Patch preview (Mech Quirks)

Thread in 'MechWarrior Online' started by cs_kami, Jul 29, 2014.

  1. Excalibaard

    Excalibaard 101 010 Staff Member

    5,275
    1,110
    269
    [member=3853]Madgoose[/member] Get rid of ADV zoom, ilya often has too low hardpoints to use at ranges where it's useful anyway.

    I wish they gave the JR7-K instead of the Oxide some extra module slots, now the K is completely undeniably completely worse than any other option.

    Even though you can now 'freely' equip weapon modules, I think they cost too much for the effect they have.

    Good things though, hell yeah for the quirks! :D
     
  2. tfun90

    tfun90 Advanced Member

    498
    110
    43
    Color coded the module quirk system because it's easier to conditionally format a spreadsheet than visually parse a walloftext. Please put this in the forthcoming module discussion thread if you see it first.

    [​IMG]
     
  3. Durandal

    Durandal Min-Max Maniac

    2,202
    692
    94
    It did make me chuckle that their module "nerf" for SCR and TBR was to give them one less weapon module that they probably weren't going to ever use anyway heh...

    The thing with those modules is that, except in some rare cases, they're just not worth the GEXP and CB to get. I could see a slight argument for the LLas ones for sniper builds to get max damage from further away, but even then...the heat increase means you're going to be at higher risk when you need to fire a lot. The mech module change doesn't hit me too much on any mech...most of them I tend to go with 2 modules and a consumable once mastered anyway, so it more or less works out for me.

    I am happy to see some of the quirk changes though...it sounds like Awesome could actually require some attention during a fight now (I honestly just wrote them off as a wasted mech most games, and was never really proven wrong), and good Cent players will benefit from that left arm. I don't know that the Dragon changes are going to be enough, and rarely see them in-game as is. Hunchies will sure like their quirk though...will be interesting to see how much it helps.

    Fall damage changes are a good start at making things better for light/medium mechs, so that's a plus.

    I've been spoiled now, for some reason I expect the phrase "Removed Herobrine from code" to appear in the patch notes of every game ;)
     
  4. Mayestro

    Mayestro Active Member

    73
    0
    7
    Hmmm i like what i see for module numbers (extra love for Dragons, Hunchies and locusts). Still i can't stop thinking that the 3 weapon modules for the lolcust are just for the lols.
     
  5. Dr. Danger

    Dr. Danger Advanced Member

    262
    7
    20
    Could someone be so kind to copy-paste the original Text, please?
    I can't access the mwo site from the place I'm at during day time ;O)

    Thank you already in advance!
     
  6. ArkNemesis

    ArkNemesis Well-Known Member

    107
    1
    25
    "The old ways of war are dead, Father, and we must adapt, or die!" -Kanrei Theodore Kurita

    Greetings MechWarriors!

    Mechs are designed to be modular, whether this is in the industrial process to craft and customize the Mechs or the OmniPods system in the fearsome new Clan 'Mechs. This patch hopes to introduce the latest improvement to such with multiple changes to the Module Slot System. Just as before, modules themselves have no effect on the weight of a Mech, however they are now limited in which kind of module slots each occupies. Unless otherwise indicated as an exception, each Mech is now capable of carrying 2 weapon modules, 1 'Mech module and 2 consumable modules. It appears the Clans have also successfully reverse engineered Inner Sphere weapon module technology and begun fielding similar modules on their own 'Mechs. This update also introduces the ability to auto-refill consumable modules without being expected to go into the Mech Lab.

    Pilots will now be able to utilize SLI and 3D Vision on any graphics cards supporting such features! We also have added a variety of quirks and tweaks: Lighter Mech classes will now be able to fall at a greater speed than heavier classes before leg damage becomes a factor. Centurions and Hunchbacks have had a respective armour and internal structure boost, while Awesomes have been given a boon in energy weapon use and Dragons for ballistic weapons. Please see the details below for all of these changes and more!

    Front End

    Module Slot System
    Modules and module slots are now sorted into three categories:
    Weapon Modules
    'Mech Modules
    Consumables
    Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.


