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Novos Patches And Updates


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#1 JT Black

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Posted 16 November 2012 - 08:23 AM

Informacao para voces saberem o que esperar currentemente em desenvolvimento e disponivel nestes forums :


Next Patch - TBD

Future Patches


The following items are new content being worked on in addition to bug fixing and performance improvements.

ECM

We've had several internal playtests. Overall I'm excited to see this hit the battlefield, as it adds a very interesting tactical component. However, in its current state is very overpowered and makes certain mech builds even more useful (Gausspults). There was some general usability feedback from the team. Some found it hard to visualize, others wanted more indication that a friendly unit had an ECM equipped.

We're keeping it in test until some HUD/BattleGrid changes help smooth out communication, along with making sure the ECM is not OP. For those wanting to hide from LRMs, this will be your must have item.

New Camo Spec

Exciting stuff! Players can customize their mechs skin and pattern for MC. The system is very easy to use, select a skin, select up to 3 colors and hit the save button. Like a paint shop, changes are permanent and erase any previous pain schemes. There will be some free skins, CB only content, but mostly camo spec will require MC to make changes.

Cockpit Items

Some of you have already redeemed your PC Gamer and NVIDIA codes, which gives you access to a skins and bobbleheads. Later this month we`ll be rolling out more items to beautify your in-game experience.

Modules

Two new modules in test. Details Forthcoming.

******* Betty

Currently in the game, available by .cfg command only. Will be turned on in November with new dialogue, which sounds freaking awesome. Anyone seen or heard our new trailer. Hint Hint. Answer: Yes.

Conquest Mode

We've been play testing this for a few weeks now, things are coming along nicely! It's fun and requires lots of team coordination. We're fixing up some balance issues, resource/base locations, and general HUD/BattleGrid messaging to smooth out what's going on. We're taking a look at CB/EXP rewards, focusing on rewarding teamplay above all else. This means a reduction in kill/assist/damage done rewarding, and an increase in holding resources points. With a new mode, comes a new way to launch into matches. A new button will allow players to select/set their default mode to: Quick Play (random), Assault, or Conquest.

DirectX 11

Courtesy of Matt Craig:

Quote

After integrating CryEngine 3.4 we noted a number of issues with the DX11 implementation that we didn’t feel were acceptable to push out to production. We have worked with our partners to address the key issues, these
have now been resolved and we are enabling DX11 internally for testing. Once it passes QA it will be enabled on production, we appreciate the fans patience while we work to ensure the DX11 renderer is just as stable as the DX9 renderer.

Edited by JTBlack, 16 November 2012 - 08:26 AM.


#2 JT Black

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Posted 21 November 2012 - 05:21 PM

Este update vem directamente do Brian e vamos ter mais conteudo brevemente.

Mantenham-se positivos e pacientes.


LAST UPDATE: November 20th, 2012


FAQ
Some content is not posted here. Super secret stuff.
November 27th

Camo
Dazzle
Phranken (Cataphract only)
Colors
Woodland
Urban
Marine
Winter
Mountain
Basic
Phraken
Cockpit Items
Hula Girl
Gazeller DropShip
Gun
Faction Banners
December 4th
Camo
Urban Block
Cockpit Items


Holiday Content

December 11th - Incomplete List

Camo
Phranken (rest of mechs)
Cockpit Item


Piranha Hunt 2012 Banners for the winners.

December 18th - Incomplete List

Mech
Stalker

Camo
Woodland
Cockpit Items

Additional Holiday Items
Map
Desert - 30% chance

#3 JT Black

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Posted 22 November 2012 - 04:15 PM

Aqui estao algumas explicacoes de mecanicas em relacao ao jogo:

Courtsey of Mr. Bradley.

1) Double heat sinks internal to the engine are set to increase the heat scale by 2 points and provide -0.2 heat/sec cooling. Double heat sinks that you add to your Mech increase the heat scale by 1.4 points and provide -0.14 heat/sec cooling. (For reference, single heat sinks increase the scale by 1 and cool -0.1 heat/sec. The heat scale starts at 30 and is then is increased based on the heat sinks in your Mech.)

2) Each time the internal structure of a Mech takes damage, there is a chance that the hit will cause at least 1 critical hit. There is a 25% chance of causing 1 critical hit, a 14% chance of causing 2 critical hits, and a 3% chance of causing 3 critical hits (for a total of a 42% chance of any sort of critical hit). Each critical hit will randomly hit a weapon or piece of equipment in that location; the chance of a particular piece of equipment being hit is proportional to how many critical slots it occupies. Each critical hit damages the weapon/equipment an amount equal to the damage that caused the critical hit.

For example, an Atlas AS7-D is hit with an AC/5, for 5 damage to its left torso’s internal structure. The attacker gets lucky and this results in 3 critical hits. Two of the crits hit the LRM 20 and 1 hits the heat sink. The heat sink will take 5 damage and the LRM 20 will take 10 (5 x 2 = 10).

