Edited by simon1812, 19 May 2025 - 07:48 AM.


Patch Notes - 1.4.308.0 - 20-May-2025
#61
Posted 19 May 2025 - 07:47 AM
#62
Posted 19 May 2025 - 03:52 PM
#64
Posted 20 May 2025 - 12:25 PM
#65
Posted 20 May 2025 - 02:29 PM
Mwo Store Now Supports Many Payment Methods besides your credit card:
PayPal
UnionPay
AliPay
AmazonPlay
Crypto.comPlay
BitPlay
Skrill Digital Wallet
SkinsCash
MultiGameCard
Just bought the new Galaxies Pack for its 6x Camo Skins unlocked for each of the six chassis!
Brilliant!

#66
Posted 20 May 2025 - 04:55 PM
In three years Ive only seen one sale?
#67
Posted 20 May 2025 - 05:35 PM
PS
cockpit armor reads 42
UPDATE
at MWO discord someone told me it is intended...so i guess there is no bug.
Edited by simon1812, 20 May 2025 - 05:56 PM.
#68
Posted 20 May 2025 - 07:24 PM
simon1812, on 20 May 2025 - 05:35 PM, said:
PS
cockpit armor reads 42
UPDATE
at MWO discord someone told me it is intended...so i guess there is no bug.
I suspect it is really something like the Roughneck bug they had in the previous patch, they intended to add armor, but it forced extra armor to the back, which was fixed with a hotfix. I cannot see how they would force 21 back armor on any mech, that sacrifices so much forward facing capability
#69
Posted 20 May 2025 - 08:43 PM
The 20 point punch of the single shot is intense, and combined with the mobility that is not bad, it seems normal.
But I don't think it's interesting as a LEGEND.
The battle pass rewards are not very attractive either... We need more (more than 3) decorations!
(But not the kind that stick a lot of garbage like dreads and gauszillas...)
#70
Posted 20 May 2025 - 10:18 PM
Pondafarr, on 20 May 2025 - 07:24 PM, said:
Black Lanner
- All Variants
- Removed ALL quirks
- Added Full Body Armor +18 to CT
Edit
Dont know about a hotfix, but March patch says they fixed the bug with the full body armor quirk giving too much back armor affecting 4 mechs. So that issue should already be fixed for Black Lanner.
Edited by Samziel, 20 May 2025 - 10:51 PM.
#71
Posted 21 May 2025 - 04:29 AM
Literally, the missiles don't have enough time to converge with how fast they were going that even with direct lock-ons on *the* low spread missile that are ATMs, only 1/3rd of it would hit, and nowhere near the CT.
At least that's what I got while running it on test grounds.
Also the BKL-PRIME got this "+5% speed" quirk that does nothing I think.
#72
Posted 21 May 2025 - 05:11 AM
Samziel, on 20 May 2025 - 10:18 PM, said:
Black Lanner
- All Variants
- Removed ALL quirks
- Added Full Body Armor +18 to CT
Edit
Dont know about a hotfix, but March patch says they fixed the bug with the full body armor quirk giving too much back armor affecting 4 mechs. So that issue should already be fixed for Black Lanner.
as of the moment of this post....nope, I only possess one blacklaner (not a fan but the mech does look cool) and checked all the other variants at the store and they have oddly inflated armor values that can not be corrected in-game.
Edited by simon1812, 21 May 2025 - 05:15 AM.
#73
Posted 21 May 2025 - 05:27 AM
simon1812, on 21 May 2025 - 05:11 AM, said:
as of the moment of this post....nope, I only possess one blacklaner (not a fan but the mech does look cool) and checked all the other variants at the store and they have oddly inflated armor values that can not be corrected in-game.
I checked the store and its working as intended. The inflated armor values are.... normal armor quirks applied to all components of the Lanner, like I said. Including rear armor. If a component is armor quirked, the components armor cannot be reduced below the quirk amount. This has been the case forever.
Go to the store and try to reduce the armor of Hunchback 4G RT to 0 for example. Lowest it can go is 40.
Edited by Samziel, 21 May 2025 - 05:31 AM.
#74
Posted 21 May 2025 - 05:34 AM
Ttly, on 21 May 2025 - 04:29 AM, said:
Literally, the missiles don't have enough time to converge with how fast they were going that even with direct lock-ons on *the* low spread missile that are ATMs, only 1/3rd of it would hit, and nowhere near the CT.
At least that's what I got while running it on test grounds.
Also the BKL-PRIME got this "+5% speed" quirk that does nothing I think.
LOL! yeah they look hilarious, the LRMS (w/o artemise) overshoot and miss the mark, you cant hit a light mech with them, similarly with larger targets, most missiles miss the mark while the rest go overhead. but the ATMS do seem to work as intended and do reach the target.
#75
Posted 21 May 2025 - 06:37 AM
Samziel, on 21 May 2025 - 05:27 AM, said:
I checked the store and its working as intended. The inflated armor values are.... normal armor quirks applied to all components of the Lanner, like I said. Including rear armor. If a component is armor quirked, the components armor cannot be reduced below the quirk amount. This has been the case forever.
Go to the store and try to reduce the armor of Hunchback 4G RT to 0 for example. Lowest it can go is 40.
the hunchback 4G? it follows the rules as any other mech, Im talking about the blacklaner ,the REAR armor wont go below 22 (for LT,RT, and CT), and that's unlike any other mech in the game (could be wrong), and the cockpit armor? the minimum is 18 , and the max is 36....thats quite irregular I would say, whereas about any other mech in the game I can bring the values down to 1.