    Once you mastered a 'Mech you will gain an extra 'Mech module slot.
    Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.
    Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.

    List of 'Mechs not following the standard module slot configuration
    LIGHT WEAPON CONSUMABLE 'MECH
    All LCT 3 2 2
    RVN 4X 2 2 2
    RVN HERO 2 2 2
    COM 3A 2 2 2
    SDR 5V 2 2 2
    SDR 5K 2 2 2
    FS9-S 2 2 2
    JR7-HERO 2 2 2
    MEDIUM WEAPON CONSUMABLE 'MECH
    All HBK 2 2 2
    CDA-2B 2 2 2
    CDA-3C 2 2 2
    BJ-1DC 2 2 2
    BJ-3 3 2 1
    BJ-1 2 2 2
    CN9-A 2 2 2
    CN9-YLW 2 2 2
    TBT-5N 3 2 1
    SHD-2H 2 2 2
    All SCR 1 2 1
    HEAVY WEAPON CONSUMABLE 'MECH
    DRG-5N 2 2 2
    DRG-1N 2 2 2
    DRG-1C 2 2 2
    CTF-2X 3 2 1
    All TBR 1 2 1
    ASSAULT WEAPON CONSUMABLE 'MECH
    AS7-D-DC 1 2 1
    AS7-BH 3 2 1
    AS7-D 2 2 2
    AS7-RS 2 2 2
    AS7-K 2 2 2
    VTR-9K 3 2 1
    AWS-8R 1 2 1
    AWS-8Q 3 2 1


    Auto Refill
    With consumables, you now have the option to automatically refill once used by checking AUTO REFILL. This will automatically refill used consumables, provided that you have enough funds in your account to buy the consumable. You will receive a warning if this is not the case and will have the chance to restock before entering your next match.
    Clan Weapon Modules - Range
    Clan SP-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.034
    Clan SP-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.068
    Clan MP-Laser Range 1 - long range = +5.6 / max. range = +11.2 / heat = +0.07
    Clan MP-Laser Range 2 - long range = +11.2 / max. range = +22.4 / heat = +0.14
    Clan LP-Laser Range 1 - long range = +8.4 / max. range = +16.8 / heat = +0.112
    Clan LP-Laser Range 2 - long range = +16.8 / max. range = +33.6 / heat = +0.224
    Clan ERS-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.028
    Clan ERS-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.056
    Clan ERM-Laser Range 1 - long range = +6.3 / max. range = +12.3 / heat = +0.07
    Clan ERM-Laser Range 2 - long range = +12.6 / max. range = +24.6 / heat = +0.14
    Clan ERL-Laser Range 1 - long range = +12.4 / max. range = +24.8 / heat = +0.119
    Clan ERL-Laser Range 2 - long range = +24.8 / max. range = +49.6 / heat = +0.236
    Clan SRM 2 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.028
    Clan SRM 2 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.056
    Clan SRM 4 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
    Clan SRM 4 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
    Clan SRM 6 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
    Clan SRM 6 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
    Clan S-SRM 6 Range 1 - long range = +5 / max. range = +5 / heat = +0.028
    Clan S-SRM 6 Range 2 - long range = +10 / max. range = +10 / heat = +0.056
    Clan UAC/2 Range 1 - long range = +11.3 / max. range = +22.6 / heat = +0.014
    Clan UAC/2 Range 2 - long range = +22.6 / max. range = +45.2 / heat = +0.028
    Clan UAC/5 Range 1 - long range = +8.8 / max. range = +17.6 / heat = +0.014
    Clan UAC/5 Range 2 - long range = +17.6 / max. range = +35.2 / heat = +0.028
    Clan UAC/10 Range 1 - long range = +7.5 / max. range = +15 / heat = +0.042
    Clan UAC/10 Range 2 - long range = +15 / max. range = +30 / heat = +0.084
    Clan UAC/20 Range 1 - long range = +5 / max. range = +10 / heat = +0.1
    Clan UAC/20 Range 2 - long range = +10 / max. range = +10 / heat = +0.2
    Clan Flamer Range 1 - long range = +2 / max. range = +4 / heat = +0.014
    Clan Flamer Range 2 - long range = +4 / max. range = +8 / heat = +0.028
    Clan AMS Range 1 - long range = +1.68 / max. range = +3.36
    Clan AMS Range 2 - long range = +3.36 / max. range = +6.72
    Clan MG Range 1 - long range = +1.68 / max. range = +3.36
    Clan MG Range 2 - long range = +3.36 / max. range = +6.72
    Clan LB 10-X AC Range 1 - long range = +7.5 / max. range = +15 / heat = +0.028
    Clan LB 10-X AC Range 2 - long range = +15 / max. range = +30 / heat = +0.056
    Fall Damage Balancing



