[Feedback] Patch Notes - 1.3.405 - 16-JUN-2015

Thread in 'MechWarrior Online' started by Durandal, Jun 15, 2015.

  1. Durandal

    Durandal Min-Max Maniac

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    This has to get split up into two posts, the notes are too long!

    Part 1:
    Tuesday, June 16th @ 10AM – 1PM PDT


    Patch Number: 1.3.405.0


    Greetings MechWarriors,

    The Inner Sphere strengthened their Resistance forces just in time. Wave Three of the Clan Invasion approaches.

    The Ebon Jaguar and Executioner are now rolling off the Clan production lines, en-route for delivery to all eligible MechWarriors. Executioner pilots will be the first to utilize the new MASC system, and preliminary test reports indicate that the increased maneuverability, acceleration, and speed provided by Myomer Accelerator Signal Circuitry offers the potential for it to be a significant tool in the hands (and legs) of a skilled pilot. However, such rewards are not without risk; recklessness will lead to destruction.

    Community Warfare map adjustments comprise the bulk of gameplay-related changes in this patch. Defender drop zones in most of the maps have been adjusted to provide Defenders with greater protection from ranged attacks outside their drop zone, while buffs to Defender DropShip armaments and hover duration will provide them with stronger deterrents against enemy 'Mechs inside their zone.
    DropShips have been further improved for Attackers and Defenders alike, with targeting system refinements and the addition of Cooldown and Duration Quirks to make their 12 ER Large Lasers an even greater threat.
    Additional security protocols are also now in-place around Defender O-Gen's, so blitz-focused Attackers will need to adjust their approaches accordingly.

    Rounding out the patch we have standardization changes to the location of Conquest Game Mode capture points, the release of four new Mastery Bundles through the in-game store, improvements to the Patcher and Repair Tool, and a number of other changes and fixes, including an adjustment to AC/UAC geometry scaling for the JagerMech chassis!

    Work is underway on further improvements to the new MechLab and Select 'Mech screen in response to community feedback, but in the meantime we're rolling out an array of MechLab bug fixes in this patch.

    Lastly we want to give everyone a heads-up that due to the above Community Warfare map changes this patch weighs in a bit heaver than usual, at around 1.3 GB in size.

    Read on for all the patch details, and we'll see you on the battlefield!

    - The MechWarrior Team


    Change Log

    New 'Mechs

    Ebon Jaguar

    • This 'Mech is currently only available to eligible Wave 3 owners
    • Release date for MC: August 18th
    • Release date for C-Bills: September 15th
    Base Loadout details

    • Tonnage: 65
    • Engine: 325 XL
      • Top Speed: 81 kph
    • Armor Type: Ferro-Fibrous
    • Internal Structure: Endo-Steel
    • Fixed Weapons & Equipment:
      • Head: Fixed Armor Slot
      • Left Arm: Fixed Armor Slot x2
      • Left Torso: Fixed Armor Slot, Fixed Structure Slot
      • Center Torso: Engine, Fixed Armor Slot, Fixed Structure Slot
      • Right Torso: Fixed Structure Slot
      • Right Arm: Fixed Armor Slot x2
      • Left Leg: Fixed Structure Slot x2
      • Right Leg: Fixed Structure Slot x2
    • Heat Sinks: 13 Double
    • Jump Jets: 0 (0 Max)
    • Movement Archetype: Medium
    EBJ-Prime(I)

    • Torso Movement:
      • 90 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 0 degrees to each side.
      • 30 degrees up and down.
    • Armor: 364
    • Weapons & Equipment:
      • Left Arm: LB 5-X AC, LB 5-X AC Ammo x2
      • Left Torso: LRM 10, ER Medium Laser, LRM Ammo x2
      • Right Torso: SRM 2, SRM Ammo, Gauss Ammo x2
      • Right Arm: Gauss Rifle
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Left Torso: 1 Energy, 1 Missile
      • Right Torso: 1 Missile, 1 AMS
      • Right Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +0 Double
    • Jump Jets: 0 (0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    • 30% C-Bill Bonus
    EBJ-Prime