Currently, all engines have 15 points of health while all other items have 10. One of the changes going through QA right now, and that will be applied to an upcoming patch, is lowering the health of the Gauss rifle to 3 points. And, sometime soon, we plan on doing a full pass on the health of all the items.

Critical damage to the side torso hit boxes of XL engines deals damage to the engine as a whole. However, it should be noted that, currently, critical damage to your engine will not disable it, but simply add to your repair bill. This is likely to change when we do the pass on the health values.

3) This has not been implemented.

4) First, Gauss ammo does not explode, but the Gauss rifle does (for 20 points of damage). However, it was discovered that the Gauss rifle explosion was not working properly. The fix has been completed and will be implemented in an upcoming patch.

When ammo (or a Gauss rifle) explodes, it can cause large amounts of damage. If the explosion destroys the internal structure of a location, any remaining damage is transferred inward, to the internal structure of the next location. Arms and legs transfer to the appropriate side torso, side torsos transfer to the center torso. CASE prevents the explosion from transferring past the location in which it is installed.

For example, if you have CASE installed in your left torso, any explosion that starts in, or transfers into, your left torso will never transfer any damage into your center torso.

Some of you may notice that this doesn’t do anything for Mechs with XL engines, and yet many of the canon default loadouts include XL engines and CASE in the side torsos. We are currently considering some additional tweaks that would ensure that this is not a completely useless combination.

#4 JT Black

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Posted 22 November 2012 - 04:39 PM

Open Beta Update #3

Upcoming Patch - Tuesday Nov. 20th @ 10AM – 1PM PDT


Change Log
________________________________________

Update

Greetings MechWarriors, Welcome to Open Beta Update 3! This patch includes the Cataphact CTf-1X, 2X, 3D, and 4X (see details Bellow). This is a welcome addition to our Heavy Mech line-up bringing more variety to our battlefield. We have also expanded on our Information warfare pillar with the addition of Beagle active probe and 2 new Modules.


New BattleMechs:

Cataphract CTF-1X

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 352 points
* Weapons: 4 Medium Lasers, 1 PPC, 1 AC/10
* Hardpoints: 5 Energy, 1 Ballistic, 1 AMS
* Jump Jets: n/a

Cataphract CTF-2X

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 416 points
* Weapons: 2 Medium Lasers, 1 SRM 4, 1 Large Laser, 1 AC/10
* Hardpoints: 3 Energy, 1 Ballistic, 2 Missile, 1 AMS
* Jump Jets: n/a

Cataphract CTF-3D

* Tonnage: 70
* Top Speed: 64.8 kph
* Armor: 352 points
* Weapons: 4 Medium Lasers, 1 LB 10-X AC, 1 Ultra AC/5
* Hardpoints: 4 Energy, 2 Ballistic, 1 AMS
* Jump Jets: 4

Cataphract CTF-4X

* Tonnage: 70
* Top Speed: 48.6 kph
* Armor: 434 points
* Weapons: 1 Large Laser, 2 AC/5s, 1 LRM 5
* Hardpoints: 2 Energy, 4 Ballistic, 1 Missile, 1 AMS
* Jump Jets: n/a


GENERAL

* Beagle Active Probe (increases sensor range by 25%, faster target level acquisition by 25%, allows targeting of unpowered mechs within 120m)
* Back Face Target Retention Module (Allows to see your primary target on radar if they get behind you and are within 200m)
* Sensor Range Booster Pilot Module (Increases sensor range by 15%)
* Players can only exchange XP to GXP after the given Mech has had all BASIC efficiencies unlocked. (Does NOT require elite, just basics for the Mech that has XP on it.)
* Players in a group can now ready up by clicking their status in the group list instead of the master Launch button.
* Proper notification given when the player group is full.
* Tweaked the display of AMS in weapon loadout. (Displays the # of active AMS modules which are displayed at the bottom of your weapon configuration list.)
* Extra information on the BattleGrid is now OFF by default. Press I to turn them back on.
* BattleGrid base markers in spectator mode now displays correctly.
* Jump Jets can no longer be activated when knocked down.
* Coordinates now displayed with F9.
* Weapon Lock system made system authoritative to prevent cheaters from gaining faster locks
* SSRMs were doing less damage than designed, that is now fixed.
* SSRMs will now hit 100% unless something in the way or latency issues.
* A rare crash when loading into level has been addressed.

GAMEPLAY

* Fixed Lock-on reticule not showing up for spectators.
* Cooldown bar stuttering fixed.
* Users can no longer change weapon groups while shut down.
* There is now a warning on the HUD when weapons are jammed.
* Weapons will un-jam automatically after ~3-5 seconds.
* Manual unjamming of weapons is no longer required.

