Hot-Fix Scheduled for 20-DEC-2016

by Alexander Garden in [ Announcements ] on, Dec 20, 2016 3:00 AM UTC 134  comments
Greetings MechWarriors,

We will be rolling out a hot-fix, currently scheduled for Tuesday, December 20th at 2:00 PM PST (10 PM UTC), with the following changes:

Quick Play Escort Game Mode

• Removed Ammo that had been equipped in the Atlas VIP 'Mech.

Design Note: To help improve the balance of Escort results between patches we've been actively adjusting the armor/health values of the Atlas VIP based on live results; this is a change we can make without the need for downtime or server maintenance.
With the burden of securing victory resting more heavily on the Attackers, along with the usual learning process inherent with the introduction of a new Game Mode, Escort matches were often ending in favor of the Defending team in the days following the December 13th patch. In recent days however, Attacker and Defender win rates have started to reach a point of greater parity.
One unintended component of Escort was the presence of Ammo in the Atlas VIP 'Mech, which we have opted to fix/remove in this hot-fix. While the removal of this Ammo from the VIP will increase its chances of survival and favor the Defenders, we were not comfortable with the random nature of Ammo Explosions influencing the core objective of this Game Mode.
We'll continue to monitor community feedback regarding Escort, along with its metrics, to improve the balance and fun of this brand new mode.


HUD

• If you have deactivated Friendly 'Mech Icons with the key toggle, looking directly at a friendly 'Mech (or any other friendly element) with the Arm reticle will now bring up the standard Friendly 'Mech HUD icons (weight class and statuses).

Design Note: Providing players with a way to toggle the persistent display of Friendly HUD elements was a welcomed addition with the last hot-fix, but it brought with it certain caveats for use that negatively impacted the availability of critical information if a player had toggled the icons off.
To address some of those issues, with this change you will still be able to identify friendly 'Mechs, Turrets, and UAVs at a quick glance, even if the Friendly 'Mech Icons toggle is off, by passing over them with your Arm reticle.
If you've set the toggle off, ending up face-to-face with an ally after rounding a corner should now better enable you to avoid reflex-driven friendly fire under such circumstances. More critically, this change will also enable players to perform status checks on their allied forces with a quick glance, without needing to worry about hitting the manual toggle to restore icons.


Faction Play Groups

• Fixed an issue where Groups of 11 could not drop into Invasion Engagements.


Faction Play Scouting
(Scouting)

• Clan Scouting Drop Deck Tonnage reduced to 50 (from 55).

Design Note: While the forces of the Inner Sphere have at times made decent gains in the Scouting Tug of War during the recent Conflicts, the greater distribution of higher Skill Tiered players on the Clan side, combined with a greater presence of organized, high-tier Units also aligned under the Clan banner, still make Scouting engagements an uphill battle for Inner Sphere forces.
We should stress that Tonnage changes such as this, and the previous adjustments to Invasion Tonnage seen since the December 13th patch,
are not intended to be the sole balance mechanic for Clan/Inner Sphere Conflicts.
We are listening to all feedback on this front, and are very much cognizant of the potential avenues for improving Conflict balance. That said, these Tonnage changes do provide us with a 'live' method - not reliant on downtime or patch cycles - to account for dynamic changes in Clan and Inner Sphere populations.

Scouting Intel values and conditions are being adjusted in this hot-fix.
• The total amount of Intel in the Scouting Tug of War bar has been reduced to 200 (from 300).
• Planetary Advantage thresholds remain at their same positions along the Scouting Tug of War bar.

Design Note: The amount of Intel for Scouting Tug of War progress is being reduced to provide greater elasticity in the Scouting Tug of War.


Faction Play Invasion
(Skirmish, Domination, Conquest, Assault, Invasion)

The allotment of the five Invasion Stages along the Invasion Tug of War bar has been adjusted.
• All Invasion Stages are now evenly distributed along the Tug of War. As a result, a larger portion of battles throughout a Conflict will now take place in the four initial Invasion Stages. You can see this change reflected in the image below.

Design Note: Conflicts since the December 13th patch have tended toward Clan domination by the end of each Conflict cycle, with a bulk of those Conflicts seeing extended periods of Invasion-only engagements. With the positive reception to the introduction of Skirmish, Domination, Conquest, and Assault Game Modes into Faction Play Invasion, and with player and Unit populations currently favoring Clan forces in the higher Skill Tier ranges, we've seen some desire for a greater presence for these Modes when playing Invasion.
To that end we've set even distributions for all Game Modes within the Invasion Tug of War. With this change we have also pushed the Capture Threshold a little closer to the endpoint.
These changes should result in a greater likelihood of dropping into the one of the first four Invasion Stages, and will hopefully intensify last-minute Tug of War action near the Capture Thresholds.
In the same vein as the Clan Scouting Tonnage change listed earlier, we'd like to stress that these kinds of changes are not the definitive or sole methods for balancing Clan/Inner Sphere Conflicts. We are listening to all feedback on this front, and are very much cognizant of the potential avenues for improving Conflict balance. 



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.


How to use these patch files

• 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 standard MWO launcher
• Click the gear icon in the top right of the launcher 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!

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