch, a large variety of 'Mechs with different loadouts are being used by the players which has been one of the main objectives of the first weapons pass in April. In the weeks following April patch, several weapon systems have been monitored for potential adjustments. The weapons that are changed in this patch will continue to be monitored in the coming months in order to further assess their performance following these changes. This month's changes include:


Micro Pulse Laser (Clan):

  • Damage decreased to 2.8 (from 3.0)
  • Heat penalty minimum level set to 13 - Fire 12 with no heat penalty

Notes: The combination of damage and range increase as well as removal from the heat penalty system in April turned C-Micro pulse lasers into a potent back-up/complimentary weapon on a large variety of 'Mechs. While the changes achieved the intended goal of making them into viable weapon options for a wide range of 'Mechs, some were able to push the balance boundaries through sheer number of energy hardpoints, which allowed them to bring high alpha damage, high dps, low heat, and high speed to the table at the same time. To address this, this patch includes a slight damage reduction to the micro-pulse lasers, as well as re-activation of the heat penalty system (at 13). These changes are still in line with the defined objective in terms of increased damage, range and heat penalty limit (compared to pre-April stats). Micro pulse lasers will continue to be monitored to see the effect of the applied changes.


Snub-Nose PPC (IS):

  • Pinpoint damage decreased to 8 (from 10)
  • Splash damage added (1.5 damage applied to adjacent components - total of 3 splash damage)

Notes: Following the decreased heat and increased heat scale limit, SNPPCs have returned to mid/short range fights as one of the main energy-based weapons, either by themselves or in combination with large caliber ACs. In this patch, a slight adjustment is being applied to SNPPCs which introduces a considerable splash damage mechanic (similar to C-ERPPC) for a reduction in raw pinpoint damage. This change has been made to add a unique flavor to SNPPCs, and at the same time differentiate it from other pinpoint options that usually require using a standard engine and heavy tonnage investment.


Heavy PPC (IS):

  • Heat increased to 13.5 (from 13)

Notes: Monitoring HPPCs after the April patch showed an increase in their usage by a larger number of 'Mechs, which is a direct result of reduced heat. This patch includes a slight heat adjustment to HPPCs. This has been made by considering their performance vs PPCs, and the fact that a large number of weapons that are used in conjunction with HPPCs have also received heat reduction boosts.


Light Gauss Rifle (IS):

  • Optimal range decreased to 810 (from 880)
  • Max range decreased to 2050 (from 2200)

Notes: Following its removal from the heat scale system, and receiving an increase in range and damage, light gauss rifles have seen significant use either alone or along with other weapons with similar long-range properties. After evaluating its performance against other long to extreme range competitors, it was concluded that increased damage and removal of heat penalties have been the main reasons behind making this weapon a viable option. In this patch a slight adjustment has been made to the Light Gauss range profile to make it equal to the standard Gauss rifle.


Streak SRM 2 (Clan and IS):

  • Missile health increased to 1.7 per missile (from 1.0) (IS)
  • Missile health increased to 1.8 per missile (from 1.0) (Clan)

Streak SRM 4 (Clan and IS):

  • Missile health increased to 1.5 per missile (from 0.8) (IS)
  • Missile health increased to 1.6 per missile (from 0.8) (Clan)

Streak SRM 6 (Clan and IS):

  • Missile health increased to 1.3 per missile (from 0.6) (IS)
  • Missile health increased to 1.4 per missile (from 0.6) (Clan)

Notes: The objective behind April changes towards Streak SRMs were to control their raw dps vs SRMs as well as reducing their single salvo lethality towards lighter mechs. While this objective was achieved in April, as an indirect consequence of improved AMS and LAMS equipment pieces, which made them more common in players’ loadouts, Streak SRMs were receiving more punishment than intended due to their much slower missile velocity. In this patch, Streak SRMs are receiving boosts to their missile health stats to make them more consistent in terms of damage output.


AGILITY PASS 1

Starting this month, we will begin increasing the Agility/Mobility of most 'Mechs. This initial pass covers 8 chassis for a total of 48 variants. The remainder of the 'Mechs will receive similar changes in the June patch.