ENVIRONMENTS

* Re-created all level.pak files to substantially reduce filesize
* Tweak ambient temperature of Forest Colony Snow (it is now slightly colder than Forest Colony regular (~-2°c))
* Updated Mini-map image in Forest Colony (standard)
* Performance Optimizations in Forest Colony (standard)


We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

#5 JT Black

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Posted 27 November 2012 - 04:02 AM

Hoje vamos ter novo patch e muito do conteudo vai ser customizacao dos vossos mechs , aqui esta o link :

http://mwomercs.com/...zation-phase-1/

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BATTLEMECH VISUAL CUSTOMIZATION (PHASE 1)


Started by Bryan Ekman, Nov 23 2012 07:37 PM

#1Bryan Ekman
Creative Director

Administrators


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With the release of our November 27th patch, players will now be able to customize the look of their BattleMechs. This visual customization is broken down into two parts: Camo Spec and Cockpit Items.

Camo Spec

Camo Spec is a cool way to change the way your BattleMechs look externally; by applying a customized pattern and up to three unique colors.

Patterns are categorized by type such as:

Camo (Dazzle, Woodland, Urban Block, etc.)
Custom (Phranken)
Special (PC Gamer)
Colors are categorized by:
Basic (CB only)
Premium (MC only)
Color (Red, Blue, Green, etc.)
Theme (Woodland, PC Gamer, Phranken, etc.)

Rules:

Not all patterns are available for every BattleMech.
Example: The PC Gamer pattern is only available for the Commando, Jenner, Hunchback, Centurion, Catapult, Dragon, Awesome, and Atlas.
Patterns have 1, 2, or 3 color channels.
Example: Default pattern has 3 color channels, Dazzle pattern has 2 channels.
Each pattern and color applied, has a cost.

You are charged for changes only.
Example: If you only change one color, you only pay for the one color change.
With each application you can make up to 4 changes. 1 Pattern, and 3 Colors.


When you apply a new Camo Spec to your BattleMech, any changes made will erase part or all of previous application.
Example: If you had previous applied the Dazzle pattern, then apply the Urban Block pattern, you will erase the Dazzle pattern. Your previously applied colors will not be affected.



Cockpit Items

Cockpit Items allow players to give their home away from home a personal touch by adding up to three decorative items. There are three places to add items: hanging, mounted, and standing.
Standing items sit in view at all times and take the form of bobbleheads, minis, statues etc.
Hanging items sit in view above the player and take the form of fuzzy dice, charms, necklaces, etc.
Mounted items sit out of view, to the left or right, and take the form of banners, pictures, etc.
Rules:

Purchased items are permanent. They cannot be sold.

You can buy more than one of any item.
There are 3 unique item types: hanging, standing, and mounted.
Each BattleMech can carry up to 3 items.
You can only have 1 item of each type equipped per BattleMech.
You can equip and unequip an item from any BattleMech.
Unequipped items are stored in your Cockpit Item inventory until equipped.




Cost

Players can expect to pay for Patterns, Colors, and Cockpit Items with MechWarrior Credits (MC) for the most part, with prices starting at 125 MC. Every BattleMech comes with at least one FREE default pattern, and there are 5 colors that can be applied using C-Bills (CB) only. The same general pricing applies to Cockpit Items as well.

Promotional Content
Many of you are currently enjoying some of MWO’s free content in the form of the PC Gamer pattern and Coconut Monkey bobblehead, or NVIDIA’s Dawn bobblehead. Expect to see more of these free promotional items in the future.

Achievement Content
As part of a larger plan to reward players for earning specific milestones or achievements, you can expect to see some great rewards coming online during the coming months.
Pattern Availability

As mentioned in the previous posts, not all patterns are available for all Mechs. See below.

The Commando, Hunchback, Dragon, and Awesome will not be able to enjoy the full benefits of Camo Spec until December 18th. The delay is largely due in part to converting the older textures to the new system. Each texture takes around 5 days to convert. The benefit, the new textures are way cooler.

Edited by JTBlack, 27 November 2012 - 04:19 AM.


#6 JT Black

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Posted 27 November 2012 - 06:08 AM

Aqui esta mais material planeado e a ser trabalhado.

Nomeadamente :



LAST UPDATE: November 20th, 2012

FAQ
Some features are considered high risk, these tend to slip the most.
Since going to OB, we have slowed the rate of new features. Why? To make sure we get them as polished and balanced as possible before pushing them to production.
Yes we miss dates. It's a fact of life when dealing when a live environment. We have less tolerance for shipping incomplete features.
All the dates below are targets. Unless it says 100%, then there's a chance it could be delayed at the last minute.
Testing at scale: some issues will only occur when they go to production. We are working to address this by setting up a new set of test servers.
Bug fixing is always ongoing and not included here.
Camo Spec


Target Date: November 27th - 100%
Status: Stable/Stage Testing
Notes: Fixing Bugs

Premium Time Activation
Target Date: November 27th - 100%
Status: Stable/Stage Testing
Notes: None

Btiching Betty (Partial)
Target Date: November 27th -100%
Status: Stable/Stage Testing
Notes: Partial Implementations. Missing startup sequence.

