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Patch Notes - 1.4.242.0 - 22-June-2021


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#1 InnerSphereNews

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Posted 21 June 2021 - 01:58 PM



MECHWARRIOR ONLINE

June 2021 Patch Notes


Patch Date and Time - June 22nd 2021 @ 10AM – 1PM PDT

Version Number: 1.4.242.0

Size: 33MB

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_388.zip


Greetings MechWarriors!

This month's patch includes the largest map update so far this year, with the new Polar Highlands from Level Designer Francois. Also in this patch, the 2nd Agility Pass which, with the addition of 97 more 'Mech chassis, completes the first complete Agility Pass of all the 'Mechs in the game!

As with everything, these updates are subject to further balance changes in the future, especially as more variables are brought into the equation with future updates and changes.

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


POLAR HIGHLANDS REBORN

This month brings the second of our updates to pre-existing maps, and they are significant! Polar Highlands has received a complete reimagining from the ground up, or the ground down in some instances, as he has raised, lowered, altered, and built upon what was basically a white canvas. Remember, the purpose of these changes is to fix map balance issues, spawn points, and to make the necessary terrain and asset changes to bring you more mobility options, more cover, and most importantly more fun! So please check out this new version of Polar Highlands and let us know what you think. Your input will help guide future iterations and map updates! Here is a FULL PREVIEW of the new Polar Highlands, including screenshots, and a video with Matt and Francois checking out the map, and discussing the process of tackling this very polarizing map.

https://mwomercs.com/news/2021/06/2527-polar-highlands-reborn-preview-updated-video


SPAWN POINTS

TOURMALINE DESERT

Spawn Points have been adjusted on Tourmaline Desert for Assault, Conquest, and Domination game modes.


AGILITY PASS 2

Continuing with last month's initial Agility Pass of 8 'Mech chassis and 48 variants, this month we complete the Agility updates on the remaining 97 'Mech chassis and hundreds of variants. Here is a COMPLETE LISTING of all of the Agility updates in this patch, filterable by 'Mech chassis.

https://mwomercs.com/mech-mobility-changes


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_388.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 John Bronco

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Posted 21 June 2021 - 02:02 PM

Nice.

#3 ghost1e

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Posted 21 June 2021 - 02:03 PM

Hype

#4 Wid1046

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Posted 21 June 2021 - 02:11 PM

New Polar looks fantastic. Most of the mechs getting their agility buffed will make playing those mechs better. This will definitely further hurt some of the mediocre mechs that relied on their agility like the Gargoyle and Zeus, but hopefully they'll get some love in the quirk patches along with lights and mediums.

#5 Navid A1

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Posted 21 June 2021 - 02:13 PM

Nice touch on the agility table section Matt/Daeron

#6 Daeron Katz

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Posted 21 June 2021 - 02:15 PM

View PostNavid A1, on 21 June 2021 - 02:13 PM, said:

Nice touch on the agility table section Matt/Daeron

Totally agree! 100% the work of Jamie and Mark.

#7 Katrina Steiner

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Posted 21 June 2021 - 02:28 PM

Thank you for adjusting the spawn points in Tourmaline!

#8 dario03

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Posted 21 June 2021 - 02:45 PM

View PostDaeron Katz, on 21 June 2021 - 02:15 PM, said:

Totally agree! 100% the work of Jamie and Mark.


Good job. Easy to read and find mechs.

#9 Bud Crue

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Posted 21 June 2021 - 02:47 PM

I can't believe I am thinking this, but...I am looking forward to playing my Cougar and Adder. Oh hell, I just noticed the Myst Lynx, and the Urby! Nice gains on the Maulers too. This is gonna be fun. Only downside I have noticed (imo) is I think/wish the Uziel had gotten even better buffs, and as I have expressed elsewhere, the Quickdraw 4G and 4H still need something more to address their utter mediocrity.

#10 Sereglach

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Posted 21 June 2021 - 02:49 PM

Looks good overall. I just wish the Flamer had finally been addressed. Oh well, my personal interest in MWO is pretty much dead until that happens, but I know I'm an extreme minority on that and only my own personal opinion/stance.

Regardless, hopefully PGI and Cauldron actually continue to keep up on the positive momentum for MWO changes.

Curious though . . . if we do get a proper rescale for MWO (seeing as it is the next stage of the Cauldron plan after these agility changes), will the rescale also be applied to MW5 via patching there, too? Seems like it'd be pertinent to keep everything feeling like a unified IP.

#11 Alilua

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Posted 21 June 2021 - 02:59 PM

That's some nice changes. Any weapon tweaks at all?

#12 II Marauder II

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Posted 21 June 2021 - 03:24 PM

Great work guys,

Have a feeling that polar will feel and play like a new map.

Great stuff

PS. With the voting system there is no need to remove maps from rotation, some guys like me miss some maps like classic Forest Colony and save multipliers to play them on ocasion. Just weight old maps to be less frequent. That way Francois has space to make us new toys.

