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Beta Patch #3 Notes - The Whats Missing Here Thread.


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#1 Bubba Wilkins

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Posted 20 November 2012 - 12:27 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: 4

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: n/a

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


EDIT:

So no mention of Phase 2 of Matchmaking - Curious.
No Mention of DX11 support which should have been ready to go.
No Mention of NET issues being addressed.
No Mention of DHS being changed/fixed/set to 2.0?

Edited by Bubba Wilkins, 20 November 2012 - 12:30 PM.


#2 HeadNotFound

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Posted 20 November 2012 - 12:31 PM

"Jump Jets can no longer be activated when knocked down."
Why would this be listed here when we cant be knocked down?..

Edited by HeadNotFound, 20 November 2012 - 12:32 PM.


#3 Broceratops

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Posted 20 November 2012 - 12:33 PM

underwhelming.








that's what she said

#4 Green Mamba

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Posted 20 November 2012 - 12:33 PM

Knockdowns and Collisions Were not put back in?

#5 Galland

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Posted 20 November 2012 - 12:33 PM

Shouldn't the Cataphract-3D have the jump jets instead of the -1X?

#6 Vassago Rain

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Posted 20 November 2012 - 12:33 PM

View PostGalland, on 20 November 2012 - 12:33 PM, said:

Shouldn't the Cataphract-3D have the jump jets instead of the -1X?


No.

#7 hashinshin

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Posted 20 November 2012 - 12:34 PM

DHS won't go to 2.0.

More important, where are our AC/20, Machine Gun, Flamer, LBX, PPC buffs? Where are our Gauss nerfs?

#8 KinLuu

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Posted 20 November 2012 - 12:34 PM

View PostGalland, on 20 November 2012 - 12:33 PM, said:

Shouldn't the Cataphract-3D have the jump jets instead of the -1X?


It should indeed. This is a very serious issue. Onc can only hope the patchnotes are wrong.
Otherwise this game is broken beyond all repair.

#9 SuperPuppy

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Posted 20 November 2012 - 12:34 PM

View PostHeadNotFound, on 20 November 2012 - 12:31 PM, said:

"Jump Jets can no longer be activated when knocked down."
Why would this be listed here when we cant be knocked down?..


This probably has to do when killed Mechs (who are in a knocked down like state) are still continuously firing their jump jets.

#10 Sigifrid

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Posted 20 November 2012 - 12:35 PM

* Coordinates now displayed with F9.

Didn't F9 already bring up framerates?

This patch suggests knockdowns but i cannot help but be a skeptic here.

#11 Dimento Graven

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Posted 20 November 2012 - 12:35 PM

Were LRMs bumped .1 damage per or not?

#12 Asgeir

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Posted 20 November 2012 - 12:35 PM

View PostBubba Wilkins, on 20 November 2012 - 12:27 PM, said:


GAMEPLAY
* 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.



This is what excites me.

#13 Waldex

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Posted 20 November 2012 - 12:35 PM

View Posthashinshin, on 20 November 2012 - 12:34 PM, said:

DHS won't go to 2.0.

More important, where are our AC/20, Machine Gun, Flamer, LBX, PPC buffs? Where are our Gauss nerfs?


QQ

#14 Lyoto Machida

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Posted 20 November 2012 - 12:35 PM

No Phase 2? Hope the 4 FPS bug is fixed, along with numerous other things...no collisions/knockdonws either?

#15 KinLuu

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Posted 20 November 2012 - 12:36 PM

View PostVassago Rain, on 20 November 2012 - 12:33 PM, said:


No.


Shortly after 3025 the Federated Commonwealth began work on the CTF-3D, intended to stand toe-to-toe with an assault 'Mech and be as versatile as possible. This included the use of formerly lostech autocannons for impressive firepower while eleven tons of armor allowed the Cataphract to easily absorb damage. Sixteen heat sinks kept it cool while four HildCo Model 12 jump jets gave it a jumping distance of one hundred and twenty meters; room for these improvements was made by using a GM 280 XL Engine. Despite the upgrades the CTF-3D was only marginally deployed by the AFFC and eventually relegated to the Crucis March Militia as an insult to the Capellans. The onset of the Clan Invasion caused everything still in production, including the Cataphract, to be rushed to the front lines. For their part the Capellans were able to produce the CTF-3D from stolen plans and went about creating their own variant, the CTF-3L, which would go on to make up twenty-five percent of all their newly-acquired heavy 'Mechs during the 3050s. In the years afterwards use of the design would wane, though a few new variants would continue to be produce as new technology and new demands arose.[5][6][7]

