Jump to content

Patch Notes - 1.4.293.0 - 19-March-2024


127 replies to this topic

#1 InnerSphereNews

    Member

  • Developer
  • Developer
  • 2,780 posts

Posted 15 March 2024 - 07:09 PM




MECHWARRIOR ONLINE LEGENDS
MARCH 2024 PATCH NOTES


Patch Date and Time - March 19th 2024 @ 10AM – 1PM PACIFIC
Version Number: v1.4.293.0
Size: 209 MB
Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.


Greetings MechWarriors!

This month's update includes the new Otomo Pack, six 'Mech variants straight from The Dragon's Gambit MW5 DLC, new Weapons and Ammo Types, Weapon, Equipment, 'Mech, Quirk, and Map Adjustments, and more!

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


PATCH SALE
50% OFF C-BILL and MC prices on All Engines, All Weapons (including the NEW!), All Consumables, 'Mech Bays, Premium Time, GSP, and all of the 'Mechs that are updated in this patch.


LUCKY CHARMS EVENT 2024
Welcome to the Lucky Charms 2024 Event! This year's lucky Charms will be all about getting the Loot bags, Bonus Redeems and Pick a Prize Hero Mech of Choice. We have also included “Legends” that have been made into Heroes and every Hero that has been available for MC up to the December 2023 Patch Date. This includes: Howl, Desperada, Arges, Seraph, Scattershot, Dreadnought, Moonwalker, and Juggernaut. Note these are just the “Hero” versions of the Legends and do not include any of the Legends Mini Battlepass content!


DUNCAN FISHER HERO MECH and WARHORN
Solaris Showdown, the latest DLC for MechWarrior 5: Mercenaries, has arrived and with this patch all those that wishlisted the DLC on Steam and posted on the appropriate thread by the deadline will receive their Duncan Fisher Hero/Special 'Mech with 30% C-Bill Boost and Warhorn! (MechBay Included)



OTOMO PACK
Speaking of MechWarrior 5: Mercenaries, the Otomo 'Mechs (from The Dragon's Gambit)have arrived to MWO. Available with the patch for $20, the Otomo Pack will include (Link will be available with patch):
  • 6 'MECHS each with a 30% C-Bill Boost
    • Dragon DRG-1N(O)
    • Catapult CPLT-K2(O)
    • Charger CGR-3K(O)
    • Hatamoto Chi HTM-28TR(O)
    • Battlemaster BLR-2C(O)
    • Mauler MAL-1P(O)
  • 6 'MECH BAYS
  • 7 BOLT-ONS
  • 1 DECAL
  • 6 OTOMO Skins + unlock for 6 Chassis (Same as OTOMO variants)



NEW WEAPONS AND AMMO TYPES
LIGHT AUTOCANNONS
A modified version of the Inner Sphere AC/2 and AC/5 weapons, these variations sacrifice range and cooldown for increased weight savings.
LAC/2
  • Tech: Inner Sphere
  • Tonnage: 4 tons
  • Slots: 1 slot
  • Damage: 2 damage
  • Number of Rounds: 1 round
  • Cooldown: 1.1 seconds
  • Optimal Range: 540m
  • Max Range: 1080m
  • Heat: 0.6
  • Ghost Heat: NA
  • Velocity: 1600
  • Quirk Families: Ballistic, Autocannon, AC2
LAC/5
  • Tech: Inner Sphere
  • Tonnage: 5 tons
  • Slots: 2 slot
  • Damage: 5 damage(2.5 per round)
  • Number of Rounds: 2 round
  • Cooldown: 2.15 seconds
  • Optimal Range: 450m
  • Max Range: 900m
  • Heat: 1.5
  • Ghost Heat(GH starts at this number): 6
  • Ghost Heat Multiplier: 0.5
  • Ghost Heat Family: AC5
  • Velocity: 1300
  • Quirk Families: Ballistic, Autocannon, AC5

