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Title: Next Patch - November 6th Post by: Number One on 05/11/2012, 08:40 PM Next Patch - November 6th
New DHS values (1.4) applied to all heatsinks, including engines. A fix for the glowing mechs and HDR blacking out screens. A rollback of some netcode changes, hitbox detection improved, but still needs work on faster mechs. Centurion CN9-D. Artemis Cockpit Damage FX Missile Door Toggle/State Lights (Open, Closed, Destroyed) Trial Mechs act like purchased mechs and stay locked until match ends. Reduces suicide farming, AFK players. Phase 1 Matchmaking. Max pre-made group size is now set to 4. 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. Bitchin 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. Title: Re: Next Patch - November 6th Post by: EMonk on 06/11/2012, 05:45 AM Tonight will be our last chance for a while to drop as a group of 8. From here on in it's groups of 4 unfortunately. We'll have the occasional 8v8 opportunity, but mostly it'll be lance action for the foreseeable future.
Yay. Title: Re: Next Patch - November 6th Post by: Number One on 06/11/2012, 05:35 PM yep it's truly fucked.
Title: Re: Next Patch - November 6th Post by: jazzycat on 06/11/2012, 06:52 PM Doesn't the SAS field squads of 4 to deadly and operational effect? Rise to the occasion lads!
Title: Re: Next Patch - November 6th Post by: Zendru on 07/11/2012, 03:28 PM Full patch notes:
Quote Open Beta - Update #1 - Patch 1.0.142 Upcoming Patch - Tuesday Nov. 6th @ 10AM – 1PM PDT Change Log _____________________________ ___________ Update Hello Folks, It’s been another big push for content and gameplay this patch. There are several new things for you to take a look at and test out. In summary, there’s a new map, a new Mech variant, a new piece of information warfare equipment and some tuning to existing systems. Also included with this patch is the first phase of the Match Maker system. Forest Colony Snow is a new take on the original Forest Colony. There have been a few changes to some of the gameplay spaces which change the tide and tactics of how battles on this map will play out. The Centurion CN9-D has been added to round out the Centurion family. The Artemis IV FCS Upgrade system has been added to the game. Artemis IV is an enhanced targeting system that increases the accuracy of LRMs and SRMs. This means that more missiles will be hitting on target than previous. This does not mean that SRMs become guided, they just tighten up their spread. A very big improvement in Mech hit-box detection was also included in this patch. You should notice much greater accuracy in weapon hit detection than previously. While not 100% eliminated, the black screen lock at the start of a match has been drastically reduced. We are continuing to monitor this problem and will be addressing as soon we find the exact cause. That being said, here are your patch notes: GENERAL MATCHMAKING Phase 1 This patch, we introduce the 4-player limit to group sizes. The match maker works the same as usual with this single exception that groups can no longer be larger than 4-players. This is phase 1 of a 3 phase Match Making upgrade and will eventually evolve into a skill based matching system. Match Making – Phase 1 Players can launch into a match as a solo player. Players can launch into a match as a group. Player groups cannot be larger than 4 players. Player groups can be 2, 3, or 4 players in size. The Match Maker still checks to make sure there are even Mech weight classes on both teams. Example: A player group of 4 players launches. The match maker then tries to find more players to fill an 8 player team. The additional players can be another group of 4, or a smaller group of 3 or 2 players and the rest will be filled with solo players. New BattleMech: Centurion CN9-D Tonnage: 50 Top Speed: 97.2 kph Armor: 8.5 tons Weapons: 2 Medium Lasers, 1 LB 10-X AC, 1 LRM 10 w/ Artemis IV FCS Hardpoints: 2 Energy, 2 Ballistic, 2 Missile, 1 AMS 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 GAMEPLAY 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. Trial Mechs now get locked when taken into gameplay. If you leave early, the Trial Mech you were using is locked into the game until it finishes. Mechs with Weapon Bay Doors can toggle the doors open/closed with ‘/’ slash Catapult and Centurion now have weapon bay door indicator lights in the cockpit. Green for Open, Yellow for Closed, Red for Destroyed. Fixed a