Firestarter (E, S, A, H, K):

  • Acceleration increased to 63.85 KPH/s (from 45.4)
  • Deceleration increased to 82.85 KPH/s (from 67.86)
  • Turn Rate increased to 90.52 DEG/s (from 72.77)
  • Torso Speed increased to 153 DEG/s (from 130.5)
  • Pitch Angle increased to 30 DEG (from 15)
  • Yaw Angle increased to 130 DEG (from 100)

Firestarter (FS):

  • Acceleration increased to 63.85 KPH/s (from 56.93)
  • Deceleration increased to 82.85 KPH/s (from 78.57)
  • Turn Rate increased to 90.52 DEG/s (from 85.37)
  • Pitch Angle increased to 30 DEG (from 15)
  • Yaw Angle increased to 130 DEG (from 100)

Centurion (A):

  • Acceleration increased to 47.71 KPH/s (from 36.17)
  • Deceleration increased to 47.5 KPH/s (from 37)
  • Turn Rate increased to 70.47 DEG/s (from 55)
  • Torso Speed increased to 139.5 DEG/s (from 117)
  • Pitch Angle increased to 30 DEG (from 25)
  • Yaw Angle increased to 130 DEG (from 100)

Centurion (AH, AL):

  • Acceleration increased to 43.09 KPH/s (from 29.26)
  • Deceleration increased to 55 KPH/s (from 37)
  • Turn Rate increased to 70.47 DEG/s (from 55)
  • Torso Speed increased to 139.5 DEG/s (from 117)
  • Pitch Angle increased to 30 DEG (from 25)
  • Yaw Angle increased to 130 DEG (from 100)

Centurion (D):

  • Acceleration increased to 50.01 KPH/s (from 38.48)
  • Deceleration increased to 52 KPH/s (from 40)
  • Turn Rate increased to 70.47 DEG/s (from 60.16)
  • Torso Speed increased to 139.5 DEG/s (from 126)
  • Pitch Angle increased to 30 DEG (from 25)
  • Yaw Angle increased to 130 DEG (from 90)

Centurion (YLW):

  • Acceleration increased to 54.63 KPH/s (from 45.4)
  • Deceleration increased to 56.5 KPH/s (from 47.5)
  • Turn Rate increased to 75.05 DEG/s (from 72.77)
  • Pitch Angle increased to 30 DEG (from 25)
  • Yaw Angle increased to 130 DEG (from 120)

Hunchback (All variants):

  • Acceleration increased to 43.09 KPH/s (from 29.26)
  • Deceleration increased to 55 KPH/s (from 37)
  • Turn Rate increased to 65.31 DEG/s (from 55)
  • Torso Speed increased to 130.5 DEG/s (from 106)
  • Pitch Angle increased to 30 DEG (from 25)

Hunchback IIC (IIC):

  • Acceleration increased to 29.26 KPH/s (from 20.03)
  • Deceleration increased to 46 KPH/s (from 31)
  • Turn Rate increased to 60.16 DEG/s (from 45.26)
  • Torso Speed increased to 99 DEG/s (from 81)
  • Yaw Angle increased to 100 DEG (from 95)

Hunchback IIC (B,C):

  • Acceleration increased to 29.26 KPH/s (from 20.03)
  • Deceleration increased to 46 KPH/s (from 31)
  • Turn Rate increased to 60.16 DEG/s (from 45.26)
  • Torso Speed increased to 99 DEG/s (from 81)

Hunchback IIC (A):

  • Acceleration increased to 29.26 KPH/s (from 20.03)
  • Deceleration increased to 46 KPH/s (from 31)
  • Turn Rate increased to 60.16 DEG/s (from 45.26)
  • Torso Speed increased to 99 DEG/s (from 81)
  • Yaw Angle increased to 90 DEG (from 80)

Hunchback IIC (DW):

  • Acceleration increased to 43.09 KPH/s (from 29.26)
  • Deceleration increased to 55 KPH/s (from 37)
  • Turn Rate increased to 65.31 DEG/s (from 55)
  • Torso Speed increased to 121.5 DEG/s (from 99)

Night Gyr (Prime,A,B,C,H,JK):

  • Acceleration increased to 17.72 KHP/s (from 10.8)
  • Deceleration increased to 25.66 KPH/s (from 16.67)
  • Turn Rate increased to 40.1 DEG/s (from 34.95)
  • Torso Speed increased to 90 DEG/s (from 63)
  • Pitch Angle increased to 25 DEG (from 15)
  • Yaw Angle increased to 90 DEG (from 70)

Night Gyr (D):

  • Acceleration increased to 17.72 KPH/s (from 10.8)
  • Deceleration increased to 25.66 KPH/s (from 16.67)
  • Turn Rate increased to 40.1 DEG/s (from 34.95)
  • Torso Speed increased to 90 DEG/s (from 63)
  • Pitch Angle increased to 25 DEG (from 15)
  • Yaw Angle increased to 85 DEG (from 65)

Timber Wolf (All variants):

  • Acceleration increased to 29.26 KPH/s (from 17.72)
  • Deceleration increased to 31.66 KPH/s (from 19.67)
  • Turn Rate increased to 60.16 DEG/s (from 42.4)
  • Torso Speed increased to 99 DEG/s (from 68)
  • Pitch Angle increased to 25 DEG (from 20)
  • Yaw Angle increased to 95 DEG (from 80)

