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Patch Notes - February 17Th 2026


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#1 InnerSphereNews

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Posted 12 February 2026 - 01:18 PM


Patch Date and Time - February 17th, 2026 @ 10AM - 1PM PACIFIC

Version Number: TBD
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 Icons 2 booster pack, '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!

Icons 2 Booster Pack

The sequel to the Icons Booster Pack, Icons 2 brings more famous variants from stories of Battletech.


Clan Atlas Unity AS7-D-H(S)



Clan Awesome Smith AWS-8QS(S)



Clan Battlemaster Red Corsair BLR-1GBC(S)



Ebon Jaguar Samantha EBJ-S(S)


Weapon Changes

  • Increased turning speed of LRMs, ATMs, Thunderbolts, and Arrow IV (this will help them track better and hopefully reduce or eliminate the number of missed shots)
  • Increased Arrow IV projectile health to 35 (from 20)
  • Increased Arrow IV velocity to 250 (from 200)
  • Increased Arrow IV ammo per ton to 8 (from 6)

Note: Right now Arrow IVs are a very inconsistent weapon. They are less AMS resistant than we originally simulated, the missile turn speed(a global stat shared by LRMs, ATMs, Thunderbolts, and Arrows) is struggling to keep up, and their velocity is too low for their arc and range. Before we can work on fixing their power level, we are going to focus on making them a consistent weapon.

  • Reduced Rocket Launcher 15 base heat to 0.094 (from 0.188)
  • Reduced Rocket Launcher 20 base heat to 0.094 (from 0.282)

Note: Rocket Launcher heat is being applied per missile, causing Rocket Launcher 15s and 20s to erroneously have double or triple the heat intended. This brings their heat in line.

Store Changes

  • Icons 1 mechs released for MC
  • War Ghoul and Void Killer released for MC
  • Added 100 consumable bundles of Coolshots, Artillery Strikes, Air Strikes, and UAVs in the store. Purchasing this bundle would be the equivalent of purchasing 80 a la carte

Bug Fixes

  • Added Naga cockpit

Mech Changes

  • Increased FLE-16-C acceleration to 96.16 (from 86.91)
  • Increased FLE-16-C deceleration to 190 (from 178.75)

Quirk Changes

Clan Flea

  • FLE-16-C
    • Increased SRM Ammo to 50% (from 25%)

Locust

  • LCT-1M
    • Added TAG Range 25%

Mist Lynx

  • MLX-A
    • Added TAG Range 20% in Left Arm
    • Added Sensor Range +150 in Left Arm

Panther

  • PNT-10K
    • Removed Energy Cooldown -10%
    • Removed Missile Cooldown -10%
    • Increased CT, RT, LT, RL, and LL Armor to 15 (from 12)
    • Increased RA Armor to 30 (from 24)
    • Increased Energy Heat -30% (from -20%)
    • Added -15% Cooldown
  • PNT-8Z
    • Increased CT, RT, LT, RL, and LL Armor to 15 (from 12)
    • Increased RA Armor to 30 (from 24)
    • Increased Laser Duration to -30% (from -20%)
  • PNT-9R
    • Removed Energy Cooldown -15%
    • Removed Missile Cooldown -15%
    • Increased CT, RT, LT, RL, and LL Armor to 15 (from 12)
    • Increased RA Armor to 30 (from 24)
    • Increased Energy Heat to -20% (from -15%)
    • Added -30% Cooldown
  • PNT-10P
    • Increased CT, RT, LT, RL, and LL Armor to 25 (from 12)
    • Increased RA Armor to 40 (from 24)
    • Increased Cooldown to -35% (from -25%)
    • Increased Ballistic Ammo to 200% (from 100%)
    • Added 100% Missile Ammo
  • PNT-KK
    • Increased CT, RT, LT, RL, and LL Armor to 15 (from 12)
    • Increased Energy Cooldown to -30% (from -10%)
    • Increased Energy Heat to -20% (from -10%)

Kit Fox

  • KFX-C
    • Added TAG Range 15% in Right Arm
  • KFX-G
    • Added TAG Range 25% in Left Arm
    • Added Sensor Range +150 in Left Arm