Edited by II Marauder II, 21 June 2021 - 03:29 PM.


#13 McGoat

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Posted 21 June 2021 - 03:28 PM

This is nothing but a win, regardless of where you stand on weapons etc.
Great work PGI team and Cauldron.

#14 Navid A1

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Posted 21 June 2021 - 03:28 PM

View PostAlilua, on 21 June 2021 - 02:59 PM, said:

That's some nice changes. Any weapon tweaks at all?


We're preparing a number of weapon tweaks to present to PGI for July.

#15 justcallme A S H

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Posted 21 June 2021 - 03:44 PM

Great patch incoming!!!


View PostDaeron Katz, on 21 June 2021 - 02:15 PM, said:

Totally agree! 100% the work of Jamie and Mark.



Echoing Navid's words. They have killed it.

The table is dead set amazing.

#16 Rhialto

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Posted 21 June 2021 - 03:51 PM

And where is classic TT you talked about?

#17 SockSlayer

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Posted 21 June 2021 - 04:08 PM

View PostNavid A1, on 21 June 2021 - 03:28 PM, said:


We're preparing a number of weapon tweaks to present to PGI for July.


Do you know if the flamer will receive any love? It still feels like it is super nerfed in most cases, this after literally tons of mech testing.

From back then in 2016 when it was originally changed...

The Flamer got the ability to finally give enemy mechs alot of heat (but capped at 90% so it doesn't actually overheat them)...

but then lost nearly all damage output, now generates heat exponentially, has a heat penalty for more than 4 of them, and will instantly overheat if you have more than 10...and very likely your mech will overheat before theirs does.

It remains the most nerfed weapon to this day, where others might just have gotten one nerf like range loss or slightly more heat.

What has significantly changed is since the nerfs, there is now light and heavy mg out there, light and heavy gauss as well...so now its really shifted to unfavorable conditions for the flamer. Its not short in power by much, but just enough to consider using small lasers instead. Even just an increase in max range, and keep normal range the same would help, after all, heat doesn't completely vanish after 90 m if going by actual physics.

Edited by SockSlayer, 21 June 2021 - 04:08 PM.


#18 C337Skymaster

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Posted 21 June 2021 - 04:09 PM

View PostNavid A1, on 21 June 2021 - 03:28 PM, said:


We're preparing a number of weapon tweaks to present to PGI for July.


Any comment on why the CPLT-C4 seems able to move so much better than the A1, C1, or C2, (or why Butterbee can move any better, for that matter) since they all come with the same engine, and are intended to basically all be the same 'mech with different weapons?

#19 justcallme A S H

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Posted 21 June 2021 - 04:17 PM

View PostSockSlayer, on 21 June 2021 - 04:08 PM, said:

Do you know if the flamer will receive any love? It still feels like it is super nerfed in most cases, this after literally tons of mech testing.

From back then in 2016 when it was originally changed...

The Flamer got the ability to finally give enemy mechs alot of heat (but capped at 90% so it doesn't actually overheat them)...

but then lost nearly all damage output, now generates heat exponentially, has a heat penalty for more than 4 of them, and will instantly overheat if you have more than 10...and very likely your mech will overheat before theirs does.

It remains the most nerfed weapon to this day, where others might just have gotten one nerf like range loss or slightly more heat.


What type of buffs and/or changes are you wanting to see?

---------

Flamers are pretty strong at what they are meant to do currently.

Being able to boat 10 Flamers and instantly send a target from 0 to 90% in 0.1s was horribly unbalanced and that should never come back. 4 Flamers can sufficiently take a mech out of a fight in a couple of seconds.

They don't expoentially generate heat unless you are running around with them on in a continuous fashion. You need to start/stop using them. Being able to run around with them flaming constantly would again be unbalanced.

As for the 90% cap. Well, that is a fun-element of balance. It isn't fun to have something come upto you and shut you down and it takes 5-7 seconds to power up again, only to shutdown . again. So 90% means for many mechs they can only use 1-2 weapons out of their 4-10...

Given you can really heat up a mech with 2 flamers and then take advantage of their capped heat - they do work. You of course have to get close.

#20 justcallme A S H

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Posted 21 June 2021 - 04:22 PM

View PostC337Skymaster, on 21 June 2021 - 04:09 PM, said:

Any comment on why the CPLT-C4 seems able to move so much better than the A1, C1, or C2, (or why Butterbee can move any better, for that matter) since they all come with the same engine, and are intended to basically all be the same 'mech with different weapons?


Variants that has some variation, keep it. Same as like MADIIC-8 etc. Lots of examples actually like that.


To note only two values are different. Accell/Decel.

Turn Rate / Torso Speed / Pitch / Yaw - are uniform across the Catapults where previously they were not. So I would not say so much better in that only two values are different out of 6 and those numbers are, comparatively, not big gaps.





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