

Patch Notes - 1.4.312.0 - 23-September-2025
#21
Posted 19 September 2025 - 03:08 PM
#22
Posted 19 September 2025 - 07:56 PM
#23
Posted 19 September 2025 - 11:41 PM
- Reduced tree count on Emerald Vale
"Mister!" he said with a sawdusty sneeze
"I am the Lorax and I speak for the trees.
I speak for the trees for the trees have no tongues.
And I'm asking you, sir, at the top of my lungs"-
he was very upset as he pouted and yelled-
"What is this THING you've done to my Emerald Vale?"
Edited by Tyger Butter, 19 September 2025 - 11:41 PM.
#24
Posted 22 September 2025 - 05:06 AM
Edited by Lepestok, 22 September 2025 - 05:10 AM.
#27
Posted 22 September 2025 - 07:56 AM
TercieI, on 22 September 2025 - 05:50 AM, said:
LOL. They couldn't make that work when the game wasn't on life support.
a handful of years ago (about when PGI ditched their road map?) they said they wouldn't add new mechs "it was impossible in the current state of the game" some of you said...or something along those lines , I think I'm paraphrasing it a bit . any who, the state of the game today is obviously an improvement from last year and the year before that. sure some of you can tell better since your memory is better than mine (probably) like cmon lets be fair, I was thinking 2025 was gonna be the year they would pull the plug on MWO for good, and I would ve to jump to another MMO...currently eyeballing Jump Space...but now I'm not so sure...are you guys sure?
Edited by simon1812, 22 September 2025 - 07:33 PM.
#28
Posted 22 September 2025 - 08:02 AM
Tyger Butter, on 19 September 2025 - 11:41 PM, said:
- Reduced tree count on Emerald Vale
"Mister!" he said with a sawdusty sneeze
"I am the Lorax and I speak for the trees.
I speak for the trees for the trees have no tongues.
And I'm asking you, sir, at the top of my lungs"-
he was very upset as he pouted and yelled-
"What is this THING you've done to my Emerald Vale?"
-sighs ...did PGI do this to please the complainers ? again? I did hear something about too many trees being an advantage for fast light mechs...because lights mechs dont have enough going against them already...
#29
Posted 23 September 2025 - 07:23 AM
#30
Posted 23 September 2025 - 09:35 AM
Spheroid, on 23 September 2025 - 07:23 AM, said:
First, the correct question is:
how long exactly has spread reduction not been working on lock-on missiles in direct fire mode?
And the answer to that is, since more than 7 years ago when direct/indirect fire was introduced for lock-ons that have separate spreads for direct and indirect fire.
Despite the game UI tooltip showing the quirk affecting both. Seems to be an oversight. Since the UI was coded to show the effect, but the actual code was never included under the skin.
#32
Posted 23 September 2025 - 03:02 PM
- BL-7-KNT
- Removed +2 LPPC HSL



- BL-7-KNT-L
- Added IS STD LL HSL +2

Edited by Pz_DC, 23 September 2025 - 03:09 PM.
#33
Posted 23 September 2025 - 05:08 PM
- BL-7-KNT
- Removed -5% Energy Cooldown
- Removed +2 LPPC HSL
- Removed 10% PPC velocity
- Added 30% Velocity
- Added 10% Range
- Removed -5% Energy Cooldown
#34
Posted 23 September 2025 - 05:23 PM
Pz_DC, on 23 September 2025 - 03:02 PM, said:
- BL-7-KNT
- Removed +2 LPPC HSL