Armament

The longest ranged weapon carried by the Cataphract is a General Motors Nova-5 Ultra AC-5 in its right arm, boasting a rate of fire twice that of a standard autocannon. This is backed up by a Mydron Excel LB-X Autocannon/10 in its right torso, capable of firing both solid and cluster rounds. It is a more popular weapon than the Ultra AC-5, especially for use in an anti-conventional and anti-aircraft role without the possibility of jamming. Finally, the 'Mech has four Intek Medium Lasers for close range defense, one in each arm firing forward and two in its torso covering the rear. With only two tons of ammo for the LB-X 10 and one ton for the Ultra, if it runs dry the Cataphract must fall back to be reloaded before continuing the fight.[6]
Variants
  • CTF-1X - The original prototype of the Cataphract, the 1X model is armed with a Ceres Arms Smasher PPC as its primary weapon, which is backed up by an Sarlon MaxiCannonAutocannon/10 with one ton of ammo and the four medium lasers. Additionally, since the 1X was built before the discovery of the Helm Memory Core, it lacks any advanced Star League technology and is built with a standard VOX 280 engine. The 'Mech also lacks the jump jets of the 3D model.[5] BV (1.0) = 1,092[2], BV (2.0) = 1,316[8]
  • CTF-2X - Another prototype of the Cataphract design, the 2X is armed with a much more diverse weapons mix. The PPC has been replaced with a FirMir MaxiLaser Large Laser and the arm-mounted medium lasers replaced with Hovertec Quad SRM-4 in the left arm. While the Autocannon/10 torso-mounted medium lasers are kept, the latter now fire forward. An extra ton of autocannon ammo is carried, while two heat sinks have been replaced for two additional tons of armor.[5] BV (1.0) = 1,035[2], BV (2.0) = 1,344[9]


#16 xenoglyph

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Posted 20 November 2012 - 12:36 PM

Was hoping for a fix to the screen blacking out in Forest Colony and River City when you shoot other mechs or get shot...

Edited by xenoglyph, 20 November 2012 - 12:37 PM.


#17 Broceratops

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Posted 20 November 2012 - 12:36 PM

View PostSuperPuppy, on 20 November 2012 - 12:34 PM, said:


This probably has to do when killed Mechs (who are in a knocked down like state) are still continuously firing their jump jets.



if they spent more than 20 seconds fixing this bug i think they spent too much time fixing this bug.

#18 Dimento Graven

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Posted 20 November 2012 - 12:36 PM

View PostSigifrid, on 20 November 2012 - 12:35 PM, said:

* Coordinates now displayed with F9.

Didn't F9 already bring up framerates?

This patch suggests knockdowns but i cannot help but be a skeptic here.

Yeah as far as I can remember, the coordinates being displayed when F9 was pressed has been in since the PREVIOUS patch, maybe prior to that (never noticed before last week though).

#19 Vassago Rain

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Posted 20 November 2012 - 12:36 PM

View PostKinLuu, on 20 November 2012 - 12:36 PM, said:


Shortly after 3025 the Federated Commonwealth began work on the CTF-3D, intended to stand toe-to-toe with an assault 'Mech and be as versatile as possible. This included the use of formerly lostech autocannons for impressive firepower while eleven tons of armor allowed the Cataphract to easily absorb damage. Sixteen heat sinks kept it cool while four HildCo Model 12 jump jets gave it a jumping distance of one hundred and twenty meters; room for these improvements was made by using a GM 280 XL Engine. Despite the upgrades the CTF-3D was only marginally deployed by the AFFC and eventually relegated to the Crucis March Militia as an insult to the Capellans. The onset of the Clan Invasion caused everything still in production, including the Cataphract, to be rushed to the front lines. For their part the Capellans were able to produce the CTF-3D from stolen plans and went about creating their own variant, the CTF-3L, which would go on to make up twenty-five percent of all their newly-acquired heavy 'Mechs during the 3050s. In the years afterwards use of the design would wane, though a few new variants would continue to be produce as new technology and new demands arose.[5][6][7]

Armament

The longest ranged weapon carried by the Cataphract is a General Motors Nova-5 Ultra AC-5 in its right arm, boasting a rate of fire twice that of a standard autocannon. This is backed up by a Mydron Excel LB-X Autocannon/10 in its right torso, capable of firing both solid and cluster rounds. It is a more popular weapon than the Ultra AC-5, especially for use in an anti-conventional and anti-aircraft role without the possibility of jamming. Finally, the 'Mech has four Intek Medium Lasers for close range defense, one in each arm firing forward and two in its torso covering the rear. With only two tons of ammo for the LB-X 10 and one ton for the Ultra, if it runs dry the Cataphract must fall back to be reloaded before continuing the fight.[6]
Variants
  • CTF-1X - The original prototype of the Cataphract, the 1X model is armed with a Ceres Arms Smasher PPC as its primary weapon, which is backed up by an Sarlon MaxiCannonAutocannon/10 with one ton of ammo and the four medium lasers. Additionally, since the 1X was built before the discovery of the Helm Memory Core, it lacks any advanced Star League technology and is built with a standard VOX 280 engine. The 'Mech also lacks the jump jets of the 3D model.[5] BV (1.0) = 1,092[2], BV (2.0) = 1,316[8]
  • CTF-2X - Another prototype of the Cataphract design, the 2X is armed with a much more diverse weapons mix. The PPC has been replaced with a FirMir MaxiLaser Large Laser and the arm-mounted medium lasers replaced with Hovertec Quad SRM-4 in the left arm. While the Autocannon/10 torso-mounted medium lasers are kept, the latter now fire forward. An extra ton of autocannon ammo is carried, while two heat sinks have been replaced for two additional tons of armor.[5] BV (1.0) = 1,035[2], BV (2.0) = 1,344[9]



PGI has said this is how it is, and they're never wrong. Check your gold, founder.

#20 Sayyid

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Posted 20 November 2012 - 12:37 PM

So I guess I will have time to play PS2 then.





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