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Patch Notes - 1.4.270.0 - 13-December-2022


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#1 InnerSphereNews

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Posted 09 December 2022 - 09:29 PM





MECHWARRIOR ONLINE

December 2022 Patch Notes



Patch Date and Time - December 13th 2022 @ 10AM – 1PM PDT
Version Number: v1.4.270.0
Size: 1.2GB
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.


Greetings MechWarriors!

This month we have a brand new BattleMech chassis, bringing the Hatchetman to MWO. Check out the details in the STORE, and get a preview of the Quirks HERE.

We also have the new Platinum Collection 10 (which will be available on Patch Day) including the Locust, Shadowhawk, Thunderbolt, Battlemaster, Wolverine, Griffin, Nova, Summoner, and Dire Wolf! Be sure to watch out for the next Platinum Collection Event to follow!

Also included in this patch; Weapon Adjustments, a Skill Tree Adjustment, and more 'Mech Quirk Adjustments!

Look for a Dev Vlog from Daeron and Matt coming soon, with a look at MWO today and into the New Year!

These updates are subject to further balance changes in the future, so get out there and do the science, and get us your feedback for future iterations.

And now, we really hope you enjoy the patch!
-The MechWarrior Online Team


NEW BATTLEMECH: HATCHETMAN

We've added the Hatchetman 'Mech to MWO, including 5 Standard Variants and the 'Tinman' Hero! Check out the Quirks HERE!


NEW PLATINUM COLLECTION 10

We have 3 new Platinum Collections this month, including the following Mechs (which will be available on Patch Day):

INNER SPHERE COLLECTION 10 PACK 1
  • Locust LCT-3S(P) + Platinum Pattern Unlock for all Locust Variants
  • Shadow Hawk SHD-2K (P) + Platinum Pattern Unlock for all Shadow Hawk Variants
  • Thunderbolt TDR-9S (P) + Platinum Pattern Unlock for all Thunderbolt Variants
  • Battlemaster BLR-3M(P) + Platinum Pattern Unlock for all Battlemaster Variants
INNER SPHERE COLLECTION 10 PACK 2
  • Wolverine WVR-7K(P) + Platinum Pattern Unlock for all Wolverine Variants
  • Griffin GRF-2N (P) + Platinum Pattern Unlock for all Griffin Variants
CLAN COLLECTION 10
  • Nova NVA-A(P) + Platinum Pattern Unlock for all Nova Variants
  • Summoner SMN-B(P) + Platinum Pattern Unlock for all Summoner Variants
  • Dire Wolf DWF-A(P) + Platinum Pattern Unlock for all Dire Wolf Variants











WEAPON ADJUSTMENTS

As a continuation of our assessment of weapon performance, the following changes have been made:

ENERGY WEAPONS
Clan ER Large Laser:
  • Decreased heat to 9.5 (from 10)
  • Increased heat penalty multiplier to 5.75 (from 5)

BALLISTIC WEAPONS
Clan Heavy Machine Gun:
  • Decreased damage per second to 1.4 (from 1.5)
  • Decreased critical hit chances to 25%, 14%, 3% for 1x, 2x, and 3x crits (from 28%, 15.5%, 3.5%)
  • Decreased critical damage multiplier to 3 (from 3.75)

MISSILE WEAPONS
Clan ATM 3/6/9/12:
  • Decreased minimum range to 60m (from 120m)


SKILL TREE ADJUSTMENTS

  • Reduced Radar Deprivation skill node value to 19% per node (from 20%)


'MECH QUIRK ADJUSTMENTS

As a continuation of our assessment of 'Mech quirk performance, the following changes have been made:

VIPER
VPR-Prime:
  • Removed acceleration/deceleration boost from RT
  • Removed torso speed and turn rate boost from RT
  • Removed +4 Armor boost from RT
  • Added +8 RT Armor boost to SO8
VPR-A:
  • Removed +4 Armor boost from LT, RT
  • Added +6 LT, RT Armor boost to SO8
VPR-C:
  • Removed acceleration/deceleration boost from LT, RT
  • Removed torso speed and turn rate boost from LT, RT
  • Removed +4 Armor boost from LT, RT
  • Removed 5% MG rate of fire from SO8
  • Added +6 LT, RT Armor boost to SO8
  • Increased acceleration/deceleration boost to 20% in SO8 (from 10%)

CRUSADER
CRD-6T:
  • Reduced LL, LT, CT, RT, RL Armor boost to +5 (from +10)
  • Reduced LA, RA Armor boost to +7 (from +15)

ZEUS
All Variants:
  • Added -25% Critical damage chance (receiving)
Variants: ZEU-6S, ZEU-5S, ZEU-9S2
  • Added +7.5% Mech top speed