ECM
Target Date: December 4th - 60%
Status: Play Testing, Additional Feature Work
Notes: Working on balancing. Most likely will limit to specific Light/Medium Chassis for now (similar to how jump jets work).

Conquest
Target Date: December 4th - 50%
Status: Play Testing, Additional Feature Work
Notes: Requires balancing, HUD improvements,

Matchmaking Phase 2
Target Date: December 4th - 80%
Status: Working on FE UI.
Notes: NA

Matchmaking Phase 3
Target Date: Late December/Early January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.

Combat Score
Target Date: No ETA
Status: Design Complete
Notes: Combat Score compliments the new matchmaking system and will be used in scoreboards to rank players. This is an aggregate scoring system.

In-Game Screen Overhaul (EOR/Start/Pause)
Target Date: December 18th - 50%
Status: Design Complete
Notes: General graphical improvement to several in game menus.

Statistics
Target Date: No ETA
Status: Partially Complete.
Notes: Early work done. Some statistics being collected already. FE/Web work and remaining statistics tracking to be started shortly.

Achievements
Target Date: No ETA
Status: In Design
Notes: Part of New User Experience

Music
Target Date: No ETA
Status: In Development
Notes: Music is being added to several parts of the game, including the start of a match.

#7 JT Black

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Posted 27 November 2012 - 05:52 PM

This is a list of what is being tuned in the immediate future. There are no set dates for this. This is just a FYI as to what is coming down the pipe.





In Current Development:

Projectile speeds on AC rounds can use a buff.
  • AC/2 is fine where it's at.
  • AC/5 is pretty close to where it should be.
  • AC/10 needs a boost.
  • AC/20 needs a fairly big boost.
  • UAC/5 will be the same as AC/5
UPDATE(Nov 23): Currently testing and looks to be about a 30% boost across the board with the exception of the AC/2 which will stay the same.




Gauss Rifle is going to become very fragile.
  • The Gauss Rifle is going to have it's internal health dropped substantially.
  • Once armor surrounding a Gauss Rifle has been removed, there is going to be a high probability that the Gauss Rifle will detonate via critical hits when that component gets hit by enemy fire.
LRM/SRM/SSRM/ARTEMIS
  • Artemis is fine where it is at the moment.
  • SRMs are fine where they are at the moment.
  • SSRMs will spread damage across LT,CT,RT instead of always just hitting CT. On moving targets, limbs will be hit as well. Sped through test and was patched on the 20th. This is live right now.
  • LRMs will get a 0.1 damage buff. Through testing and will be live Nov 27th.
PPCs are being investigated.
  • Heat balance?
  • Projectile Speed?
What we are planning:
  • Special effect when you are hit by a PPC that is similar to EMP.
  • Getting hit by an AC/20 is going to rock you hard.
  • MG's will be getting a damage boost.
  • Flamers will be getting the heat generation on enemy scaled in a way that makes more sense. You're not going to overheat a Mech but you should be raising their temps to the point that if they fire anything they will shut down/overheat.


Lead Designer Posted 23 November 2012 - 06:54 PM
Posted Image
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Streak-SRMs - OMG NERF THEM!
Nov 23 - Update

We are very aware of what the streaks are doing at the moment. They ARE going to be nerfed. How is still under internal discussion/testing at the moment.

What has happened (and as noted in the last patch notes), was that two bugs were fixed. The first was to make sure the missiles ALWAYS hit. The second one was some underlying bug that was preventing the SSRMs from doing full damage. Now that those two bugs were fixed, the amount of damage per volley has increased due to the combination of both of these fixes.

We will be addressing this ASAP and I'll keep you updated on the progress.


----

UPDATE (Nov 26,2012):

Just so you guys know, I'm not looking into nerfing damage or operation right now. This nerf should not directly affect people using 1 or 2 launchers. We are trying to look into ways of reducing efficiency when you try to boat these systems. We are still discussing the implications of some planned routes and again, I'll let you know what we start to move forward with.




Dear MWO Forums,

I know this sounds too good to be true but...

I've just finished a quick pass at how much the screen shakes for all weapons. I showed the results to Bryan and he was like "OMG this isn't an earthquake simulator!". So I went back and tuned the numbers down to something more respectible and they seem to be a lot better.

The amount of screen shake will be reduced quite a bit. The only "big" hit will be from the AC/20.

The next thing I want to tune before pushing these numbers out for testing is the amount of smoke generated by AC fire in general. Again, I'll be working with the artists on this one to see if we can come up with something that doesn't make you blind yourself when firing the ACs.

One other update... I've sped the AC/20 up from 750 to 900 m/s. This means the lead time you need to put on targets is about 20-30% less and you should be able to put more rounds on target when playing in a fast paced match. The other ACs will scale up from there.