    • Torso Movement:
      • 90 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 0 degrees to each side.
      • 30 degrees up and down.
    • Armor: 364
    • Weapons & Equipment:
      • Left Arm: LB 5-X AC, LB 5-X AC Ammo x2
      • Left Torso: LRM 10, ER Medium Laser, LRM Ammo x2
      • Right Torso: SRM 2, SRM Ammo, Gauss Ammo x2
      • Right Arm: Gauss Rifle
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Left Torso: 1 Energy, 1 Missile
      • Right Torso: 1 Missile, 1 AMS
      • Right Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +0 Double
    • Jump Jets: 0 (0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EBJ-A

    • Torso Movement:
      • 90 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 0 degrees to each side.
      • 30 degrees up and down.
    • Armor: 364
    • Weapons & Equipment:
      • Left Arm: ER Large Laser, Flamer, Machine Gun
      • Left Torso: ER Medium Laser x3, Ultra AC/20 Ammo x3, Machine Gun Ammo
      • Right Torso: Ultra AC/20
      • Right Arm: ER Large Laser, Medium Pulse Laser, Machine Gun
    • OmniPod Hardpoints:
      • Left Arm: 2 Energy, 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Left Torso: 3 Energy
      • Right Torso: 1 Ballistic
      • Right Arm: 2 Energy, 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +0 Double
    • Jump Jets: 0 (0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EBJ-B

    • Torso Movement:
      • 90 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 0 degrees to each side.
      • 30 degrees up and down.
    • Armor: 364
    • Weapons & Equipment:
      • Left Arm: ER PPC, Large Pulse Laser
      • Left Torso: Medium Pulse Laser, TAG
      • Right Torso: Medium Pulse Laser, Active Probe
      • Right Arm: ER PPC, Large Pulse Laser
    • OmniPod Hardpoints:
      • Left Arm: 2 Energy
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Left Torso: 2 Energy
      • Right Torso: 1 Energy
      • Right Arm: 2 Energy
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +0 Double
    • Jump Jets: 0 (0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EBJ-C

    • Torso Movement:
      • 90 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 0 degrees to each side.
      • 30 degrees up and down.
    • Armor: 364
    • Weapons & Equipment:
      • Left Arm: SRM 6, Ultra AC/2, Ultra AC/2 Ammo
      • Left Torso: LRM 15, LRM Ammo x2, SRM Ammo x2
      • Right Torso: LRM 15, LRM Ammo x2, SRM Ammo x2
      • Right Arm: SRM 6, Ultra AC/2, Ultra AC/2 Ammo
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic, 1 Missile
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Left Torso: 1 Missile
      • Right Torso: 1 Missile
      • Right Arm: 1 Ballistic, 1 Missile
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +0 Double
    • Jump Jets: 0 (0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus

    Executioner

    • This 'Mech is currently only available to eligible Wave 3 owners
    • Release date for MC: August 4th
    • Release date for C-Bills: September 1st
    Base Loadout details

    • Tonnage: 95
    • Engine: 380 XL
      • Top Speed: 64.8 kph
    • Armor Type: Ferro-Fibrous
    • Internal Structure: Standard
    • Fixed Weapons & Equipment:
      • Head: Fixed Armor Slot
      • Left Arm: Fixed Armor Slot
      • Left Torso: MASC Mk IV
      • Center Torso: Engine, Fixed Armor Slot x2
      • Right Torso: Double Heat Sink, Fixed Armor Slot x2
      • Right Arm: Fixed Armor Slot
      • Left Leg: Jump Jet x2
      • Right Leg: Jump Jet x2
    • Heat Sinks: 16 Double
    • Jump Jets: 4 (4 Max)
    • MASC Capable?: Yes
    • Movement Archetype: Huge
    EXE-Prime(I)

    • Torso Movement:
      • 70 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 30 degrees to each side with 2 Lower Arm Actuators.
        • 10 degrees to each side with 1 Lower Arm Actuator.
        • 0 degrees to each side with 0 Lower Arm Actuators.
      • 30 degrees up and down.
    • Armor: 518
    • Weapons & Equipment:
      • Left Arm: Gauss Rifle, Double Heat Sink
      • Left Torso: Gauss Ammo x2
      • Right Torso: Machine Gun x2, Machine Gun Ammo
      • Right Arm: ER Large Laser x2, Double Heat Sink x2
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Right Torso: 2 Ballistic
      • Right Arm: 2 Energy
        • Lower Arm Actuator: Allowed
        • Hand Actuator: Allowed
    • Heat Sinks: +3 Double
    • Jump Jets: +0 (+0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    • 30% C-Bill Bonus
    EXE-Prime

