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Patch Notes - 1.4.314.0 - 18 - November - 2025


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#1 InnerSphereNews

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Posted Yesterday, 04:57 PM


Patch Date and Time - November 18th, 2025 @ 10AM - 1PM PACIFIC

Version Number: v1.4.314.0
Size: TBD
Please note that due to compression differences Steam patch size may be larger than the standalone client patch size.

Patch Files (Direct Download) - TBD

Greetings MechWarriors!


This month’s update includes the release of the 2025 Loyalty Mechs, 'mech adjustments, quirk adjustments, and more!

As always, a 2 week in-game Patch Science Sale will go live shortly after the patch and include all applicable items for testing.

'Mechs in-game and new 'mechs releasing are subject to future balance changes and tuning, so get out there and do the science so we can hear your feedback!


The MechWarrior Online Team

New Variant Loyalty Mechs:

RVN-MN(L)


TBR-N(L)


HMN-H(L)


STK-4P(L)


BLR-6C(L)

Price Updates:

  • Sigma Warhorn added to the store for 750 MC

Weapon Changes:

  • Ballistic Weapons
    • Rail Gun (IS and Clan):
      • Increased charge up time to 1.0 seconds (from 0.75)
      • Reduced splash damage to 8 per each adjacent side (from 10)
    • Heavy Gauss Rifle:
      • Increased max range to 1250 (from 1000)
      • Increased ammo per ton to 10 (from 8)
    • IS AC2:
      • Reduced cooldown to 0.7 (from 0.72)
      • Increased velocity to 2200 (from 2000)
    • IS AC5:
      • Reduced heat to 1 (from 1.1)
      • Increased cooldown to 1.5 (from 1.4)
    • IS AC10:
      • Reduced cooldown to 2 (from 2.15)
      • Increased optimal/max range to 540/1080 (from 450/900)
    • IS AC20:
      • Increased optimal/max range to 300/600 (from 240/540)
    • IS LB-2X-AC:
      • Reduced heat to 0.25 (from 0.4)
      • Reduced cooldown to 0.65 (from 0.72)
    • IS LB-5X-AC:
      • Reduced heat to 0.5 (from 1)
      • Reduced cooldown to 1.15 (from 1.4)
    • IS LB-10X-AC:
      • Reduced heat to 1 (from 2)
      • Reduced cooldown to 2 (from 2.25)
    • IS LB-20X-AC:
      • Reduced heat to 2.5 (from 4)
      • Reduced cooldown to 3.5 (from 4)
      • Reduced velocity to 1200 (from 1400)
    • IS UAC2:
      • Reduced cooldown to 0.7 (from 0.72)
    • IS UAC5:
      • Reduced heat to 1.5 (from 1.66)
      • Increased cooldown to 1.5 (from 1.45)
    • IS UAC10:
      • Reduced heat to 3 (from 3.5)
    • IS UAC20:
      • Increased optimal/max range to 300/600 (from 240/540)
    • Clan AC2:
      • Reduced cooldown to 0.7 (from 0.72)
      • Increased velocity to 2200 (from 2000)
    • Clan LB-2X-AC:
      • Reduced heat to 0.25 (from 0.4)
      • Reduced cooldown to 0.65 (from 0.72)
    • Clan LB-5X-AC:
      • Reduced heat to 0.7 (from 1)
      • Reduced Cooldown to 1.15 (from 1.4)
    • Clan LB-10X-AC:
      • Reduced heat to 1.5 (from 2)
      • Reduced cooldown to 2 (from 2.25)
    • Clan LB-20X-AC:
      • Reduced cooldown to 3.5 (from 4)
    • Clan UAC2:
      • Reduced cooldown to 0.7 (from 0.72)
