Do not use clan LRM20s and LRM15s. NGNG Starting at 2:16 mark. Navid1 joined Sean Lang's stream and provided some information that clan LRMs are not registering up to half of their damage. Looks like he is still digging into it, but LRM 15s and 20s seem to be registering about 11 or 12 damage instead of full damage under the best conditions. Even chain fire with a LRM 20 in the mix caused issues (2:54). More testing probably needed to see if large amounts of non-LRM20s have the same issue. For example, alpha'ing 7xLRM10 and 2xLRM5 on Bane 3. This justifies a lot of the frustration I was having with LRMs on the Bane 3. I switched to ATMs and saw my average damage per game about double vs LRM20x4, LRM10x1, and LRM5x4. ...Not sure how long this has been going on. Seems like in 2021, I had builds with LRM 20s that were performing well. Navid1 is planning on a change coming in the August patch to see if this behavior can be fixed by shortening the duration the clan LRMs stream out. Doesn't sound like there are any changes coming to fix Tag and Active Probe vs. 1 stealth mech at close range or lock loss from mechs bumping into each other. No balance fixes coming for Radar Deprivation (2:58) either... No reverting missile path height or velocity nerfs or buffing flight paths. High sniper nests and high hills (alpine) are still safe. No reverting lock on targeting area to be back to the full red square shown on the screen. That nerf that cut the targeting area by a factor of 4 still hurts especially with the top on end of mech speeds going up and the sizes of light mechs going down. It also makes it super easy to CT core or head shot lock on mechs that use direct fire. Lock-on weapons are still in a bad place.
MWO: Become a Legend mwomercs.com/game/patch-notes/2826 A = Pi * R * R R = 1, A = 1 Pi R = 2, A = 4 Pi Reducing angle (radius) by half equals reducing the target area by a factor of four. You had four pies. They took three away. Now you have one pie. No lock. Blue circle should be the lock area. Used smile emoji to get a better circle placement via snip tool for lock area.
Missile turning speed was increased Feb. 2026. Anyone seeing more hits and misses lower than expected? Anyone noticing more leg hits? Impact center point is low on the torso, where the legs twist from the upper torso. Older clip with impact center more on the upper half of the target lock area. Maybe tag?
https://www.twitch.tv/videos/2705068879 Looks like Navid is already looking at ways to fix this. Guess I should hit up the Cauldron Discord more. Caught part of the MPG video recording yesterday.
https://mwomercs.com/game/patch-notes/2125 NARC NARC cooldown increased to 7 seconds (from 3.5 seconds) Design Notes: While we want NARC to be a powerful team play supplement, the previous tuning saw it be a bit to potent in too short a period of time. Primarily when it came to isolating ECM 'Mechs, plus any potential escorts that may be screening them. We often found that a NARC carrier would indiscriminately be able to launch pods at any enemy that crossed their path until they could get to their ECM carriers at which point, opposing LRM fire can rain down at an almost oppressive rate. We want there to be a bit more natural risk at being able to negate and tag well screened ECM carriers, as well as allowing more time for opposing players being able to appropriately react to someone NARCing their team. NARC Cooldown 3.5 seconds 1 slot 1 ton 1200 meter range 2000 m/s velocity 12 second duration TTB getting lit up with missiles before Radar Lock nerfs.