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Patch Notes - 1.4.248.0 - 23-November-2021


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#1 InnerSphereNews

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Posted 19 November 2021 - 12:57 PM



MECHWARRIOR ONLINE
November 2021 Patch Notes


Patch Date and Time - November 23rd 2021 @ 10AM – 1PM PDT
Version Number: 1.4.248.0
Size: 55MB
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.


Greetings MechWarriors!

The November Update is here! This month includes delivery of the Annual Rewards Program 'Mechs (Happy 8th to many of you!), the MWO Comp Reward 'Mech, Weapon Changes, another 'Mech Quirk pass and adjustments, and more!

Next month (December 14th update) we'll have the brand new Quick Play map, based on the Faction Play map Hellbore Springs, which we'll be sharing in more detail over the coming weeks.

Also keep an eye out for the upcoming Stocking Stuffer Event and December FREE 'Mechs...which reminds me, don't forget to get your November FREE 'Mech!

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


2021 ANNUAL REWARDS PROGRAM 'MECHS
The Annual Rewards 'Mechs are finally here (as shown below). Check HERE for more information about each 'Mech including stats, weapons, hardpoints, and quirks!



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

IS Light Machine Gun:
  • Spread reduced to 0.25 (from 0.3)
  • Damage increased to 0.75/s (from 0.7)

Clan Light Machine Gun:
  • Spread reduced to 0.33 (from 0.4)
  • Damage increased to 0.75/s (from 0.7)

Clan Heavy Machine Gun:
  • Range increased to 120 (from 100)

IS Heavy PPC:
  • Heat reduced to 13 (from 13.5)


MECH QUIRKS
This patch includes the fourth quirk pass for a number of mechs, and adjustments to previous values.

2021 Annual Rewards variant quirks:

URBANMECH UM-R80 (NEW ANNUAL REWARDS VARIANT)
  • +20 CT Armor
  • +14 LT, RT, LA, RA, LL, RL Armor
  • 5% Heat dissipation
  • -25% Overheat damage
  • 10% ECM target sensor range reduction
  • 10% PPC family velocity
  • -15% PPC family heat

VIPER VPR-F (NEW ANNUAL REWARDS VARIANT)
  • +4 CT, LA, RA Armor
  • +6 LT, RT Armor
  • +8 LL, RL Armor
  • -25% Fall damage on CT
  • -20% Jump Jet heat on CT
  • 10% Acceleration on LT, RT
  • 10% Deceleration on LT, RT
  • 5% Turn rate on LT, RT
  • 5% Torso yaw speed on LT, RT
  • 100% LMG/MG/HMG ammo per ton bonus in SO8

ATLAS AS7-K3 (NEW ANNUAL REWARDS VARIANT)
  • +36 CT Armor
  • +30 LT, RT Armor
  • +17 LA, RA Armor
  • +21 LL, RL Armor
  • -10% Heat
  • -40% Crit chance (receiving)
  • 10% Jump jet burn time
  • 40% Jump jet initial thrust
  • -15% Missile cooldown
  • 10% Weapon velocity

Quirk Adjustments to previous passes:

LOCUST
LCT-3V:
  • Added 10% ballistic range
  • Added -10% energy cooldown
  • Added -25% Laser duration
  • Increased MG RoF to 100%
LCT-1M:
  • Added 10% Range
  • Increased cooldown to -30%
  • Added -15% Laser duration
LCT-3S:
  • Added -20% energy cooldown

COUGAR COU-Prime:
  • Added -5% Energy cooldown to LA

RAVEN RVN-H:
  • Added +100% LMG/MG/HMG ammo per ton
  • Added 50% missile ammo

URBANMECH UM-K9:
  • Added -25% UAC Jam duration

BLACKJACK BJ-A:
  • Added 20% MG range
  • Added -10% laser cooldown
  • Increased CT armor to +17
  • Increased LT, RT armor to +14

GARGOYLE GAR-E:
  • Added +8 structure to CT

MAULER
MAL-1R:
  • Removed -5% Ballistic cooldown
  • Convert -10% LRM cooldown to -5% missile cooldown
  • Added -5% cooldown
MAL-1P:
  • Removed -5% ballistic cooldown
  • Removed -10% missile cooldown
  • Removed -10% AC2 cooldown
  • Added -10% cooldown
  • Added -10% LBX spread
MAL-2P:
  • Removed -10% ballistic cooldown
  • Removed -10% missile cooldown
  • Added -10% cooldown
  • October patch: -25% UAC Heat
MAL-KO:
  • Removed -10% LRM cooldown
  • Convert 10% LRM velocity to 10% missile velocity
  • Increased LBX spread to -10%
  • Added -10% heat

