Damit
Getting In there and getting Messy
Clan Captain
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« on: 26/09/2012, 12:49 PM » |
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Closed Beta Update #12 Upcoming Patch - Tuesday Sept 25th @ 10AM – 1PM PDT
Update
Economy
The economy has received a tuning pass and players should see between 50 and 100% increase in C-Bill rewards per match. Tuning will be ongoing until Open Beta.
PilotLab UI
Under the PilotLab tab, there is a new tab labeled “Pilot Trees”. Here you’ll see all available modules that can be unlocked. To unlock a module, you will need to use GXP. Select a category to the right, and you will see the available modules for that category. For example, clicking the Sensor category reveals the “Target Info” Module. If you spend 5000 GXP to unlock this module, it will become available in the Modules tab in MechLab at a cost of 100,000 CB. These costs are going to be tuned.
Available Module Slots
Currently all Mechs allow up to 5 modules to be equipped. This is currently placeholder and will be reduced on a per chassis basis. Some Mechs might only have 1 slot vs another Mech that might have 3 slots etc.
Detailed Mech Info
Firepower – This value is calculated by summing all damage caused by all of your weapons fired at once at optimal distance (Alpha Strike). That number is compared to a fully loaded Assault Mech (capable of a 175 damage Alpha Strike). This value is meant to give you an overall generalization of the potential down range damage your Mech is currently capable of doing. Dev Note: Just remember that putting as much damage into an Alpha Strike is not necessarily the most efficient way to build a Mech.
Heat Efficiency – This bar indicates the ratio of the cooling power of your heat sinks compared to the amount of heat your Mech will generate if you Alpha Strike (fire all weapons at once). A value of 1.0 is considered a balance of heat sinks and weapon heat, and is indicated with greenish yellow ticks in the bar. A value above 1.0 is even better cooling efficiency, and it shown with yellow ticks. A value below 1.0 indicates more weapon heat produced than your heat sinks can easily cool, and is shown with red ticks. Dev Note: If you don’t see any yellow tinted ticks, you are in trouble! Keep in mind, the more yellow ticks you see, the safer you are when dealing with heat.
When highlighting a Mech in MechLab, it’s hardpoint breakdown is now displayed on the right side panel below Equipment.
Change Log MechLab UI
There are now 2 category tabs in the bottom left corner of MechLab. These two tabs allow you to exclusively select Trial Mechs or Owned Mechs. Mech Bays are now purchased using the interface at the bottom right corner of the screen. When configuring a Mech, a new tab has been added directly under the main MechLab tab that is named “Modules”. Clicking this tab will allow you to equip any unlocked modules to your Mech. Modules cost C-Bills to equip. When clicking the above mentioned Modules tab, 4 new categories show up in the right hand panel. These categories are Vision, Targeting, Support and Sensors. You can select the appropriate category to see which Modules have been unlocked in the PilotLab.
GENERAL User Data:
No resets.
FRONT END Pilot Trees: Capture Accelerator
This module will accelerate the rate in which you capture a base or capture point by 15%. This effect does stack with other Mechs in your group but does not stack if you try to equip more than one.
Target Info Gathering
This module will decrease the time required to get full detailed information on your target by 25%. This module does not stack if you try to equip more than one on your Mech. This module will, however, stack with the upcoming Beagle Active Probe.
Main Screen:
Premium account status, MC, CB and GXP now on bottom bar instead of side bar. Loading bars now below Launch button. Facebook, Twitter and YouTube links are now in right side bar.
MechLab:
Mech stats in right side bar moved up and Speed, Firepower and Heat Efficiency now functional. Auto repair/rearm buttons updated. Selection of Trial/Owned Mechs moved to right side bar. Component select panel moved to bottom of right side bar and is now only visible when configuring a Mech. New Mech Bay panel that shows total number and number of available Mech Bays, as well as buy a Mech Bay button. Mech detail panels (both the currently selected Mech and Mechs to buy) have equipment and hardpoint details.
General:
Button highlight and selection problems corrected. Variants unlocked changed to # Mechs owned to prevent confusion. Options cache improvements (default configuration retention). Reduced Resolution switches to 1 call each for Enter/Exit game (Most noticeable when switching to/from fullscreen).
Bumpers:
New IGP and PGI bumper video. Nvidia and CryEngine videos have reduced audio volume.
Login Screen:
Updated look including background video.
Options:
Removed speaker configuration option.
GAMEPLAY Combat Score:
New Combat Score system rewards C-Bills to players for specific actions. Win 100,000 Loss 75,000 Tie 87,500 Capture Win 5,000 Capture Assist 2,500 Team Kill -15,000 Component Destruction 500 Kill 2,000 Assist 2,000 Spot Assist 2,000 Damage Done 10X Total Damage Done
Salvage Rewards:
Salvage rewards have been increased to 2% of the value of the undamaged components of destroyed Mechs from the losing team
HUD Changes:
Special Text colour in chat for commander when team chatting. New Art for Target information and adjusted what information appears. When a Mech shuts down manually or from overheating opponents will lose targeting and weapons lock to that Mech.
Audio:
Overheat and critical damage alarms will no longer continue to play while spectating. Zoom in sound effect has been fixed. Awesome now has footstep sounds while turning and in Frozen City. Updated Raven sounds.
BUG FIXES
Fixed the Narc beacon to produce no heat when fired. Fixed mouse alignment in all resolutions + window states. Fixed gravity (default physics specs weren't being initialized). Players will now hear all local weapon fire while in spectator mode. Weapon impact effects no longer spawn past max range. NARC beacons will no longer hang in mid-air after impacting at certain angles. Weapon bay doors (Catapult, Centurion) should now attach correctly and not float in mid-air in some cases. A hitch when placing first order will no longer occur. Chain fire will now load correctly and not be turned on for newly purchased Mechs by default in certain cases. Chain fire now moves onto the next weapon in the chain if fire is pressed again. Weapon Lock will stay on even if you run out of ammo until the last owned lockable projectile has detonated. Missiles volleys no longer fire when the Mech is dead. Material Hit Effects will now fire correctly once again. Inaccessible GXP after exchange. Blocked efficiency purchases. Server will now update the clients every 10 seconds with the correct in game timer.
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