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Patch Notes - 1.4.316.0 - 20 -January - 2026


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#41 Ttly

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Posted 19 January 2026 - 04:04 AM

You know what's funny? Not many are actually talking about the either the ArrowIV or the stream missile loader.

Anyway, the former has terrible damage-per-ton (10 pinpoint+10*2 splash per ammo for a total of 60+120[splash] damage) for its ammo by default, even assuming you don't just have them shot down by AMS or hit a cover because of missile arc.
Oh and the ArrowIV Nagas can only cram in 2t of ammo at near-max armor (and no weapon than an L-TAG), though it has ammo (+50%) quirk so it's more like 3t equivalent which puts it at around 540 damage total?
And with 5s cooldown with the ammo quirk for 2t ammo with 2C-ArrowIV at least you can dump out that damage in like 50 seconds of shooting?
You know, other stuff that dumps their payload in 50 seconds usually has a lot more damage potential.
Or they're SSRMs which are just accurate when it's possible to use them.
A lot less armor points like this for it to have 1k damage (most of it in splash damage) worth of ammo that you can empty out in 100 seconds.
The MRM40+CASEs are there as fixed slot/C-ArrowIV substitute.

And the range?
Yeah right, keeping locks on something through its entire 6 second of flight time at 800m+ is wishful thinking.
Yes, even with the +2 T.Decay because R.Dep counters it by percentage, also ECM bubbles, though you have the L-TAG range for that.
That or you're getting peppered back by ERLLs and what have you just for your measly pair of 10+10*2 damage missiles to *maybe* hit.


And the stream missile has waaaaaaaaay more spread than 2RAC5 for similar DPS with 2C-LRM20+2C-LRM5, and less velocity.
At most you don't have to aim as much assuming you can even get a lock-on longer than 3 second going for it to be better than either normal LRM or RACs, and if someone actually spots for indirect fire.
Oh and you can run 2RAC5 LE360 on Marauder-Blight if you want a durable heavy (which the Naga somewhat is) that does it at almost 80kph.

Edited by Ttly, 19 January 2026 - 05:55 AM.


#42 w0qj

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Posted 19 January 2026 - 05:30 AM

Really looking forward to Arrow IV new weapon and the new mechs!

MWO fans have asked, and MWO delivered... ;)

Thanks for listening, MWO! :)

#43 RickySpanish

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Posted 19 January 2026 - 06:43 AM

View PostTtly, on 19 January 2026 - 04:04 AM, said:

You know what's funny? Not many are actually talking about the either the ArrowIV or the stream missile loader.

Anyway, the former has terrible damage-per-ton (10 pinpoint+10*2 splash per ammo for a total of 60+120[splash] damage) for its ammo by default, even assuming you don't just have them shot down by AMS or hit a cover because of missile arc.
Oh and the ArrowIV Nagas can only cram in 2t of ammo at near-max armor (and no weapon than an L-TAG), though it has ammo (+50%) quirk so it's more like 3t equivalent which puts it at around 540 damage total?
And with 5s cooldown with the ammo quirk for 2t ammo with 2C-ArrowIV at least you can dump out that damage in like 50 seconds of shooting?
You know, other stuff that dumps their payload in 50 seconds usually has a lot more damage potential.
Or they're SSRMs which are just accurate when it's possible to use them.
A lot less armor points like this for it to have 1k damage (most of it in splash damage) worth of ammo that you can empty out in 100 seconds.
The MRM40+CASEs are there as fixed slot/C-ArrowIV substitute.

And the range?
Yeah right, keeping locks on something through its entire 6 second of flight time at 800m+ is wishful thinking.
Yes, even with the +2 T.Decay because R.Dep counters it by percentage, also ECM bubbles, though you have the L-TAG range for that.
That or you're getting peppered back by ERLLs and what have you just for your measly pair of 10+10*2 damage missiles to *maybe* hit.