    • Clan UAC5:
      • Reduced heat to 1.5 (from 1.66)
      • Increased cooldown to 1.5 (from 1.4)
    • Clan UAC10:
      • Reduced heat to 3 (from 3.5)
    • Clan UAC20:
      • Reduced heat to 5 (from 6)
  • Energy Weapons
    • Binary Laser Cannon:
      • Increased cooldown to 4 (from 3.5)
    • ER Large Laser:
      • Reduced duration to 1.0 (from 1.1)
      • Reduced heat to 7.0 (from 7.5)
      • Increased heat penalty multiplier to 5.0 (from 4.0)
      • Reduced optimal/max range to 700/1400 (from 740/1480)
    • IS Medium Laser:
      • Reduced heat to 3 (from 3.25)
      • Reduced cooldown to 3 (from 3.2)
    • IS ER Small Laser:
      • Reduced cooldown to 2.5 (from 2.65)
      • Reduced heat to 1.6 (from 1.9)
    • IS Small Pulse Laser:
      • Reduced heat to 1.25 (from 1.55)
      • Reduced cooldown to 2 (from 2.1)
    • IS Standard PPC:
      • Reduced heat to 7.0 (from 8.0)
    • Clan ER Large:
      • Increased damage to 11 (from 10.5)
      • Increased heat to 9.5 (from 9)
      • Reduced duration to 1.25 (from 1.27)
      • Reduced optimal/max range to 750/1500 (from 810/1620)
    • Clan Beam Laser:
      • Reduced heat to 3 (from 3.2)
  • Missile Weapons
    • AMS (IS and Clan):
      • Increased damage per second to 4 (from 3.5)
    • Laser AMS (IS and Clan):
      • Increased damage per second to 5.5 (from 3.5)
      • Reduced optimal/max range to 175/225 (from 190/275)
    • LRMs (IS and Clan):
      • Increased velocity to 175 (from 160)
      • Increased LRM Artemis velocity to 210 (from 190)
    • Clan LRM 5:
      • Reduced heat to 2.1 (from 2.4)
    • MRM 10:
      • Reduced heat to 3.5 (from 4)
    • MRM20:
      • Reduced heat to 5.5 (from 6)
    • MRM 30:
      • Reduced heat to 8 (from 9.5)
    • MRM 40:
      • Reduced heat to 10 (from 11.5)
    • IS SRMs:
      • Increased ammo per ton to 150 (from 120)
      • Increased SRM Artemis velocity to 500 (from 400)
    • IS Streak SRM2:
      • Reduced heat to 1.4 (from 1.6)
      • Reduced cooldown to 1.75 (from 2)
    • IS Streak SRM4:
      • Reduced heat to 2.8 (from 3)
      • Reduced cooldown to 2.85 (from 3.15)
      • Increased heat penalty multiplier to 2.5 (from 1.85)
    • IS Streak SRM6:
      • Reduced heat to 3.5 (from 3.75)
      • Reduced cooldown to 3.75 (from 4)
      • Increased heat penalty multiplier to 3.5 (from 2.6)
    • Clan SRMs:
      • Increased Artemis velocity to 500 (from 400)
    • Clan Streak SRM2:
      • Reduced cooldown to 2.0 (from 2.25)
    • Clan Streak SRM4:
      • Reduced cooldown to 2.9 (from 3.25)
      • Increased heat penalty multiplier to 2.4 (from 1.85)
    • Clan Streak SRM6:
      • Reduced cooldown to 3.8 (from 4.1)
      • Increased heat penalty multiplier to 3.6 (from 2.75)

This is a pretty comprehensive weapon change and it will probably require more balance iterations in upcoming patches. The goal is to shore up some weapons that have been forgotten or lost to time and to pull back some weapons that have been dominant in the meta for too long and reduce some more oppressive ranged archetypes in quickplay.