PROTOMECH AUTOCANNONS
Clan modified versions of the C-AC/2, C-AC/5, and C-AC/10. Like LACs, these also sacrifice range and cooldown for lighter tonnage.
PAC/2
  • Tech: Clan
  • Tonnage: 3.5
  • Slots: 2 slot
  • Damage: 2 damage
  • Number of Rounds: 1 round
  • Cooldown: 1.25 seconds
  • Optimal Range: 600m
  • Max Range: 1200m
  • Heat: 0.75
  • Ghost Heat: NA
  • Velocity: 1600
  • Quirk Families: Ballistic, Autocannon, AC2
PAC/4
  • Tech: Clan
  • Tonnage: 4.5
  • Slots: 3 slot
  • Damage: 4 damage
  • Number of Rounds: 1 round
  • Cooldown: 2 seconds
  • Optimal Range: 450m
  • Max Range: 900m
  • Heat: 1.5
  • Ghost Heat: 5
  • Ghost Heat Multiplier: 0.8
  • Ghost Heat Family: AC5
  • Velocity: 1400
  • Quirk Families: Ballistic, Autocannon, AC5
PAC/8
  • Tech: Clan
  • Tonnage: 5.5
  • Slots: 4 slot
  • Damage: 8 damage(4 per round)
  • Number of Rounds: 2 rounds
  • Cooldown: 3 seconds
  • Optimal Range: 270m
  • Max Range: 540m
  • Heat: 3
  • Ghost Heat: 5
  • Ghost Heat Multiplier: 24
  • Ghost Heat Family: AC10
  • Velocity: 1200
  • Quirk Families: Ballistic, Autocannon, AC10

THUNDERBOLT MISSILES
Similar to LRMs, these missiles carry a much larger payload, fire in lower arcs, and have a lower max range. These missiles are slightly more vulnerable to AMS than their LRM counterparts.
THUNDERBOLT 5
  • Tech: Inner Sphere
  • Tonnage: 3
  • Slots: 1
  • Damage: 5 damage
  • Number of Missiles: 1 missile
  • Cooldown: 3.25 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 2.2
  • Ghost Heat: 5
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt(new family)
THUNDERBOLT 10
  • Tech: Inner Sphere
  • Tonnage: 7
  • Slots: 2
  • Damage: 10 damage(5 per missile)
  • Number of Missiles: 2 missiles
  • Cooldown: 3.7 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 3.6
  • Ghost Heat: 4
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt
THUNDERBOLT 15
  • Tech: Inner Sphere
  • Tonnage: 11
  • Slots: 3
  • Damage: 15 damage(5 per missile)
  • Number of Missiles: 3 missiles
  • Cooldown: 4 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 4.5
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt
THUNDERBOLT 20
  • Tech: Inner Sphere
  • Tonnage: 15
  • Slots: 5
  • Damage: 20 damage(5 per missile)
  • Number of Missiles: 4 missiles
  • Cooldown: 4.3 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 5.4
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt

MAGSHOT/AP GAUSS
A much smaller Gauss Rifle designed for anti-infantry. Unlike their larger counterparts, these weapons do not require charge up before firing.
MAGSHOT
  • Tech: Inner Sphere
  • Tonnage: 0.5 tons
  • Slots: 2 slot
  • Damage: 2 damage
  • Number of Rounds: 1 round
  • Cooldown: 2 seconds
  • Optimal Range: 270m
  • Max Range: 540m
  • Heat: 0.5
  • Ghost Heat: NA
  • Velocity: 1700
  • Explosion Damage: 5
  • Quirk Families: Ballistic, Autocannon
AP GAUSS
  • Tech: Clan
  • Tonnage: 0.5 tons
  • Slots: 1 slot
  • Damage: 2 damage
  • Number of Rounds: 1 round
  • Cooldown: 2 seconds
  • Optimal Range: 270m
  • Max Range: 540m
  • Heat: 0.6
  • Ghost Heat: NA
  • Velocity: 1700
  • Explosion Damage: 5
  • Quirk Families: Ballistic, Autocannon

SILVER BULLET GAUSS RIFLE
A modified Gauss Rifle with spread and a much shorter cooldown.
  • Tech: Inner Sphere
  • Tonnage: 15 tons
  • Slots: 7 slots
  • Damage: 15 damage(5 per shell)
  • Number of Rounds: 3 rounds fired in a spread pattern
  • Cooldown: 3.5 seconds
  • Optimal Range: 810m
  • Max Range: 1620m
  • Heat: 1
  • Ghost Heat: NA
  • Velocity: 2200
  • Spread: 0.4
  • Explosion Damage: 20
  • Quirk Families: Ballistic, Gauss

BEAM LASER
A Clan experimental weapon meant to emulate the Large X-Pulse Laser, this weapon fires a continuous beam.
  • Tech: Clan
  • Tonnage: 6 tons
  • Slots: 2 slots
  • Damage: 5 Damage per second
  • Heat: 3 Heat per second
  • Optimal Range: 600m
  • Max Range: 900m
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 10
  • Ghost Heat Family: Large Laser
  • Quirk Families: Laser, STD Laser
(Note: This weapon is not impacted by duration or cooldown quirks)