On the SSRM direct front, another fix has gone in where the SSRMs will now use arm and leg joints as viable lock-on targets. This spreads damage out more. I'll be working with David B on testing to see if the current implementation of SSRMs along with the reduced cockpit shake and smoke reduction will be enough of a nerf to help counter the SSRM effectiveness without having to directly hit damage/cooldown/heat etc.

New numbers will be coming out soon and again.. I'm not giving you a direct date but we should be able to get this stuff into testing within the next week.

-Paul

p.s. then there was a pillow fight. :(

Edited by JTBlack, 27 November 2012 - 05:55 PM.


#8 JT Black

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Posted 28 November 2012 - 10:45 AM

Como vos prometi aqui esta as notas mais recentes do patch de ontem :


27TH, 2012
Open Beta Update #4

Upcoming Patch - Tuesday Nov. 27th @ 10AM – 1PM PDT



Change Log

________________________________________

Update

Greetings MechWarrior’s and welcome to Open Beta Update 4!

We have some exciting things to talk about in this patch, but first off, we want highlight the start of Banked Premium time button. The Community spoke and we listened! It has been a while coming, but Founder's premium time will now be reset and banked allowing you to activate it when you desire. This won’t stop you from purchasing premium time right now and activating your founders time later. Any of the bonus XP and C-bills you earned while your premium time was active are retained.

Next up we have Frozen City Night. This relight of the Frozen City map changes things up by creating long clear sightlines and some cool new effects in the sky. It may not be a night map that requires Night vision but that will be in another patch. :angry:

I can’t talk about Visual Customization without giving props to Mark Hayden, aka Hayden on the forums. Mark has been customizing Mech patterns on our concept art since the beginning and now he works on the game! So if you want an idea of the kinds of skins are going to be in your future take a look at this thread. http://mwomercs.com/...ed-concept-art/ We are extremely proud that Mark has decided to join our team to give you guys the best options for customization.

It doesn’t stop there either, you have all seen the Coconut Monkey and the nVidia Dawn bobbleheads right? I now present to you HULA GIRL! Along with a bunch of other cockpit customization items and more is in the works!

Last but not least *******’ BETTY is in the game! Yes that is Carrol Ruggier’s voice, of MechWarrior 2 fame, in the game! We still have more audio to add (*cough*, start-up sequence, *cough*), and some more system refinement, but we just couldn’t make you wait any longer!

Lastly, I want to let everyone know we are working on networking, performance, and bug fixes. This is the heart of any great game and we are committed to getting the best experience we can for our players. Some things take longer to turn around.

See you on the Battlefield!

- Matt Newman


VISUAL CUSTOMIZATION

Players will now be able to customize the outer visual looks of their BattleMechs. This includes applying patterns and adjusting the colors that make up those patterns.

* Patterns - Patterns are made up of color elements which give them a unique look when applied to a BattleMech. Not all Mechs have skins available to them. Check out the matrix in the link below to see what is currently customizable.
* Paint Colors - The colors that can be applied to a Pattern are broken down into channels. Each pattern has from 1 to 3 channels. Colors can be changed on any channel that is available for the chosen Pattern.
* Cockpit Items - Items can now be purchased for the player's BattleMech cockpits. More items are being implemented and they will be coming out soon.

For more in-depth detail on Visual Customization, follow this link: http://mwomercs.com/...zation-phase-1/

With this, we found a rendering issue that would cause colors to not show up properly. This was fixed and now Mech colors are properly reproduced in the game. You will notice a slight shift in colors for your Mechs including Founder's Mechs and Yen-Lo-Wang.

LEVEL

* Frozen City Night
Dropped into what once was the city centre of a thriving metropolis, expect unpredictable terrain in this now lifeless wasteland. After dropping into the new frozen city environment, you will find challenges the original map did not have. From the gorgeous borealis in the background, to the moonlit night effects, you will have to be much more careful about checking for enemies; the fog has dissipated however.

As with normal frozen city, this map is very cold, and it will affect the way your mech produces heat. Heat will take much longer to buildup allowing for lengthier, more intense battles with less chance of overheating your mech.

GENERAL

* An “Activate” button has been added to the main screen allowing Founders to activate their banked premium time.
* The following applies to Founder's Accounts ONLY:
* Your premium time is now zeroed out.
* If you have purchased premium time with MC during Open Beta, that time will remain in tact.
* Once the "Activate" button is clicked, the amount of premium time that came with your Founder's package is injected into your account.
* Again, if you purchased premium time with MC during Open Beta, and you click the Activate button, your remaining purchase time and your Founder's time will be combined. (i.e. you will not lose any Premium Time).

WEAPONS

* LRM damage has been increased from 1.7 to 1.8 per missile.

