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Patch Notes - 1.4.246.0 - 21-September-2021


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#1 InnerSphereNews

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Posted 17 September 2021 - 03:18 PM


MECHWARRIOR ONLINE

September 2021 Patch Notes


Patch Date and Time - September 21st 2021 @ 10AM – 1PM PDT

Version Number: 1.4.246.0

Size: 20 MB

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_392.zip


Greetings MechWarriors!

The September Patch is here! This month we have the newest rebalanced map, Caustic Valley Reborn. Also included in this patch are more Weapon Adjustments, some 'Mech Adjustments, and a rather significant Quirk Pass.

Look for our fifth major map update with Viridian Bog and more coming in October!

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


CAUSTIC VALLEY REBORN

Caustic Valley is the latest map to be reworked by Francois with feedback from the Caldron! Check out these moody screens and Let us know what you think of the map when it launches next week!




HPG MANIFOLD REBORN
Added bridges, fixed gaps, and other minor fixes.


WEAPONS ADJUSTMENTS
As a continuation of our assessment of weapon performance since April, the following change has been made:

Clan Large pulse laser:
  • Increased heat penalty multiplier to 6.25 (from 4)
In this patch Clan Large pulse lasers have been adjusted to further limit the ability of firing 4xC-LPLs, and to make firing 3xLPLs less frequent. Note that this change only affects the incurred penalty and does not change how the weapon works when no heat penalty is being applied.

Gauss Rifle:
  • Increased minimum heat penalty limit to 7 (from 4)

Clan Gauss Rifle:
  • Increased minimum heat penalty limit to 7 (from 3)
In the current heat scale system, Gauss rifles and various types of PPCs share the same penalty category. As our quirk passes continue, utilization of Heat Scale limit boosters for various types of PPCs are utilized on a number of mechs. However, such HSL quirks do not apply to Gauss rifles resulting in unintentional heat penalties when firing some PPC and Gauss combinations. This is due to the low heat penalty limit stats for Gauss rifles which are not affected by the PPC HSL quirks.

To be able to control the number of PPC and Gauss weapons that are allowed to be used with no penalty, in this patch heat penalty limits for Gauss rifles are increased considerably. Despite the high limit, this does not affect the normal operation of Gauss and PPC combos, since Gauss rifles have a charge limit of 2 which acts as a hard limit on how many Gauss rifles can be used in an Alpha and all types of PPC weapons have minimum heat penalty limits equal to 3 and above.

As an example, This change will allow a mech with a PPC HSL +1 quirk to fire 3xPPCs+1xGauss rifle or 2xHPPCs+1xGauss without any penalty.

It is worth noting that this change will not affect how everything works right now. You will be penalized if you fire a combo of three ERPPC and Gauss together.

The change affects mechs that have ERPPC HSL +2 (currently only MAD-6S and TDR-9S) to allow it to fire 3 ERPPCs and Gauss with no penalty. The value of 7 is chosen as a limit we will never reach, effectively removing gauss as a limiting factor in how many weapons can alpha in a group. leaving it all to PPC family weapons. Remember that you can not fire more than 2 Gauss rifles at the same time due to charge limit.

This change is a foundation for potential future quirks.

Rocket Launcher 10:
  • Added exponential damage fall off under 50 meters instead of minimum range
  • Reduced range to 500m (from 540)

Rocket Launcher 15:
  • Added exponential damage fall off under 50 meters instead of minimum range
  • Increased range to 500m (from 450)

Rocket Launcher 20:
  • Added exponential damage fall off under 50 meters instead of minimum range
  • Increased range to 500m (from 360)
In this patch, in order to make Rocket launchers more appealing to a wider number of mechs including heavy and assault mechs, Rocket launchers are tuned to have damage fall off under 50 meters instead of a hard cut off min range. The fall off curve has been set to exponential to cut the damage output with a steeper slope, in order to balance its performance when firing in point blank range. Moreover, to promote synergy between different sizes of Rocket launchers, range has been normalized at 500m across all three launchers.

Clan LRM 5/10/15/20:
  • Increased per-missile health values to 1.35/1.2/1.0/0.9 (from 1.2/1.1/0.9/0.8) for C-LRM 20/15/10/5
This patch includes a slight boost to missile health stats in Clan LRM launchers. This is to improve their performance and consistency, specifically for smaller launchers. C-LRM salvos would be able to push up to 1 to 2 more missiles per salvo past the AMS protective bubble (depending on the size of the launcher and or active AMS systems around).

MECH DEFAULT LOADOUT ADJUSTMENTS
This patch includes adjustments to maximum engine limits on a number of underperforming mechs, as an attempt to maintain balance between variants of the same chassis and/or same weight class and roles.

Flea
Max engine has been increased on the following variants:
  • FLE-15, FLE-19, FLE-R5K: Increased max engine to 180 (from 170)

Vindicator
Max engine has been increased on the following variants:
  • VND-1AA: Increased max engine to 300 (from 295)
  • VND-1R: Increased max engine to 250 (from 235)
  • VND-1X: Increased max engine to 250 (from 235)
  • VND-1SIB: Increased max engine to 275 (from 250)

HatamotoChi
Max engine has been increased on the following variants:
  • HTM-28TR: Increased max engine to 325 (from 290)
  • HTM-SG: Increased max engine to 325 (from 290)

Dire Wolf
  • DWF-Prime no longer can equip an ECM in the center torso

MECH QUIRKS
This patch includes the second quirk pass as well as small adjustments to quirks that were released in quirk pass 1. More chassis will undergo their own quirk pass in future patches.

LOCUST
LCT-1V:
  • Increased energy cooldown to -50%
  • Increased Laser duration to -35%
  • Increased MG RoF to 50%
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
LCT-3S:
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)
LCT-1E:
  • Added -7.5% Laser heat
LCT-1M:
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)
LCT-3V:
  • Increased MG RoF to 50%
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
LCT-PB:
  • Added 10% heat dissipation
  • Increased MG RoF to 50%
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)

MIST LYNX
MLX-Prime:
  • Added -10% Missile spread on RT
  • Added 10% Missile velocity on RT
  • Added -10% Missile heat
  • Increased MG RoF to 25% on RA
  • Added -5% Missile spread in LA
  • Removed LRM spread from LA
  • Increased MG RoF to 25% in SO8
MLX-A:
  • Added -5% heat in RT
MLX-B:
  • Added -5% heat in RT
  • Added +16 Armor to LA
  • Reduced Structure to +8 on LA
MLX-C:
  • Added -5% heat in RT
  • Added +16 Armor to RA
  • Reduced Structure to +8 on RA
MLX-D:
  • Added -5% heat in RT
  • Added -7.5% Laser duration on RA
  • Added +16 Armor to RA
  • Reduced Structure to +8 on RA
  • Added +100% Ballistic ammo per ton on LA (AC 2/5/10 - UAC 2/5/10 - LB 2/5/10)
MLX-G:
  • Increased Armor to +16 on LA, RA
  • Increased Structure to +8 on LA, RA
MLX-ED:
  • Added +16 Armor to RA
  • Reduced Structure to +8 on RA
  • Added -5% heat on RA