PLASMA CANNON
A lighter variation of the Clan ER-PPC, this weapon deals a marginal amount of heat damage to targets as well.
  • Tech: Clan
  • Tonnage: 3 tons
  • Slots: 2 slots
  • Damage: 4.5 damage + 1 splash damage to each adjacent component
  • Cooldown: 3.5 seconds
  • Optimal Range: 540m
  • Max Range: 1080m
  • Heat: 7
  • Ghost Heat: 4
  • Velocity: 1650
  • Heat Damage: 0.25(this will result in 1-2% based on the heat capacity of the mech)
  • Quirk Families: Clan ERPPC, Light PPC
(Note: Not all of the Heat Damage in the Plasma Cannon is in the primary damage, some is in the splash damage as well. In order to land full heat damage on your target, you must hit them in a torso component. Hitting a limb will result in only 2/3 of the heat damage being dealt as some splash damage is lost)

LIGHT TAG
A lighter variant of the IS TAG laser.
  • Tech: Inner Sphere
  • Tonnage: 0.5 tons
  • Slots: 1 slots
  • Optimal Range: 450m
  • Max Range: 450m


WEAPON ADJUSTMENTS
LARGE LASER
  • Reduced heat to 5.9 (from 6.5)

BINARY LASER CANNON
  • Increased beam duration to 1.3 seconds (from 1.25)

LARGE X-PULSE LASER
  • Increased heat to 1.5 (from 1.35)
  • Reduced range to 450m (from 480m)

INCOMING UPDATES
In the April patch, 'Mechs will get Ammo Quirks for their New Weapons based on the following criteria:
  • 'Mechs with STD AC ammo quirks will get Light AC/Proto AC ammo depending on their tech type
  • 'Mechs with Machine Gun ammo quirks will get Magshot/AP Gauss ammo depending on their tech type
  • Inner Sphere 'Mechs with LRM ammo quirks will get Thunderbolt ammo
  • Inner Sphere 'Mechs with Gauss ammo quirks will get Silver Bullet Gauss ammo


EQUIPMENT ADJUSTMENTS
ADVANCED SENSOR PACKAGE
  • Clan 'Mechs can now equip the same Advanced Sensor Package as IS
MASC MK I (IS)
  • Acceleration boost reduced to 150% (from 180%)
  • Deceleration boost reduced to 140% (from 170%)
  • MASC bar fill rate is made consistent with other classes of MASC

MASC MK II (IS)
  • Acceleration boost reduced to 150% (from 200%)
  • Deceleration boost reduced to 140% (from 190%)
  • Increased Turn rate boost to 50% (from 45%)

MASC MK III (IS)
  • Acceleration boost reduced to 150% (from 185%)
  • Deceleration boost reduced to 140% (from 175%)
  • Increased Turn rate boost to 50% (from 40%)

MASC MK IV (IS)
  • Acceleration boost reduced to 150% (from 185%)
  • Deceleration boost reduced to 140% (from 175%)
  • Increased Turn rate boost to 50% (from 35%)

MASC MK V (IS)
  • Acceleration boost reduced to 150% (from 180%)
  • Deceleration boost reduced to 140% (from 170%)
  • Increased Turn rate boost to 50% (from 30%)

MASC MK I (Clan)
  • Acceleration boost reduced to 150% (from 180%)
  • Deceleration boost reduced to 140% (from 170%)
  • Increased Turn rate boost to 50% (from 45%)
  • MASC bar fill rate is made consistent with other classes of MASC

MASC MK II (Clan)
  • Acceleration boost reduced to 150% (from 190%)
  • Deceleration boost reduced to 140% (from 180%)
  • Increased Turn rate boost to 50% (from 40%)
  • Speed boost reduced to 23% (from 26%) - consistent with IS MASC MK II

MASC MK III (Clan)
  • Acceleration boost reduced to 150% (from 185%)
  • Deceleration boost reduced to 140% (from 175%)
  • Increased Turn rate boost to 50% (from 35%)
  • Speed boost reduced to 26% (from 28%) - consistent with IS MASC MK III

MASC MK IV (Clan)
  • Acceleration boost reduced to 150% (from 180%)
  • Deceleration boost reduced to 140% (from 170%)
  • Increased Turn rate boost to 50% (from 30%)
  • Speed boost reduced to 28% (from 30%) - consistent with IS MASC MK IV


