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Author Topic: Patch May 21St - LIVE!  (Read 612 times)
Darkkalen
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« on: 22/05/2013, 11:49 AM »

Hello Everyone,

The servers will be coming down at 10am PDT for the patch. We will update this once we're done, and the servers are up. See you starside!

EDIT: AND WE ARE LIVE!

PATCHNOTES:


Content


New Map - Canyon Network

Bordered by a metropolis on one side and a drop ship base on the other, the Canyon Network is essentially a rare green space in an otherwise arid landscape that doubles as a landfill. The maglev route that bisects the canyon is the most efficient means to transport supplies and personnel across the expanse and is therefore more valuable captured than destroyed. Likened to large scale foxhole warfare, the network is primed for snipers, surprise attacks and quick getaways. One MechWarrior, when asked, said the maglev was fought over so frequently as it was ‘the only way out of the garbage dump.’



New Battlemechs

Blackjack BJ-1


    Tonnage: 45
    Armor: 272 (Standard)
    Internal Structure: Standard
    Engine: 180

        Top Speed: 64.8 kph
        Max Engine Rating: 235
    Torso Movement:

        110 degrees to each side.
        20 degrees up and down.
    Arm Movement:

        0 degrees to each side.
        30 degrees up and down.
    Weapons & Equipment:

        Left Arm: Medium Laser, AC/2
        Left Torso: Medium Laser
        Right Torso: Medium Laser
        Right Arm: Medium Laser, AC/2
    Hardpoints:

        Left Arm: 1 Ballistic, 1 Energy
        Left Torso: 1 Energy, 1 AMS
        Right Torso: 1 Energy
        Right Arm: 1 Ballistic, 1 Energy
    Heat Sinks: 11 Single
    Jump Jets: 4 (4 Max)
    ECM Capable?: No
    Module Slots: 2
    Quirks: +15% torso twist speed


Blackjack BJ-1DC


    Tonnage: 45
    Armor: 272 (Standard)
    Internal Structure: Standard
    Engine: 180

        Top Speed: 64.8 kph
        Max Engine Rating: 235
    Torso Movement:

        90 degrees to each side.
        20 degrees up and down.
    Arm Movement:

        0 degrees to each side.
        30 degrees up and down.
    Weapons & Equipment:

        Left Arm: Medium Laser, AC/2
        Left Torso: Medium Laser, Small Laser
        Right Torso: Medium Laser, Small Laser
        Right Arm: Medium Laser, AC/2
    Hardpoints:

        Left Arm: 1 Ballistic, 1 Energy
        Left Torso: 2 Energy, 1 AMS
        Right Torso: 2 Energy
        Right Arm: 1 Ballistic, 1 Energy
    Heat Sinks: 12 Single
    Jump Jets: n/a
    ECM Capable?: No
    Module Slots: 2


Blackjack BJ-1X


    Tonnage: 45
    Armor: 272 (Standard)
    Internal Structure: Standard
    Engine: 225

        Top Speed: 81 kph
        Max Engine Rating: 295
    Torso Movement:

        80 degrees to each side.
        20 degrees up and down.
    Arm Movement:

        0 degrees to each side.
        30 degrees up and down.
    Weapons & Equipment:

        Left Arm: Medium Laser, 2x Flamer
        Left Torso: Medium Laser
        Right Torso: Medium Laser
        Right Arm: Medium Laser, 2x Flamer
    Hardpoints:

        Left Arm: 3 Energy
        Left Torso: 1 Energy, 1 AMS
        Right Torso: 1 Energy
        Right Arm: 3 Energy
    Heat Sinks: 18 Single
    Jump Jets: n/a
    ECM Capable?: No
    Module Slots: 2


Blackjack BJ-3


    Tonnage: 45
    Armor: 272 (Standard)
    Internal Structure: Standard
    Engine: 180

        Top Speed: 64.8 kph
        Max Engine Rating: 235
    Torso Movement:

        110 degrees to each side.
        20 degrees up and down.
    Arm Movement:

