Discussion For Feb 2026 Patch Leaks
#1
Posted 05 February 2026 - 04:35 PM
The leaks thread can be found here: https://mwomercs.com...26-patch-leaks/
#2
Posted 05 February 2026 - 05:49 PM
#3
Posted 05 February 2026 - 06:33 PM
With the ballistic Panther getting +200% instead of only +100% ammo even.
And armor buff that makes it as durable as mediums.
Too bad it's still just a diet Wolverine.
Heat buffs on the others, pretty decent. But I'd say it could use even more to be on par with mediums though.
Why not JJ buffs for the PNT-10K and cut its JJ capacity to 4-6 (8 is overkill) instead while at it too even? Similar to what the Raven-Huggin has.
It (10K) also still has a shortage of cooldown quirk (only -15%) when it only has 2energy 2missile.
Meanwhile the 9R has -30% with 4e 1m hardpoints.
Or the 8Z that has -30% duration on top of -25% cooldown on std laser.
I mean sheesh, at least give the 10K +100% PPC velocity, more -cooldown%, and -15% STD/ER PPC heat (not LPPC, leave that to Katana Kat) to make running an XL180 (83kph) PNT-10K worthwhile.
At least the energy Panthers didn't just get the same treatment as the ballistic one with the armor, they'd just be diet Griffins anyway.
Also how come the 8Z/9R didn't get as much LA armor as either the 10K/10P (+16/24) and are still stuck with only +10?
TAG range buff on KFX (C, G) and RVN is eeeh, whatever.
Guess it would make L-TAG better.
Assuming you bother putting one on these.
Kind of disappointed that someone remembers the KFX exists beyond just being an ECM+AMSbot but not actually buffing those other stuff (other than SRM24 KFX-D or your typical ERMLboat) to be more viable too.
Similarly on the Raven, why can't the Raven get more missile or laser buff (PPCs are ok already I guess) or something?
I mean hey, at least bump its T.Decay to +2 (similar to the Naga) instead of its current +1.
Oh and maybe buff the ECM Raven's Enhanced ECM to the level of Clan Archer?
Last I checked, the ECM Raven (3L) is probably one of the worst performing light in the game even.
The MN is whatever, it's already a powercreep to the Grinner, which in turn is also powercreeped by WLF-C too I guess.
Some decent (but ultimately not impactful) Assassin changes, don't really see why the 101 has to lose its missile velo though, it only has 2 m.hardpoints in the first place. Also no heat quirks.
If anything, they should get -spread as a buff and the like.
Darkdeath still looks bad, especially nowadays when ACH-B/MLX-D does its job just fine even without ECM.
I mean +sensor and +tag range? What? Why not +laser range for ERSLs? Or even missile quirks. Would make XL200-225 Darkdeaths to be more appealing since the faster builds are powercreeped by ACH-B/MLX-D already.
Or maybe even Enhanced ECM quirk, to similar level as the Clan Archer even.
The UAC Assassin getting its ammo expanded, don't think it's worth using anything else over 1UAC5 due to underquirking, though maybe someone will bother trying 2LAC2.
Oh also the current ASN-21 has +15% missile range, not +25% as per brackets in the posted image.
Also what, no fix for the MCII-A losing its +8 LT/RT armor that was an unlisted change last month?
Or changing the MCII-1 -20% Gauss/HAG cooldown to gauss only?
Is this one of those spreadsheet balancing moment where it's considered fine solely because it's not "popular enough" to be an issue because no one noticed that the pre-nerf Maul is back and even better for no reason yet?
I mean hey, I met some statpadding groups earlier this week on quickplay and they were still farming on the HAG80 Maul (if not the Railshark) instead of it.
Though I suppose being 90t (unlike the Maul's 80t) stops some group combinations, so it's "balanced" like that, which is a rather asinine excuse for it.
As for the Red Corsair, I can already imagine it getting used solely as a fat Incubus (high mount abuser) even without quirks. So maybe seriously just slap on negative large laser/PPC quirks on it already.
The MAD-IIC-1 which has similar hardpoint count (7energy 85t) at least has low mounts that keeps it more "balanced" than it.
Though for the Smith it's a bit hard to see what it'll get used for.
Also yay, better lock-on turning speed, wonder why it took only after the Arrow comes out for it.