    • Torso Movement:
      • 70 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 30 degrees to each side with 2 Lower Arm Actuators.
        • 10 degrees to each side with 1 Lower Arm Actuator.
        • 0 degrees to each side with 0 Lower Arm Actuators.
      • 30 degrees up and down.
    • Armor: 518
    • Weapons & Equipment:
      • Left Arm: Gauss Rifle, Double Heat Sink
      • Left Torso: Gauss Ammo x2
      • Right Torso: Machine Gun x2, Machine Gun Ammo
      • Right Arm: ER Large Laser x2, Double Heat Sink x2
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Right Torso: 2 Ballistic
      • Right Arm: 2 Energy
        • Lower Arm Actuator: Allowed
        • Hand Actuator: Allowed
    • Heat Sinks: +3 Double
    • Jump Jets: +0 (+0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EXE-A

    • Torso Movement:
      • 70 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 30 degrees to each side with 2 Lower Arm Actuators.
        • 10 degrees to each side with 1 Lower Arm Actuator.
        • 0 degrees to each side with 0 Lower Arm Actuators.
      • 30 degrees up and down.
    • Armor: 518
    • Weapons & Equipment:
      • Left Arm: Large Pulse Laser x3, Double Heat Sink
      • Right Torso: Machine Gun x2, Machine Gun Ammo
      • Right Arm: ER Medium Laser x4, Double Heat Sink x2
    • OmniPod Hardpoints:
      • Left Arm: 3 Energy
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Right Torso: 2 Ballistic
      • Right Arm: 4 Energy
        • Lower Arm Actuator: Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +3 Double
    • Jump Jets: +0 (+0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EXE-B

    • Torso Movement:
      • 70 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 30 degrees to each side with 2 Lower Arm Actuators.
        • 10 degrees to each side with 1 Lower Arm Actuator.
        • 0 degrees to each side with 0 Lower Arm Actuators.
      • 30 degrees up and down.
    • Armor: 518
    • Weapons & Equipment:
      • Left Arm: Ultra AC/20
      • Left Torso: Ultra AC/20 Ammo x3
      • Right Torso: ER Medium Laser, AMS, AMS Ammo
      • Right Arm: ER PPC, Double Heat Sink x3
    • OmniPod Hardpoints:
      • Left Arm: 1 Ballistic
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
      • Right Torso: 1 Energy, 1 AMS
      • Right Arm: 1 Energy
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +3 Double
    • Jump Jets: +0 (+0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus
    EXE-D

    • Torso Movement:
      • 70 degrees to each side.
      • 25 degrees up and down.
    • Arm Movement:
      • 30 degrees to each side with 2 Lower Arm Actuators.
        • 10 degrees to each side with 1 Lower Arm Actuator.
        • 0 degrees to each side with 0 Lower Arm Actuators.
      • 30 degrees up and down.
    • Armor: 518
    • Weapons & Equipment:
      • Left Arm: SRM 6 x2, SRM Ammo x3
      • Left Torso: ER Small Laser, Double Heat Sink
      • Right Torso: Small Pulse Laser x2, Double Heat Sink x2
      • Right Arm: Large Pulse Laser, Medium Pulse Laser x3, Small Pulse Laser x3
    • OmniPod Hardpoints:
      • Left Arm: 2 Missile
        • Lower Arm Actuator: Allowed
        • Hand Actuator: Allowed
      • Left Torso: 1 Energy
      • Right Torso: 2 Energy
      • Right Arm: 7 Energy
        • Lower Arm Actuator: Not Allowed
        • Hand Actuator: Not Allowed
    • Heat Sinks: +3 Double
    • Jump Jets: +0 (+0 Max)
    • ECM Capable?: No
    • Module Slots:
      • Mech: 1
      • Consumable: 2
      • Weapon: 2
    • OmniPod Quirks (not reflected in above values):
      • Set Bonus: +2.5% XP Bonus

    Mastery Bundles

    4 New Mastery Bundles have been added to the store.

    Griffin Mastery Bundle - 6010 MC

    • 3 'Mech Bays
    • Hero Mech - GRF-1E "Sparky"
    • Champion Mech - GRF-1S(C)
    • Standard Mech - GRF-2N
    • 30 Days Premium time
    Trebuchet Mastery Bundle - 7560 MC

