November 6Th Patch Notes - 1.0.142
#21
Posted 06 November 2012 - 02:45 PM
NOT
#22
Posted 06 November 2012 - 02:46 PM
Captain Midnight, on 06 November 2012 - 02:39 PM, said:
Read under 'gameplay'
DocBach, on 06 November 2012 - 02:45 PM, said:
NOT
1.4 not 1.04
#23
Posted 06 November 2012 - 02:46 PM
#25
Posted 06 November 2012 - 02:47 PM
#26
Posted 06 November 2012 - 02:47 PM
#27
Posted 06 November 2012 - 02:48 PM
KharnZor, on 06 November 2012 - 02:46 PM, said:
1.4 not 1.04
No, my Atlas with 14 double heat sinks had its heat efficiency statistic go from a 1.4 to a 1.04
My Atlas with 19 double heat sinks went from 1.7 to 1.42
Edited by DocBach, 06 November 2012 - 02:49 PM.
#28
Posted 06 November 2012 - 02:48 PM
Edited by MWHawke, 06 November 2012 - 03:20 PM.
#29
Posted 06 November 2012 - 02:49 PM
Captain Midnight, on 06 November 2012 - 02:39 PM, said:
Garth Erlam, on 06 November 2012 - 02:27 PM, said:
- Double heat sinks are now 1.4 times as effective as standard heat sinks. This includes DHS's that you place on your Mech as well as those integrated into the engine.
#31
Posted 06 November 2012 - 02:50 PM
Edit
I assume that Artemis IV does not work with indirect fire, only on targets that a player has a direct LOS target lock on?
Edited by Dirus Nigh, 06 November 2012 - 02:54 PM.
#32
Posted 06 November 2012 - 02:52 PM
AC Rimak, on 06 November 2012 - 02:39 PM, said:
"The Spartan Dienekes was told that the Persian archers were so numerous that when they fired their volleys, their arrows would blot out the sun. He responded with “So much the better, we'll fight in the shade”." - Histories, 7.226
#33
Posted 06 November 2012 - 02:55 PM
#34
Posted 06 November 2012 - 03:01 PM
but does this mean that the doors no longer actively open on their own when you press the fire button? so we will need to openly manage the missle doors, meaning it will not fire if they are closed? will they even lock on if they are closed?
oh so many questions and so much time before I'm home to test the new patch.
#35
Posted 06 November 2012 - 03:02 PM
You did a great work! Keep it up! Love you all
#36
Posted 06 November 2012 - 03:03 PM
#37
Posted 06 November 2012 - 03:03 PM
#38
Posted 06 November 2012 - 03:04 PM
Artemis IV FCS Upgrade
Artemis improves the grouping size of LRM and SRM volleys.
Artemis improves the lock on time and tracking strength of LRMs
Artemis does NOT add guidance to SRMs.
Upgrade panel has an Artemis category with two options – Artemis and Remove Artemis
The Artemis category will not show up if the ‘Mech does not have Missile hardpoints.
Changing options will automatically upgrade/downgrade any existing eligible missile weapons and swap any eligible missile ammo to the proper type
The Artemis upgrade can be applied to all standard LRM and SRM launchers, but not Streak SRMs or Narc Beacon launchers
Price of the upgrade includes cost of the upgrade itself plus cost of the ammo if there was not enough in the inventory
Ability to select the Artemis upgrade will depend on availability of sufficient slots and tonnage
When viewed in “Loadout”, all Artemis capable weapons will take up one extra slot and weigh one more ton than usual when Artemis is selected
For any weapons that are Artemis eligible, only the Artemis version will show in the equip list
Similarly, only Artemis ammo will appear for the ammo for those weapons
#39
Posted 06 November 2012 - 03:05 PM
#40
Posted 06 November 2012 - 03:06 PM
Adridos, on 06 November 2012 - 02:33 PM, said:
Looking forward to play with you guys tomorrow, it's too late to play in Europe.
I'm going to play tonight, cosy down with some nice food and drink Can't resist, even if I do need to get up early
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users