'MECH ADJUSTMENTS
BANSHEE
La Malinche and Siren
  • Moved energy hardpoints higher up in the arms

CICADA
All variants:
  • Acceleration increased to 89.23 kph/s (from 75.39 kph/s)
  • Deceleration increased to 100.62 kph/s (from 81.88 kph/s)
  • Turn rate increased to 112.87 deg/s (from 92.82 deg/s)
  • Torso twist speed increased to 202.5 deg/s yaw and 143.48 deg/s pitch (from 175.5 deg/s and 126.56 deg/s)

VAPOR EAGLE
Gorewing (LGD)
  • Torso twist speed increased to 130.5 deg/s yaw and 95.63 deg/s pitch (from 108 deg/s and 78.75 deg/s)


'MECH QUIRKS
FLEA
FLE-19
  • Reduced cooldown to -15% (from -40%)
  • Added -25% Energy cooldown
  • Added -25% Missile cooldown
FLE-R5K
  • Added 5% Mech top speed
  • Added -20% Laser duration
  • Added 30% Missile velocity

MIST LYNX
MLX-D
  • Removed -20% UAC Jam duration from SO8
  • Added -50% UAC Jam chance in SO8
  • Increased UAC Jam chance to -50% on LA (from -40%)

ARCTIC CHEETAH
ACH-B
  • Increased LBX Spread to -40% on RA (from -5%)
  • Added 40% Ballistic velocity to RA

WOLFHOUND
WLF-1, WLF-1A, WLF-1B, WLF-2, WLF-GR, WLF-C(L)
  • Reduced RT armor bonus to +11 (from +17)
  • Added +6 Armor bonus to RA

CICADA
CDA-2B
  • Increased Energy heat to -15% (from -10%)

VINDICATOR
All Variants:
  • Added +100% Jump Jet initial thrust
  • Survival bonuses on all variants normalized to VND-1X level
VND-1R
  • Removed -10% Energy heat
  • Removed 10% Energy range
  • Removed 20% PPC velocity
  • Added 10% Range
  • Added -20% Heat
  • Added -10% Laser duration
  • Added -30% Missile spread
VND-1AA
  • Removed -10% Energy heat
  • Removed -10% PPC heat
  • Removed 20% PPC velocity
  • Removed -15% Missile cooldown
  • Removed 10% Missile velocity
  • Increased Cooldown to -20% (from -10%)
  • Added -30% heat
  • Added 30% Weapon velocity
VND-1X
  • Removed -5% Missile cooldown
  • Removed -20% Energy heat
  • Removed 20% PPC velocity
  • Increased cooldown to -30% (from -20%)
  • Increased Machine gun rate of fire to 50% (from 30%)
  • Added -20% Heat
  • Added 15% Range
  • Added -30% Spread

NOVA
NVA-PRIME
  • Increased Energy heat to -5% in LT, RT (from -2.5%)
  • Increased Torso yaw speed to 10% in LT, RT (from 2.5%)
  • Increased LA, RA Armor bonus to +8 in SO8 (from +5)
  • Added 10% Torso pitch speed in LT, RT
NVA-A
  • Added +6 Torso yaw angle in LT, RT
NVA-B
  • Increased Pulse laser duration to -5% in LA (from -3%)
  • Increased Laser duration to -5% in LA (from -3%)
  • Increased torso yaw angle to +6 in LT (from +3)
  • Added +6 Torso yaw angle in RT
NVA-C
  • Increased Missile cooldown to -10% in LT (from -5%)
  • Added +6 Torso yaw angle in LT, RT
  • Added +7 LT, RT Armor bonus in SO8
NVA-D
  • Added 10% Torso yaw and pitch speed in LT, RT
NVA-S
  • Increased torso yaw angle to +6 in LT, RT (from +3)
  • Increased Pulse laser heat to -5% in LA, RA (from -2.5%)
NVA-BK
  • Removed 3% ER Laser range from RA
  • Increased LT Structure bonus to +10 (from +5)
  • Increased torso yaw angle to +6 in RT (from +3)
  • Added 5% Laser range in RA
  • Added -25% Missile spread in SO8