    • 3 'Mech Bays
    • Hero Mech - TBT-LG "Loup de Guerre"
    • Champion Mech - TBT-7M(C)
    • Standard Mech - TBT-3C
    • Trebuchet Statue Cockpit Item
    • 30 Days Premium time
    JagerMech Mastery Bundle - 6925 MC

    • 3 'Mech Bays
    • Hero Mech - JM6 - FB "Firebrand"
    • Champion Mech - JM6-A(C)
    • Standard Mech - JM6-S
    • JagerMech Statue Cockpit Item
    • 30 Days Premium time
    Banshee Mastery Bundle - 9185 MC

    • 3 'Mech Bays
    • Hero Mech - BNC-LM "La Malinche"
    • Champion Mech - BNC-3M(C)
    • Standard Mech - BNC-3E
    • 30 Days Premium time
     
  2. Durandal

    Durandal Min-Max Maniac

    2,202
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    Part 2:

    New Equipment

    Myomer Accelerator Signal Circuitry (MASC)

    MASC is a new item that can be equipped onto MASC-capable 'Mechs. When active, it temporarily improves the speed and maneuverability of a 'Mech at the risk of damaging their legs.

    • Similar to Jump Jets, MASC can only be equipped on MASC-capable 'Mechs, and the size of the MASC item is based on the max tonnage of the 'Mech.
      • The Executioner is currently the only 'Mech capable of equipping MASC.
        • The Shadow Cat (releasing July 21st) will also be MASC-capable.
      • MASC can be equipped in any location with enough free critical slots.
      • A 'Mech can have only one MASC item equipped to it.
      • MASC is always fixed equipment in OmniMechs.
    • By default, MASC is activated by holding down the Left Alt key.
      • Players can also bind a key to toggle MASC on/off but it is unbound by default.
    • While active, MASC does the following:
      • Imparts its bonuses on the 'Mech (see below).
      • Fills a gauge that appears near the center of the screen.
      • Shakes the 'Mech’s targeting reticle.
        • When MASC is deactivated, there is a slight cooldown before the reticle returns to normal.
      • When MASC is not active, the gauge automatically drains.
    • If the MASC item is destroyed, it immediately ceases to function.
      • There are no other effects from its destruction.
    • If the gauge reaches 75% or higher, damage is immediately applied to the internal structure of each of the 'Mech’s legs.
      • The damage is randomly determined based on the stats of the MASC item.
      • If MASC remains active, and the gauge remains at 75% or above, the damage is reapplied every 0.5 seconds.
        • If MASC is not active, damage will not be applied, regardless of where the gauge sits.
    Stats common to all MASC items:

    • Acceleration bonus: +175%
    • Deceleration bonus: +150%
    • Turn rate bonus: +25%
    • Gauge fill rate: 10% per second
    • Gauge drain rate: 2% per second
    • Damage threshold: 75%
    'Mechs currently capable of equipping MASC:

    • Executioner
    • Shadow Cat (to be released July 21st)
    Information regarding additional MASC 'Mechs will be revealed at a later date.

    MASC Item Stats

    Inner Sphere

    MASC MK I

    • Slots/Tons: 1 slot, 1 ton
    • 'Mech Tonnage Range: 20 tons
    • Speed bonus: +10%
    • Random damage range: 0.72 – 0.88
    MASC MK II

    • Slots/Tons: 2 slots, 2 tons
    • 'Mech Tonnage Range: 25 - 40 tons
    • Speed bonus: +10%
    • Random damage range: 1.08 – 1.32
    MASC MK III

    • Slots/Tons: 3 slots, 3 tons
    • 'Mech Tonnage Range: 45 - 60 tons
    • Speed bonus: +12%
    • Random damage range: 1.98 – 2.42
    MASC MK IV

    • Slots/Tons: 4 slots, 4 tons
    • 'Mech Tonnage Range: 65 - 80 tons
    • Speed bonus: +17%
    • Random damage range: 2.7 – 3.3
    MASC MK V

    • Slots/Tons: 5 slots, 5 tons
    • 'Mech Tonnage Range: 85 - 100 tons
    • Speed bonus: +20%
    • Random damage range: 3.24 – 3.96