ARCTIC CHEETAH
ACH-B:
  • Added +100% Ballistic ammo per ton on RA (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)

SPIDER
SDR-5K:
  • Increased energy cooldown to -40%
  • Increased MG RoF to 50%
SDR-5V:
  • Increased energy cooldown to -50%
  • Increased Laser duration to -35%
SDR-A:
  • Added +1 target decay duration
  • Increased MG RoF to 50%
  • Added 15% Missile velocity

INCUBUS
INC-5:
  • Added 30% Capture accelerator
INC-SA:
  • Added -7.5% missile cooldown
  • Reduced cooldown to -15%

COUGAR
COU-C:
  • Added +40% Ballistic ammo to LA pod (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
COU-D:
  • Added +40% Ballistic ammo to RA pod (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
COU-H:
  • Added 10% JJ duration on LT, RT
  • Added 10% JJ initial thrust on RT, LT
  • Added +40% Ballistic ammo to LA pod (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)

ADDER
ADR-D:
  • Increased Ballistic cooldown to -10% on RA
  • Added -15% UAC jam chance on RA
  • Added +40% Ballistic ammo to RA pod (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10/20 - Gauss)
ADR-B:
  • Increased Ballistic cooldown to -10% on LA
Added -5% LBX Spread on LA
  • Added missing -5% Pulse laser cooldown on RA
  • Added +40% Ballistic ammo to LA pod (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10/20 - Gauss)

ARCTIC WOLF
ACW-Prime:
  • Added +50% ammo per ton for missile weapons to SO8 (LRM: +120, SRM: +60, SSRM: +70, ATM: +52, Narc: +6)
ACW-BK:
  • Added +50% Ballistic ammo per ton (AC 5/10/20 - UAC 5/10/20 - LB 5/10/20 - Gauss)

HELLSPAWN
All Variants:
  • Added +8 Armor to LL, RL
HSN-7D:
  • Removed Pulse laser range
  • Added 5% Energy range
  • Added 15% medium pulse laser range
  • Added -10% Missile spread
  • Added 10% Missile velocity
  • Added -10% Missile cooldown
HSN-8E:
  • Added +1 Target decay duration
  • Added -10% Missile spread
  • Removed cooldown
  • Removed range
  • Added -10% Energy cooldown
  • Added 10% energy range
  • Added -10 SNPPC heat
HSN-9F:
  • Added 15% MRM velocity
  • Removed cooldown
  • Reduced weapon velocity to -5%
  • Added -10% Missile heat
  • Added -10% energy cooldown
  • Added -10% pulse laser cooldown
  • Added -10% pulse laser heat
HSN-7P:
  • Added 15% ER Medium laser range
  • Added -5% Laser heat
  • Added -5% LPPC heat
  • Added 10% weapon velocity
HSN-8P:
  • Added 10% SRM range
  • Added -5% SRM spread
  • Added SRM6 HSL +1
  • Removed Range
  • Added 10% Missile range
  • Added +1 Target decay duration
HSN-7D2:
  • Added -50% Stealth armor cooldown
  • Added -20% STD and ER laser duration

HELLFIRE
All Variants:
  • Added +10 Armor to LA, RA
  • Increased Armor on LT, CT, RT to +12
HLF-1:
  • Added -5% Laser duration
  • Reduced Heavy laser duration to -5%
  • Added -10% Missile heat
HLF-2:
  • Added -5% Laser heat
  • Added -10% Missile cooldown
HLF-A:
  • Added -5% heat
  • Removed heavy medium laser heat
HLF-B:
  • Added 5% range
  • Reduced Heavy laser range to 5%
HLF-C:
  • Added -10% Energy cooldown
HLF-VO:
  • Added 5% Laser range
  • Added -5% cooldown

THUNDERBOLT
TDR-5S:
  • Added -10% Large laser heat
TDR-5SS:
  • Added Medium pulse laser HSL +1
  • Added Medium laser HSL +1
  • Increased Medium pulse laser range to 15%
  • Added -5% Medium pulse laser heat
  • Added 10% Medium laser range
  • Reduced Energy heat to -5%
  • Reduced Energy range to 5%
TDR-9S:
  • Increased Energy heat to -10%
  • Added 5% Energy range
TDR-9SE:
  • Added +10 Armor on LT
TDR-10SE:
  • Increased heat to -10%
  • Removed PPC heat
  • Added 5% heat dissipation

TIMBERWOLF
TBR-C:
  • Increased torso yaw speed to 10% on RT
  • Increased Missile velocity to 7.5% on RT

AWESOME
AWS-8T:
  • Removed Structure bonuses from LT, CT, RT
  • Added +20 Armor to LT, RT
  • Added +27 Armor to CT
  • Added +15 Armor to LA, RA
  • Increased heat to -15%
  • Added Large pulse laser HSL +1
AWS-8V:
  • Removed Structure bonuses from LT, CT, RT
  • Added +20 Armor to LT, RT
  • Added +27 Armor to CT
  • Added +15 Armor to LA, RA
  • Added -20% Laser duration
  • Added 20% PPC velocity
AWS-9M:
  • Added +15 Armor to LA, RA
  • Added 10% Energy range
  • Increased ERPPC velocity to 40%
AWS-PB:
  • Removed Structure bonuses from LT, CT, RT, LA, RA
  • Added +20 Armor to LT, RT
  • Added +27 Armor to CT
  • Added +15 Armor to LA, RA
  • Added 10% Missile velocity
  • Added -20% Laser duration
  • Added 10% PPC velocity

VICTOR
VTR-9K:
  • Increased Gauss rifle cooldown to -10%
  • Added 15% weapon velocity
VTR-9S:
  • Added -5% AC20 cooldown
  • Added -10% Ballistic cooldown

HIGHLANDER
HGN-733P:
  • Added IS Standard PPC HSL +1
  • Added Snub nose PPC HSL +1

HIGHLANDER IIC
HGN-IIC-KP:
  • Increased CT Armor to +27

SUPERNOVA
SNV-1:
  • Added C-ER Large laser HSL +1
SNV-3:
  • Added 15% ER PPC velocity
  • Added -5% ER PPC heat
SNV-B:
  • Added -5% Laser duration
  • Added -5% ER laser heat
SNV-BR:
  • Added +10% Ballistic velocity