KINTARO
All Variants (excluding KTO-20):
  • Increased CT Armor bonus to +20 (from +15)
KTO-18
  • Removed -10% Laser duration
  • Removed 15% STD Laser range
  • Increased Missile heat to -15% (from -5%)
  • Increased SRM spread to -20% (from -10%)
  • Added 10% Range
KTO-19
  • Removed -10% Missile cooldown
  • Removed -5% Heat
  • Increased Streak SRM heat to -25% (from -15%)
  • Added -20% Streak SRM cooldown
  • Added +100m 360 degree target retention
KTO-20
  • Increased CT Armor bonus to +25 (from +15)
  • Removed -30% Pulse laser duration
  • Increased Laser duration to -40% (from -10%)
KTO-GB
  • Removed -10% MRM cooldown
  • Removed 30% MRM velocity
  • Increased Cooldown to -15% (from -5%)
  • Added 30% weapon velocity

DRAGON
DRG-1N
  • Added -15% AC5 cooldown

JAGERMECH
JM6-DE(L)
  • Increased Heavy Gauss Rifle range to +80% (from +20%)

MARAUDER
MAD-B(LGD)
  • Added 20% Ballistic velocity

THANATOS
TNS-4S
  • Removed Large pulse laser HSL +1
  • Added Laser HSL +1
TNS-4P
  • Removed -5% AC20 Cooldown
  • Removed -10% Ballistic cooldown
  • Added -15% Cooldown
TNS-5P
  • Removed 5% LRM velocity
  • Removed 15% PPC Family velocity
  • Added 20% Weapon velocity
TNS-5S
  • Removed 5% Ballistic range
  • Removed 10% Energy range
  • Added 10% Range
TNS-HA
  • Removed -5% Laser heat
  • Removed -10% Missile heat
  • Added -10% heat

LONGBOW
LGB-10C
  • Removed 18.75% Sensor range
  • Added +150m sensor range

BATTLEMASTER
BLR-1G
  • Removed -5% Medium Laser Family heat
  • Removed -10% Missile heat
  • Added -10% Heat
BLR-1D
  • Removed -10% Ballistic cooldown
  • Increased Cooldown to -20% (from -10%)
  • Increased Heat to -10% (from -5%)
BLR-1S
  • Removed -20% STD/ER Medium Laser duration
  • Removed -10% Medium Pulse Laser duration
  • Removed 15% MRM velocity
  • Removed 15% SRM velocity
  • Removed -10% SRM spread
  • Added -10% Cooldown
  • Added 15% Missile velocity
  • Added -10% Missile spread
BLR-3S
  • Removed -5% Energy heat
  • Removed 5% Medium Pulse Laser range
  • Removed -10% Missile heat
  • Increased Missile velocity to 30% (from 20%)
  • Increased Missile cooldown to -30% (from -20%)
  • Added -10% Heat
BLR-2C
  • Removed -10% Missile cooldown
  • Increased heat to -15% (from -10%)
  • Added -15% Cooldown
BLR-1GHE
  • Removed 20% PPC Family velocity
  • Removed 10% Missile velocity
  • Added 20% Weapon velocity

HIGHLANDER
All Variants:
  • Increased Jump Jet initial thrust to 200% (from 15%)
HGN-732
  • Removed -5% Ballistic cooldown
  • Removed -10% Missile cooldown
  • Removed 10% Energy range
  • Added -15% Cooldown
  • Added 10% Range
  • Added -10% Laser duration
HGN-733
  • Removed -15% Missile cooldown
  • Removed -10% AC10 cooldown
  • Removed -5% Ballistic cooldown
  • Added -15% Cooldown
  • Added 25% weapon velocity
HGN-733C
  • Removed 5% Ballistic velocity
  • Removed -5% Ballistic cooldown
  • Removed 10% Missile velocity
  • Added -10% Cooldown
  • Added 20% Weapon velocity
HGN-733P
  • Removed 10% Energy range
  • Increased heat to -15% (from -10%)
  • Added 10% Range
HGN-732B
  • Removed -10% Ballistic cooldown
  • Removed -10% Energy cooldown
  • Removed 5% Ballistic velocity
  • Removed 10% Energy range
  • Added -15% Cooldown
  • Added 10% Range
  • Added 25% Weapon velocity


MAP UPDATES AND FIXES
  • Invisible wall fix on Solaris
  • Plugged holes on Bearclaw II, Mining Collective, and Emerald Taiga










BUG FIXES
  • Fixed an issue where areas of the Black Knight lost paint ability after Red Reaper release


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.


  • 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 crazytimes

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,325 posts

Posted 15 March 2024 - 07:17 PM

I was expecting a Black Knight buff this patch?