Raven

  • RVN-3L
    • Added TAG Range +40%
  • RVN-2X
    • Added TAG Range +20%
  • RVN-4X
    • Added TAG Range +20%

Assassin

  • ASN-21
    • Increased Missile Range to +40% (+25%)
  • ASN-23
    • Removed 20% Missile Velocity
    • Increased Weapon Velocity to 40% (from 10%)
    • Increased RA Armor to 12 (from 8)
    • Added 20% Range
  • ASN-101
    • Removed 5% Laser Range
    • Removed -20% STD Laser Duration
    • Removed 10% STD Laser Range
    • Removed 10% Missile Range
    • Removed 20% Missile Velocity
    • Added 20% Range
    • Added -20% Laser Duration
  • ASN-26
    • Removed 10% Laser Range
    • Added 20% Range
    • Expanded 100% UAC Ammo to all ballistic weapons
  • ASN-27
    • Removed -10% PPC Heat
    • Removed 30% PPC Velocity
    • Removed -10% Missile Cooldown
    • Removed 20% Missile Velocity
    • Removed 20% SRM Range
    • Increased RA Armor to 12 (from 4)
    • Increased Cooldown to -20% (from -10%)
    • Added Missile Range +30%
    • Added -15% Heat
    • Added 20% Velocity
  • ASN-DD
    • Removed -10% AC2 Cooldown
    • Increased Cooldown to -30%(from -20%)
    • Increased RA Armor to 12 (from 8)
    • Added 400 Sensor Range
    • Added 50% TAG Range

Vapor Eagle

  • VGL-1
    • Increased JJ Burn Time to 25% (from 15%)
    • Increased JJ Initial Thrust to 50% (from 15%)
  • VGL-2
    • Increased JJ Burn Time to 25% (from 15%)
    • Increased JJ Initial Thrust to 50% (from 15%)
    • Added 20% Ballistic Velocity
  • VGL-3
    • Increased JJ Burn Time to 25% (from 15%)
    • Increased JJ Initial Thrust to 50% (from 15%)
    • Added -10% Missile Spread
  • VGL-4
    • Removed 1 Medium Pulse Laser HSL
    • Added 1 Pulse Laser HSL
  • VGL-A
    • Increased JJ Burn Time to 25% (from 15%)
    • Increased JJ Initial Thrust to 50% (from 15%)
    • Added 20% Missile Velocity
  • VGL-GW
    • Added 50% JJ Initial Thrust

Mad Cat MKII

  • MCII-A
    • Added 8 RT and LT Armor (erroneously removed in Jan patch)

Fafnir

  • All Variants
    • Added 20 RL and LL Armor


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 Ttly

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Posted 12 February 2026 - 02:19 PM

Yay, MCII-A's ST armor are back.

Also Vapor Eagle got its JJ quirks upped, no agility buffs though, I guess being jumpier sets it apart from the Summoner (or the Night Gyr in Gorewing's case) somewhat.

Red Corsair is here to powercreep the living crap out of MAD-IIC-1 (similar 9energy 85t but almost no quirks) too.
Smith looks ok.
Clan Atlas-2 looks annoying since it's ECM, but it looks like it'll have a lack of DPS (only 20ish) just like the regular Atlas does. Its hardpoint count also looks like an HGN-IIC without JJs, but it does have a lot more hitpoints.
Actually on closer look, it seems like it'll have like 23ish DPS? So that's not too bad I guess.
And most of its damage should be spread/inaccurate/relatively shorter range (because missile+laser) so that seems fine. Could use an itsy bit of heat quirks (probably missile) if anything.
Samantha looks forgettable, but maybe it'll open up some mixpod build, mostly thanks to its 3missile RTpod.

Also kind of lame that the Atlas-II is only a head remodel of the regular Atlas.

Oh and the MCII-1 didn't get its -20% Gauss/HAG cooldown changed to gauss only.
So here comes another month of HAG80 damage farmers if they bothered getting out of their Mauls (only -10%) for it I guess.

