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Patch Notes - 1.4.316.0 - 20 -January - 2026


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#81 Extra Guac

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Posted 22 January 2026 - 10:24 AM

lol, it let me drop into an event queue match, and then it kicked me out because my mech had skills. Can't the game just turn off skills for the event the same way that it would turn off quirks? Ridiculous.

#82 Wraith 1

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Posted 22 January 2026 - 10:39 AM

View PostExtra Guac, on 22 January 2026 - 10:24 AM, said:

lol, it let me drop into an event queue match, and then it kicked me out because my mech had skills. Can't the game just turn off skills for the event the same way that it would turn off quirks? Ridiculous.


I just had the same thing, I think it's turning off the consumable skills, causing the mech to become an invalid loadout from too many consumables.

#83 BlueDevilspawn

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Posted 22 January 2026 - 10:46 AM

Try removing consummables from your mech, someone else said the kick message was for "invalid build" and consummables are the usual culprit.

EDIT - Confirmed, remove consummables.

Edited by BlueDevilspawn, 22 January 2026 - 10:48 AM.


#84 ScrapIron Prime

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Posted 22 January 2026 - 10:56 AM

I too am Crab-sad. Why was it decided that the ONLY use for a Crab 27 is a triple SnubPPC build? It pigeonholes a mech into a singular role.

Was this role in demand by someone? Because snub PPC specialists come and go all the time. Cauldron hands out snub-specific quirks, people object, they take them off again, and nobody ever uses the mech again.

For example, I still have my Vulcan VT-5S kitted out with three snubs for that brief time that it had good heat management and super long snub range. Nerf applied post buff... never gonna use that one again.

So why the crab changes???

#85 Ttly

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Posted 22 January 2026 - 11:00 AM

View PostScrapIron Prime, on 22 January 2026 - 10:56 AM, said:

I too am Crab-sad. Why was it decided that the ONLY use for a Crab 27 is a triple SnubPPC build? It pigeonholes a mech into a singular role.

Was this role in demand by someone? Because snub PPC specialists come and go all the time. Cauldron hands out snub-specific quirks, people object, they take them off again, and nobody ever uses the mech again.

For example, I still have my Vulcan VT-5S kitted out with three snubs for that brief time that it had good heat management and super long snub range. Nerf applied post buff... never gonna use that one again.

So why the crab changes???


Oh it's totally a buff because now your group drops can have that other guy play an 100t assault AND a 3SNPPC XL255 CRB-27 in it when previously the 3SNPPC guy would have to use an LE315 TDR-9S!
Yeah, it's ridiculous and really the only reason I can think up.

Anyway, guess we're not gonna adress MCII-A losing +8 ST armor (unlisted change) and the MCII-1 buff being -20% Gauss/HAG which allows -20% cd HAG80 instead of Gauss only.

Edited by Ttly, 22 January 2026 - 11:02 AM.


#86 suum74

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Posted 22 January 2026 - 11:06 AM

View Postmartian, on 22 January 2026 - 10:13 AM, said:

What about the Crab "Florentine"? it is on sale and it offers two ballistic hardpoints. Posted Image

Have that since a long time, a build a like and fully skilled. Like all other IS light and medium heroes. I understand you're trying to help, but I just asked for some more mechs within the science sale that are not heavy or assaults that can do builds with some of the adjusted missle and ballistic weapons which so far can only do the CRB-FL. I like the Wolverine and it does fit those needs, hence I suggested that one to make more new builds...even tho I have them all already. It's just about more options.

#87 ScrapIron Prime

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Posted 22 January 2026 - 11:59 AM

Well then I guess I'll give in and run the Crab 27 with two ERPPC's for that sweet Velocity of 4800. I'll expect the resulting nerf soon.

#88 KursedVixen

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Posted 22 January 2026 - 01:41 PM

Seems to be a small error with the Arrow VI my weapon list and indicators say 180 is okay yet when i fired at that range the missiles bounced off. but once i got to 181 the missiles worked but the weapon readout should not say i can fire at 180

#89 Tesunie

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Posted 22 January 2026 - 02:54 PM

View PostKursedVixen, on 22 January 2026 - 01:41 PM, said:

Seems to be a small error with the Arrow VI my weapon list and indicators say 180 is okay yet when i fired at that range the missiles bounced off. but once i got to 181 the missiles worked but the weapon readout should not say i can fire at 180


This could be a discrepancy between where the cockpit is located (which is where range is indicated), and the range of where the weapons are actually located (the range of the weapon itself). I have seen this on several weapons with minimum range when walking that edge.

The Arrow IV system in MWO has a hard minimum on it, like LRMs. So I have to ask, does the minimum range show when under 180m? Are you only having it show valid at 180m, and invalid under it?

#90 KursedVixen

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Posted 23 January 2026 - 05:32 AM

View PostTesunie, on 22 January 2026 - 02:54 PM, said:

This could be a discrepancy between where the cockpit is located (which is where range is indicated), and the range of where the weapons are actually located (the range of the weapon itself). I have seen this on several weapons with minimum range when walking that edge.

The Arrow IV system in MWO has a hard minimum on it, like LRMs. So I have to ask, does the minimum range show when under 180m? Are you only having it show valid at 180m, and invalid under it?
yeah the weapon on my weapon list is greyed out at 180m and lower. I'll play around some more on the training grounds.


yeah somethings not taking into account much i shot at the Atlas on Tourmaline desert in the training grounds and if the missile hit the arm they bounce off even at 184 meters.... i think it's because of how much the arm on the Atlas sticks out if your aiming directly from the side

Edited by KursedVixen, 23 January 2026 - 05:43 AM.