#3 CycKath

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,575 posts
  • Google+: Link
  • LocationSE QLD, Australia

Posted 15 March 2024 - 07:37 PM

View Postcrazytimes, on 15 March 2024 - 07:17 PM, said:

I was expecting a Black Knight buff this patch?


Not having my Resistance Black Knight look like *** IS a buff, the paint fix is welcome to see.

#4 dario03

    Member

  • PipPipPipPipPipPipPipPipPip
  • Galaxy Commander
  • 3,622 posts

Posted 15 March 2024 - 07:38 PM

View Postcrazytimes, on 15 March 2024 - 07:17 PM, said:

I was expecting a Black Knight buff this patch?

It's right here in bug fix.

Quote

BUG FIXES
Fixed an issue where areas of the Black Knight lost paint ability after Red Reaper release


#5 Steel Raven

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,372 posts

Posted 15 March 2024 - 07:52 PM

View PostInnerSphereNews, on 15 March 2024 - 07:09 PM, said:


DUNCAN FISHER WARHORN
Solaris Showdown, the latest DLC for MechWarrior 5: Mercenaries, has arrived and with this patch all those that wishlisted the DLC on Steam and posted on the appropriate thread by the deadline will receive their Duncan Fisher Warhorn!





... and the mech?



#6 w0qj

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 3,420 posts
  • Google+: Link
  • Facebook: Link
  • LocationAt your 6 :)

Posted 15 March 2024 - 08:18 PM

Quite a patch!

THIS what I wake up to for MWO.

Thank you! :)

#7 -Ramrod-

    Member

  • PipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 686 posts
  • LocationSome place

Posted 15 March 2024 - 08:27 PM

Lol. The Gorewing and Blight need a helluva lot more love than that. Especially the Gorewing. But otherwise good patch.

#8 Wraith 1

    Member

  • PipPipPipPipPipPipPip
  • 710 posts

Posted 15 March 2024 - 08:28 PM

Wasn't expecting MG quirks to be applied to Magshot/APG, based on the spreadsheet saying they were in the autocannon family.

On one hand, there'll be a lot more lights that can make use of them, which is great since that's where the weapon will be the most interesting. On the other, ammo efficiency was one of the few things keeping them from eclipsing machine guns completely, and it makes the AC ammo quirked lights a little less special. My JR7-IIC-FY and I are *very* excited though.

Still very angry about Thunderbolt missiles. EVERY OTHER GAME I've ever played that involves homing weapons allows for the possibility of dodging a missile in open terrain, against a hard lock; which makes homing weapons require some thought to use while also not ruining the game if they move faster than a brisk jog.

If we gave Thunderbolts a really small tracking coefficent (I.E. you have to point vaguely at the target to hit, but it helps with leading at max range) then we could give it 300~400m/s velocity and make it usable as a dumbfire weapon without turning the game into a hiding simulator. But nah, we just got another weapon with the same boring mechnics.

Does the tracking coeffient in weapons.xml even do anything/allow for different values without affecting LRMs, or are we actually just stuck with this monotony?

#9 RoyKilroy

    Member

  • PipPip
  • Philanthropist
  • Philanthropist
  • 36 posts

Posted 15 March 2024 - 08:31 PM

I thought we were getting the Duncan Fisher mech, not just a warhorn ???

#10 Terran123rd

    Member

  • PipPipPipPipPipPip
  • The Lumberjack
  • The Lumberjack
  • 438 posts

Posted 15 March 2024 - 10:00 PM

The new weapons are very interesting. The TBLRMs, tiny gauss, and beam lasers will be fun to experiment with.

But I'm a little concerned about the lack of mention about the Duncan Fisher mech. I thought we were supposed to get a mech AND a warhorn, not just a warhorn.

#11 Mad Porthos

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 481 posts
  • LocationChicago, Illinois

Posted 15 March 2024 - 10:24 PM

As someone mentioned above, can't help notice a different thing being mentioned about the Duncan Fisher "Warhorn".

I too wonder what changed, since the original post is still up mentioning the mech in question. I suppose it may come down to they don't have a Duncan Fisher Hero mech made yet. I thought I heard something about it being a thunderbolt mech, but might be conflating that with some talk of the Thunderbolt Missiles. Also, heard mention that Fisher in the lore was never quite pinned down as having one particular mech but rather liked piloting and competed in the medium category of mechs, which a Thunderbolt is not. We'll see what shakes out. Injecting it after the March 19th Patch is technically a vast amount of time, afterall if you give a horn with the patch and then give the mech a month later, you've technically given it too... after the March 19th patch. Posted Image Still I think else where too they said they'd give it IN the March 19th Patch. Anticipation.