#76
Posted 21 May 2025 - 07:27 AM
simon1812, on 21 May 2025 - 06:37 AM, said:
the hunchback 4G? it follows the rules as any other mech, Im talking about the blacklaner ,the REAR armor wont go below 22 (for LT,RT, and CT), and that's unlike any other mech in the game (could be wrong), and the cockpit armor? the minimum is 18 , and the max is 36....thats quite irregular I would say, whereas about any other mech in the game I can bring the values down to 1.
That's fullbody armor (which affects everything from rear armor to head armor) at work because for some reason they don't want to do rear armor only (or head armor quirk which still only has one instance that I can remember, DWF-C) quirks which has been shown to be kind of possible on the Phoenix Hawk-Spectre or through structure bonuses (which impacts total hitpoints from the front as well, along with being vulnerable to crits).
The head armor part I'd imagine is there mostly as "free tonnage" just like how some assaults have excessive leg armor quirks (i.e Bullshark, Atlas, Orion[Heavy, I know]) when having more than 75 points of armor (before skill nodes) on legs is usually not that useful on account of people not shooting at them/they're usually behind cover.
Unless the cockpit hitpoints goes above 30 (2gauss), 45 (3HPPC) or 50 (2HGR) with the latter two being impossible without head armor/fullbody quirk, there's not really much use for inbetweens other than saving you from laser grazes, and for the latter two you can try to save yourself from by twisting/moving.
Oh and also. If the goal of all the fullbody armor/structure is soft-removal of headshots, then why not just directly bump cockpit structures (or give head structure/armor quirks on bad head hitbox chassis)? Would be funny looking at Fleas/Piranha having a more durable cockpit over their CT too, not like people would hit them there.
Oh by the way, did you know that arms/legs have a rear hitbox that you can see if you shoot them with splash damage weapons like C-ERPPC, SNPPC, or HAGs?
Edited by Ttly, 21 May 2025 - 08:11 AM.
#77
Posted 21 May 2025 - 08:12 AM
Ttly, on 21 May 2025 - 07:27 AM, said:
That's fullbody armor (which affects everything from rear armor to head armor) at work because for some reason they don't want to do rear armor only (or head armor quirk which still only has one instance that I can remember, DWF-C) quirks which has been shown to be kind of possible on the Phoenix Hawk-Spectre or through structure bonuses (which impacts total hitpoints from the front as well, along with being vulnerable to crits).
The head armor part I'd imagine is there mostly as "free tonnage" just like how some assaults have excessive leg armor quirks (i.e Bullshark, Atlas, Orion[Heavy, I know]) when having more than 75 points of armor (before skill nodes) on legs is usually not that useful on account of people not shooting at them/they're usually behind cover.
Unless the cockpit hitpoints goes above 30 (2gauss), 45 (3HPPC) or 50 (2HGR) with the latter two being impossible without head armor/fullbody quirk, there's not really much use for inbetweens other than saving you from laser grazes, and for the latter two you can try to save yourself from by twisting/moving.
Oh and also. If the goal of all the fullbody armor/structure is soft-removal of headshots, then why not just directly bump cockpit structures (or give head structure/armor quirks on bad head hitbox chassis)? Would be funny looking at Fleas/Piranha having a more durable cockpit over their CT too, not like people would hit them there.
Oh by the way, did you know that arms/legs have a rear hitbox that you can see if you shoot them with splash damage weapons like C-ERPPC, SNPPC, or HAGs?
-hmmmm...you are alright Ttly.
PS
uploaded a pic of the blacklaner at MWO discord...a couple of post above the "I'm Invincible" meme clip...thats from James bond golden eye movie...in case you wondered...
https://discord.com/...373897785245710
Edited by simon1812, 21 May 2025 - 08:58 AM.
#78
Posted 21 May 2025 - 10:27 AM
Ttly, on 21 May 2025 - 07:27 AM, said:
That's fullbody armor (which affects everything from rear armor to head armor) at work because for some reason they don't want to do rear armor only (or head armor quirk which still only has one instance that I can remember, DWF-C) quirks which has been shown to be kind of possible on the Phoenix Hawk-Spectre or through structure bonuses (which impacts total hitpoints from the front as well, along with being vulnerable to crits).
The head armor part I'd imagine is there mostly as "free tonnage" just like how some assaults have excessive leg armor quirks (i.e Bullshark, Atlas, Orion[Heavy, I know]) when having more than 75 points of armor (before skill nodes) on legs is usually not that useful on account of people not shooting at them/they're usually behind cover.
Unless the cockpit hitpoints goes above 30 (2gauss), 45 (3HPPC) or 50 (2HGR) with the latter two being impossible without head armor/fullbody quirk, there's not really much use for inbetweens other than saving you from laser grazes, and for the latter two you can try to save yourself from by twisting/moving.
Oh and also. If the goal of all the fullbody armor/structure is soft-removal of headshots, then why not just directly bump cockpit structures (or give head structure/armor quirks on bad head hitbox chassis)? Would be funny looking at Fleas/Piranha having a more durable cockpit over their CT too, not like people would hit them there.
Oh by the way, did you know that arms/legs have a rear hitbox that you can see if you shoot them with splash damage weapons like C-ERPPC, SNPPC, or HAGs?
The goal isn't soft removal of headshots, the goal is simplifying a laundry list of quirks. It does have the added bonus of extra head and back armor (typically).
#79
Posted 21 May 2025 - 02:07 PM
#80
Posted 21 May 2025 - 08:38 PM
Ttly, on 21 May 2025 - 04:29 AM, said:
Literally, the missiles don't have enough time to converge with how fast they were going that even with direct lock-ons on *the* low spread missile that are ATMs, only 1/3rd of it would hit, and nowhere near the CT.
At least that's what I got while running it on test grounds.
Also the BKL-PRIME got this "+5% speed" quirk that does nothing I think.
Slap an LRM on there and good luck hitting the Jenner
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