#91 Ttly

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Posted 23 January 2026 - 05:38 AM

View PostScrapIron Prime, on 22 January 2026 - 11:59 AM, said:

Well then I guess I'll give in and run the Crab 27 with two ERPPC's for that sweet Velocity of 4800. I'll expect the resulting nerf soon.


Why would that part get nerfed?
Think about it this way, on the old version (+60% velocity) it had 3840 ER PPCs.
This means if you shoot at 900m it'll take 0.23 seconds for the projectile to land.
On the current version (+100% velocity) with 4800 ER PPCs at 900m it takes 0.19 seconds.

0.04 seconds faster, unless you're shooting at a moving fast-light the difference between 0.23 and 0.19 projectile flight time is just not that noticeable.
The Nova-A has 3000 velocity and at 900m that's 0.3s flight time by the way.

It's also why I don't really consider the change from +60% velo to +100% to be a buff, similar flight time for STD PPCs on the shorter range at like 600-700m ish.
The loss of heat and cooldown on the other hand, yeah, those are noticeable.
The former for ER PPCs with their absurdly high heat. And the latter on STD PPCs.

Still slightly better DPS than NVA-A (if you ignore C-ER PPC splash) but the ER PPC heat actually ends up being worse than NVA-A, and obviously the PPC Crab doesn't have JJs like the Nova either.

I mean I guess the structure buff made the CRB-27 as durable as a heavy is also a buff, but at that it's just a budget TDR-9S or whatever other heavies for the other Crabs.

Edited by Ttly, 23 January 2026 - 09:05 AM.


#92 Tesunie

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Posted 23 January 2026 - 01:48 PM

View PostKursedVixen, on 23 January 2026 - 05:32 AM, said:

yeah the weapon on my weapon list is greyed out at 180m and lower. I'll play around some more on the training grounds.


yeah somethings not taking into account much i shot at the Atlas on Tourmaline desert in the training grounds and if the missile hit the arm they bounce off even at 184 meters.... i think it's because of how much the arm on the Atlas sticks out if your aiming directly from the side


And it gauges range based off the center of your target, so that Atlas arm from the side is likely sticking out 4m easily from the center of the mech. I have noticed this behavior in the past, and it seems consistent.

#93 WHITEWOLF660

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Posted 24 January 2026 - 10:37 AM

Wow, bad move to lock a whole weapon system to a single mech again.

#94 Akamia Terizen

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Posted 24 January 2026 - 02:24 PM

View PostWHITEWOLF660, on 24 January 2026 - 10:37 AM, said:

Wow, bad move to lock a whole weapon system to a single mech again.


There will be other ’Mechs that possess this weapon in the future. The Naga is simply the first.

And at least this one is launched on something that's to be available for C-bills later.

#95 KursedVixen

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Posted 25 January 2026 - 09:52 AM

View PostAkamia Terizen, on 24 January 2026 - 02:24 PM, said:

There will be other ’Mechs that possess this weapon in the future. The Naga is simply the first.

And at least this one is launched on something that's to be available for C-bills later.
personally speaking i want arrow IV's for one of My NagaIIs

#96 Ekson Valdez

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Posted 25 January 2026 - 12:19 PM

View PostKursedVixen, on 25 January 2026 - 09:52 AM, said:

personally speaking i want arrow IV's for one of My NagaIIs

Then why don't you just equip them?

#97 Tiy0s

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Posted 25 January 2026 - 05:34 PM

View PostKursedVixen, on 25 January 2026 - 09:52 AM, said:

personally speaking i want arrow IV's for one of My NagaIIs


Put the NGA-PRIME or NGA-B pods on your Naga II. It'll come with the Arrow IV.


On another note, I know not everyone is happy with how the Arrow IVs are performing at the moment. We were probably a little too conservative with the stats. Right now, the biggest problem the weapon faces is consistency. Too slow of a velocity for its range, not strong enough missile tracking, and much less AMS resistant than we originally simulated. We'll be addressing those in the Feb patch.

Once we fix the consistency issues of the weapon, we can start getting a proper baseline of its performance so we can balance DPS, splash vs pinpoint damage, and other stats.

#98 KursedVixen

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Posted 25 January 2026 - 11:32 PM

View PostTiy0s, on 25 January 2026 - 05:34 PM, said:

Put the NGA-PRIME or NGA-B pods on your Naga II. It'll come with the Arrow IV.


On another note, I know not everyone is happy with how the Arrow IVs are performing at the moment. We were probably a little too conservative with the stats. Right now, the biggest problem the weapon faces is consistency. Too slow of a velocity for its range, not strong enough missile tracking, and much less AMS resistant than we originally simulated. We'll be addressing those in the Feb patch.

Once we fix the consistency issues of the weapon, we can start getting a proper baseline of its performance so we can balance DPS, splash vs pinpoint damage, and other stats.
Oh you can put naga one pods on the naga II? i figured they were different mechs.

I think the damage output is fine the biggest problem i see is the mostly the velocity and tracking though i wonder if anything fair could be done to the minimium range like make it do a total of 2 damage (1+0.5 splash) within 0 meters... course it'd have come with some downsides

Edited by KursedVixen, 25 January 2026 - 11:35 PM.


#99 DRG Kiroshi

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Posted 26 January 2026 - 09:26 PM

Arrow IV is hitting the general weapons pool? Would like to add one to my catapult.

#100 Wraith 1

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Posted 27 January 2026 - 07:49 AM

View PostDRG Kiroshi, on 26 January 2026 - 09:26 PM, said:

Arrow IV is hitting the general weapons pool? Would like to add one to my catapult.


Even if it isn't, there's a decent chance that one of the non-hero A-IV variants could be the CPLT-C3...





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