source of de-synchronization issues (result should be better hit-box detection) WEAPONS AC/20 heat reduced from 7 to 6 Small Pulse Lasers were only generating 50% of the amount of heat they should have been. This is now fixed. Small Lasers, Medium Pulse Lasers, and Large Pulse Lasers were only generating 75% of the amount of heat they should have been. This is now fixed. MAPS Forest Colony There is now a beached ship splitting the large water expanse. This provides a new area of cover for people engaging long-range enemies. NEW: Forest Colony Snow Forest Colony Snow is now part of the random map rotation. During the winter, temperatures drop to (-25°C), making quite a frosty glow around this familiar area - turning this map we know and love into a winter wonderland of low temperatures, frozen ground, with an icy chill in the air. BUG FIXES Heat value will no longer desync for clients when a Mech does not contain any external heat sinks The Catapult K2 now has correct geometry/textures when swapping out PPCs. New equipment on Mechs will default to weapon group 1 instead of not being set Missiles will now correctly explode at their max range Locking animation will no longer play when firing SRM if LRM/SSRM ran out of ammo Machine gun will no longer fire when Mech has been destroyed Catapult arms will once again blow off correctly when side torso has been destroyed Greatly reduced Mech ragdoll jittering Fix an issue where the cockpit and/or arms will randomly jitter LRM’s will no longer behave incorrectly (spin wildly) when fired at corners of objects at close range Ammo counter will update with each volley fired Damage glow amount and size reduced We thank you for your patience and we look forward to seeing you on the battlefield! The MechWarrior® Online™ Team Title: Re: Next Patch - November 6th Post by: Sillen on 07/11/2012, 04:43 PM Artemis goes nuts
You can stand right behind a hill and it climbes over. These things dive down hard core. Also gives you incoming missile warning. It's now a case of who has enough boats to rain it down and scouts to sacrifice for 10 secs of target lock. rearm costs a bit though this will spawn a new generation of aretemis lrm boats/brawlers Title: Re: Next Patch - November 6th Post by: Number One on 07/11/2012, 07:12 PM Doesn't the SAS field squads of 4 to deadly and operational effect? Rise to the occasion lads! SASR fields what ever the fuck they want in a sabre squadron.4sasr typically consists of one dude with a erect vag destroyer and a bag full of door nobs to smash a bunch of half cut somali jihadis. Title: Re: Next Patch - November 6th Post by: Damit on 07/11/2012, 10:46 PM Artemis <3
(http://dl.dropbox.com/u/9148800/Games/MWO/MWOClient%202012-11-07%2021-49-39-69.jpg) and this :P (http://dl.dropbox.com/u/9148800/Games/MWO/MWOClient%202012-11-07%2023-19-56-82.jpg) Title: Re: Next Patch - November 6th Post by: Sillen on 08/11/2012, 11:14 AM hotfix today
November 8th at 10AM PDT, we're releasing a hotfix that will do the following: Reduce LRM damage Fix LRM 'arc' Increase Artemis missile spread Fix 3rd person cockpits showing incorrect http://mwomercs.com/forums/topic/70469-hotfix-nov-8th/ Title: Re: Next Patch - November 6th Post by: jazzycat on 08/11/2012, 03:47 PM November 8th at 10AM PDT, we're releasing a hotfix that will do the following: Reduce LRM damage Fix LRM 'arc' Increase Artemis missile spread ^ All Damit's fault!!! :) Title: Re: Next Patch - November 6th Post by: Sillen on 08/11/2012, 08:17 PM Fyi
http://mwomercs.com/forums/topic/69957-75-of-our-clan-now-not-playing/ found this in an other chan Put 8 players in a teamspeak channel Divide them into 2 groups in game with different classes. For example: Group 1: 2 lights 2 mediums, Group 2: 2:heavies 2 assaults Countdown 3.2.1 and press "Launch" simultaneously End up with a 8 man premade on the same team We were doing it yesterday and 4 out of 5 games we ended up on the same team. Title: Re: Next Patch - November 6th Post by: Zendru on 09/11/2012, 12:55 PM From what I have heard on the official forums the LRM Boats are a bit more balanced now. Damage was reduced per missile from 2.0 to 1.7 so about a 10% dmg nerf and the arcing doesnt come straight down anymore so hiding behind stuff should work again.
Basically its brought skill back into it a bit more now which I dont mind. If you use cover smart you wont get obliterated, but if your standing out in the middle of an open area with no support, your still gonna die.... :) |