I quote from the original post here...

We will inject the Duncan Fisher Hero Mech and Warhorn after the March 19th Patch, if you follow the instructions you will automatically receive your FREE Duncan Fisher Hero Mech and Warhorn!

Edited by Mad Porthos, 15 March 2024 - 10:31 PM.


#12 Axys Rageborn

    Member

  • PipPipPipPipPip
  • The Moon
  • The Moon
  • 125 posts

Posted 15 March 2024 - 10:33 PM

Looks fun TBH. Looking forward to playing again.

Also clearly says mech and warhorn in the notes. I think they just used warhorn in the title which is probably where the confusion comes from.

#13 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,795 posts

Posted 15 March 2024 - 11:31 PM

View PostInnerSphereNews, on 15 March 2024 - 07:09 PM, said:

THUNDERBOLT MISSILES
Similar to LRMs, these missiles carry a much larger payload, fire in lower arcs, and have a lower max range. These missiles are slightly more vulnerable to AMS than their LRM counterparts.
THUNDERBOLT 10<p style="font-size: medium;">
  • Tech: Inner Sphere
  • Tonnage: 7
  • Slots: 2
  • Damage: 10 damage(5 per missile)
  • Number of Missiles: 2 missiles
  • Cooldown: 3.7 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 3.6
  • Ghost Heat: 4
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt
THUNDERBOLT 15<p style="font-size: medium;">
  • Tech: Inner Sphere
  • Tonnage: 11
  • Slots: 3
  • Damage: 15 damage(5 per missile)
  • Number of Missiles: 3 missiles
  • Cooldown: 4 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 4.5
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt
THUNDERBOLT 20<p style="font-size: medium;">
  • Tech: Inner Sphere
  • Tonnage: 15
  • Slots: 5
  • Damage: 20 damage(5 per missile)
  • Number of Missiles: 4 missiles
  • Cooldown: 4.3 seconds
  • Optimal Range: 630m
  • Max Range: 630m
  • Minimum Range: 150m(will do half damage at min range)
  • Heat: 5.4
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 3.4
  • Ghost Heat Family: LRM
  • Velocity: 190
  • Quirk Families: Missile, Thunderbolt



Is not it funny? You have Clan HAGs that are explicitly supposed to fire their medium range cluster shots in a shotgun-like pattern and you have turned them into zero-spread long-range sniping weapons.

And now you take IS Thunderbolt missiles that are explicitly described as firing one big undivided missile (actually, this is their main selling point) and break them into multiple small missiles.

LOL

View PostInnerSphereNews, on 15 March 2024 - 07:09 PM, said:

SILVER BULLET GAUSS RIFLE
A modified Gauss Rifle with spread and a much shorter cooldown.
<p style="font-size: medium;">
  • Tech: Inner Sphere
  • Tonnage: 15 tons
  • Slots: 7 slots
  • Damage: 15 damage(5 per shell)
  • Number of Rounds: 3 rounds fired in a spread pattern
  • Cooldown: 3.5 seconds
  • Optimal Range: 810m
  • Max Range: 1620m
  • Heat: 1
  • Ghost Heat: NA
  • Velocity: 2200
  • Spread: 0.4
  • Explosion Damage: 20
  • Quirk Families: Ballistic, Gauss


LOL

What you did with the IS SBGR is how Clans HAGs are supposed to be - because, you know, HAGs are supposed to fire the spread of 5-point pellets. IS SBGR that is supposed fire as a ranged LBX autocannon.

Now you have a weapon that is not as good as HAG in the ranged combat and it is not as good as the spread damage critseeking LBX autocannon in the medium range combat.


View PostInnerSphereNews, on 15 March 2024 - 07:09 PM, said:

BEAM LASER
A Clan experimental weapon meant to emulate the Large X-Pulse Laser, this weapon fires a continuous beam.
<p style="font-size: medium;">
  • Tech: Clan
  • Tonnage: 6 tons
  • Slots: 2 slots
  • Damage: 5 Damage per second
  • Heat: 3 Heat per second
  • Optimal Range: 600m
  • Max Range: 900m
  • Ghost Heat: 3
  • Ghost Heat Multiplier: 10
  • Ghost Heat Family: Large Laser
  • Quirk Families: Laser, STD Laser
(Note: This weapon is not impacted by duration or cooldown quirks)


I can not wait to see them boated on some Clan Heavies or Assaults. It will be so much fun - especially for enemy light and medium 'Mechs. They already have weak armor and now not even their mobility will help them.