        0 degrees to each side.
        30 degrees up and down.
    Weapons & Equipment:

        Left Arm: Medium Laser, PPC
        Left Torso: Medium Laser
        Right Torso: Medium Laser
        Right Arm: Medium Laser, PPC
    Hardpoints:

        Left Arm: 2 Energy
        Left Torso: 1 Energy, 1 AMS
        Right Torso: 1 Energy
        Right Arm: 2 Energy
        Heat Sinks: 10 Double
    Jump Jets: 4 (4 Max)
    ECM Capable?: No
    Module Slots: 2
    Quirks: +15% torso twist speed


New Champion Mech:

Jenner JR7-F ©


    Tonnage: 35
    Armor: 238 (Ferro-Fibrous)
    Internal Structure: Endo-Steel
    Engine: 300 XL

        Top Speed: 138.86 kph
        Max Engine Rating: 300
    Torso Movement:

        120 degrees to each side
        20 degrees up and down
    Arm Movement:

        0 degrees to each side
        30 degrees up and down
    Weapons & Equipment:

        Left Arm: 3 Medium Lasers
        Left Torso: Jump Jet
        Right Torso: Jump Jet
        Right Arm: 3 Small Lasers
    Hardpoints:

        Left Arm: 3 Energy
        Left Torso: 1 AMS
        Right Arm: 3 Energy
    Heat Sinks: 15 Double
    Jump Jets: 2

        Max: 5
    ECM Capable?: No
    Module Slots: 1
    10% XP Bonus.


New Hanging Cockpit items:


    Kurita Medallion
    Liao Medallion
    Marik Medallion
    Steiner Medallion
    FRR Medallion
    Davion Medallion


New PremiumSkin:


    Cobra


New Modules:

Seismic Sensor:


    7,500 GXP
    200 m range
    Detects enemy Mechs as they impact the ground during movement or falling
    Enemy Mechs that move or fall within the module's range leave behind "blips" on the minimap and battlegrid

        The heavier the Mech and/or the faster its speed, the larger and faster the blip


Advanced Seismic Sensor:


    10,000 GXP
    Automatically upgrades all Seismic Sensors
    Increases the sensors' detection range to 400 m



New Consumable Modules:

UAVs - General Info:


    With a UAV module equipped, you can press Insert to launch a UAV into the air, 150 m directly above you. The UAV will automatically target all enemy Mechs that come within its sensor radius; this information will be shared to your team
    A UAV will not launch if there is insufficient clearance above you
    The UAV can target Mechs that are shielded by ECM and will share this with your team

        Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive this
    A UAV will be destroyed after taking a cumulative 10 damage. The UAV will self-destruct after being in the air for a certain length of time

        Destroying an enemy UAV is worth 50 XP



Consumable Module: UAV


    Automatically unlocked
    40,000 C-Bills
    Hovers for 45 seconds before self-destructing
    Detects enemies up to 240 m away
    Can be detected and targeted by enemies within 180 m
    Consumed upon use


Consumable Module: Advanced UAV


    Automatically unlocked
    15 MC
    Hovers for 60 seconds before self-destructing
    Detects enemies up to 240 m away
    Can be detected and targeted by enemies within 180 m
    Consumed upon use


Upgrade Module: Improved UAV


    15,000 GXP to unlock
    Upgrades the UAV module
    Increases the UAV's hover time by 15 seconds (60 seconds total)
    Does not need to be equipped to a BattleMech


Upgrade Module: UAV Upgrade


    15,000 GXP to unlock
    Increases the sensor range of all your UAVs by 25%
    Does not need to be equipped to a BattleMech
    Gameplay


ECM Hardpoint Restriction


    ECM must be equipped on a designated hardpoint for all ECM Capable Mechs. (Similar to AMS)
    All Mechs equipped with an ECM will have their ECM unequipped after this patch


Mech Movement Speed Changes


    When a Mech takes damage after losing a leg, its maximum movement speed is capped at 15 kph for 5 seconds
    This 5 second timer resets each time the Mech takes damage
    When a Mech has lost a leg, its maximum movement speed is capped at 50% of its normal max speed, or 40 kph, whichever is lower
    When a Mech has lost a leg, its maximum reverse speed is 2/3rds of its maximum forward speed.
    When its forward speed is capped at 40 kph, the max reverse speed is 2/3rds of 40 kph (or 26.667 kph)


Match Making Update


    All new players starting the game will have 2 Elo scores assigned to them.