Mech Changes:

  • Shadow Hawk IIC SHD-IIC-6 third ballistic mount moved to the top of the torso

Quirk Changes:

Firestarter

  • FS9-K
    • Removed 20% IS ERSL range

Ice Ferret

  • IFR-RC
    • Increased ballistic cooldown to -20% on RA (from -10%)

Huntsman

  • All variants (minus new HMN-H)
    • Added 6 Armor to LL and RL
    • Added -5% Heat in LL

Gauntlet

  • GTL-1OC
    • Removed -60% Jam chance from SO8
    • Increased Jam chance to -100% in RA (from -40%)
    • Increased existing ammo bonuses in RA to 100% (from 50%)
    • Added +100% Light Gauss Rifle ammo bonus to RA

Catapult

  • CPLT-J
    • Removed AMS quirks

Jagermech

  • JM6-DE
    • Reduced Heavy Gauss Range to 60% (from 80%)
    • Reduced Heavy Gauss Ammo to 12 (from 14)

Black Knight

  • BL-7-KNT
    • Added LPPC HSL +2

Timber Wolf

  • TBR-PRIME
    • Removed 50% Machine Gun ROF in So8
    • Added -15% Missile Spread in So8
  • TBR-WAR
    • Added -10% Spread in So8
  • TBR-BH2
    • Added +5 LT and RT Armor bonus SO8

Thanatos

  • TNS-4P
    • Removed 100% Missile Velocity
    • Added 100% SRM Velocity
    • Added 100% MRM Velocity
    • Added 100% Streak Velocity

Corsair

  • COR-7A
    • Removed AMS quirks

Annihilator

  • ANH-1E
    • Removed AMS quirks

Dire Wolf

  • DWF-WM
    • Removed -7.5% heat from CT
    • Added -10% heat in SO8



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): TBD
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 Captain Polux

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Posted Yesterday, 05:17 PM

Love the new camo!

#3 MechWpnsTech

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Posted Yesterday, 05:41 PM

will these new legendary mechs be added to the current november event, or xmas/future..?

#4 LordNothing

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Posted Yesterday, 05:53 PM

third!

yay ballistics are back!

#5 BlueDevilspawn

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Posted Yesterday, 06:03 PM

View PostMechWpnsTech, on 12 November 2025 - 05:41 PM, said:

will these new legendary mechs be added to the current november event, or xmas/future..?


Those are not Legends, those are this year's Loyalty mechs. As they are new they will 99% not be added to any current events but should go to the store for cbills in roughly 6-7 months time.

#6 a 5 year old with an Uzi

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Posted Yesterday, 06:16 PM

okay cool the quad uac5 jager will be slightly less punishing on heat for a bit because it was already slow and fragile

#7 macncrac

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Posted Yesterday, 07:29 PM

Still need to put in that over 20 points of damage is fall risk and add stability to the skills tree or add it to the shake skill along with gyro upgrades.

#8 LavaDa1shi

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Posted Yesterday, 07:53 PM

View Postmacncrac, on 12 November 2025 - 07:29 PM, said:

Still need to put in that over 20 points of damage is fall risk and add stability to the skills tree or add it to the shake skill along with gyro upgrades.

Posted Image Posted Image Posted Image
Pls no PGI.

Edited by LavaDa1shi, Yesterday, 07:55 PM.


#9 Ttly

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Posted Yesterday, 08:08 PM

Really? No more +MG RoF on the TBR-Prime of all things to remove?
Anyone putting up MGs there in the first place (which I do) pretty much consigned to them being deadweight (that could've went to another heat sink) for most of a match.
At least let it keep the +RoF for H/MGs but not LMGs (because we can't have additional 2DPS by grouping them with ERMLs apparently), the +RoF only ever adds up to them having the DPS of 3MGs anyway since there's only 2 mounts.
And frankly even with it, I seriously doubt people would actually even use the TBR-Prime So8 over the same ECMLaservomit mixpod still.
Oh also the missile spread buff is welcome I guess.

75t Stalker looks pretty bad when it hardly has much over the IS Marauder which actually does have almost as good front hitbox (and more hitpoints) though worse weapon placement, especially with that lack of quirks.
At least it has more hardpoints?

