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Author Topic: Update Patch notes  (Read 1592 times)
Damit
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« on: 26/09/2012, 12:49 PM »

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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“You have got to help me. She is trying to kill me with sex. I cannot get out - and I cannot go on!”
BiigMacK
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« Reply #1 on: 26/09/2012, 02:11 PM »

Also on the forums they have released pics of the highlander that the guys are suggesting will be the next mech.
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Damit
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« Reply #2 on: 10/10/2012, 11:19 AM »

To the MechWarrior™ Online® Community:

We are pleased to announce the latest engine drop of CryENGINE 3.4.1.  This was a large undertaking and has helped us address many of the game’s issues and bump up performance and rendering capabilities.

What does this mean to you?  The game looks significantly better.  All of the maps have had their lighting tuned and you’ll now see a lot more detail in the environment.  Minimum spec PC players should notice a fairly good improvement in performance with tuning still on-going and will be coming down the pipe as we optimize the game on our way to Open Beta.

DirectX 11 and 3D Vision support are currently disabled while we resolve the remaining few issues.  These will come on-line in an upcoming patch.

We have also taken this opportunity to add some new pathing in River City for you to explore which adds some more gameplay strategies when approaching enemy bases.

Change Log
GENERAL

    User Data: We will NOT be resetting any user data this patch.  (i.e. you keep all your Mechs, XP, CB, MC as is).

CryEngine 3.41

    All levels have had a lighting pass done for 3.4.1
    Performance improvements (both client side and server side)
    DirectX 11 disabled for now
    3D Vision disabled for now

FRONT END

    Dummy equipable items for Open Beta : Cockpit Command Console, Beagle Active Probe, Guardian ECM Suite
    Please note that these items do not yet affect gameplay; their functionality will be coming soon in a future patch
    Added minimal support for equipping skins and cockpit items to support the PC Gamer Skin and the Coconut Monkey.
    Fixed Error dialog message visibility.
    Launch mode retained when returning from match
    Ready Button exposed to Chat-Group interface
    Restrict PostMSAA to either on or off (fixes jitter)
    Prevent duplicate bindings on same control. Also prevent invalid rebind data from being saved.
    Added Info button to Advanced Options

NEW TRIAL MECH ROTATION:

    Raven RVN-2X
    Centurion CN9-AL
    Dragon DRG-1N
    Awesome AWS-8T

GAMEPLAY

    Weapon particle effect updates
    Holding “Q” will show the known targeting information of all visible targets.
    Default weapon groups system enabled
    Powered down Mechs no longer relay target information
    LRM15 and LRM20 have a reduced chance of hitting the ground when fired at a near target
    Target will no longer be lost when target Mech shuts down due to overheating
    Can no longer target Mechs when you are shut down
    Autocannon 2,5,10s have had their rate of fire increased.
    All Autocannons have had their ammunition count increased.
    LBX/10 has had its grouping tightened slightly.
    Night Vision effect updated

BUG FIXES

    Allied units on the minimap will no longer sometimes behave like enemy markers
    Thermal should now appear on variant textures
    Enabling Chain-fire on a Mech with no weapons will no longer soft lock the game
    Destroying components after a teammate disconnects no longer rewards XP
    Chain fire will no longer hiccup when trying to fire disabled weapons
    LRMs no longer lose tracking when fired just off of a close locked target
    Cooldown bar will no longer jump around after firing during high ping/lag situations
    AMS will no longer keep firing when the fire button remains held
    Suicide will provide no end of match rewards.
    Internal structure will show proper damage levels on the paper doll at round start
    Reinstating the Founder’s Mechs front page.
    Reset Launch Mode when logging out
    AutoRepair/Rearm doesn't reset when options do
    Fix resolution switch after login
    Terminate Friends-List on logout & Connection Loss
    Fixed inactivity timer
    Fixed Match Summary layout
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“You have got to help me. She is trying to kill me with sex. I cannot get out - and I cannot go on!”
Damit
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Clan Captain

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« Reply #3 on: 10/10/2012, 11:23 AM »

Target will no longer be lost when target Mech shuts down due to overheating
Fuck yeah
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“You have got to help me. She is trying to kill me with sex. I cannot get out - and I cannot go on!”
BiigMacK
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« Reply #4 on: 10/10/2012, 12:54 PM »

I'm looking forward to getting on tonight
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Fisty
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« Reply #5 on: 10/10/2012, 02:24 PM »

Target will no longer be lost when target Mech shuts down due to overheating
Fuck yeah
Yeah I would have thought that the motor functions and weapon systems would shut down, not the electronics and targeting.
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Sillen
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« Reply #6 on: 10/10/2012, 04:58 PM »

this looks good, I'll be on soon, bday stomping Smiley
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