And the stream missile has waaaaaaaaay more spread than 2RAC5 for similar DPS with 2C-LRM20+2C-LRM5, and less velocity.
At most you don't have to aim as much assuming you can even get a lock-on longer than 3 second going for it to be better than either normal LRM or RACs, and if someone actually spots for indirect fire.
Oh and you can run 2RAC5 LE360 on Marauder-Blight if you want a durable heavy (which the Naga somewhat is) that does it at almost 80kph.


I think They might be concerned that the usual ding-dongs will run a lance of Nagas with a spotter, and gank people with massed Arrow-IVs. Same as what happened with Scaleshot's repeated nerfs until it was neither seen nor heard of again. Thoroughly mid-tier streamers run a group of them, other players don't know how to react, 'Mech gets nerfed.

#44 simon1812

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Posted 19 January 2026 - 06:48 AM

Im curious about the targeting computers...I only equip them for laser vomiters with a lot of room, and I havent used it in a loadout in quite a while....

#45 Ttly

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Posted 19 January 2026 - 08:00 AM

View Postsimon1812, on 19 January 2026 - 06:48 AM, said:

Im curious about the targeting computers...I only equip them for laser vomiters with a lot of room, and I havent used it in a loadout in quite a while....


You know, the item description (the info card when you hover over it on the equipment list) for TCs says the velocity boost only works on ACs, never really clarified if it works on PPCs or missiles as well.

Though if it does, the buff does make them much more appealing than before.
I mean +10% velocity on TC1 alone? On top of the +laser range, it's 1t for a lot of skill nodes' worth of buff.
Not to mention a lot lighter than picking up Artemis launchers for missiles.

Not so much impact on ACs where the base velocity is high enough already.
If you miss a target with 0.4s projectile flight/lead time, changing it to 0.37s isn't going to change much.

Edited by Ttly, 19 January 2026 - 08:45 AM.


#46 Adarven

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Posted 19 January 2026 - 09:48 AM

View Postsimon1812, on 19 January 2026 - 06:48 AM, said:

Im curious about the targeting computers...I only equip them for laser vomiters with a lot of room, and I havent used it in a loadout in quite a while....

I have even the biggest computers on some sniper mechs (used in comp play) - if you have team with voice commands, than range really matters. I don´t usually use theese builds in QP tho.

#47 Matt Newman

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Posted 19 January 2026 - 10:20 AM

View PostOriffel, on 17 January 2026 - 12:51 PM, said:

Can you fix the wolves of tukayyid bug where you finish the campaign but all the mechs in the store don't unlock, and you're money doesn't replenish?

I already did an NG+ and the same thing happened. I wanna be fully stocked before i try for tureborn difficulty, but i can't get anything. End game just turned into a wall.


Hey we are working on another Patch for MW5 Clans (we just released a PlayStation Patch to fix some Achievements) - can you send a email to support please?- mw5clans@piranhagames.zendesk.com

#48 Rhaelcan

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Posted 19 January 2026 - 02:59 PM

View PostJL_Gotrocks, on 18 January 2026 - 01:33 PM, said:

Great... more stand in the back OP missiles....


Do you not know what cover is?

#49 simon1812

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Posted 19 January 2026 - 05:15 PM

View PostTtly, on 19 January 2026 - 08:00 AM, said:


You know, the item description (the info card when you hover over it on the equipment list) for TCs says the velocity boost only works on ACs, never really clarified if it works on PPCs or missiles as well.

Though if it does, the buff does make them much more appealing than before.
I mean +10% velocity on TC1 alone? On top of the +laser range, it's 1t for a lot of skill nodes' worth of buff.
Not to mention a lot lighter than picking up Artemis launchers for missiles.

Not so much impact on ACs where the base velocity is high enough already.
If you miss a target with 0.4s projectile flight/lead time, changing it to 0.37s isn't going to change much.