- BL-7-KNT-L
- Added IS STD LL HSL +2

Standard LL, not BLC
Ttly, on 19 September 2025 - 02:37 PM, said:
The slower moving SHD-IIC builds are right next to the likes of U/AC HBK-IICs, which has even better hardpoint placement+hitpoints. Or the pretend-heavies (and even some of the slow lights) like the Nova, it's just not really fit for said spot as it is with its lack of quirks. I guess it's comparable to the Huntsman if nothing else then, but even it gets more weapon quirks than it.
While the faster ones instead has to contend with lights, or some of the mediums like Vulcan, Viper, Phoenix Hawk, even some of the faster heavies, and also looks mediocre as well in comparison on that spot.
If it were balanced to be more "middle of the pack" at very least, I wouldn't complain about it. Stuff like heat quirks here, cooldown there, maybe even some missile velocity. Which I would also say is due as well on some of its contemporaries.
Still, if you want a more radical approach, I'd personally would rather have cXL blow you up when you lose an ST just so we could stop having "cXL tax" as an excuse all around. And I suppose with HLL+ERMLs still being a thing, I doubt it'd be that much of a downside even then.
For LRMs 10% velocity shaves off 0.3 seconds (3.125s to 2.85s) of flight time against a 500m target in indirect fire.
It doesn't sound like a lot but with how prevalent R.dep is, even max T.decay skill nodes struggles on getting locks longer than 3s in most cases.
And with LRMs you also need to keep that lock-on the entire time if you want the tracking to work, not to mention getting the initial lock in the first place, it's just a random nerf thrown in for no good reason, and cooldown (on a light and with small launchers as well) isn't really a good substitute for velocity in this case, as being able to hit at all in the first place (which missile weapon struggles at) is a pretty important thing.
Yeah sure, the Duelist's "different thing" is just being worse (slower, less armor, less firepower) than the War Ghoul for sure, save for its faster cooldown (and torso twist speed) on its 2HGRs that makes it better (easier to use) against lights if you can't hit that first shot on the Railshark, but the WG also has lasers (something the Duelist couldn't afford to have in the first place) for, on top of its RG, so it doesn't really do badly against them either.
And against anything bigger you can just bind the railgun on the same weapon group as the lasers to fire mid-burn for that 80alpha since its screen shake doesn't throw off your laser burns anyway, while the Duelist instead just hides back in cover (using its better agility) until it goes off-cooldown since it doesn't have the hitpoints to take getting shot back. While praying that no one pushes into it while it can't shoot back.
Just because the railgun has 800m range, doesn't mean the Railsharks are solely for sniping, something the Duelist is also worse at because 500m HGR range has to deal with falloff when used at 800m.
Why even run a single lrm10 or 2 lrm5. That's just bad, very bad.
#35
Posted 23 September 2025 - 05:28 PM
Duelist fires more often compared to the railgun.
#36
Posted 23 September 2025 - 08:25 PM
#38
Posted 24 September 2025 - 02:21 AM
Rhaelcan, on 23 September 2025 - 05:28 PM, said:
Duelist fires more often compared to the railgun.
You forgot the part where the Railsharks have lasers on top, and again, the part where you can fire them mid-laser burn for 80 damage alpha with less exposure/aim time than BLC/HLL+ERML (the other build in this game that has 60+ accurate alpha) would have, there's even the 2PPC Railshark builds instead if you prefer.
And the Railshark has its 60-80 damage up on the first alpha, while for the Duelist to catch up on dealing damage, it would need to hit its second alpha (thus more exposure for it to get shot back while also just being less durable) around 5 seconds after the first one, assuming it even gets the chance for it, while the Railshark could just be cooling down behind cover/using micromanaged weapon groups to keep firing while it's hot.
You say that like shooting more is better, when shooting less (and not being able to be shot back from being in cover) while doing the same/more damage is actually better in this 10 year old game.
I don't know what to say. I feel sorry that you can't come to that conclusion yourself.
Here's another example that's probably easier for you to wrap your head around in.
C/IS-LPLs and Beam Lasers/LXPL shares the same opportunity cost of 6t-7t 2slot hitscan energy weapons, yet the latter suck.
Why? Because you need to hit the beam laser/LXPL for TWO seconds for it to do the same damage as the C/IS-LPL would in ONE second.
Its niche only works when you're shooting at people that made the mistake of letting themselves be shot at for that long, and even then they might shoot back and outdamage the beam laser user anyway/lower its impact by doing torso twists, not to mention the user just not being that accurate to hold the burn for that long even if it's "easier to use".
The Beam Laser/LXPL is the Duelist, the C/IS-LPL is the Railshark in this analogy to make it as clear as possible, and they both share the same opportunity cost of ONE player slot for their team, as far as Quickplay is concerned.
Rhaelcan, on 23 September 2025 - 05:23 PM, said:
It's more a point on how significant velocity changes are with slow projectile weapons, guess it flew over your head just like how terrible (through the fault of balancing) LRMs are.
Here's a simpler explanation.
AC2/Gauss have 2000 velocity.
To hit stuff at 800m, they would need to take account of 0.4s of lead time.
With +10% velocity, you get 2200 velocity.
The change in lead time is only 0.04s faster, turning it into 0.36s at 800m, which doesn't really change how they aim significantly.
Meanwhile for LRMs:
To hit stuff at 500m with indirect fire (160 velo) it would take around 3.1s of flight time.
With +10% velocity quirk, you'll get indirect fire at 176 velo which would have 2.8s flight time.
That's 0.3s less flight time, a lot more than "0.04s less lead time" that the AC2/Gauss gets despite being the same +10% velocity.
Likewise for other slow projectile weapons like AC20/MRMs/SRMs/etc. the slower the base speed, the more impact it has.
And in particular case for LRMs, less flight time also means less time you need to keep a lock on/keep an enemy spotted for the projectiles to hit, less time for target to go to cover, to do damage at all, instead of just "easier to aim with less lead" as per direct-fire weapons (like SRMs) getting velocity quirks. Which is a very valuable trait because T.Decay time is highly limited due to prevalence of ECM and R.Dep.
I didn't even get to the part where for LRMs the firing arc also changes the flight time to actually often be longer than these.
Then you also have their spread making hits, if any, to be of relatively low impact towards the target, hitting legs/arms instead of torso if not missing entirely to hit the ground.
It's also just a needless nerf to SRM8/MRM10 builds on it.
Edited by Ttly, 24 September 2025 - 05:07 AM.
#39
Posted 24 September 2025 - 09:30 AM
InnerSphereNews, on 18 September 2025 - 09:07 AM, said:
- BL-7-KNT-L
- Removed -5% Laser Duration
- Removed -10% STD Laser Duration
- Added 25% Medium Laser Family Range
- Added IS STD LL HSL +2
- Removed -5% Laser Duration
Not quite understanding the reason for this one. Now you go from something like this:
2BL 6ERML, super low burn time that runs on a Light Engine
bl-7-knt-l
To this:
6LL 2ERML, no burn time quirk, almost exact same dmg/dps and have to run an XL for the higher weapon tonnage
bl-7-knt-l
Was this intended to be a nerf?
EDIT: looks like the BL-6-KNT was just intended to take over this role. Same mounts, better quirks than the above one originally had. Just buying the 6 and going to shelve the 7-KNT-L as it's literally pointless to run.
Edited by Warblast, 24 September 2025 - 10:14 AM.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users