Most of the other changes I talked about here already.
Ballistic Panther (10P) having as much hitpoints (and more durable due to smaller size+agility, instead of better firepower) as a 55t (WVR-6R in particular) I don't like.
The Energy Panthers probably could still use even more buffs (more -heat%) and the 10K in particular seems to be really undertuned.
Assassin changes doesn't seem that impactful for the most part.
+TAG range are only there for L-TAG since regular TAG range is more than enough.

Clan Flea getting more SRM ammo is ok I guess. This is a post-Fire Moth world after all.
Too bad the FLE-17/20s can't get heat quirks too while at it.

Also no non-Arrow Nagas buff?

Edited by Ttly, 13 February 2026 - 03:33 AM.


#3 TercieI

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Posted 12 February 2026 - 04:46 PM

These look much more interesting than the first Icons set. Hope they play that way.

#4 Hawk819

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Posted 12 February 2026 - 04:58 PM

View PostTercieI, on 12 February 2026 - 04:46 PM, said:

These look much more interesting than the first Icons set. Hope they play that way.


Got my fingers crossed for an I.S. Icons pack. Hopefully, soon. Cause there's a lot to choose from.

#5 Void Angel

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Posted 12 February 2026 - 05:42 PM

Don't discount the differences in 'mech architecture in the Battlemaster v. the Marauder IIC.

#6 Hawk819

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Posted 12 February 2026 - 06:23 PM

Speaking of the Naga, are all the variants of the Non-Arrow /IV as bad as the ones with Arrow/IV? Or no?

#7 w0qj

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Posted 12 February 2026 - 07:06 PM

Thank you MWO for addressing my pet peeve! :) ;) :)
And thank you for listening! :)


View PostInnerSphereNews, on 12 February 2026 - 01:18 PM, said:

  • Added 100 consumable bundles of Coolshots, Artillery Strikes, Air Strikes, and UAVs in the store. Purchasing this bundle would be the equivalent of purchasing 80 a la carte.


#8 Solomon Birch

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Posted 12 February 2026 - 08:09 PM

I'm no Clanner scum, but damn if that isn't a cool looking Atlas.

#9 Doc13

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Posted 12 February 2026 - 08:25 PM

I'm wondering why the Panther didn't get a jumpjet buff like the Vapor Eagle and Osiris a while back. Is it because it's got a high number of jumpjets you can fit in, or would it be way too oppressive of a poptart with its new quirks?

#10 Ttly

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Posted 12 February 2026 - 09:38 PM

View PostVoid Angel, on 12 February 2026 - 05:42 PM, said:

Don't discount the differences in 'mech architecture in the Battlemaster v. the Marauder IIC.


That only makes the powercreep even worse/blatant since the Red Corsair has 7 of its energy mounts on the torso which are mostly higher over the MAD-IIC-1.

That, and on a perfect torso twist (use the compass for this) you could actually cover up the STs (which losing means a lot on all-energy like this) with the arms.
Paired with actually having hitpoint quirks, and it looks even more ridiculous is what it is.

MAD-IIC being vaguely "durable" is more due to people not having seem to have figured out to just shoot the tall rear humps instead of aiming center mass when it twists to guarantee ST hits instead, since some of its arm hitbox goes into the main torso hull otherwise.
Oh and in case people missed it, the 75t IS Marauder with skill nodes pretty much has just as much hitpoints as an almost quirkless 85t as well.

I'm not saying the MAD-IIC as a chassis is terrible (the ECM Gauss Sniper[D] and your usual Dreadnought/Scorch brawler can be rather obnoxious to see all the time), but the IIC-1 (which is actually pretty rare to see you ask me) sure just got blatantly powercreeped with a p2w option at that.

Edited by Ttly, 12 February 2026 - 10:21 PM.


#11 Akamia Terizen

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Posted 12 February 2026 - 11:45 PM

View PostTtly, on 12 February 2026 - 09:38 PM, said:

I'm not saying the MAD-IIC as a chassis is terrible (the ECM Gauss Sniper[D] and your usual Dreadnought/Scorch brawler can be rather obnoxious to see all the time), but the IIC-1 (which is actually pretty rare to see you ask me) sure just got blatantly powercreeped with a p2w option at that.