-see ? we shouldn't be guessing, it should be clear, what it affects and what doesnt...and I knew, I just knew this day would come...

https://mwomercs.com...mputers-isclan/

I think 50% would make a very noticeable difference...gonna try to do that, gonna grab me a suitable mech and try to make a loadout that works with a TC MK8

#50 Tesunie

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Posted 19 January 2026 - 09:04 PM

View Postsimon1812, on 19 January 2026 - 06:48 AM, said:

Im curious about the targeting computers...I only equip them for laser vomiters with a lot of room, and I havent used it in a loadout in quite a while....

View PostTtly, on 19 January 2026 - 08:00 AM, said:


You know, the item description (the info card when you hover over it on the equipment list) for TCs says the velocity boost only works on ACs, never really clarified if it works on PPCs or missiles as well.

Though if it does, the buff does make them much more appealing than before.
I mean +10% velocity on TC1 alone? On top of the +laser range, it's 1t for a lot of skill nodes' worth of buff.
Not to mention a lot lighter than picking up Artemis launchers for missiles.

Not so much impact on ACs where the base velocity is high enough already.
If you miss a target with 0.4s projectile flight/lead time, changing it to 0.37s isn't going to change much.


I will say, last I knew TCs do not have any impact on missile velocity. I think PPC velocity might be far more questionable, as I don't know. I believe it is suppose to, but as far as I understand it right now, it does not.

#51 simon1812

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Posted 19 January 2026 - 09:14 PM

View PostRhaelcan, on 19 January 2026 - 02:59 PM, said:

Do you not know what cover is?


-and AMS?

#52 Samziel

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Posted 20 January 2026 - 12:27 AM

View PostTtly, on 19 January 2026 - 08:00 AM, said:


You know, the item description (the info card when you hover over it on the equipment list) for TCs says the velocity boost only works on ACs, never really clarified if it works on PPCs or missiles as well.

Though if it does, the buff does make them much more appealing than before.
I mean +10% velocity on TC1 alone? On top of the +laser range, it's 1t for a lot of skill nodes' worth of buff.
Not to mention a lot lighter than picking up Artemis launchers for missiles.

Not so much impact on ACs where the base velocity is high enough already.
If you miss a target with 0.4s projectile flight/lead time, changing it to 0.37s isn't going to change much.

View PostTesunie, on 19 January 2026 - 09:04 PM, said:

I will say, last I knew TCs do not have any impact on missile velocity. I think PPC velocity might be far more questionable, as I don't know. I believe it is suppose to, but as far as I understand it right now, it does not.



Don't remember how its explained in game, but it affects projectile weapons other than LBX and missiles.

https://mwo.nav-alph...rmation-warfare

Edited by Samziel, 20 January 2026 - 12:28 AM.


#53 BlueDevilspawn

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Posted 20 January 2026 - 12:59 AM

View Postsimon1812, on 19 January 2026 - 05:15 PM, said:


-see ? we shouldn't be guessing, it should be clear, what it affects and what doesnt...and I knew, I just knew this day would come...

https://mwomercs.com...mputers-isclan/

I think 50% would make a very noticeable difference...gonna try to do that, gonna grab me a suitable mech and try to make a loadout that works with a TC MK8


What are you talking about? It has been in the tool tips when you hover over TCs in the game mechlab for years. Literally specifies what is and isn't affected.

#54 Haman Karn

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Posted 20 January 2026 - 10:33 AM

View PostSonsofabastages, on 18 January 2026 - 01:11 PM, said:


Oh good, gamers complaining. Our favorite pastime. Here's my list of grievances:

1. Small mechs are too small. Square-cube law. A Commando should be no kidding half the size of the Atlas. Some heavy mechs are WAY too big, and 20 tonners especially are WAY too small.

2. Big caliber ballistics have greater range than small caliber ones. Use rate of fire, heat, and weight to balance - but AC2s should be for short range DPS and if you want a sniper round you need an AC10 or AC20. That's just how guns work.

etc.