NIGHTSTAR
NSR-10P:
  • Added -25% UAC Jam duration
  • Added -25% RAC jam ramp down duration
NSR-9FC:
  • Increased ballistic cooldown to -20% (from -10%)
  • Added 10% weapon velocity
  • Added -5% heat

DIREWOLF DWF-W:
  • Added 10% range on LT

Quirk Pass 4:

VULCAN
All Variants:
  • Match survival quirks with VL-5T on all variants except VL-2T
VL-2T:
  • Increased survival boosts to double current values
  • Added -20% receiving crit chance
VT-5M:
  • Added 15% Large pulse laser range
  • Increased Large pulse laser cooldown to -15% (from -10%)
  • Increased pulse laser heat to -10% (from -5%)
VT-5S:
  • Added 15% Snub nose PPC range
  • Added 20% Snub nose PPC velocity
  • Added -10% PPC Family heat
VT-6M:
  • Added 100% ballistic ammo per ton
  • Added 30% Ballistic velocity
  • Increased MG RoF to 50% (from 15%)

DRAGON
All Variants:
  • Match all survival quirks to DRG-1G on all variants
  • Increased Armor bonus on RA to +30
  • Removed Structure bonus from RA
  • Added +7.5% mech top speed
DRG-1C:
  • Added -15% cooldown
  • Added -10% Laser duration
  • Removed ballistic cooldown
  • Removed Energy cooldown
  • Removed Missile cooldown
DRG-1G:
  • Increased weapon velocity to 30% (from 20%)
DRG-1N:
  • Added -25% cooldown
  • Added 20% weapon velocity
  • Removed ballistic cooldown
  • Removed Energy cooldown
  • Removed Missile cooldown
  • Removed AC5 cooldown
  • Removed Energy range
DRG-5N:
  • Added -15% cooldown
  • Removed ballistic cooldown
  • Removed Energy cooldown
  • Removed UAC5 cooldown
DRG-FANG:
  • Added -15% cooldown
  • Increased ballistic velocity to 30% (from 10%)
  • Increased Laser duration to -20% (from -10%)
  • Removed ballistic cooldown
  • Removed Energy cooldown
  • Removed AC10 cooldown
DRG-FLAME:
  • Added -10% cooldown
  • Added 20% ballistic range
  • Increased ballistic velocity to 30% (from 10%)
  • Removed ballistic cooldown

CATAPHRACT
CTF-1X:
  • Increased RT armor bonus to +25 (from +15)
  • Added 5% Range
CTF-3D:
  • Increased RT armor bonus to +25 (from +15)
  • Added -5% heat
  • Added -5% PPC family heat
CTF-3L:
  • Increased RT, LT armor bonuses to +25 (from +15)
  • Increased CT armor bonus to +32 (from +22)
CTF-0XP:
  • Added -5% PPC family heat
CTF-4X:
  • Increased RT, LT armor bonuses to +25 (from +15)
  • Increased CT armor bonus to +32 (from +22)
CTF-2X:
  • Increased LA armor bonuses to +31 (from +11)
  • Increased RT, LT armor bonuses to +25 (from +15)
  • Increased CT armor bonus to +32 (from +22)
  • Added -15% missile heat
CTF-IM:
  • Increased RT armor bonus to +25 (from +15)
  • Added 5% Energy range

HELLBRINGER
All Variants (except HBR-A):
  • Added base 20% radar deprivation to Head pod
HBR-Prime:
  • Added +8 Armor to RT
  • Added -10% missile cooldown on RT
  • Added 25% Ballistic velocity to SO8
  • Added -10% Ballistic cooldown to SO8
  • Added 15% Ballistic range to SO8
HBR-A:
  • Added +8 Armor to RT, LT
  • Added -10% missile cooldown on RT
  • Added 50% UAC ammo on RA
  • Added -10% missile spread to SO8
  • Added -10% missile heat to SO8
  • Added -15% UAC jam chance to SO8
HBR-B:
  • Added +8 Armor to RT
  • Added +5 Armor to LT
  • Added -10% missile heat on RT
  • Added 50% Gauss ammo to RA
  • Added 50% LBX and AC ammo to LA
  • Added -10% SRM cooldown to SO8
  • Added -10% LBX cooldown to SO8
  • Added 100% SRM and SSRM ammo to SO8
HBR-F:
  • Added +8 Armor to RT
  • Added +5 Armor to LT
  • Added -10% missile cooldown on RT
  • Increased ballistic cooldown to -12.5% in SO8
  • Added 100% LBX and AC ammo in SO8
HBR-P:
  • Added +8 Armor to LT
  • Convert -10% ER laser heat to -10% heat in SO8
  • Increased missile cooldown to -15% in SO8
HBR-VI:
  • Convert 10% ER laser range 10% range on LT