GAMEPLAY

* ******** Betty v 1.0
* Your Mech's onboard computer will speak to tell you of the following events:
* a location on your Mech is critically damaged
* a location on your Mech has been destroyed
* a weapon has been destroyed
* a weapon's ammo is at 25%
* a weapon's ammo is depleted
* a weapon's ammo is destroyed
* a heat sink has been destroyed
* jump jet fuel is at 25%
* jump jet fuel is empty
* your Mech is out of bounds
* your heat level is critical
* your Mech has shutdown
* you have overridden shutdown
* your base is being captured
* the enemy base is being captured
* your target an enemy Mech
* you switch to target a different enemy Mech
* The volume of these messages is controlled by the Dialog Volume slider in the options menu
* Some weapons/ammunition announcements are not in yet but they will be added with subsequent patches.

MECHS

* Decreased the horizontal arm movement on the Cataphract's, to avoid clipping the torso cannon
* Added Cataphract's walking backward animation.
* Mechs with jump jets have their take-off animations adjusted to 40 frames.
* The number of weapons seen on the Ravens' right arms changes to properly reflect the number of weapons equipped
* Cockpit/head hit area tweaks: reduced for Cataphract, Cicada and the Awesome

BUG FIXES

* Fixed a desync that could occur when a Mech had a destroyed leg.
* Users will no longer have a blurry screen after they die. This was caused when a user would die from a missile.
* Users will only be able to launch one game client now.
* Fixed Lock-on reticule not showing up for spectators.
* Cool-down bar stutter fix.
* User can no longer change weapon groups while shut down.
* Numerous text updates/corrections.
* Fixed LOD rotation issue on certain buildings in River City
* Minor visual improvements to some rock materials in Forest Colony
* Minor visual improvements to some materials in the Mech Lab
* First art pass of adding buildings to crevasse in Frozen City
* Target bones updated for all Mechs to ensure that S-SRMs will hit the proper enemy locations.
* Jenner/Founder's cockpit materials fixed
* Rear torso hit-unregistered-bug fixes: Dragon

KNOWN ISSUES

MechLab:

* Newly bought Cockpit Items are not always automatically equipped on Mechs.
* You need to re-access the cockpit and re-equip the items manually.
* Colors cannot be changed on default patterns of the Commando, Hunchback, Dragon and Awesome for the moment.
* After purchasing MC, you may receive a ‘Not enough MC’ message if trying to buy a Camo Spec or Cockpit Item without a previous logout/login.
* Restart your game client after Purchasing MCs.
* Rarely, purchasing a Cockpit Item right after exiting a match will cause the game to lock.
* Camo Spec color palette may incorrectly display previous colors after changing patterns and coming back to re-change colors.
* Selecting Cockpit Tab too quickly after saving Cockpit settings may lock the camera outside of the Mech.
* The two first Mech Bays you purchase will not immediately accept new Mechs.
* Select another working Mech Bay and then your newly purchased Mech Bay will function normally.

Ingame:

* ******** Betty is missing certain prompts and repeats “AMS ammo at 25%”.
* Targeted by enemy, Locked by LRMs or Streaks, Flamer Destroyed and Start Up Sequence are missing.
* Frozen City Night can have red/green sky textures in low settings with certain system specs.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

#9 JT Black

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Posted 04 December 2012 - 04:52 PM

O prometido E devido. Aqui estao as ultimas introducoes :


Happy Holidays MechWarriors! Open beta update 5 is inbound!

‘Tis the season to Deck your Mech with holiday themed Items! These Items are here for a limited time and are sure to please the misses’. “Look honey I hung the Xmas lights”. For some added tactical options you can also turn your Xmas lights on and off. Oddly enough powering down your BattleMech does not affect the Xmas lights, they are powered by holiday spirit!

ECM is here and personally I can’t wait to ruin some streak cats day with this excellent piece of equipment. I am going to be honest with you ECM is a game changer so let us know how you feel about ECM on the forums because lately I think you guys have been holding back and not telling us how you really feel.

The Cataphract Hero Mech “Ilya Muromets” is in this patch with an excellent skin by our man Hayden. What can I say about this Mech? “Ilya?.. More Like Kill ya!” is how our tools programmer Kyle L put it and I have to agree.

I can’t remember but I think you guys wanted 8-player groups too right? Well those are in there too. You choose “8-Player Required” when creating a group. You will require 8-players to launch and your groups will only be matched against other 8-player groups.

Once again I want to remind you we have people 100% focused on performance and networking and we are making headway. The people making these above features are separate group of resources.

Until next patch.

-Matt Newman!



Change Log

________________________________________

ELECTRONIC COUNTER MEASURES (ECM) IS NOW IN

Main Points:

Only available to specific variants. Currently, it can only be equipped on the following variants:

* Commando COM-2D
* Raven RVN-3L
* Cicada CDA-3M
* Atlas AS7-D-DC

Has two different modes. Disrupt and Counter



Disruption Mode:

* ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% of normal range).
* Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
* Disables enemy NARC
* Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target
* Slow down weapon locks by 25%
* Slow down target gathering by 25%
* Active Probes do not gain any benefits against ECM equipped enemies

Counter Mode:

* Neutralizes 1 nearby enemy’s ECM in Disruption mode.