CYCLOPS
CP-11-A:
  • Removed -10% Ballistic cooldown
  • Removed -5% Missile cooldown
  • Added -10% cooldown
CP-10-Z:
  • Removed 10% AC20 velocity
  • Added 15% weapon velocity
CP-11-A-DC:
  • Removed 10% Missile velocity
  • Added 10% weapon velocity
CP-11-P:
  • Removed 10% Ballistic range
  • Removed 10% Energy range
  • Added 10% Range
CP-S:
  • Normalize survival quirks to rest of the variants
  • Added 15% missile range
  • Added 10% Laser range


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_410.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 johnnyq666

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Posted 09 December 2022 - 09:33 PM


  • Reduced Radar Deprivation skill node value to 19% per node (from 20%)
o.0


#3 RoyKilroy

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Posted 09 December 2022 - 09:44 PM

Is a fix for the matchmaking system on the agenda?

#4 Miss Hannigan

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Posted 09 December 2022 - 09:47 PM

Any chance that the top dog will get a quirk pass? Doesn't have any of the armor bonuses that the other thunderbolts do.....

#5 Rhaelcan

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Posted 09 December 2022 - 09:52 PM

Can you please show each crusader variant? Or what about platinums

#6 Tarogato

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Posted 09 December 2022 - 10:12 PM

View Postjohnnyq666, on 09 December 2022 - 09:33 PM, said:

  • Reduced Radar Deprivation skill node value to 19% per node (from 20%)
o.0


Cauldron expressed that this change is to make lock-on weapon systems more reliable, since you will no longer be able to reach full 100% Radar Derp. Because let's face it, it's really silly how a mech walking behind another mech or a small pylon can instantly break locks. This should no longer happen as often. Also should reduce the effect of a bug with Streaks where facehugging can break locks.

#7 Glaive-

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Posted 09 December 2022 - 10:19 PM

Whoa I was NOT expecting a reduction to ATM min range. Thank you so much for that!! Should be a huge help to some builds.

Sad to see no help for the Adder, the thing is basically a myth from what I've seen lately.

#8 martian

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Posted 09 December 2022 - 10:44 PM

View PostInnerSphereNews, on 09 December 2022 - 09:29 PM, said:

ENERGY WEAPONS

Clan ER Large Laser:

Decreased heat to 9.5 (from 10)
Increased heat penalty multiplier to 5.75 (from 5)

Because the game really needs more Clan ER Large laser sniping.


View PostInnerSphereNews, on 09 December 2022 - 09:29 PM, said:

BALLISTIC WEAPONS
Clan Heavy Machine Gun:
Decreased damage per second to 1.4 (from 1.5)
Decreased critical hit chances to 25%, 14%, 3% for 1x, 2x, and 3x crits (from 28%, 15.5%, 3.5%)
Decreased critical damage multiplier to 3 (from 3.75)

Many players will be very pleased - Machine Guns are going to be nerfed. This is the end of the game-wide MG menace with the staggering range of 130 m.


View PostInnerSphereNews, on 09 December 2022 - 09:29 PM, said:

CRUSADER

CRD-6T:
Reduced LL, LT, CT, RT, RL Armor boost to +5 (from +10)
Reduced LA, RA Armor boost to +7 (from +15)

When the 'Mech is about to be available for C-Bills, it is nerfed ...

Just like when the KDK-3 Kodiak ruled the game: When it was available for cash (either directly or indirectly for MCs), it was among the best 'Mechs in the game. Just when it was about to be made generally available, PGI nerfed both the 'Mech and its Ultracannons.

I like seeing that when it comes to PGI, some things never change ...


And now you can go and contemplate: Why is MWO losing players?Posted Image Posted Image

Edited by martian, 09 December 2022 - 11:07 PM.


#9 Tarogato

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Posted 09 December 2022 - 11:04 PM

I appreciate that we're trying to fix ATMs which are currently a pretty useless weapon, but reducing minrange won't improve them. Their problem is last year they were overnerfed from 3.0 damage to 2.5 damage and became impotent. They need a damage buff to somewhere in the 2.6 to 2.7 range.

Or perhaps more importantly, their mid-range and long-range damage brackets need a damage buff - ATMs suffer from being only worthwhile in their close-range bracket where they deal their biggest damage.

#10 B0ll0

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Posted 09 December 2022 - 11:54 PM

And again some adjustments and skill changes, that’s all…
Just talked to a friend a few days ago how much we liked faction play years ago until it was ruined more and more.