EXECUTIONER
  • All Variants:
  • Added +10 Armor bonus to CT
  • Convert all Structure bonuses to Armor on all variants
EXE-Prime:
  • Added +10 Armor to RT
  • Added -7.5% Ballistic cooldown to LT
  • Added -10% Ballistic cooldown to SO8
  • Converted -10% ER Laser heat to -10% heat in SO8
  • Added +50% Ballistic ammo to LA:
  • (AC/UAC/LBX 20 - Gauss)
  • Added +40% Ballistic ammo to LA:
  • (AC 2/5/10 - UAC 2/5/10 - LBX 2/5/10 - Gauss)
EXE-A:
  • Added +10 Armor to RT
  • Added +5 torso yaw angle to LT
  • Added 7.5% torso speed (yaw/pitch) to LT
EXE-B:
  • Increased armor bonus on RT to +15 (from +10)
  • Added 10% weapon velocity on LT
  • Added -20% Ballistic cooldown to SO8
  • Added -30% Ballistic velocity to SO8
  • Added -15% Ballistic range to SO8
  • Added -25% UAC jam duration to SO8
  • Added +50% Ballistic ammo to LA:
  • (AC/UAC/LBX 20 - Gauss)
  • Added +40% Ballistic ammo to LA:
  • (AC 2/5/10 - UAC 2/5/10 - LBX 2/5/10 - Gauss)
EXE-C:
  • Added -10% missile cooldown on LA
  • Added 10% missile velocity on LA
  • Added -20% cooldown in SO8
  • Added 30% weapon velocity in SO8
  • Added 10% range in SO8
  • Increased UAC jam chance to -40% in SO8 (from 20%)
  • Added +50% Ballistic ammo to RA:
  • (AC/UAC/LBX 20 - Gauss)
  • Added +40% Ballistic ammo to RA:
  • (AC 2/5/10 - UAC 2/5/10 - LBX 2/5/10 - Gauss)
EXE-D:
  • Added +10 Armor to LT
  • Added +5 torso yaw angle to LT
  • Added 7.5% torso speed (yaw/pitch) to LT
  • Added +10 Armor to LA
  • Added -10% missile heat on LA
  • Added 5% missile velocity on LA
EXE-E:
  • Added +5 Armor bonus on RT
  • Added -7.5% Missile cooldown on LT
  • Added +10 Armor bonus on LA
  • Added -5% missile cooldown on LA
  • Added -5% missile spread on LA
EXE-CH:
  • Added +10 Armor bonus on LT, RT
  • Added 5% missile velocity on LT, RT
  • Added -15% cooldown in SO8
  • Removed Ballistic cooldown from SO8
  • Removed Energy cooldown from SO8
  • Added +50% Ballistic ammo to RA:
  • (AC/UAC/LBX 20 - Gauss)
  • Added +40% Ballistic ammo to RA:
  • (AC 2/5/10 - UAC 2/5/10 - LBX 2/5/10 - Gauss)


BUG FIXES
  • Missing left torso +12 armor bonus added to WHM-7S
  • Pulse laser duration quirk was changed to the intended pulse laser cooldown on MAD-IIC-8
  • Phoenix hawks 1K and 1K(S) can not equip jump jets but received Jump jet duration quirks in October. Jump jet burn time duration is now removed from the listed variants

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_394.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 justcallme A S H

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Posted 19 November 2021 - 01:28 PM

Cauldron good.

#3 Saved By The Bell

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Posted 19 November 2021 - 01:40 PM

What a pity. I am just finished my crazy play with EXE-E. Really crazy assault. So fun, so easy to die.

#4 C337Skymaster

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Posted 19 November 2021 - 01:50 PM

I recommend double-checking the positives and negatives in the patch notes. Executioner B is showing negative ballistic range and velocity quirks (as in, ballistics will shoot slower and less distance). I didn't see anything wrong with the rest of the 'mechs, but I didn't read everything very closely.

#5 Bolo Atari

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Posted 19 November 2021 - 02:08 PM

Man, my techs are going to hate me for swapping out some weapons ...

#6 Staude

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Posted 19 November 2021 - 02:24 PM

View Postjustcallme A S H, on 19 November 2021 - 01:28 PM, said:

Cauldron good.


Posted Image

#7 chaosshade2638

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Posted 19 November 2021 - 02:33 PM

Still no word on the Blood Asp huh? I mean c'mon... the set of eight desperately needs rebuilding on a lot of variants.

#8 Navid A1

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Posted 19 November 2021 - 02:34 PM

View Postchaosshade2638, on 19 November 2021 - 02:33 PM, said:

Still no word on the Blood Asp huh? I mean c'mon... the set of eight desperately needs rebuilding on a lot of variants.