AMS buff is eeeh, well at least there's the LRM velocity buff (or rather reverting the nerf from couple years back) as well.
They (AMS) are in this awkward spot of being a waste of tonnage due to how weak LRMs are in the first place, but then also they're pretty effective at doing their thing anyway?
Also you missed the KFX-C/WLF-1B/SMN-D as far as AMS quirks go, but whatever I guess.

TNS-4P losing LRM velo is just why? I have seriously never seen one in the first place, let alone one that actually uses them. Also it only has 1 missile just like the BKL-E which has a similar gimmick sans ECM+JJ and being slow.

The LPPC Black Knight returning is pretty much admission that last month's nerf/removal was a screw up too.

The ERLL changes are eeeh, still probably less effective in actual play than HLL/BLCs anyway, don't really like the range nerf which are their whole shtick even if the range is still overkill for most maps anyway.
Also annoyed at the shift towards more alpha over DPS again.

Railgun charge nerf is okay I guess, makes putting them on the same weapon group as lasers (and shooting it mid-burn) to not be as snappy.

Still wish C-AC10 got its 2burst removed and its HSL buff from last year reverted.

Edited by Ttly, Today, 12:53 AM.


#10 BlueDevilspawn

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Posted Yesterday, 09:28 PM

Any lock-ons with excessive velo cause tracking issues. The missile turning radius is fixed and there is no coding to fix it. The velo separation in the Thanatos is a buff.

AMS is more powerful and an individual choice to take, while taking away the umbrella effect for the team. Much like how ECM was adjusted.

Stalkers are inherently powerful, full stop. If it's too weak, it'll get buffed.

The LPPC Black Knight was before and still will be a meme. This is just giving back the meme. The previous adjustments gave it at least 2 legit builds that will be far more meta than the LPPC one. The adjustment was and always has been the right move.

ERLL is still strong to a certain point beyond optimal. Extreme range is less powerful. Boated ERLL is also less powerful at extremes while opening space for Gauss and 2-caliber dakka to play.

#11 Ttly

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Posted Yesterday, 09:50 PM

View PostBlueDevilspawn, on 12 November 2025 - 09:28 PM, said:

Any lock-ons with excessive velo cause tracking issues. The missile turning radius is fixed and there is no coding to fix it. The velo separation in the Thanatos is a buff.

AMS is more powerful and an individual choice to take, while taking away the umbrella effect for the team. Much like how ECM was adjusted.

Stalkers are inherently powerful, full stop. If it's too weak, it'll get buffed.

The LPPC Black Knight was before and still will be a meme. This is just giving back the meme. The previous adjustments gave it at least 2 legit builds that will be far more meta than the LPPC one. The adjustment was and always has been the right move.

ERLL is still strong to a certain point beyond optimal. Extreme range is less powerful. Boated ERLL is also less powerful at extremes while opening space for Gauss and 2-caliber dakka to play.


+100% velo on LRM (pushing them to 300-400ish) has been proven to be a non-issue for tracking, it only showed up to be an issue with the initial BKL-E buff that put it up at +400% that placed them at 1000ish velo that shows that.
Ideally I'd say there should be a test server to see at what velocity threshold does it actually break rather than this whole thing.
Anyway, saying that +100% on the TNS-4P breaks it (and it losing it ENTIRELY to be a buff) is just such a weird thing to say knowing that.

And, the LPPC Black Knight just right there you said it's a meme anyway, so why was it then even removed in the first place?
It getting re-added just shows that whoever approved the entire back and forth as a silly individual you ask me.
Or some guy yelling "stop having fun" at it only to be rebuked months later, because God forbid such a meme build exists in the first place as an option.
Meanwhile they would then be okay with adding the Pretend-Hollander Firestarter (also still worse than RGH-2A/HBK-GI/Duelist) which is also a meme.