ATLAS
AS7-D:
  • Increased Ballistic cooldown to -10%
  • Added 10% Ballistic velocity
AS7-RS:
  • Added -10% Energy heat

FLEA
FLE-17, FLE-20:
  • Added -20% overheat damage
FLE-15:
  • Added -50% overheat damage
  • Increased MG RoF to 50%
  • Added +6 Armor to LA, RA
FLE-19:
  • Increased Armor to +8 on LL, RL
  • Added +8 Armor to LT, CT, RT, LA, RA
  • Removed structure bonuses from LT, CT, RT
  • Added -50% overheat damage
  • Added -20% cooldown
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
FLE-FA:
  • Added +6 Armor to LA, RA
  • Added -5% cooldown
  • Added -50% overheat damage
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
FLE-R5K:
  • Added +8 Armor to LA, RA
  • Increased Armor to +8 on LL, RL
  • Added -50% overheat damage
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)

PIRANHA
PIR-1:
  • Added +6 Armor to LT, CT, RT, LA, RA, LL, RL
  • Added -50% overheat damage
PIR-2:
  • Matched Survival quirks with PIR-3
  • Added +4 structure to LT, RT
PIR-3:
  • Added +4 structure to LT, RT
PIR-A:
  • Added +8 Armor to LT, CT, RT, LA, RA, LL, RL
  • Remove structure quirks from LL, RL
  • Added -50% overheat damage
  • Added -10% cooldown
  • Added -10% heat
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
PIR-B:
  • Added +8 Armor to LT, CT, RT, LA, RA, LL, RL
  • Removed structure bonuses from LA, RA
  • Added -50% overheat damage
  • Added +100% Machine Gun ammo per ton (LMG/MG/HMG)
PIR-CI:
  • Matched Survival quirks with PIR-3
  • Added +4 structure to LT, RT

KITFOX
All Variants:
  • Added +15 Structure to CT
KFX-Prime:
  • Increased Structure from 10 to 15 on LT, RT
  • Added -10% Cooldown on LT
  • Added -5% Ballistic cooldown on RT
  • Removed Energy cooldown from LT, RT
  • Added -5% Laser duration on LA
  • Added -5% Missile cooldown on RA
  • Added +40% Ballistic ammo per ton on RT and RA pods (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
KFX-D:
  • Added -5% Missile cooldown on LA
  • Added -10% Missile cooldown on LT
  • Added 5% Missile spread on LT
  • Added 5% Missile velocity on LT, RT
  • Added +50% ammo per ton for missile weapons on RT (LRM: +120, SRM: +60, SSRM: +70, ATM: +52, Narc: +6)
KFX-C:
  • Added +7 Armor to RA
  • Increased Structure from 10 to 15 on LT, RT
KFX-G:
  • Increased Structure bonus from +7 to +10 on LT, RT
  • Added -5% Missile heat on LT, RT
  • Added 10% weapon velocity on LA
  • Removed Missile velocity from LA
KFX-S:
  • Increased Structure bonus from +3 to +10 on LT, RT
  • Increased MG ROF from 5% to 15% on LT, RT
  • Increased Missile velocity from 3% to 5% on LA
  • Added -5% Laser duration on RA
KFX-PR:
  • Added +6 Structure on LT, RT
  • Increased MG RoF from 10% to 20% on RA
  • Increased MG RoF from 10% to 20% on LA
  • Added 10% Ballistic velocity on LA
  • Added +20% Ballistic ammo per ton on LA (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
  • Added +40% Ballistic ammo per ton on RA (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)

OSIRIS
All Variants:
  • Added +8 Structure to LT, CT, RT
OSR-3D:
  • Increased MG RoF to 50%
  • Added 10% Range
OSR-1V:
  • Added -10% Cooldown
  • Added 10% weapon velocity
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)
OSR-2V:
  • Increased MG RoF to 50%
  • Added -10% Laser duration
OSR-1P:
  • Added -10% Heat
  • Added -10% Cooldown
  • Added 25% MG RoF
  • Added -15% laser duration
  • Removed Energy cooldown
  • Removed Missile cooldown
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)
OSR-SE:
  • Increased MG RoF to 50%
  • Increased Energy range to 10%
  • Added -10% Cooldown
  • Added 10% velocity

URBANMECH
All Variants:
  • Increased Armor to +14 on LA (Same as RA)
  • Added -25% overheat damage
UM-R63:
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
  • Added -5% LBX cooldown
  • Added 30% MG RoF
UN-R60:
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
  • Increased Ballistic cooldown to -15%
  • Added -5% STD AC cooldown
  • Added 30% MG RoF
UM-K9:
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
  • Increased Ballistic velocity to 20%
  • Reduced Ballistic range to 10%
  • Reduced Ballistic cooldown to 10%
  • Added -30% UAC Jam chance
UM-R68:
  • Added +100% ammo per ton for missile weapons (LRM: +240, SRM: +120, SSRM: +120, MRM: +340, Narc: +16)
UM-SC:
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
  • Added -5% STD AC cooldown
  • Added 50% MG RoF
UM-R60L:
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
  • Added 50% MG RoF

PANTHER
All Variants (except Hero):
  • Added +8 Structure to RA
  • Added -20% overheat damage
PNT-10K:
  • Increased PPC velocity to 40%
PNT-8Z:
  • Added -10% Laser heat
  • Added -5% Heat
  • Added -15% STD Laser cooldown
  • Reduced Energy cooldown to -10%
  • Removed Large laser cooldown
  • Removed Large laser heat
PNT-10P:
  • Added +100% Ballistic ammo per ton (AC 2/5/10 - UAC 2/5/10 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
PNT-KK:
  • Added LPPC HSL +1

RAVEN
All Variants (except hero):
  • Match survival quirks with RVN-4X on all variants (except hero)
RVN-2X:
  • Added -15% cooldown
  • Removed Energy cooldown
  • Removed Missile cooldown
RVN-4X:
  • Added 5% Energy cooldown
  • Increased MG RoF to 50%
  • Added +100% Ballistic ammo per ton (AC 2/5/10/20 - UAC 2/5/10/20 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
RVN-H:
  • Added 20% Range
  • Removed Missile range
  • Added 25% MG RoF

WOLFHOUND
All Variants:
  • Added -20% overheat damage
WLF-1:
  • Added -10% ER Laser heat
WLF-1B:
  • Added -10% STD Laser heat

BLACKJACK
All Variants:
  • Added -10% overheat damage
Replace all defensive quirks with:
  • +10 Armor to LT, RT, LA, RA, LL, RL
  • +13 Armor to CT
BJ-1X:
  • Removed Structure bonuses
BJ-A:
  • Increased MG RoF to 30%