NEW SEASONAL COCKPIT ITEMS

* Santa (Standing)
* Snowman (Standing)
* Xmas Tree (Standing)
* Xmas Elf (Standing)
* Xmas Lights (Hanging)
* Gift Boxes (Standing)
* Lump of Coal (Standing)
* Xmas Wreath (Mounted)

NEW HERO MECH:

"Ilya Muromets CTF-IM"

* Cataphract

* Tonnage: 70 tons
* Top Speed: 64.8 kph
* Armor: 432 points
* Weapons: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser

* Hardpoints:

* Left Arm: 1 Ballistic
* Left Torso: 1 Energy, 1 AMS
* Right Torso: 1 Energy, 1 Ballistic
* Right Arm: 1 Energy, 1 Ballistic
* Jump Jets: n/a
* 30% C-Bill bonus

GENERAL

* Weapon loadout will display ECM status( Disruption / Counter mode) and its effective range. This will appear on the bottom of the Weapon loadout UI.
* Added a Status bar on the Right-centre of the HUD to show if you are under the effects of friendly/enemy disruption ECM or if your ECM module is actively being countered.
* Added ECM Target information.
* Shows if friendly is under enemy/friendly ECM Disruption.
* If enemy has an ECM module, and if the module is actively being countered.

GAMEPLAY

* Damage Resistance System Upgrade (only Weapon Doors for now), now more precise
* Auto-cannon projectile impacts have been reduced with the only exception being the AC/20.
* The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed
* Removed the engine sounds from the Front End to prepare a new system.
* Set the health of the Gauss rifle to 3 points
* Set the chance that the destruction of a Gauss rifle will cause it to explode to 90%

PERFORMANCE FIXES

* Bug fix for HUD to reduce number of draw calls required for cockpit monitors.
* Terrain fixes for Forest Colony and Forest Colony Snow.
* Audio optimization pass.

BUG FIXES

* Fixed an issue the cancel button in Mech Customization would sometimes not work.
* Report the accurate number of heat sinks in the dynamic cockpit screen.
* Fix bug where purchase for 0 MC fails if not having purchased MC before.
* Fixed it so newly bought Cockpit Items are now automatically equipped on Mechs.
* Fixed an issue where a purchase prompt would show when you equipped a cockpit item you already owned.
* Fixed a bug that was preventing the Gauss rifle from exploding properly

KNOWN ISSUES

* If you are using 7.1 you may experience sound issues. Users should play in 5.1 or lower.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team


Performance Update

We know that performance slowly declined for a number of users to the point of becoming unplayable in recent patches, obviously we’ve been progressively adding content and features to the game and we’ve also been trying to keep performance in a playable state but clearly we haven’t done enough and need to do better. We’ve been going over all the games systems in detail and building a complete picture of where the key costs for MWO lie and how we can work to improve them and I wanted to share our findings so far with you.

HUD

As I’ve mentioned in other posts MWO does not have a cheap HUD it contains a lot of detail and we always planned to have Scaleform 4.0 as part of the CryEngine 3.4 update which is much more optimal than the version currently in MWO. Sadly this integration did not come as part of the 3.4 update, so we are now taking the time to make the HUD more optimal until such time as we can upgrade MWO to the latest version. A minor improvement goes out today which was a bug fix for an issue that was causing the cockpit monitors to use more draw calls than necessary.

Levels

The levels were created with performance in mind but not as the primary goal and visual quality was more important to us initially. Each level is now getting a cleanup pass and the changes will roll out in upcoming patches all of them should be done by early in the New Year. This work has already been making its way to production Forest Colony and Frozen City are already done and other maps are coming down the pipe, part of the reason the full impact hasn’t been felt yet is the costs in the HUD and in the Terrain.

Terrain

We’ve been looking more closely at the Terrain code in 3.4 and noticing that it is generally responsible for much of the streaming/hitching happening in game. We are working to tune it for min spec machines; this work should help all platforms feel generally ‘smoother’ in terms of performance. There were also a few regressions caused by a cleanup pass that happened a few weeks ago which have been caught and re-exported correctly that go out on production today.

Ray Traces

Mechs sure can fire a lot of lasers and also use ray traces for range finding, tagging etc. These can add up fast especially on a Swayback, we’ve recently done some work to reduce the amount used where possible and to optimize the underlying system to make it faster which should be making its way to production in the next couple of weeks.

Audio

We’ve also recently done some audio cleanup passes that should help performance that go out in today’s patch.

Engine

CryEngine 3.4 was a great update for us and lays the groundwork for many good things to come, but it also set back some earlier optimization work. There are no more planned updates in the foreseeable future so the community should feel reassured that stability and performance will both continue to improve from here forwards and remain a high priority for us here at PGI.