Now how about NARC missile health buff too?
Edited by Ttly, 08 February 2026 - 09:54 AM.
#4
Posted 05 February 2026 - 07:56 PM
#5
Posted 05 February 2026 - 08:31 PM
Bud Crue, on 05 February 2026 - 07:56 PM, said:
To be fair, the ballistic Panther did got its hitpoint bumped to Wolverine (a 55t with no torso/leg armor quirks) level.
Oh and has more range than it.
Because apparently making a 35t discount Wolverine (WVR-6R in particular, the one that everyone got from the New Year event even) is their priority instead of bumping its cooldown to have better DPS than it while still being light-level durable to make them different from each other.
And it's smaller+more agile so it's somewhat even more durable if anything you could say.
Yeah, pretty lame change I suppose.
Whose idea is it to keep bumping up light/medium to be as durable as medium/heavies anyway?
This is pretty much a buff solely for group drops/decks to keep the tonnage down if anyone even feels like running a light that is actually a (mediocre) medium just so someone else in the group can run something heavier.
Just like how the TSP Urbie (UM-IIC-M) is.
Or I suppose the IS Orions to most fast IS assaults.
Oh and the PPC Crab change from last month obviously, with it just ending up as a worse version of MAD-3R/5D or TDR-9S, except it's 50t.
Or the LMG+ERML+SRM/LRM JJ RVN-4X to So8 VPR-Prime which is as equally terrible anyway.
Edited by Ttly, 09 February 2026 - 03:07 PM.
#6
Posted 06 February 2026 - 03:27 AM
Hopefully it gets something funny like -100% jam like EXE-C does.
I mean this thing is probably just gonna end up in the dumpster like most (that means excluding NCT-P and NTG-H) of the So8 Nova Cat and Night Gyrs otherwise.
Meanwhile other than 6 or 7 torso C-ERLL (chainfire/3-4 groups) and assuming no quirks, the Red Corsair gets to do this I guess, as some weird stronger alternative to Blood Asp (terrible agility) or Warhawk (low weapon mounts).
And can't forget the MAD-IIC-1 which is also an fully customizable 85t with 7 energy as well, though its mounts are mostly lower even if it has vaguely "better" hitbox (instead of BLR's raw hitpoints), though it also has worse accel than the BattleMaster.
Oh and an almost-lore accurate (cFF instead of standard armor, also ASP instead of CC) semi-stock build can be like this at most I guess.
Edited by Ttly, 08 February 2026 - 10:05 AM.
#7
Posted 12 February 2026 - 07:36 AM
Moadebe, on 05 February 2026 - 04:35 PM, said:
The leaks thread can be found here: https://mwomercs.com...26-patch-leaks/
Thank You once again in February 2026 for posting these Patch Leaks... Please keep them coming!
LordNothing, on 05 February 2026 - 05:49 PM, said:
LOL!
I've only got ~200 of those which I want to keep stocks on hand for at any given time. This change with adding Consumable Packs is extremely welcomed. It will most certainly give me added wiggle room to let them get used a lot, and only need to recharge less often. My only question now is whether they will be discounted during Patch Sale periods along with the normal items as well... Any thoughts on that front?
Ttly, on 05 February 2026 - 06:33 PM, said:
Yes, the increase in Lock-Ons tracking capability is definitively welcomed. But changing how well Lock-Ons can track when they're all cross-linked is an extremely heavy-handed move to make. It may result in multiple additional balance changes over the coming months, which might result with a far worse situation regarding Lock-Ons for everything other than the Arrow IV system itself. If not handled properly, this may go so far as to land up completely killing use of nearly all Lock-Ons in entirety, and excessively dumbing down MWO's Skill Requirements across the board for everyone. That would certainly be unwelcome when it still feels like certain other Lock-Ons (Looking at you, I.S. & Clan Artemis IV LRMs and those Clan ATMs) really need an extremely slight Spread narrowing (about 0.05 on the largest option or two only, depending on type) to put them in the correct place. However, that's merely my take on those matters... What about you?
Ttly, on 05 February 2026 - 06:33 PM, said:
If anything, they should be impossible to kill by AMS merely because their reload cooldown is way beyond too long. NARC is already far too all-or-nothing in nature, and the only thing which causes a miss should always be player failure in aiming. Last that study regarding NARC lead me to understand, the whole thing with this tool is being undetected until it attaches. AMS therefore should be unable to stop it in midair because of that silent nature. Or is there something I've missed about NARC and its' design?