ENFORCER
ENF-4P:
  • Increased Armor bonus to +12 on LA, RA
  • Added -10% Cooldown
  • Added 10% Weapon velocity
ENF-4R:
  • Remove Structure bonuses from LA, RA, LL, RL
  • Added +12 Armor to LA, RA
  • Added +14 Armor to LL, RL, CT
  • Added +12 Armor to LT, RT
  • Added 5% Laser range
  • Removed Large laser range
ENF-5D:
  • Remove Structure bonuses from LA, RA, LL, RL
  • Added +12 Armor to LA, RA
  • Added +14 Armor to LL, RL, CT
  • Added +12 Armor to LT, RT
  • Added 10% Range
  • Added -15% cooldown
  • Added -10% LBX cooldown
  • Removed LBX-10 cooldown
  • Removed Ballistic cooldown
  • Removed Ballistic Range
ENF-5P:
  • Remove Structure bonuses from LL, RL
  • Added +14 Armor to LL, RL, CT
  • Added +12 Armor to LT, RT
  • Increased Energy cooldown to -20%
  • Added -30% UAC jam chance
  • Removed UAC5 jam chance
  • Added +100% Ballistic ammo per ton
  • (AC 2/5/10 - UAC 2/5/10 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
ENF-GH:
  • Remove Structure bonuses from LA, RA, LL, RL
  • Added +12 Armor to LA, RA
  • Added +14 Armor to LL, RL, CT
  • Added +12 Armor to LT, RT
  • Added 5% Energy Range
  • Added -5% Energy heat
  • Added -50% stealth armor cooldown

GRIFFIN
All Variants:
  • Matched survival quirks with GRF-3M on all variants
  • Added +10 Armor bonus on LA, RA
GRF-1N:
  • Increased Cooldown to -15%
  • Added -10% heat
  • Removed Energy heat
GRF-1S:
  • Added -10% Cooldown
  • Added -5% heat
  • Added -5% Missile heat
GRF-2N:
  • Added -5% heat
GRF-3M:
  • Added -10% Cooldown
  • Added -10% heat
GRD-5M:
  • Added -10% Cooldown
  • Reduced Ballistic cooldown to 5%
GRF-AR:
  • Added -10% heat
  • Added -10% Cooldown
GRF-1E:
  • Added 10% PPC Velocity
  • Added 10% Range

HUNCHBACK
HBK-4G:
  • Increased Armor bonus to +28 on RT
  • Added +16 Armor to LT, CT
HBK-4H:
  • Increased Armor bonus to +28 on RT
  • Added +16 Armor to LT, CT
HBK-4J:
  • Increased Armor bonus to +20 on RT
  • Added +16 Armor to LT, CT
HBK-4P:
  • Increased Armor bonus to +28 on RT
  • Added +16 Armor to LT, CT
HBK-4SP:
  • Added +16 Armor to LT, CT, RT
  • Reduced CT Structure bonus to +12
  • Reduced LT, RT Structure bonus to +10
HBK-GI:
  • Increased Armor bonus to +28 on RT
  • Added +16 Armor to LT, CT
  • Removed Structure bonus from CT
  • Increased Gauss cooldown to -20%

HUNCHBACK IIC
All Variants (Except HBK-IIC-B):
  • Added +12 Structure to LT, CT, RT
HBK-IIC:
  • Added -5% heat
HBK-IIC-B:
  • Added +10 Armor on LT, CT, RT
  • Added -7.5% SRM spread
  • Added 10% SRM Range
  • Added 10% SRM velocity
HBK-IIC-C:
  • Added -10% Energy cooldown
  • Added-5% heat
HBK-IIC-DW:
  • Added -10% Cooldown
  • Added -10% Ballistic Cooldown
  • Added -10% heat

VINDICATOR
All Variants:
  • Added -10% overheat damage
VND-1AA:
  • Added -10% Cooldown
VND-1R:
  • Added -15% Cooldown
  • Removed Energy cooldown
VND-1X:
  • Added -20% Cooldown
  • Removed Energy cooldown
  • Removed Ballistic cooldown
  • Reduced Missile cooldown to 5%
VND-1SIB:
  • Added 10% Cooldown
  • Remove Missile cooldown
  • Added 10% Range
  • Removed Energy Range
  • Added -30% STD and ER laser duration
  • Added -10% heat
  • Removed Energy heat

TREBUCHET
All Variants:
  • Added +10 CT Structure
  • Added +10 CT Armor (except TBT-7M)
TBT-LG:
  • Added 10% Range
  • Added -10% heat
  • Added -10% Missile spread
  • Added 10% Pulse laser range
  • Removed IS MPL range
  • Removed Energy heat
  • Removed SRM heat

UZIEL
All Variants:
  • Added +8 Armor on LT, RT
  • Added +8 Armor on CT
  • Reduced Structure Bonus on LT, RT to +8
UZL-2S:
  • Added -10% PPC heat
UZL-3P:
  • Added +8 Structure on LA, RA
  • Added -10% Ballistic cooldown
  • Added 10% Ballistic Range
  • Added +60% Ballistic ammo per ton
  • (AC 2/5/10 - UAC 2/5/10 - LB 2/5/10 - Gauss - L Gauss - RAC 2 /5)
UZL-3S:
  • Added -10% Cooldown
  • Reduce ballistic cooldown to 5%
  • Added -5% heat
UZL-5P:
  • Added -10% Cooldown
  • Added -5% Ballistic Cooldown
  • Added -10% Energy Cooldown
  • Added -10% Missile spread
  • Removed ER Laser cooldown
  • Increased MG RoF to 50%
UZL-BE:
  • Added 15% PPC Velocity
  • Added -10% PPC cooldown
  • Added -10% Light PPC heat

SHADOW CAT
All Variants:
  • Added +8 CT Armor
  • Added +8 Armor to LL, RL
SHC-Prime:
  • Added +6 Armor to RT
  • Added +9 Armor to LT
  • Added -5% Cooldown to LT
  • Added +8 Armor to LA
  • Added +16 Armor to RA
  • Added -15% Ballistic cooldown to RA
  • Added +100% Ballistic ammo per ton to RA
  • (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
SHC-A:
  • Added +6 Armor to RT
  • Added -5% Missile cooldown to RT
  • Added +9 Armor to LT
  • Added +8 Armor to LA, RA
SHC-B:
  • Added +9 Armor to RT
  • Added -7.5% heat to RT
  • Added -7.5% Cooldown to RT
  • Added +6 Armor to LT
  • Added +8 Armor to LA, RA
SHC-P:
  • Added +9 Armor to RT
  • Added 5% Range to RT
  • Added -7.5% Cooldown to RT
  • Added +6 Armor to LT
  • Added +8 Armor to LA
  • Added +16 Armor to RA
  • Increased Ballistic cooldown to -15% on RA
  • Added +100% Ballistic ammo per ton to RA
  • (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)
SHC-H:
  • Added +9 Armor to RT
  • Added 10% Weapon velocity to RT
  • Added -7.5% Cooldown to RT
  • Added +6 Armor to LT
  • Added +8 Armor to RA
SHC-MI:
  • Added +6 Armor to RT
  • Added -5% Missile cooldown to RT
  • Added +9 Armor to LT
  • Added 5% Range to LT
  • Added -10% Missile Cooldown to LT
  • Added +8 Armor to LA, RA
  • Added -10% Ballistic cooldown to RA
  • Added +100% Ballistic ammo per ton to RA
  • (AC 2/5/10 - UAC 2/5/10/20 - LB 2/5/10 - Gauss)