#11 Duke Falcon

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Posted 10 December 2022 - 12:18 AM



Quote


CLAN COLLECTION 10

  • Nova NVA-A(P) + Platinum Pattern Unlock for all Nova Variants

  • Summoner SMN-B(P) + Platinum Pattern Unlock for all Kit Fox Variants

  • Dire Wolf DWF-A(P) + Platinum Pattern Unlock for all Kit Fox Variants


May I ask how Summoner and Dire wolf unlock Kit fox patterns?!

Quote

Clan ER Large Laser:
  • Decreased heat to 9.5 (from 10)
  • Increased heat penalty multiplier to 5.75 (from 5)


Huh, why? Why always messing with clan-tech (not clan-tech but league-tech because the "balance nerfs", no clan-tech is trully present)?

#12 Navid A1

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Posted 10 December 2022 - 02:35 AM

View Postmartian, on 09 December 2022 - 10:44 PM, said:

Because the game really needs more Clan ER Large laser sniping.

Clan ER Large lasers are one of the most outclassed weapons in the current state of the game where most fights are sub-600m due to most maps allowing for safe, covered channels to approach well inside cERLL optimum range. Clan ERLL was changed more than a year ago to have a longer cooldown, and in the past year has been hit with both a duration nerf and a heat nerf.
The adjustment to the ghost heat multiplier is done as well, so firing 3 or more still nets you the same level of heat that you get now.
Effective use of cERLL often requires constant face time, to be able to leverage the range advantage. Once the fight moves within 600m. You immediately have an inferior weapon against basically anything else. The heat change will only affect firing of 2 cERLL at a time, which on a dedicated cERLL mech means multiple groups of them firing in sequence. The heat change keeps them in the fight a while longer before the fight inevitably moves closer.

On a side note. I've seen a lot of people mistake Clan Heavy Large Laser visuals as cERLL... identifying all as "Blue Lasers", and use it as an escape goat as to why their venture into open hunting grounds was ended fast. cERLL fire is very easily avoidable in most maps. I can only think of 2 or 3 maps where long range are at a big advantage due to lack of cover.

View Postmartian, on 09 December 2022 - 10:44 PM, said:

Many players will be very pleased - Machine Guns are going to be nerfed. This is the end of the game-wide MG menace with the staggering range of 130 m.

It's more than just, oh... Machine guns are going to be nerf'd (they aren't). It's directly targeted at CLAN HMG boats like the VPR-F and MLX-G, both punching way beyond their weight class and even roles.
While the nerf to effective DPS of CLAN HMG affects all mechs that use cHMG at a same percentage, but due to small change, it's effect will be more felt in mechs that boat 8 or more of them. cHMG will remain the ultimate brawling weapons with almost no competition.


View Postmartian, on 09 December 2022 - 10:44 PM, said:

When the 'Mech is about to be available for C-Bills, it is nerfed ...

Just like when the KDK-3 Kodiak ruled the game: When it was available for cash (either directly or indirectly for MCs), it was among the best 'Mechs in the game. Just when it was about to be made generally available, PGI nerfed both the 'Mech and its Ultracannons.

I like seeing that when it comes to PGI, some things never change ...


And now you can go and contemplate: Why is MWO losing players?Posted Image Posted Image


First, PGI has had nothing to do with the nerfs to some mechs or weapons. These are all decisions made by players in an open feedback discord channel.

Crusader-6T was nerf'd because it is out of this world broken. The only reason it was not nerf'd earlier was because teams were already using it in the championship semi-finals and the general consensus was not to make changes that can mess with how teams are planning their games.
December patch is the first patch after the competition is finished, and it is going out due to that. The mech being release for Cbills this same month is a coincidence. I wasn't even aware of this before someone brought it up after changes has been already submitted.

Also, to set your records right, the KDK-3 was first nerf'd in July 2016, one month before it was even released for MC (let alone Cbills), Nerfing its CT structure to a miniscule value, and removing literally all of its other quirks.
Furthermore, the KDK-3 received its second nerf in November 2016, Two months after it was released for Cbills, removing even that miniscule CT structure it had remaining.
btw... the main nerf to the KDK-3 was not the mech itself. It was the addition of massive ghost heat to Clan UAC10s and linking of Clan Guass rifle and cERPPCs that brought down the mech.
Also, note that UAC10s were hit by the GH hammer before the mech was even out for MC.

And again note that if we wanted to treat Crusader-6T like PGI did with KDK-3, you would have been looking at ghost heat being introduced to small laser family.

So, regarding the Crusader-6T. The mech is changing from a literal god mode, to something that is so powerful that it is still making a lot of other stuff irrelevant. Faction Play Clan players in particular will have an easier time, not getting spawn camped with 48 of these (yes, you can bring 4 of them in a single deck). And quick play players will also have an easier time dealing with 4-man groups of these steam rolling their entire team.