It's not a P2W option. This is a booster pack; it's gonna be a C-Bill ’Mech later this year, just like the Marauder IIC 1 is currently.

#12 Ttly

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Posted 12 February 2026 - 11:57 PM

View PostAkamia Terizen, on 12 February 2026 - 11:45 PM, said:

It's not a P2W option. This is a booster pack; it's gonna be a C-Bill ’Mech later this year, just like the Marauder IIC 1 is currently.


Yeah, and probably gets nerfed also by then.
Then being like what, 6 months from now?

Until then, it *is* a p2w alternative, just one that has its power level decays through the months through nerfs hopefully.
And even quirkless it would still be a powercreep to the MAD-IIC-1 solely thanks to its high ST mounts.

My recommendation? Maybe just suck it up and bring back negative quirks so it can afford positive quirks on other things (i.e negative large laser cooldown/heat but it gets medium laser quirks) without ending up being OP and to differentiate it from the MAD-IIC-1.
And take a damn look at the MAD-IIC-1 too while at it.
And maybe the HBK-IIC-A too which shares similar mount placement.

Speaking of something similar, the 4C-LPL RFL-IIC-1 also got sort of powercreeped by the Clan Nightstar too in the past, except not that many people bothered getting the Brubaker even once it's made for cbucks.

View PostDoc13, on 12 February 2026 - 08:25 PM, said:

I'm wondering why the Panther didn't get a jumpjet buff like the Vapor Eagle and Osiris a while back. Is it because it's got a high number of jumpjets you can fit in, or would it be way too oppressive of a poptart with its new quirks?


Just the usual slow-lights being punching bags is my take.
The Panther in particular being rather underquirked to be run with XL180-200 that places it as mini-Griffins.
Though fast Panthers (XL225) do end up being these "Wolfhound with JJs" somewhat or "Assassin if it has better quirks" in some regard.
Which is more of an issue with the Assassin being rather terrible on the latter (see: ASN-101 to PNT-9R/8Z).
Or in the Katana Kat's case, a 35t 4LPPC-Griffin-Ares with better velocity but less hitpoints (but agile+smaller) and worse heat, at least better DPS with the cooldown buff.

I blame the engine range being too lenient to commit towards the Panther being a slow-light that its lore accurate version is.
Oh and a lack of specific quirks for missile+large weapon (STD/ER PPC, Large Laser) that would make going slow preferable.
Too much general quirks would also be a buff to the fast (XL225) energy Panthers which in turn is already on-par/better to most of the energy Assassins (comparable with XL265-280) and doesn't really need more buffs.

Though looking at the Ballistic Panther (PNT-10P), they'd probably would rather just buff its (slow Panther) durability to the point of a medium/heavy instead while still leaving it comically undergunned.
I mean seriously? The PNT-10P just straight up got as much hitpoints as the WVR-6R with this month's change.
The main difference between the two are really just the Panther being smaller+agile (more durable) and less DPS (but more range) than the Wolverine.

Just try out whatever XL180-200 (which it actually *is* forced to use if it wants to run L/AC/LBs) build you can come up on it and compare it to a WVR-6R with similar build around XL265-280.

Or maybe compare it to the Cougar which is what an actual glass cannon slow-light should look like, though I think most of the So8 Cougars aren't cannon-ey enough (could use more heat quirks) while being glass.
Stuff like COU-Prime being a worse version of MDD-Prime which in turn is just a worse TBR-Prime which in turn is actually on-par with the MCII-A comes to mind.
Or COU-C being terrible.

I guess there's also the Urbie.
The AC (not RAC or UAC) Urbies in particular which no one runs.

Edited by Ttly, 13 February 2026 - 08:44 AM.


#13 RickySpanish

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Posted 13 February 2026 - 08:30 AM

Hi there,

I'm surprised there have been no changes to the Incubus Zero Legendary quirks. The 'Mech is an absolute shambles (actually the Light class in general is). It's locked into two builds - HMLs and HLL, that's it. It performs extraordinarily poorly with both: HLL is slow, the shield doesn't work, and the wing provides no utility whatsoever. HML is even more dangerous as the shield is all but useless at medium range, and once again the wing just takes up tonnage.