Atlas (D,D-DC,RS,S,KR,K):

  • Acceleration increased to 20.03 KPH/s (from 13.11)
  • Deceleration increased to 21.5 KPH/s (from 13.25)
  • Turn Rate increased to 55 DEG/s (from 42.4)
  • Torso Speed increased to 108 DEG/s (from 76.5)
  • Pitch Angle increased to 25 DEG (from 16)
  • Yaw Angle increased to 110 DEG (from 90)

Atlas (BH):

  • Acceleration increased to 24.64 KPH/s (from 20.03)
  • Deceleration increased to 20 KPH/s (from 15.5)
  • Turn Rate increased to 60.16 DEG/s (from 47.56)
  • Torso Speed increased to 108 DEG/s (from 85.5)
  • Pitch Angle increased to 25 DEG (from 16)
  • Yaw Angle increased to 110 DEG (from 85)

Kodiak (3):

  • Acceleration increased to 9.65 KPH/s (from 6.19)
  • Deceleration increased to 14.75 KPH/s (from 11)
  • Turn Rate increased to 34.95 DEG/s (from 30.37)
  • Torso Speed increased to 63 DEG/s (from 54)
  • Pitch Angle increased to 25 DEG (from 16)
  • Yaw Angle increased to 90 DEG (from 60)

Kodiak (1,2,4,5):

  • Acceleration increased to 17.72 KPH/s (from 13.11)
  • Deceleration increased to 19.25 KPH/s (from 13.25)
  • Turn Rate increased to 45.26 DEG/s (from 37.82)
  • Torso Speed increased to 90 DEG/s (from 76.5)
  • Pitch Angle increased to 25 DEG (from 20)
  • Yaw Angle increased to 90 DEG (from 60)

Kodiak (SB):

  • Acceleration increased to 17.72 KPH/s (from 13.11)
  • Deceleration increased to 19.25 KPH/s (from 13.25)
  • Turn Rate increased to 45.26 DEG/s (from 37.82)
  • Torso Speed increased to 108 DEG/s (from 76.5)
  • Pitch Angle increased to 25 DEG (from 20)
  • Yaw Angle increased to 110 DEG (from 60)


'MECH ARMOR REDISTRIBUTION

One of the past changes made to address torso durability disadvantages with some 'Mechs, was transferring armor from arm components to torsos for better survival. While these changes achieved their goal of making torso components more durable, it created another issue wherein the affected 'Mechs started losing their arms a lot faster. This issue was particularly detrimental to how well those 'Mechs could perform, as these 'Mechs have most of their main weapons in the arms. This patch reverts those changes, and torso durability are addressed by torso survival quirks.

Stalker (All variants):

  • Arm structure increased to 28 (from 23)
  • Arm max armor increased to 56 (from 46)
  • Side torso structure decreased to 36 (from 41)
  • Side torso max armor decreased to 72 (from 82)
  • +14 Armor quirk added to LT and RT

JagerMech (All variants):

  • Arm structure increased to 20 (from 16)
  • Arm max armor increased to 40 (from 32)
  • Side torso structure decreased to 30 (from 33)
  • Side torso max armor decreased to 60 (from 66)
  • Center torso structure decreased to 42 (from 44)
  • Center torso max armor decreased to 84 (from 88)
  • +8 Armor quirk added to CT
  • +8 Armor quirk added to LT and RT

Cicada (All variants):

  • Arm structure increased to 12 (from 9)
  • Arm max armor increased to 24 (from 18)
  • Side torso structure decreased to 20 (from 22)
  • Side torso max armor decreased to 40 (from 44)
  • Center torso structure decreased to 24 (from 26)
  • Center torso max armor decreased to 48 (from 52)
  • +6 Armor quirk added to CT
  • +6 Armor quirk added to LT and RT

Jenner (All variants):

  • Arm structure increased to 12 (from 7)
  • Arm max armor increased to 24 (from 14)
  • Side torso structure decreased to 16 (from 19)
  • Side torso max armor decreased to 32 (from 38)
  • Center torso structure decreased to 22 (from 26)
  • Center torso max armor decreased to 44 (from 52)
  • +11 Armor quirk added to CT
  • +10 Armor quirk added to LT and RT

Jenner IIC (All variants):

  • Arm structure increased to 12 (from 9)
  • Arm max armor increased to 24 (from 18)
  • Side torso structure decreased to 16 (from 17)
  • Side torso max armor decreased to 32 (from 34)
  • Center torso structure decreased to 22 (from 26)
  • Center torso max armor decreased to 44 (from 52)
  • +11 Armor quirk added to CT
  • +10 Armor quirk added to LT and RT



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): - http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_387.zip

• 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 dario03

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Posted 17 May 2021 - 07:18 PM

Map update :)

#3 LTG Renner

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Posted 17 May 2021 - 07:18 PM

thanks for getting these out, was beginning to wonder if they would.