STORMCROW
All Variants:
  • Added +5 CT Armor
  • Added +8 Armor to LL, RL
SCR-Prime:
  • Added -2.5% Laser duration to LT, RT
  • Added +11 armor to LA, RA
  • Added -2.5% Energy heat on LA, RA
SCR-C:
  • Added Target decay duration +1s to HD
  • Added +5 Armor bonus to LT, RT
  • Increased Armor bonus on LA, RA to +11
  • Added -10% Ballistic cooldown to LA
  • Added -5% LBX spread to LA
  • Added +40% Ballistic ammo to LA pod:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)
  • Added -2.5% Energy heat on RA
  • Added -5% Energy cooldown on RA
SCR-D:
  • Added Target decay duration +1s to HD
  • Added +5 Armor bonus to LT, RT
  • Added +11 Armor bonus to LA, RA
  • Added -2.5% Missile cooldown to LA, RA
SCR-A:
  • Added Target decay duration +1s to HD
  • Added +5 Armor bonus to LT, RT
  • Added -5% Missile cooldown on LT
  • Added +6 armor to LA
  • Added +11 armor to RA
  • Added 5% Missile velocity to RA
SCR-B:
  • Added Target decay duration +1s to HD
  • Added -5% Ballistic cooldown to LT
  • Added -5% Energy cooldown to RT
  • Increased Armor bonus on LA to +11
  • Added +6 armor to RA
  • Added -10% Ballistic cooldown to LA
  • Added -15% UAC jam chance to LA
  • Added +40% Ballistic ammo to LA pod:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)
SCR-LC:
  • Added Target decay duration +1s to HD
  • Added -5% Ballistic cooldown to LT
  • Added +5 Armor bonus to RT
  • Increased Armor bonus on LA to +11
  • Added +9 Armor bonus on RA
  • Added -10% Ballistic cooldown to LA
  • Added -5% LBX spread to LA
  • Added +40% Ballistic ammo to LA, RA pod:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)

CHAMPION
All Variants:
  • Added +10 Armor on LL, RL
CHP-1N:
  • Added +12 Armor to LA, RA
  • Increased Ballistic cooldown to -15%
  • Added -7.5% Laser duration
  • Added -10% Missile heat
CHP-1N2:
  • Added +12 Armor to LA, RA
  • Added -10% Missile cooldown
CHP-1NB:
  • Added +12 Armor to LA, RA
CHP-2N:
  • Added +12 Armor to LA, RA
  • Added -10% Ballistic cooldown
  • Added 10% Ballistic Range
  • Added -5% Energy heat
  • Increased Missile cooldown to -20%
CHP-3N:
  • Added +16 Armor to LA, RA
  • Increased Missile cooldown to -20%
CHP-INV:
  • Added +16 Armor to LA, RA
  • Added -10% Missile spread
  • Added -10% heat

MAD DOG
All Variants (Except MDD-RV):
  • Added +12 CT Armor
MDD-Prime:
  • Added +10 Armor to LA, RA
  • Added -2.5% Missile spread on LT, RT
MDD-A:
  • Removed Structure bonuses from LT, RT
  • Added +10 Armor to LT, RT
  • Added +15 Armor to RA
  • Added -5% Laser duration on RA
  • Added +20 Armor to LA
  • Added 10% Ballistic velocity to LA
MDD-B:
  • Added +6 Armor to RA
  • Added +10 Armor to LA
  • Increased Missile cooldown to -10% on LT
MDD-C:
  • Added 10% Ballistic velocity to LA, RA
  • Added -10% Gauss rifle cooldown to SO8
  • Added +50% Ballistic ammo to SO8:
  • (Gauss, 20 Class ACs)
MDD-H:
  • Added +15 Armor to RA
  • Added 5% Energy Range on RA
  • Added +6 Armor to LA
  • Added -5% Missile velocity to LT
  • Added -5% Missile spread to RT
MDD-BA:
  • Removed Structure bonuses from LT, RT
  • Added +15 Armor to LT, RT
  • Added -5% Ballistic cooldown to LT, RT
  • Added -15% UAC jam chance to LT, RT
  • Added +10 Armor to LA, RA
MDD-RV:
  • Added +7 Armor on CT
  • Added +15 Armor on LA, RA
  • Added +5% Energy range on RA
  • Added -5% Energy cooldown on LA
  • Added -5% Missile cooldown on LT, RT

RIFLEMAN
All Variants:
  • Added +10 Armor on LA, RA
  • Added +10 Structure on LT, RT for all variants
RFL-3C:
  • Added +10 CT Structure
  • Added +7 Structure to LL, RL
RFL-3N:
  • Added +10 CT Structure
  • Added +10 Structure to LA, RA
  • Added +7 Structure to LL, RL
RFL-5D:
  • Added +10 CT Structure
  • Added +7 Structure to LL, RL
RFL-8D:
  • Added +10 CT Structure
  • Added -10% Cooldown
  • Added +7 Structure to LL, RL
RFL-DB:
  • Added +10 CT Structure
  • Added +5 Structure to LA, RA
  • Added +7 Structure to LL, RL

EBON JAGUAR
All Variants:
  • Added +10 Armor on CT
  • Added +7 Armor on LL, RL
EBJ-Prime:
  • Added +10 Armor on LT, RT
  • Added +15 Armor on LA, RA
  • Added -10% Missile cooldown on RT
  • Added -5% Missile cooldown on LT
  • Added -5% Missile velocity on LT, RT
  • Added -2.5% Energy heat on LT
  • Added -5% Ballistic cooldown on LA, RA
EBJ-A:
  • Added +10 Armor on RT
  • Added +7 Armor on LT
  • Added +10 Armor to LA, RA
  • Added -10% Ballistic cooldown on RT
  • Added -10% UAC Jam chance on RT
EBJ-B:
  • Added +10 Armor on LT, RT
  • Added +10 Armor on LA, RA
  • Added -5% Energy cooldown on LA, RA
  • Added -2.5% Energy heat on RT
EBJ-C:
  • Added +10 Armor on LT, RT
  • Added +15 Armor on LA, RA
  • Added -7.5% Missile cooldown on LT, RT
  • Added -5% Missile velocity on LT, RT
  • Added -5% Cooldown on RT, LT
  • Added -10% UAC jam chance on LA, RA
  • Added -5% Missile heat on LA, RA
EBJ-D:
  • Added +10 Armor on LT, RT
  • Added +15 Armor on LA, RA
  • Added -2.5% Energy heat on LT
  • Added -2.5% Ballistic cooldown on LA, RA
  • Added 10% Ballistic velocity on LA, RA
EBJ-EC:
  • Added +10 Armor on LT, RT
  • Added +15 Armor on LA, RA
  • Added -10% Ballistic cooldown on LT
  • Added -10% UAC Jam chance on LT
  • Added -2.5% Energy heat on RT
  • Added -5% Missile heat on LA, RA
  • Added -2.5% laser duration on LA, RA