And yeah, Stalker being the chassis with one of the best hitbox+weapon placement in the game makes it strong sure, no arguments there.
But isn't being 75t in this variant's case also a handicap? One that I don't really see getting any notable quirks listed in the image to make up for.
Not that I'm saying it should be "as durable as the War Emu" but at least give it some heat quirks.
And if it did get some, I would probably just say "what about the Marauder?" powercreep and whatnot.
Unless its main gimmick *is* for drop deck (that the game isn't balanced around) or group drops to cram 3 Stalker shaped chassis at all.

Edited by Ttly, Today, 01:37 AM.


#12 mayakashiii

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Posted Today, 12:26 AM

Those changes look random. Do the inventors of this mess even play the game?

#13 Ttly

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Posted Today, 01:14 AM

View Postmayakashiii, on 13 November 2025 - 12:26 AM, said:

Those changes look random. Do the inventors of this mess even play the game?

No! Can't you see?
They're trying to "pull back some weapons that have been dominant in the meta for too long and reduce some more oppressive ranged archetypes in quickplay."
By buffing AC/LB/UAC 2 and 5 because sniping damage farming assaults with 8AC2/6AC5s like the Bane, Sovereign, or the mixpod DWF-C which aren't good enough apparently.
Yeah.
Maybe there's a point if it's comparing to something like HAG80 Maul?
To be fair, the LB buffs seems decent to differentiate them from STD AC and to make up for being spread weapons with more DPS and even less heat.

At least there's the IS AC20 range buff and the IS SRM ammo buff, also the +10% velo to LRM which was a reversal of a nerf from 2 years ago.

Still would've prefered specific variant quirk buffs rather than heavy handed approach of changing the equipment themselves though.

Edited by Ttly, Today, 01:35 AM.


#14 Alstren

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Posted Today, 02:46 AM

While I'm sad to see my Thanatos lose its ultra high velocity LRMs especially since it dident feel game breaking since it only had one hardpoint. And if it was a tacking issue then Im just confused as I was able to hit things consistently with it just fine. Overall I like these changes as a whole especially the AMS and AC buffs and the railgun nurf.

Edited by Alstren, Today, 03:19 AM.


#15 Bud Crue

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Posted Today, 04:38 AM

View PostBlueDevilspawn, on 12 November 2025 - 09:28 PM, said:

AMS is more powerful and an individual choice to take, while taking away the umbrella effect for the team. Much like how ECM was adjusted.


I get taking away the Jester's AMS bonus in light of the broader AMS changes, but c'mon, is it really a concern that a the Jester's 10% AMS range bonus is going to be OP, game breaking, give an unfair advantage, or whatever the criteria is for justifying such a change? It's such a mid-mech these days, and that little buff is about the only reason to bother taking AMS on it.

I can't imagine anyone, even a dedicated LRM player thinking: "Oh no, there's Jester(s) on the other team and they appear to actually have AMS equipped! Drats! I guess I won't be able to get any damage due to its unfair 10% AMS range bonus giving their team an umbrella of AMS coverage far beyond that of what other AMS mechs could provide! This is such BS, why won't the Cauldron fix this?! Oh wait, that's right, they took that OP 10% range bonus away!! No more umbrella effect cover for you, dastardly Jester teammates! HA! Hold locks and thank the Cauldron for the coming RAIN!!!!"

I mean seriously. It's a 10% AMS range bonus. Sigh.

#16 Ttly

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Posted Today, 10:00 AM

View PostBud Crue, on 13 November 2025 - 04:38 AM, said:

I get taking away the Jester's AMS bonus in light of the broader AMS changes, but c'mon, is it really a concern that a the Jester's 10% AMS range bonus is going to be OP, game breaking, give an unfair advantage, or whatever the criteria is for justifying such a change? It's such a mid-mech these days, and that little buff is about the only reason to bother taking AMS on it.