We'll get to them eventually.

#9 Culnan

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Posted 19 November 2021 - 02:49 PM

Little sad to see the changes to the Fang, as it's one of my favourites. Not sure how the loss of ballistic cooldown vs improved laser duration will play out. I'm not exactly thrilled (because cooldowns are are a major contributor to the 'feel' of a mech/weapon, so a 'Mech I like getting worse cooldowns is worrying) but I'm hoping the difference will be negligible overall. Especially as the 'Mech didn't need a nerf imo. As much as I like it, it's far from a common chassis in the wild.

#10 Tastian

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Posted 19 November 2021 - 02:51 PM

The Firestarter Firestorm needs struct normalized with other Firestarters please.

#11 Navid A1

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Posted 19 November 2021 - 03:19 PM

View PostTastian, on 19 November 2021 - 02:51 PM, said:

The Firestarter Firestorm needs struct normalized with other Firestarters please.


Next month

View PostCulnan, on 19 November 2021 - 02:49 PM, said:

Little sad to see the changes to the Fang, as it's one of my favourites. Not sure how the loss of ballistic cooldown vs improved laser duration will play out. I'm not exactly thrilled (because cooldowns are are a major contributor to the 'feel' of a mech/weapon, so a 'Mech I like getting worse cooldowns is worrying) but I'm hoping the difference will be negligible overall. Especially as the 'Mech didn't need a nerf imo. As much as I like it, it's far from a common chassis in the wild.


You really going to feel the ballistic velocity boost on this one... well worth 0.1 second longer cooldown (AC10 only)
The 20% laser duration is also very nice on LPLs and LLs

Edited by Navid A1, 19 November 2021 - 03:21 PM.


#12 The6thMessenger

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Posted 19 November 2021 - 04:28 PM

Ya sure you don't wanna put the 50 monkeys there just in case? What about lets do a 100?

#13 knight-of-ni

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Posted 19 November 2021 - 04:50 PM

The blackjack arrow has been my go to mech recently. I peed a little when I saw it and light mgs got buffed.

#14 -Ramrod-

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Posted 19 November 2021 - 04:54 PM

Well that'll make 6 Urbies with 30% cbill bonus now lol. Everything looks good though. I'm particularly happy about the buffs to light machine guns.

#15 Felbombling

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Posted 19 November 2021 - 05:26 PM

Hey Cauldron gang... can you put some pressure on PGI to colour-code the base quirks to make life easier for everyone when it comes to viewing the Mech Stats in the Mech Lab? With all the changes in recent months and in months to come, it would go a long way in helping the player base reassess their Mech builds.

Many thanks.

#16 Felbombling

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Posted 19 November 2021 - 05:31 PM

View Postchaosshade2638, on 19 November 2021 - 02:33 PM, said:

Still no word on the Blood Asp huh? I mean c'mon... the set of eight desperately needs rebuilding on a lot of variants.


The -15% Missile Cooldown quirk on the Prime is actually depressing, as it only supports a single missile slot in the CT. Wow... lots of options to take advantage of that quirk!! /facepalm

#17 Clay Endfield

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Posted 19 November 2021 - 05:44 PM

Any plans to share on improving the Victor-9K? Compared to every other Victor, it just feels like a wimp. The HSL +1 quirk of the Dragonslayer was just a bit more spittle in the eye for 9K, as it pretty much robbed the 9K of the one suit it could arguably do better than every other Victor: Gauss/PPC jumpsniping.

#18 johnnyq666

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Posted 19 November 2021 - 10:34 PM

View PostFelbombling, on 19 November 2021 - 05:26 PM, said:

Hey Cauldron gang... can you put some pressure on PGI to colour-code the base quirks to make life easier for everyone when it comes to viewing the Mech Stats in the Mech Lab? With all the changes in recent months and in months to come, it would go a long way in helping the player base reassess their Mech builds.

Many thanks.


!!!!!!!!!

#19 chaosshade2638

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Posted 19 November 2021 - 11:31 PM

Why would you give the HBR-Prime Ballistic bonuses? The MGs mostly don't benefit from it, the primary weapons on it are the PPCs and lasers.

#20 martian

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Posted 20 November 2021 - 12:05 AM

View PostNavid A1, on 19 November 2021 - 03:19 PM, said:

View PostTastian, on 19 November 2021 - 02:51 PM, said:

The Firestarter Firestorm needs struct normalized with other Firestarters please.

Next month


Very good.

Because the situation, when my "Firestorm" Hero 'Mech (that must be bought with the real money) is actually the worst Firestarter in the game, is pretty strange.





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