    While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
    Light 'Mechs start taking damage at 37 m/s
    Medium 'Mechs start taking damage at 34 m/s
    Heavy 'Mechs start taking damage at 32 m/s
    Assault 'Mechs start taking damage at 30 m/s
    'Mech Quirks

    Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.
    All Centurions:
    +10 armor in the Left Arm.
    All Hunchbacks:
    +10 internal structure in the Right Torso
    All Awesomes:
    -12.5% heat generated by energy weapons
    +10% faster heat loss
    +17% Center Torso (front) armor
    All Dragons:
    -5% ballistic cool-down rate (re-fire rate)
    -5% heat generated by ballistic weapons
    +10% torso twist yaw speed
    Arm Lock feature to be able to bound to a button hold OR toggle
    Arm Lock can be bound to a press and hold key function.
    Default assigned key is [Left Shift]
    Pressing and holding a key will engage Arm Lock
    Releasing the key will disengage Arm Lock
    Arm Lock can be bound to a toggle function.
    Pressing the key once turns Arm Lock ON
    Pressing the same key again turns Arm Lock OFF
    Performance
    Recompiled Scaleform Libraries for better performance
    Added SLI Support [Delayed by bugs]

    Enabled 3D Vision support

    Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode
    Gameplay
    New Player Elo level has been reduced and will remain locked for their first 25 matches.

    Tied matches now reward players with 100 XP
    All LRM launchers have had their impulse (screen shake) values reduced from 0.4 to 0.3.
    Known Issue
    Modules equipped before the patch are not immediately visible. Fix: Save the Mech and reload the Loaout menu to make them re-appear.
    There's a typo for the Clan S-SRM 6 Range 1 and Range 2 Modules in the frontend:
    Range 1 = The maximum range increase is 5m instead of 10m
    Range 2 = The maximum range increase is 10m instead of 20m
    Bug Fixes
    Significantly improved server slow down issues caused by simultaneously firing large numbers of Machine Guns and Energy Weapons.
    Undersides of destroyed turrets are no longer see-through.
    Changed ft/s fall speed indicator to read in m/s
    Friendly ECM no longer affected by Disconnected players equipped with BAP.
    Fixed an issue where user can purchase the content of a Mech by saving the Mech Details of any Mech in the purchasable filter
    We thank you for your patience and we look forward to seeing you on the battlefield!


    - The MechWarrior® Online™ Team
    Edited by Nikolai Lubkiewicz, Yesterday, 02:58 PM.
     
  7. enileph

    enileph Star Lord

    4,203
    518
    201
    The GXP to get them weapon modules are minimal usually, it is the cbills required that is not worth it.

    I can see MG upgrade being good, extra stuff without anything negative, also AMS may be worth it if you are making a super umbrella, mixed with AMS overdrive and multi AMS.

    As for the rest, depends on your builds, really. For Ballistics though, it might be good for some AC.

    Not using consumables, though coolshots are useful(cbills version only, MC consumables are for fucking idiots), they are expensive.
     
  8. epikt

    epikt Benefactor

    2,511
    502
    104
    Not even the c-bills actually, since because no mech has been released recently we're drowning under money.
    But even for free I would not want more heat, except if my build is very heat efficient.
     
  9. Dr. Danger

    Dr. Danger Advanced Member

    262
    7
    20
  10. enileph

    enileph Star Lord

    4,203
    518
    201
    That is why I say AMS and MG, both does not have any heat increase or other heat penalty, other than taking up a slot.
    Seriously though, other than those and things like NARC enhancement I don't see any weapon module being attractive.