At the end of the day, a change can't be liked by everyone. People will have their disagreements, even the people who decided on these had their disagreements, and this is the result of a compromise.

Edited by Navid A1, 10 December 2022 - 10:32 AM.


#13 SirHavan

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Posted 10 December 2022 - 04:25 AM

so no map fixes or updates in this patch?

#14 Lucky Noob

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Posted 10 December 2022 - 04:47 AM

ATM Changes ? Niiice

Radar Derp...... as a Missler i love it Posted Image

Zeus Changes Boy oh Boy, now you got me Posted Image Posted Image Posted Image

#15 Vellron2005

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Posted 10 December 2022 - 04:57 AM

You know, for the longest time, I've been mostly indifferent or not very happy with balance changes, but this upcoming patch finally brings two changes I can wholly get behind..

Minimal range reduction for ATMs from 120m to 60m - This is extremely great and will make ATMs even more useful..

Also, softening the acursed radar deprivation is a huge benefit, although you didn't soften it enough..

So all in all... yaaaay, finally some changes I can get behind!

EDIT:

You guys do know you have floating geometry on the ramps in the Vitric Station map, and floating purple grasses in Hellbore QP map?

You should also probably fix those, because seeing through geometry in a map makes you look kinda unprofessional..

I've just sent you a support email about that with screenshots..

Edited by Vellron2005, 10 December 2022 - 05:44 AM.


#16 Tarteso

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Posted 10 December 2022 - 05:04 AM

View PostInnerSphereNews, on 09 December 2022 - 09:29 PM, said:










SKILL TREE ADJUSTMENTS



  • Reduced Radar Deprivation skill node value to 19% per node (from 20%)





WOW I'm excited LOL

Really PGI? Are you serious? Do you think this is a meaningful change?
Is anyone, approving this (outside cauldrom), playing the game actually??? Try it!

#17 Rhaelcan

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Posted 10 December 2022 - 10:01 AM

View Postmartian, on 09 December 2022 - 10:44 PM, said:

Because the game really needs more Clan ER Large laser sniping.



Many players will be very pleased - Machine Guns are going to be nerfed. This is the end of the game-wide MG menace with the staggering range of 130 m.



When the 'Mech is about to be available for C-Bills, it is nerfed ...

Just like when the KDK-3 Kodiak ruled the game: When it was available for cash (either directly or indirectly for MCs), it was among the best 'Mechs in the game. Just when it was about to be made generally available, PGI nerfed both the 'Mech and its Ultracannons.
Reason why it was nerfed cause comp ended. It needed a nerf lmao
I like seeing that when it comes to PGI, some things never change ...


And now you can go and contemplate: Why is MWO losing players?Posted Image Posted Image


View PostTarteso, on 10 December 2022 - 05:04 AM, said:

[/b][/b][/b][/b]

WOW I'm excited LOL

Really PGI? Are you serious? Do you think this is a meaningful change?
Is anyone, approving this (outside cauldrom), playing the game actually??? Try it!


Just don't play the game if you hate it lmao

#18 Navid A1

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Posted 10 December 2022 - 10:25 AM

View PostTarteso, on 10 December 2022 - 05:04 AM, said:

[/b][/b][/b][/b]

WOW I'm excited LOL

Really PGI? Are you serious? Do you think this is a meaningful change?
Is anyone, approving this (outside cauldrom), playing the game actually??? Try it!


A few posts above you literally explained what this change is for, and what problem it will solve.


Here, I will quote it for you:

View PostTarogato, on 09 December 2022 - 10:12 PM, said:

Cauldron expressed that this change is to make lock-on weapon systems more reliable, since you will no longer be able to reach full 100% Radar Derp. Because let's face it, it's really silly how a mech walking behind another mech or a small pylon can instantly break locks. This should no longer happen as often. Also should reduce the effect of a bug with Streaks where facehugging can break locks.

Edited by Navid A1, 10 December 2022 - 10:26 AM.


#19 Tarteso

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Posted 10 December 2022 - 11:02 AM

Oh, and you think this shity reduction of 1% per node will made lock-on weapons more reliable? LOL

#20 w0qj

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Posted 10 December 2022 - 11:27 AM

View PostTarteso, on 10 December 2022 - 11:02 AM, said:

Oh, and you think this shity reduction of 1% per node will made lock-on weapons more reliable? LOL


Let's discuss this topic separately in this other Forum thread:
https://mwomercs.com...s/page__st__160

(Hint: I believe that this trend can continue until 'maximum' Radar Deprivation drops down to 75% (ie: 5x Skill Nodes @ 15% Radar Deprivation.)

Edited by w0qj, 10 December 2022 - 11:29 AM.






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