I can't imagine anyone, even a dedicated LRM player thinking: "Oh no, there's Jester(s) on the other team and they appear to actually have AMS equipped! Drats! I guess I won't be able to get any damage due to its unfair 10% AMS range bonus giving their team an umbrella of AMS coverage far beyond that of what other AMS mechs could provide! This is such BS, why won't the Cauldron fix this?! Oh wait, that's right, they took that OP 10% range bonus away!! No more umbrella effect cover for you, dastardly Jester teammates! HA! Hold locks and thank the Cauldron for the coming RAIN!!!!"

I mean seriously. It's a 10% AMS range bonus. Sigh.


It's even more absurd when you think about how SMN-D (also 2AMS +10% range) gets to keep them meanwhile.

#17 KursedVixen

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Posted Today, 10:13 AM

View PostTtly, on 13 November 2025 - 10:00 AM, said:

It's even more absurd when you think about how SMN-D (also 2AMS +10% range) gets to keep them meanwhile.
Clan tech superior..

#18 Rhaelcan

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Posted Today, 10:30 AM

See? Cauldron doesn't hate lrms. They actually balance the game right.

View PostKursedVixen, on 13 November 2025 - 10:13 AM, said:

Clan tech superior..


neg

#19 MT Titan

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Posted Today, 10:32 AM

Appreciate the overload of work you folks do, especially with the BattleTech related stuff added to the game, would be cool to see more Clan Wolverine influenced content added, the Clan Wolverine Decal was nice even though it wasn't complete, their story was continued through Betrayal Of Ideas and Redemption & Malice, also would like to see more Star League official Unit decal added that some of the Clans originated from in upcoming patches, I will post some of the Official Clan Wolverine origins Unit Patches for reference. Every Clan Has a Start Point within the Star League would be cool to have alternate decals to post on our mech like Inner Sphere to show our legacies.. Thanks for taking the time to read. Hunt Well All

Posted Image

#20 Rhaelcan

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Posted Today, 10:35 AM

View PostTtly, on 12 November 2025 - 08:08 PM, said:

Really? No more +MG RoF on the TBR-Prime of all things to remove?
Anyone putting up MGs there in the first place (which I do) pretty much consigned to them being deadweight (that could've went to another heat sink) for most of a match.
At least let it keep the +RoF for H/MGs but not LMGs (because we can't have additional 2DPS by grouping them with ERMLs apparently), the +RoF only ever adds up to them having the DPS of 3MGs anyway since there's only 2 mounts.
And frankly even with it, I seriously doubt people would actually even use the TBR-Prime So8 over the same ECMLaservomit mixpod still.
Oh also the missile spread buff is welcome I guess.

75t Stalker looks pretty bad when it hardly has much over the IS Marauder which actually does have almost as good front hitbox (and more hitpoints) though worse weapon placement, especially with that lack of quirks.
At least it has more hardpoints?

AMS buff is eeeh, well at least there's the LRM velocity buff (or rather reverting the nerf from couple years back) as well.
They (AMS) are in this awkward spot of being a waste of tonnage due to how weak LRMs are in the first place, but then also they're pretty effective at doing their thing anyway?
Also you missed the KFX-C/WLF-1B/SMN-D as far as AMS quirks go, but whatever I guess.

TNS-4P losing LRM velo is just why? I have seriously never seen one in the first place, let alone one that actually uses them. Also it only has 1 missile just like the BKL-E which has a similar gimmick sans ECM+JJ and being slow.

The LPPC Black Knight returning is pretty much admission that last month's nerf/removal was a screw up too.

The ERLL changes are eeeh, still probably less effective in actual play than HLL/BLCs anyway, don't really like the range nerf which are their whole shtick even if the range is still overkill for most maps anyway.
Also annoyed at the shift towards more alpha over DPS again.

Railgun charge nerf is okay I guess, makes putting them on the same weapon group as lasers (and shooting it mid-burn) to not be as snappy.

Still wish C-AC10 got its 2burst removed and its HSL buff from last year reverted.


No one is ever happy, apparently.

View Postmayakashiii, on 13 November 2025 - 12:26 AM, said:

Those changes look random. Do the inventors of this mess even play the game?


Yes, cauldron play the game.





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