This 'Mech is effectively broken; It's the worst 'Mech in the game and you've released it as a paid item. Please could you at least acknowledge that it's in a bad spot, even if you have no idea how to fix it?

#14 Someone Stole My Sweetroll

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Posted 13 February 2026 - 10:00 AM

View PostTtly, on 12 February 2026 - 02:19 PM, said:

Yay, MCII-A's ST armor are back.

Also Vapor Eagle got its JJ quirks upped, no agility buffs though, I guess being jumpier sets it apart from the Summoner (or the Night Gyr in Gorewing's case) somewhat.

Red Corsair is here to powercreep the living crap out of MAD-IIC-1 (similar 9energy 85t but almost no quirks) too.
Smith looks ok.
Clan Atlas-2 looks annoying since it's ECM, but it looks like it'll have a lack of DPS (only 20ish) just like the regular Atlas does. Its hardpoint count also looks like an HGN-IIC without JJs, but it does have a lot more hitpoints.
Actually on closer look, it seems like it'll have like 23ish DPS? So that's not too bad I guess.
And most of its damage should be spread/inaccurate/relatively shorter range (because missile+laser) so that seems fine. Could use an itsy bit of heat quirks (probably missile) if anything.
Samantha looks forgettable, but maybe it'll open up some mixpod build, mostly thanks to its 3missile RTpod.

Also kind of lame that the Atlas-II is only a head remodel of the regular Atlas.

Oh and the MCII-1 didn't get its -20% Gauss/HAG cooldown changed to gauss only.
So here comes another month of HAG80 damage farmers if they bothered getting out of their Mauls (only -10%) for it I guess.

Most of the other changes I talked about here already.
Ballistic Panther (10P) having as much hitpoints (and more durable due to smaller size+agility, instead of better firepower) as a 55t (WVR-6R in particular) I don't like.
The Energy Panthers probably could still use even more buffs (more -heat%) and the 10K in particular seems to be really undertuned.
Assassin changes doesn't seem that impactful for the most part.
+TAG range are only there for L-TAG since regular TAG range is more than enough.

Clan Flea getting more SRM ammo is ok I guess. This is a post-Fire Moth world after all.
Too bad the FLE-17/20s can't get heat quirks too while at it.

Also no non-Arrow Nagas buff?


Wolverines a weird comparison imo as it's very off meta, being potentially better than a Wolverine does not mean much when the Wolverine is trash.

Honestly I would love for the Wolverine to get some buffs.

#15 TercieI

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Posted 13 February 2026 - 10:07 AM

View PostRickySpanish, on 13 February 2026 - 08:30 AM, said:

The 'Mech is an absolute shambles (actually the Light class in general is).


Lights are as OP as they've ever been. Don't you read the forums? ;)

#16 Void Angel

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Posted 13 February 2026 - 10:31 AM

View PostTtly, on 12 February 2026 - 09:38 PM, said:


That only makes the powercreep even worse/blatant since the Red Corsair has 7 of its energy mounts on the torso which are mostly higher over the MAD-IIC-1.

That, and on a perfect torso twist (use the compass for this) you could actually cover up the STs (which losing means a lot on all-energy like this) with the arms.
Paired with actually having hitpoint quirks, and it looks even more ridiculous is what it is.


Tell me you don't spend a lot of time in Battlemasters without telling me you don't spend a lot of time in Battlemasters. Even the non -1G Battlemasters will take a full second to "perfectly" twist (this is pretty standard) - and that exposes the rear of the 'mech, which sticks out like a badly parked car. The chassis is wide and cumbersome; the reason the arms have armor quirks instead of structure, is that they kept on getting shot off when the 'mech would try to corner trade. If "people just learn to shoot at" the upper chest instead of the waist-level forearms, you're not reasonably spreading that much damage - which is why it has structure quirks.