SUNSPIDER
All Variants:
  • Added +10 Armor to CT
SNS-Prime:
  • Added +10 Armor to LT, RT
  • Added +7 Armor to LA, RA
SNS-A:
  • Added +7 Armor to LT, RT
  • Added +7 Armor to LA, RA
  • Added -2.5% Laser duration to LA, RA
SNS-B:
  • Added +10 Armor to LT, RT
  • Added +7 Armor to LA, RA
SNS-C:
  • Added +10 Armor to LT, RT
  • Added +7 Armor to LA, RA
SNS-D:
  • Added +7 Armor to LT, RT
  • Added +7 Armor to LA, RA
SNS-ML:
  • Added +10 Armor to LT, RT
  • Added +5 Armor to LA, RA
SNS-VG:
  • Added +10 Armor to RT
  • Added +7 Armor to LT
  • Added +7 Armor to LA, RA
  • Added -5% Missile spread on LA

THANATOS
All Variants:
  • Increased Armor bonus to +15 on LT, RT on all variants (excluding TNS-5P)
  • Matched Leg and Arm Structure bonus with TNS-5S on all variants
TNS-4S:
  • Added -5% Energy heat
  • Added LPL HSL +1
TNS-5T:
  • Added MRM10 HSL +2
  • Added -10% Missile heat
TNS-HA:
  • Added -10% Missile heat
  • Removed Rocket launcher heat
  • Added -5% Laser heat

HATAMOTO CHI
HTM-27T:
  • Added -5% Missile spread
  • Added 20% Weapon velocity
  • Removed PPC velocity
  • Added -10% SRM cooldown
  • Added -10% SRM heat
HTM-27W:
  • Increased RT Armor to +25
  • Increased LT Armor to +20
  • Removed AC5 cooldown
  • Added -10% Cooldown
HTM-28TR:
  • Increased CT armor to +25
  • Increased LT, RT armor to +20
  • Increased LA, RA armor to +15
  • Increased LL, RL armor to +10
  • Added -5% Missile spread
HTM-SG:
  • Added -5% Missile spread
  • Added -5% Heat
  • Added -5% Cooldown
  • Added -10 LBX Spread
  • Removed Ballistic heat

GARGOYLE
All Variants:
  • Added +15 Armor on LL, RL
GAR-Prime:
  • Removed Structure bonuses from LT, CT, RT, LL, RL
  • Added +20 Armor on LT, CT, RT
  • Added -2.5% cooldown on each LT, and RT pods
  • Added 5% weapon velocity on each LT, and RT pods
  • Added -5% Missile cooldown on LA, RA
  • Added -2.5% Missile spread on LA, RA
  • Removed SRM/LRM spread from LA, RA
  • Added +50% Ballistic ammo to each LA and RA pods:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)
GAR-A:
  • Removed Structure bonuses from LT, RT, LA, RA, LL, RL
  • Added +20 Armor on LT, RT
  • Added +15 Armor on LA
  • Added +26 Armor on RA
  • Added +8 Structure on CT
  • Added -2.5% heat on each LT, and RT pods
  • Added 5% weapon velocity on RT pod
  • Added -5% Laser duration on LT
  • Added 10% ERPPC velocity on RA
  • Reduced ERPPC Velocity to 10% in SO8
GAR-B:
  • Removed Structure bonuses from LT, RT, LL, RL
  • Added +20 Armor on LT, RT
  • Added +8 Structure on CT
  • Added -2.5% cooldown on each LT, and RT pods
  • Added 5% range on each LT, and RT pods
  • Added -5% Missile cooldown on LA
  • Added -25% cooldown in SO8
  • Removed Ballistic cooldown from SO8
  • Removed Missile cooldown from SO8
  • Added +50% Ballistic ammo to RA:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)
GAR-C:
  • Removed Structure bonuses from LT, RT, RA, LL, RL
  • Added +20 Armor on LT, RT
  • Added +15 Armor on RA
  • Added +8 Structure on CT
  • Added -2.5% cooldown on LT
  • Added 5% weapon velocity on LT
  • Added -2.5% heat on RT
  • Added 5% range on RT
  • Added +50% Ballistic ammo per ton to LA:
  • (AC 2/5/10/20 - UAC 2/5/10/20 - LBX 2/5/10/20 - Gauss)
GAR-D:
  • Removed Structure bonuses from LT, CT, RT, LA, RA, LL, RL
  • Added +20 Armor on LT, RT
  • Added +15 Armor on CT
  • Increased Armor to +26 on LA, RA
  • Added -2.5% heat on LT, RT
  • Added -2.5% cooldown on RT, LT
  • Added -2.5% laser duration on LA, RA
  • Added -5% Energy cooldown on LA, RA
GAR-E:
  • Removed Structure bonuses from LA, LL, RL
  • Added +10 Armor on LT, RT
  • Increased Armor to +26 on LA
  • Change ATM cooldown to -5% Missile cooldown on RA
  • Added -2.5% laser duration on LA
  • Added -5% Energy cooldown on LA
GAR-KW
  • Removed Structure bonuses from CT, LL, RL
  • Added +20 Armor on CT
  • Added +15 Armor on LT, RT
  • Added -2.5% Missile heat on LT, RT
  • Added +50% Ballistic ammo to each LA and RA pods:
  • (Per ton: Gauss: +6, 20 Class ACs: +4, 10 Class ACs: +12, 5 Class ACs: +18, 2 Class ACs: +44)

ZEUS
All Variants:
  • Matched survival quirks with ZEU-5S on all variants
ZEU-5S:
  • Added -30% UAC jam chance
  • Removed UAC5 jam chance
  • Added 10% Missile velocity
  • Added -5% Missile spread
  • Removed LRM velocity
  • Removed LRM spread
ZEU-6S:
  • Added 10% weapon velocity
  • Removed Ballistic velocity
  • Removed Missile velocity
ZEU-9S2:
  • Added 10% Weapon velocity
  • Added -15% Cooldown
  • Removed Energy cooldown
  • Removed Ballistic velocity
  • Removed Ballistic cooldown
  • Removed Missile velocity
  • Removed Missile cooldown
ZEU-SK:
  • Added -5% Missile spread
  • Added 10% Missile velocity