...and with that, I'm outta here for now... Took me way beyond too long to type up this post!
~D. V. "Simply have a few thoughts on these Leaks provided prior to the February 2026 Patch" Devnull
#8
Posted 12 February 2026 - 08:37 AM
D V Devnull, on 12 February 2026 - 07:36 AM, said:
I've only got ~200 of those which I want to keep stocks on hand for at any given time. This change with adding Consumable Packs is extremely welcomed. It will most certainly give me added wiggle room to let them get used a lot, and only need to recharge less often. My only question now is whether they will be discounted during Patch Sale periods along with the normal items as well... Any thoughts on that front?
in a word, freepie. i was messing around with some input scripts for mwo/mw5. i had just built a very high resolution joystick around a couple 14-bit contactless encoders. figured i could natively convert the output to mouse movements in hardware. but before i did that i was testing how it would work in various games, so i wrote a script to convert changes in position to changes in mouse positions. it worked really well but i was having a hard time getting my full resolution. but i found some code to let me absolute position the pointer at arbitrary coordinates, then i could map my joystick 1:1 and hit every pixel on the screen with some subpixel wiggle room to spare. unfortunately couldnt control my mech with that, but i was able to code in the positions of the buttons in the store and some timers to position the mouse and click in the right order.
Edited by LordNothing, 12 February 2026 - 08:38 AM.
#9
Posted 12 February 2026 - 10:11 AM
D V Devnull, on 12 February 2026 - 07:36 AM, said:
Yes, the increase in Lock-Ons tracking capability is definitively welcomed. But changing how well Lock-Ons can track when they're all cross-linked is an extremely heavy-handed move to make. It may result in multiple additional balance changes over the coming months, which might result with a far worse situation regarding Lock-Ons for everything other than the Arrow IV system itself. If not handled properly, this may go so far as to land up completely killing use of nearly all Lock-Ons in entirety, and excessively dumbing down MWO's Skill Requirements across the board for everyone. That would certainly be unwelcome when it still feels like certain other Lock-Ons (Looking at you, I.S. & Clan Artemis IV LRMs and those Clan ATMs) really need an extremely slight Spread narrowing (about 0.05 on the largest option or two only, depending on type) to put them in the correct place. However, that's merely my take on those matters... What about you?
If anything, they should be impossible to kill by AMS merely because their reload cooldown is way beyond too long. NARC is already far too all-or-nothing in nature, and the only thing which causes a miss should always be player failure in aiming. Last that study regarding NARC lead me to understand, the whole thing with this tool is being undetected until it attaches. AMS therefore should be unable to stop it in midair because of that silent nature. Or is there something I've missed about NARC and its' design?
Did you forgot about how their previous "fixes" to the lock-on turning speed leading to misses were just nerfing velocity?
I mean yeah, it's a "fix" but the flight time increase can be crippling since it's also the need to hold locks longer as well.
Not to mention that said "fix" is nullified by velocity skill nodes/quirks anyway.
So increasing the missile turning speed is fine, if anything it's a wonder it took this long for it to happen.
Also yes, NARCs just straight up gets shut down by AMS against teams with them running around, doesn't help that AMS gotten somewhat more popular lately, and it's kind of telling that no one actually tried NARCing around as of recent if they think its current state is fine.
#10
Posted 21 March 2026 - 07:55 PM
Weapon HSL exists, apparently, to avoid alpha strike builds. But here we are, with Arrow IV able to alpha light mechs, absolutely ruin mediums and render them combat ineffective in one shot, and severely cripple or even destroy heavies in 2 volleys. Railguns proliferating off the Bullshark VK is just spreading the alpha strike meta more widely.
What's Piranha's idea? Remove HSL entirely? It would seem appropriate. You can't even get under the Arrow IV easily, so at least let us make ROFL builds carrying 10 medium lasers, able to alpha these mechs back without instantly shutting down.
Is the idea with this game to just keep proliferating more and more ridiculous weapons for pay-to-win, and see if fall apart into two or three builds: Arrow IV Maddogs, Railgun Marauders, and stealth locusts?
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