#4 Brauer

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Posted 17 May 2021 - 07:23 PM

I'm hoping I'll like the NTG now that it won't handle like a dump truck. Thanks for making these changes I'm looking forward to trying them all out!

#5 Nightbird

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Posted 17 May 2021 - 07:24 PM

View Postdario03, on 17 May 2021 - 07:18 PM, said:

Map update Posted Image


Nice!

edit. I noticed the Firestarter numbers seems off from the document which was moved to be a tiny bit better than the Vulcan, intended or typo?

Edited by Nightbird, 17 May 2021 - 07:34 PM.


#6 KursedVixen

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Posted 17 May 2021 - 07:27 PM

why do clan mechs get less yaw angle? i don't see a point to that one.


also it looks like your trying to push people to pay for the hero or special mechs...

Edited by KursedVixen, 17 May 2021 - 07:40 PM.


#7 J a y

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Posted 17 May 2021 - 07:27 PM

DAMN canyon is looking delicious

#8 Heavy Money

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Posted 17 May 2021 - 07:29 PM

Great work everyone!

#9 Squishy- IV4

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Posted 17 May 2021 - 07:30 PM

HYPE

#10 Gas Guzzler

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Posted 17 May 2021 - 07:33 PM

This all looks great!

#11 imhoopjones

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Posted 17 May 2021 - 07:35 PM

Give us an update on the stryker pack early adopter countdown please

#12 justcallme A S H

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Posted 17 May 2021 - 07:35 PM

I wonder what people are going to NASCAR around now on Canyon network with those two rocks kicked into outer orbit?

#13 BuckleUp

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Posted 17 May 2021 - 07:36 PM

Alright! Time to start skilling out that new Timby!

Thanks for all the hard work folks!

#14 Gas Guzzler

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Posted 17 May 2021 - 07:38 PM

View PostKursedVixen, on 17 May 2021 - 07:27 PM, said:

why do clan mechs get less yaw angle? i don't see a point to that one.


Kodiak now has more yaw than a Marauder II. What are you talking about?

#15 Daeron Katz

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Posted 17 May 2021 - 07:38 PM

View Postimhoopjones, on 17 May 2021 - 07:35 PM, said:

Give us an update on the stryker pack early adopter countdown please

Ends tomorrow 5/18 at 5pm PDT.

#16 Rosarius

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Posted 17 May 2021 - 07:40 PM

View Postjustcallme A S H, on 17 May 2021 - 07:35 PM, said:

I wonder what people are going to NASCAR around now on Canyon network with those two rocks kicked into outer orbit?


They'll find SOMETHING Posted Image

#17 Nightbird

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Posted 17 May 2021 - 07:44 PM

View Postjustcallme A S H, on 17 May 2021 - 07:35 PM, said:

I wonder what people are going to NASCAR around now on Canyon network with those two rocks kicked into outer orbit?


There's the chance that people's habits will simple change to voting for a different map... people liked and voted for canyon because it was predictable and close range, it certainly wasn't a looker.

#18 imhoopjones

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Posted 17 May 2021 - 07:49 PM

View PostDaeron Katz, on 17 May 2021 - 07:38 PM, said:

Ends tomorrow 5/18 at 5pm PDT.


I was...being sarcastic.

I'm hoop Jones.

Daeron my niggling issue is Tourmaline spawns weren't /really/ fixed in April right? And they still aren't fixed now.

#19 Gas Guzzler

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Posted 17 May 2021 - 07:50 PM

View PostNightbird, on 17 May 2021 - 07:24 PM, said:


Nice!

edit. I noticed the Firestarter numbers seems off from the document which was moved to be a tiny bit better than the Vulcan, intended or typo?



Probably intended thanks to your crusading Posted Image

I'm happy about it, Firestarters used to be fun!

#20 Clay Endfield

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Posted 17 May 2021 - 07:53 PM

I like the way these weapon changes are being handled; incremental scaling and modifying mechanics without adversely effecting pre-existing builds. The LGR changes had me most worried, but reducing the Range to 810 seems reasonable (was seriously worried about LGR getting its crappy HSL back).

Neither the Rifleman or the Blackjack got Armor buffs for the arms? That seems a little odd. Well, at least the KDK-3 finally has some useable agility, which might actually get mine out of cold storage and out on the field more often.

Either way, not as impactful of a patch as I'd hoped for/feared. Well done.





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