CYCLOPS
All Variants:
  • Added -15% Crit chance (receiving)
CP-11-A:
  • Added -10% Ballistic cooldown
  • Added -5% Missile cooldown
  • Added -5% Heat
CP-11-P:
  • Added -15% Missile cooldown
  • Added -5% Heat
CP-10-Q:
  • Added 10% SRM Range
CP-10-Z:
  • Added -10% Heat
  • Increased AC20 cooldown to -10%
  • Added -5% Ballistic cooldown
CP-11-A-DC:
  • Added -10% Cooldown
  • Added -5% SRM Spread
  • Removed Energy cooldown

BANSHEE
All Variants:
  • Match Survival quirks with BNC-3S on all variants
BNC-3E:
  • Added -5% PPC Family heat
BNC-LM:
  • Added -15% Cooldown
  • Removed Ballistic cooldown
BNC-SR:
  • Added 10% Weapon velocity
  • Added 15% Jump Jet duration
  • Added 15% initial Jump Jet thrust

NIGHT STAR
All Variants:
  • Matched survival quirks with NSR-9J on all variants
  • Added -10% Crit chance (receiving)
NSR-10P:
  • Added -30% UAC jam chance
  • Added 10% Weapon velocity
  • Added Rotary AC HSL +1
  • Added -15% Cooldown
  • Added 10% Range
NSR-9FC:
  • Added -10% Ballistic cooldown
  • Added -10% Laser heat
  • Added -10% Laser duration
  • Added -10 LBX spread
  • Added 10% Ballistic velocity
NSR-9S:
  • Added -10% Laser cooldown
  • Added -10% Energy heat
NSR-9P:
  • Added -15% energy cooldown
  • Added -10% heat
  • Added 10% Ballistic velocity
  • Added -25% UAC jam chance
NSR-9J:
  • Added -5% Laser heat
  • Added -5% heat
  • Added 10% PPC family velocity
NSR-WP:
  • Added -10% heat
  • Added -10% Energy cooldown
  • Added -5% Missile Spread
  • Added 10% missile velocity

KING CRAB
KGC-000:
  • Added AC20 HSL +1
  • Removed AC20 heat
  • Increased Ballistic cooldown to -10%
  • Added 10% Missile Velocity
  • Added -5% Missile spread
  • Removed LRM spread
KGC-0000:
  • Added AC20 HSL +1
  • Removed AC20 heat
  • Added -10% Missile heat
  • Added -5% Energy heat
KGC-000B:
  • Added AC20 HSL +1
  • Removed AC20 heat
  • Added 5% Weapon velocity
  • Removed Ballistic velocity
  • Added -5% Missile spread
  • Removed LRM spread
  • Added -5% Energy heat
  • Added -25% UAC jam chance
KGC-001:
  • Added -10% Heat
  • Increased Energy Cooldown to -15%
  • Removed LPL cooldown
  • Added 10% Laser range
  • Removed SSRM2 Heat
KGC-KJ:
  • Added -5% Missile spread
  • Removed LRM spread
  • Added -10% heat
  • Reduced PPC heat to -10%
  • Added ERPPC HSL +1
  • Added -10% Ballistic cooldown

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_392.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 Gagis

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Posted 17 September 2021 - 03:34 PM

The SRM Range on Cyclops Q could be really nice for the classic loadout. Will definitely give it a go.

#3 Ed Steele

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Posted 17 September 2021 - 04:03 PM

While these changes are good from a multiplayer standpoint, it takes the game further from the BATTLETECH source material. I guess I will just get my MECHWARRIOR fix by playing MW5 now, since it does not have to be balanced around multiplayer PVP and is a more pure BATTLETECH / MECHWARRIOR experience.

#4 Khalcruth

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Posted 17 September 2021 - 04:10 PM

Sure. Why not. Because Piranhas weren't broken enough already.

#5 Sentient Chin Waddle Named Mitch

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Posted 17 September 2021 - 04:16 PM

Though I know the Cauldron had listed no plans to change up (buff) the non hero Quickdraws, I am still disappointed by the reality that such mediocre mechs are left in their current state while some of the most commonly played (perhaps even superior) mechs are buffed (Ebons, Maddogs, Hunchbacks, Fleas, etc.). That said, I appreciate the Vindicator, Champion and Panther buffs.

#6 John Bronco

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Posted 17 September 2021 - 04:19 PM

View PostEd Steele, on 17 September 2021 - 04:03 PM, said:

While these changes are good from a multiplayer standpoint, it takes the game further from the BATTLETECH source material. I guess I will just get my MECHWARRIOR fix by playing MW5 now, since it does not have to be balanced around multiplayer PVP and is a more pure BATTLETECH / MECHWARRIOR experience.


I agree completely, since the source material is so badly balanced.

Looking forward to the patch, lots of cool stuff to try!

#7 pattonesque

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Posted 17 September 2021 - 04:26 PM

View PostKhalcruth, on 17 September 2021 - 04:10 PM, said:

Sure. Why not. Because Piranhas weren't broken enough already.


lol they’re made of tissue paper, something like a MLX has like double the armor. just shoot them dude! Don’t panic when you see one, literally just shoot it

#8 killkimno

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Posted 17 September 2021 - 04:29 PM

CAUSTIC VALLEY is my favorite map.
Now, PGI going to ruin this map too?
Already PGI completely messed up the HPG map.

Really I'm anxious

Edited by killkimno, 17 September 2021 - 04:30 PM.


#9 Tarogato

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Posted 17 September 2021 - 04:31 PM

View PostKhalcruth, on 17 September 2021 - 04:10 PM, said:

Sure. Why not. Because Piranhas weren't broken enough already.


I mean this respectfully,

Learn to aim.

Piranhas are ridiculously squishy. They are not considered *good* mechs, but against people who completely lack fundamental aiming mechanics they mob the floor because all they have to achieve in order to perform well is the goal of never being hit.

People need to learn to adjust their sensitivity so they can consistently hit what they want to hit, and not panic fire when a tiny mech gets all up in their grill. Calm. Line up. Shoot. Dead fish.