We’ve also significantly tightened up on our process for internal performance testing of upcoming builds to ensure builds don’t go out with any significant performance regressions. We appreciate that there are some outstanding performance issues awaiting fixes on production 4fps bug and degradation over time, we continue to actively track these and work with the community to help resolve them.

Starting today we hope you will experience some improvement in today’s build with a much more significant improvement in the following build that we hope will bring us much more in line with where performance was earlier in closed beta and then only ever the same or better from there.


As always we thank you for your support and patience and hope to see you on the Battlefield.

About Jump Jets :
So if a component with 2 jump jets gets destroyed some of the jump jets particle effects will switch to a damaged particle effect.


The number of jump jets affecting your jump jet ability is coming soon.


THE NEW 8-PLAYER GROUP SYSTEM (Release to Live Dec 4,2012):

The new 8-player group system will allow players to create groups of 8-player and match up against other 8-player groups. The following is a guide on how to do so.

Begin by clicking the SOCIAL button at the bottom right of the client.

Upon doing so, you can 1) click the Group Tab at the top of the Social Panel and then click 2) Create Group.



A new dialog box will appear on the screen that will ask you what type of group you’d like to create. Your choices are 4-Player Maximum or 8-Player Required.



4-Player Maximum means that you can create a group from 2-4 players. These groups will be launched against the general player base as per the current Match Maker system. Groups using this system will be bound to equalization of Mech Chassis balancing (for every Mech of a specific weight class on one team, there is another of the same weight class on the opposing team.)

8-Player Required means that you MUST have 7 more players join your group to make a total player count of 8. When in this type of group, you cannot launch the group until all 8 positions are filled.

For the purposes of this post, select 3) 8 PLAYER REQUIRED.

Note that when selected, the 4) group information changes to show the requirements for launching in this manner. Click Create.



An 8-player group has now been created and you are listed as the group owner.



Recently we started to allow players to use the 5) READY and NOT READY buttons in the Social Panel to indicate to your group owner what your status is in terms of being prepared to launch. This is will not change and business is as usual.

What’s new is that there is now a 6) player counter that indicates the number of players required before being able to launch the group. There is also a new header 7) Launch Mode which will have additional functionality in the near future (hmmm... what would a “Mode” be?). But for now, this is where the group owner can launch the group once it is full and everyone is ready.

What happens beyond this point? The Match Maker now goes out and tries to find another 8-player group looking for a game. If found, the two 8-player groups will be matched together and the game will commence.

The new 8-player group system DOES NOT have a Mech weight class balance requirement. It will be up to the player base to determine what Mech classes they wish to drop with.

That’s all there is to it! Now get out there and start making your way to becoming the most powerful Merc Unit in MechWarrior Online!

#10 JT Black

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Posted 06 December 2012 - 11:09 AM

Boas hoje temos um Hotfix, stay tuned !

Posted Today, 09:26 AM
We're releasing a hot fix for, most specifically, weapons incorrectly jamming. This should fix both the UAC issues and non-UAC issues. The servers will be down for 1-2 hours.

Cheers everyone!
The MechWarrior Online Team

#11 Jack Spade Ward

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Posted 07 December 2012 - 01:18 PM

E o patch de hoje? Que veio trazer de novo? Pergunto isto porque não encontro informação disponivel...

#12 JT Black

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Posted 07 December 2012 - 06:06 PM

Spade o hotfix foi em relacao a armas Balisticas e nao balisticas e situacoes de weapon jamming.

Pequenos ajustes.

Para a semana que vem nao ira haver patch.

Se ouver noticias novas eu posto aqui para leres.




"Greetings MechWarriors,

We are here to tell you there will be no patch this coming week. Things that were going to be included that week are shifting to the following week. We’ll be burning the midnight oil to get in the maximum amount of fixes, tweaks, and changes done we possibly can.

Next patch is sure to be a doozy though, so stay tuned and we’ll let you know our progress as it happens. Ballistic lovers in particular are really going to like what we’ve changed.

We wanted to thank you, again, for being with us, and that we feel very lucky to have such a passionate and flat-out awesome fanbase. You guys rock, and we love you.

See you on the battlefield!

Cheers,
The MechWarrior Online Team"

Edited by JTBlack, 07 December 2012 - 06:06 PM.


#13 JT Black

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Posted 07 December 2012 - 06:10 PM

Aqui estao alguns detalhes de conteudo a ser planeado e testado.

Ficam com uma ideia do que esperar :

Conquest
Target Date: December 18th - 95%
Status: Final Stable/Stage Playtesting
Notes:

Economics/New User Phase 0.5
Target Date: December 18th - 95%
Status: Final Stable/Stage Playtesting
Notes: Tuning Changes - Detailed post on December 18th

Matchmaking Phase 3
Target Date: Late December/Early January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.

#14 Jack Spade Ward

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Posted 18 December 2012 - 02:54 PM

Roger :P

Em relação ao patch de hoje, tens info?
Grande abraço black :rolleyes:





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