    WORSE, THE CLAN MECH MODULES ARE NOT COMPLETE. Lots of clan mech weapons does not have weapon modules.
     
  11. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    How does the armor buff to the CN9 left arm work? I would have expected the mech lab to show a maximum armor value of 42 (old max.: 32), but it doesn't....

    I do like the patch as a whole, but the changes to the module system suck. Beside AMS, Narc or MG (and possibly SSRM2 when boating them) the weapon modules simply aren't good enough. One can argue that one has to use them for fully optimizing a mech, but the same can be said the other way around if, for example, the build already runs pretty hot.
     
  12. enileph

    enileph Star Lord

    4,203
    518
    201
    Just like the stormcrow armor penalth at the Head, it does not change value in mechlab, so you don't have to add armor-weight on it. Basically it is automatically added on the arm when the mech is deployed.
     
  13. Durandal

    Durandal Min-Max Maniac

    2,202
    692
    94
    I'm planning on trying the clan ERLL module in a little bit just to see how it changes things on my Ghost Walker build (8 cERLL), with the TC I'm using, I'm wondering how close to getting max damage for 1000m I can get. Already at 919 just with the TC...but I think the additional heat will make me cast off the module within a couple games...

    Edit: And I was right ;p It has uses on things like my Kit Fox sniper, but on a laserboat it's suicide hehe. It also doesn't interact with TC (which would make it more worthwhile), and that's disappointing.
     
  14. enileph

    enileph Star Lord

    4,203
    518
    201
    How about trying it on the Awesome now? Think the bonus would offset the extra heat.
     
  15. Durandal

    Durandal Min-Max Maniac

    2,202
    692
    94
    I don't have an awesome, so someone else gets to spend 3 mil on that module ;)
     
  16. cs_kami

    cs_kami Benefactor

    434
    79
    42
    I think i saved up to rebuy thepew pew pew (wub wub) Awesome, so might try it.

    What you guys think should be some of the quirks of the other mechs? Atlas can easily have +10 internal or +10 armor for CT/ST. I mean the thing is an iconic badass iconic. Or some other unique quirk..Don't think weapons quirks would work for an Atlas, nor heat dissipation.
    A crazy, but fun idea would be if an Atlas caused a "fear factor" where any enemy mech
     
  17. Durandal

    Durandal Min-Max Maniac

    2,202
    692
    94
     
  18. MightyBolamite

    MightyBolamite Junior Member

    48
    13
    7
    It's entirely possible and quite likely that PGI will release modules that aren't range. Any confirmation if you'll be able to stack weapon mods? I'd like to see one that increases the amount of ammo for a ton, not a huge amount mind you, just some.

    Like I said before, I approve of the quirks. I can even see them putting on negative quirks on some variants with a positive one to offset it. This needs to happen for more mechs.
     
  19. Mayestro

    Mayestro Active Member

    73
    0
    7
    Yes i'm curious what other weapon modules are implemented, but for now weapon modules are in the most cases useless.

    Btw i would love to see a compact/spacy quirk. That mechs that are too small for their weigth suffer reduced internal health or increased crit chance against them, because if you build a mech so compact it is hard to miss crucial internal parts the moment the armor is gone. The same could go the otherway that mechs that are oversized have more internal health or reduced crit chance against them thanks to beeing build spacier, would be especialy reasonable for mechs like the quickdraw which is 60 tons and the size of a highlander.
     
  20. Blagg Zear

    Blagg Zear Star Lord

    5,002
    578
    199
    So any others here wanna give some love for the Awesomes??!!! ^_^^_^^_^

    Will test these Builds when i get back to the game:

    http://mwo.smurfy-net.de/mechlab#i=32&l=bcbd9d768facead854697086812d238c8008eab0

    http://mwo.smurfy-net.de/mechlab#i=32&l=2878b29626c2061e37de635955c2ba9e0a2d85f3

    http://mwo.smurfy-net.de/mechlab#i=32&l=0e3a678a395f24b9bbe29ab82bfb86b2f4a569cd
     
top-fast
top-fast
top-fast
top-fast