        New Player Elo = 1100 (N-Elo)
        Standard Player Elo = 1300 (S-Elo)
    Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.

        The outcome of the game will affect both their N-Elo score and their S-Elo score.
        When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
    This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.


Weapon Tuning

LRM


    Speed 120 (up from 100)
    Damage 0.9 (up from 0.7)


AMS


    Damage per bullet 3.5 (up from 2.0)


NARC


    Range 450 (up from 270)
    Duration 30 sec (up from 20 sec)
    Ammo per ton 12 (up from 6)


LB 10-X


    Spread 2.25 (down from 3.0)


PPC/ERPPC


    Cooldown 4.0 (up from 3.0)


Machine Gun


    Damage 0.08 (up from 0.04)
    Range 120-240 (up from 90-200)
    Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)


Autocannon 5


    Range 620-1700 (up from 540-1620)
    Cooldown 1.5 (down from 1.7)


Beagle Active Probe


    Now counters ECM within 150m.
    BAP will only counter 1 enemy ECM 'Mech within its range
    A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.


Flamer


    Target Flamer heat will not exceed 90%
    Heat % will no longer jump when using flamer or being flamed
    Target heat will increase exponentially due to Heat Retention


Other


    LRM and SRM flight paths have been re-engineered. Missiles now fall in a manner that aligns with our vision of their operation.

        Streak SRM flight paths remain the same
    The bonuses from TAG, Narc, and Artemis to gain and lose a missile lock have been corrected and now properly stack together.

        TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.
        Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.
        Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.

            Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
        Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons

            e.g. TAG and Narc together reduce the time to achieve a missile lock to 37.5% of the normal time (50% of 75%).

    TAG, Narc, and Artemis now reduce the size of the overall size and spread of the missile formations.

        TAG reduces the spread of missile formations to 75% of their normal size.
        Narc reduces the spread of missile formations to 75% of their normal size.
        Artemis reduces the spread of missile formations to 67% of their normal size when the Mech has line of sight to its target.
        Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons.

            e.g. TAG and Narc together reduce the spread of missile formations to 56.3% of the normal size (75% of 75%).
            Known Issue: Mechs with Artemis will currently receive the spread reduction bonus from Narc beacons.

    Enemy disruption ECM will no longer mask the positions of your teammates
    Air and Artillery strikes have had their splash damage radius increased to 25m (up from 10m). Mechs will start taking fairly substantial damage if caught in one of the two strikes. The radius remains the same no matter what level the strike is (including priority air/artillery strikes)


Front End


    Added Mouse sensitivity options


    Lance Improvements

        Added local player and put him first on the list
        Now displaying Alpha Lance instead of just Alpha, etc.
        Added Mech type to player entries in both in HUD element and Battlegrid Lance Panel
        All three lances now always show on Battlegrid
        All lances show all four spots even if empty (empty spots have a different look than filled spots)
        Team commander can move any player to any spot (dragging to a filled spot will still swap players)
        Added drag icon to entries that did not already have an icon (only shows if you are team commander)


Performance


    Gameplay bandwidth costs should be reduced



Bug Fixes


    PPC's should now do appropriate damage within Min Range
    Small amounts of packet loss should no longer cause extreme amounts of lag to the server
    Players should be much less likely to get disconnected from a game due to poor network conditions
    In-game chat messages should now be much more reliable
    ECM & BAP will no longer function when the Mech they are in is powered down.


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

- The MechWarrior® Online™ Team
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« Reply #1 on: 22/05/2013, 05:14 PM »

can i just say flamers got nasty..
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before I die I’m gonna suck a dick, and if I like it…Fuck me I’m gonna be pissed off
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