Sir this is an fps computer game

#55 GreyNovember

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Posted 20 January 2026 - 11:00 AM

View PostJL_Gotrocks, on 18 January 2026 - 01:33 PM, said:

Great... more stand in the back OP missiles....




It's very, very easy to do something about backliners who stare straight ahead.

You just have to...
https://leaderboard....h?u=JL_Gotrocks

Stop playing assaults and heavies that presumably crawl forward and expect targets to just dumbly blunder into your line of fire.

#56 RoyKilroy

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Posted 20 January 2026 - 12:36 PM

I have not ordered the Naga. What was the list of Naga items that my computer listed after today's update? Will there be a sale on the adjusted mechs?

#57 BlueDevilspawn

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Posted 20 January 2026 - 12:50 PM

View PostRoyKilroy, on 20 January 2026 - 12:36 PM, said:

I have not ordered the Naga. What was the list of Naga items that my computer listed after today's update? Will there be a sale on the adjusted mechs?


Probably the skins from the Galaxies pack.

#58 kalashnikity

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Posted 20 January 2026 - 01:02 PM

Art work looks fantastic, as always.

Looking forward to driving an NGA-II-C dakka dakka

#59 kalashnikity

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Posted 20 January 2026 - 01:06 PM

View PostHaman Karn, on 20 January 2026 - 10:33 AM, said:


Sir this is an fps computer game


Physics engine in MW5 is much more realistic, still not perfect, but big cannons do damage at long range, since they have an explosive payload. You can easily lob in AC20's from +1000m. They still don't factor in air resistance, and slowly reducing velocity of projectiles.

Edited by kalashnikity, 20 January 2026 - 01:07 PM.


#60 kalashnikity

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Posted 20 January 2026 - 01:09 PM

View PostTtly, on 19 January 2026 - 04:04 AM, said:

You know what's funny? Not many are actually talking about the either the ArrowIV or the stream missile loader.

Anyway, the former has terrible damage-per-ton (10 pinpoint+10*2 splash per ammo for a total of 60+120[splash] damage) for its ammo by default, even assuming you don't just have them shot down by AMS or hit a cover because of missile arc.
Oh and the ArrowIV Nagas can only cram in 2t of ammo at near-max armor (and no weapon than an L-TAG), though it has ammo (+50%) quirk so it's more like 3t equivalent which puts it at around 540 damage total?
And with 5s cooldown with the ammo quirk for 2t ammo with 2C-ArrowIV at least you can dump out that damage in like 50 seconds of shooting?
You know, other stuff that dumps their payload in 50 seconds usually has a lot more damage potential.
Or they're SSRMs which are just accurate when it's possible to use them.
A lot less armor points like this for it to have 1k damage (most of it in splash damage) worth of ammo that you can empty out in 100 seconds.
The MRM40+CASEs are there as fixed slot/C-ArrowIV substitute.

And the range?
Yeah right, keeping locks on something through its entire 6 second of flight time at 800m+ is wishful thinking.
Yes, even with the +2 T.Decay because R.Dep counters it by percentage, also ECM bubbles, though you have the L-TAG range for that.
That or you're getting peppered back by ERLLs and what have you just for your measly pair of 10+10*2 damage missiles to *maybe* hit.


And the stream missile has waaaaaaaaay more spread than 2RAC5 for similar DPS with 2C-LRM20+2C-LRM5, and less velocity.
At most you don't have to aim as much assuming you can even get a lock-on longer than 3 second going for it to be better than either normal LRM or RACs, and if someone actually spots for indirect fire.
Oh and you can run 2RAC5 LE360 on Marauder-Blight if you want a durable heavy (which the Naga somewhat is) that does it at almost 80kph.


It's a glass cannon. They will need to buff it carefully though, and I'll wager it gets adjusted buffs next patch, they've released to many OP mech that had to be nerfed (complaints on both sides).





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