The Battlemaster's arms do not somehow negate the Marauder IIC's superior profile. We do not live in a magical world where no one ever shoots you from the front. People are going to shoot at you while you're shooting them; they're going to do it a lot. Damage spreading matters, but you also have to shoot back - you can't hand-wave that advantage away by saying "shoot at the smaller target of those torso nacelles." The Battlemaster's guns are spread out more, and its architecture makes its torsos easier to isolate from the front - and it's a Clan laser boat.

Look at it from another angle: "What's the most durable Assault chassis in the game?" Don't even wonder, it's the Annihilator. It's harder to kill from the front than an Atlas, even though the Atlas has higher durability quirks. A lot higher. I love my Atlases, and an Atlas is arguably better at absorbing fire from multiple directions, but from the front, an Annihilator's boat-like prow of a torso spreads damage easily across the frame. It's similar to trying to kill a Commando with SRMs: the damage spreads, so the amount of effective damage they take is deceptively higher than you'd expect just counting up numbers. Other chassis, with similar weapon mixes to other Battlemaster variants, have outperformed those variants, too; this is why all the Battlemasters have these durability quirks. The switch to Clan weaponry may push it over the top, but the longer burn times of that tech will also exacerbate its weaknesses. It's not easily predictable, and time will tell.

The TL;DR here is that the chassis has needed those durability quirks in the past - not the weapon set. The Clantech lasers' longer burn times work against it more than Inner Sphere weapons do, and while there may be power creep, it's neither "ridiculous," nor "blatant."

Edited by Void Angel, 13 February 2026 - 10:32 AM.


#17 RickySpanish

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Posted 13 February 2026 - 10:51 AM

View PostTercieI, on 13 February 2026 - 10:07 AM, said:


Lights are as OP as they've ever been. Don't you read the forums? ;)


There used to be a niche for them, I swear. But when I came back a few months ago it quickly became apparent that there's been absolutely massive power creep. I used to break out into a sweat facing Lights in an Assault, now they just take up a smaller piece of my heat bar. And of all the Lights in the game, the Zero is the greatest disaster.

#18 TercieI

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Posted 13 February 2026 - 11:02 AM

View PostRickySpanish, on 13 February 2026 - 10:51 AM, said:


There used to be a niche for them, I swear. But when I came back a few months ago it quickly became apparent that there's been absolutely massive power creep. I used to break out into a sweat facing Lights in an Assault, now they just take up a smaller piece of my heat bar. And of all the Lights in the game, the Zero is the greatest disaster.


Yeah. It’s bad. I almost never pick one for PUGging and it pains me.

I agree the Zero is bad but I think there are junk variants (missile 20 tonners come to mind) that would compete for worst, but I don’t care enough to test any of them.

#19 Rho Treska

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Posted 13 February 2026 - 11:03 AM

View PostInnerSphereNews, on 12 February 2026 - 01:18 PM, said:


Clan Battlemaster Red Corsair BLR-1GBC(S)


Posted Image
Posted Image




Oh, for the love of... take your pick, could you please put in the effort of giving this thing symmetrical arms? Doesn't matter to me if it's guns akimbo or underslung PPCs on both sides, but this uneven config has annoyed me ever since the Hellslinger. You managed to do it for the Sparky and Ares Griffins too.

I know I'm just a small fish in a big pond, but cosmetic annoyances like that keep me from spending money on variants that I love.

#20 Void Angel

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Posted 13 February 2026 - 11:06 AM

View PostRickySpanish, on 13 February 2026 - 10:51 AM, said:

There used to be a niche for them, I swear. But when I came back a few months ago it quickly became apparent that there's been absolutely massive power creep. I used to break out into a sweat facing Lights in an Assault, now they just take up a smaller piece of my heat bar. And of all the Lights in the game, the Zero is the greatest disaster.

View PostTercieI, on 13 February 2026 - 11:02 AM, said:

Yeah. It’s bad. I almost never pick one for PUGging and it pains me.

I agree the Zero is bad but I think there are junk variants (missile 20 tonners come to mind) that would compete for worst, but I don’t care enough to test any of them.


I have an MRM Locust that I get good results in - I enjoy Lights in general, and they still feel relevant to me. It's just that the skill floor on those chassis is high, and that skill in piloting Lights is strongly fungible to skill in killing Lights.





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