#10 LordNothing

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Posted 17 September 2021 - 04:35 PM

look at all those ammo quirks. time to upgrade all my light ballistic builds. places where i went with 2s instead of 5s for lack of available tonnage for ammo.

though i think you missed the ice ferret. with only 9 tons of available podspace its hard to field effective missile builds and even harder to field an effective ballistic build. maybe a +20% for each missile pod (+10% for the b and p la because those also include an energy hardpoint), and +75% for each of the 2 ballistic arms. its impossible to do anything but a single 2 or 5 class or a pair of machine guns (mg rof quirks might also be a good idea) without stripping armor. a ballistic build might to a uac5 on one arm and a machine gun or nothing on the other, and be able to carry 2.5x ammo than usual which leaves a lot of room for backup weapons or additional ammo. as is the ferret is pretty much a defacto vomit only mech. at most this would allow for things like this uac5 support build with an effective 1.5t ammo and this light hunter with an effective 4.5t ammo.

Edited by LordNothing, 17 September 2021 - 07:41 PM.


#11 C337Skymaster

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Posted 17 September 2021 - 04:44 PM

So I have to give credit where credit is due, although I retain the right to withdraw this if it's proven premature: So far, the pictures of the Caustic Valley redo look faithful to the landscape and texture of the original, and aren't littering the map with needlessly artificial ramps. That said, if it suddenly looks like Polar Highlands, with perfectly symmetrical high spots surrounding a perfectly circular center, I'll probably change my tune. For now, though, I'm cautiously optimistic that we might have gotten one good remake. Fourth time's the charm?

#12 D V Devnull

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Posted 17 September 2021 - 04:45 PM

Hey, all... I've looked at the v1.4.246.0 Patch Notes and think we've got a great inbound change to MWO coming up. (I would even use a "Thumbs-Up Emoji" on the end of this sentence if the Forums had one!!!) :D

Literally, my only concern is the sudden jump in the C-LPL Ghost Heat Penalty Multiplier that first went from 3 to 4 initially, but is now jumping to 6.25 all of a sudden. Why are we not trying a smaller jump first, as to avoid hurting Lower-Tier and/or New Players to the game, such as bumping to only 5.5 instead, and then 6.25 if that isn't enough??? I understand the want to curtail abuse here. But, putting too much pressure against people still trying to learn the C-LPL Weapon will likely drive them out of it, or cause severe under-use of the C-LPL Weapon in battles. Worse, it might create a situation where only High-Tier Players will be using it extensively, and at an unfair advantage against anyone of lesser standing. That kind of PvP-related imbalance is something which the game's atmosphere and Community both ultimately do not need to have happen, as it could potentially introduce divisive whining & toxicity which would wreck attempts to grow the population. Oh well... I guess we'll see what happens, and possibly have to partially revert it with the Next Monthly Changes if things go exactly the way my prediction is worrying that it will. (And before anyone asks, I do not actively attempt to abuse exceeding Ghost Heat Limits – such as going 3 over the GH trigger line – on any Weapon in the game, and will never personally support such abuse because I am against it. The only thing I'm worried about is hurting Laser Weapon Choice Variety for the Clan Tech side.) :(

~D. V. "Beyond the possible C-LPL GH Penalty Multiplier Over-Nerf happening, this v1.4.246.0 Patch looks great!" Devnull




[Single Micro-Edit by the Post's Author because of one missing space in the entire posting, likely caused by a glitch in the internet. They don't remember seeing the space missing during the initial attempt to post!]

Edited by D V Devnull, 17 September 2021 - 04:50 PM.


#13 FLG 01

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Posted 17 September 2021 - 04:46 PM

Griffin... not enough to make it viable.

#14 Heavy Money

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Posted 17 September 2021 - 04:49 PM

Ohhh yeah we're gonna see a lot of JAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGSSSSSSSS.

Also thank god the Shadow Cat and Rifleman got some armor.

#15 pattonesque

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Posted 17 September 2021 - 04:54 PM

View Postkillkimno, on 17 September 2021 - 04:29 PM, said:

CAUSTIC VALLEY is my favorite map.
Now, PGI going to ruin this map too?
Already PGI completely messed up the HPG map.

Really I'm anxious


Specifically what’s the objection to new HPG

#16 nuttyrat

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Posted 17 September 2021 - 04:56 PM

View PostThe Bud, on 17 September 2021 - 04:16 PM, said:

Though I know the Cauldron had listed no plans to change up (buff) the non hero Quickdraws, I am still disappointed by the reality that such mediocre mechs are left in their current state while some of the most commonly played (perhaps even superior) mechs are buffed (Ebons, Maddogs, Hunchbacks, Fleas, etc.). That said, I appreciate the Vindicator, Champion and Panther buffs.


Thank you for the feedback! Fear not, I shall post your feedback in the Cauldron so it can be discussed. Out of curiosity, which mechs do you feel need to be buffed (other than the non-hero Quickdraws)? Note that this is the 2nd quirk pass so some mechs were already adjusted.

Edited by nuttyrat, 17 September 2021 - 04:57 PM.


#17 MechWpnsTech

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Posted 17 September 2021 - 05:00 PM

[color=#00FFFF]
Dire Wolf[/color]
[color=#00FFFF]
  • DWF-Prime no longer can equip an ECM in the center torso


why? why rob the prime of its ecm?[/color]

#18 Navid A1

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Posted 17 September 2021 - 05:01 PM

Clarification on the Gauss change.

That change will not affect how everything works right now. You will be penalized if you fire a combo of three ERPPC and Gauss together.

The change affects mechs that have ERPPC HSL +2 (currently only MAD-6S) to allow it to fire 3 ERPPCs and Gauss with no penalty.
The value of 7 is chosen as a limit we will never reach, effectively removing gauss as a limiting factor in how many weapons can alpha in a group. leaving it all to PPC family weapons. Remember that you can not fire more than 2 Gauss rifles at the same time due to charge limit

This change is a foundation for potential future quirks

Edited by Navid A1, 17 September 2021 - 05:03 PM.


#19 pattonesque

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Posted 17 September 2021 - 05:01 PM

View PostMechWpnsTech, on 17 September 2021 - 05:00 PM, said:

[color=#00FFFF]
Dire Wolf[/color]
[color=#00FFFF]
  • DWF-Prime no longer can equip an ECM in the center torso


why? why rob the prime of its ecm?[/color]


Wasn’t supposed to have it in the first place, it was a recent bug

#20 LordNothing

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Posted 17 September 2021 - 05:05 PM

View PostHeavy Money, on 17 September 2021 - 04:49 PM, said:

Ohhh yeah we're gonna see a lot of JAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGSSSSSSSS.

Also thank god the Shadow Cat and Rifleman got some armor.


i also expect to see some ballistic scats. perhaps not meta but i reserve the right to be a libertarian gun nut.

trololol raven also got a buff. effective 6t ammo, or the faster cooler edition with 3t effective ammo. i dont even have to waste tonnage on a backup laser.

Edited by LordNothing, 17 September 2021 - 07:27 PM.






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