View PostInnerSphereNews, on 15 March 2024 - 07:09 PM, said:

PLASMA CANNON
A lighter variation of the Clan ER-PPC, this weapon deals a marginal amount of heat damage to targets as well.
<p style="font-size: medium;">
  • Tech: Clan
  • Tonnage: 3 tons
  • Slots: 2 slots
  • Damage: 4.5 damage + 1 splash damage to each adjacent component
  • Cooldown: 3.5 seconds
  • Optimal Range: 540m
  • Max Range: 1080m
  • Heat: 7
  • Ghost Heat: 4
  • Velocity: 1650
  • Heat Damage: 0.25(this will result in 1-2% based on the heat capacity of the mech)
  • Quirk Families: Clan ERPPC, Light PPC

LOL

What you have created is not Clan Plasma Cannon. It is IS Plasma Gun.

Clan Plasma Cannons are suposed to work as huge ranged flamers that can often deal a lot of heat, but no damage. IS Plasma Guns dish out damage and some tiny bit of heat.

Anyway, thanks for amusing me.

#14 Tiy0s

    Member

  • PipPipPip
  • Developer
  • Developer
  • 76 posts
  • LocationMaple Valley, WA

Posted 16 March 2024 - 01:48 AM

The free Duncan Fisher mech is a cbill boosted TDR-9S with the hotrod camo, like you see him piloting in one of the opening shots of the trailer. Since it's just a TDR-9S(S) and not a "new" mech, it was not included in the patch notes content.

#15 Kan Daresh

    Rookie

  • Giant Helper
  • Giant Helper
  • 5 posts

Posted 16 March 2024 - 01:57 AM

Kolossal patch notes!
Seems like this is going to be the most interesting patch in a long time
can't wait to experiment with the new weapons
but also very excited for the various buffs to existing mechs, especially my beloved Highlanders
finally map fixes? wow, that is quite unexpected, thank you so much for this
plus lucky charms event + beef event queue
it is a good time to play mwo!

#16 killkimno

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 107 posts

Posted 16 March 2024 - 02:16 AM

Thanks to new patch!

There is no new mech this month.
no longer releasing new legendary mech packs?

#17 Drake67

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 156 posts
  • LocationEnterprise MS

Posted 16 March 2024 - 02:28 AM

BLR-1S
Removed -20% STD/ER Medium Laser duration
Removed -10% Medium Pulse Laser duration

A 10% cool down is not a replacement for duration quirks

A 10-20% laser duration with a range quirk would have helped.

Can we move away from quirking weapon systems on mechs that have like one hard point for that weapon?

#18 TELEFORCE

    Member

  • PipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 1,554 posts

Posted 16 March 2024 - 05:08 AM

View PostDrake67, on 16 March 2024 - 02:28 AM, said:

BLR-1S
Removed -20% STD/ER Medium Laser duration
Removed -10% Medium Pulse Laser duration

A 10% cool down is not a replacement for duration quirks

A 10-20% laser duration with a range quirk would have helped.

Can we move away from quirking weapon systems on mechs that have like one hard point for that weapon?


The BLR-1S has four missile hard points though? O.o

#19 Felbombling

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,973 posts
  • LocationVancouver, BC

Posted 16 March 2024 - 05:23 AM

I think I've found a silver lining for taking Thunderbolt missiles over LRMs or MRMs. It isn't a huge thing, but the weapons summon Narc, SRM 2 and SRM 4 weapon models to represent Thunderbolt 5, 10, 15 and 20s. With some Mechs, not all, this should mean smaller geometry changes over what would normally be a huge addition to hit boxes. I'm thinking of the Mauler in particular, or the Corsairs, but I'm sure it will make a difference on other chassis, as well.

Another concern I have is what will happen when you try to mount a Thunderbolt 5 in the head location of a Mech, where a Narc model normally could not be summoned/mounted due to slot limitations? This might be a problem on Mechs like the Grasshopper or Corsair Broadside, for example.

My overall thinking is that Thunderbolts will need to be modified in the coming patches, though, as I'm having a hard time seeing their usefulness over already existing missile options.

Edited by Felbombling, 16 March 2024 - 05:33 AM.


#20 Amsro

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,384 posts
  • LocationCharging my Gauss Rifle

Posted 16 March 2024 - 05:57 AM

Beefy patch.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users