    Clans

    Clan MASC MK I

    • Slots/Tons: 1 slot, 1 ton
    • 'Mech Tonnage Range: 20 - 25 tons
    • Speed bonus: +10%
    • Random damage range: 0.72 – 0.88
    Clan MASC MK II

    • Slots/Tons: 2 slots, 2 tons
    • 'Mech Tonnage Range: 30 - 50 tons
    • Speed bonus: +10%
    • Random damage range: 1.26 – 1.54
    Clan MASC MK III

    • Slots/Tons: 3 slots, 3 tons
    • 'Mech Tonnage Range: 55 - 75 tons
    • Speed bonus: +15.5%
    • Random damage range: 2.34 – 2.86
    Clan MASC MK IV

    • Slots/Tons: 4 slots, 4 tons
    • 'Mech Tonnage Range: 80 - 100 tons
    • Speed bonus: +18.5%
    • Random damage range: 3.06 – 3.74

    Gameplay

    • Community Warfare
      • Defender drop zones in most maps have been adjusted and provided with additional protections to prevent Attackers from camping those drop zones.
      • O-Gen's are now secured inside a protective casing.
        • Weapons fire must be directed through an opening at the front of the casing in order to damage the O-Gen.
        • The casing itself cannot be destroyed or damaged.
      • O-Gen placements have been adjusted so that the above casing window faces toward areas around Omega that are exposed to defensive positions and systems.
      • Defender DropShip loadout has been boosted to match the Attacker DropShip loadout:
        • 12 ER Large Lasers
      • Defender DropShips will now hover over the spawn zone for a longer period of time.
      • All DropShips now aim for the Center Torso.
      • All DropShips now prioritize their fire toward defending the drop zones when necessary, rather than engaging enemies outside the drop zones.
      • All DropShips now possess the following Quirks:
        • +25% Cooldown Efficiency
        • -25% Laser Duration
    • Conquest
      • The Conquest Capture Points have been updated for greater consistency between the maps:
        • Team A always owns the Gamma Capture Point at the start of a match.
        • Team B always owns the Sigma Capture Point at the start of a match.
        • Epsilon and Kappa are Neutral at the start of a match, and are located near the borders of the map.
        • Theta is Neutral at the start of a match, and for most maps is roughly located in the 'center' of the map.
          • Viridian Bog and Frozen City: Rather than being located in the approximate 'center' of these two maps, Theta is instead located an equal distance from both Gamma and Sigma, close to a boundary.
    General Changes

    • Third-Person Combat Camera has been rebound from F4 to F3.
      • If a player has already bound something to F3, they will keep their custom binding and Third-Person Combat Camera will become unbound.
    • LTD Modules provided with certain Clan Wave 1 Packages can no longer be equipped onto Inner Sphere 'Mechs.
      • Any LTD Modules that you have equipped on an Inner Sphere 'Mech will be automatically un-equipped during the patch downtime.


    Patcher and Repair Tool Changes

    • All files are validated after applying a new patch.
    • Repair Tool options save between sessions.
    • Users can change the Repair Tool options after scan (before clicking "Fix").
    • Repair Tool automatically checks for a new version when launched.

    'Mech Fixes and Changes

    • JagerMech
      • AC/2, AC/5, UAC/5, and AC/10 scaling has been changed.
    • Spider
      • Fixed Center Torso damage registration.
    • Raven
      • Fixed geometry LOD issues.
    • Cataphract
      • CTF-4X: Fixed an issue where an incorrect cap was used for the Left Arm hardpoint.
    • Jenner
      • Center Torso hit mesh area has been decreased on the sides.
    • Adder
      • Flamers that were fixed to the Center Torso of all Adder variants are no longer fixed.

    Map Fixes

    • Emerald Taiga
      • Fixed a patch of trees that were elevated from the ground in D3 sector.
    • Grim Portico
      • Fixed an invisible geometry collision issue on a building in D5 sector.
      • Fixed a collision issue that could cause 'Mechs to get stuck in D5 sector.
    • Sulfurous Rift
      • Fixed a clipping issue with the Banner and Gate in C3 sector.
      • Fixed a geometry LOD issue for a building in E3 sector.
    • Vitric Forge
      • Fixed a collision issue that could cause 'Mechs to get stuck in F3 sector.

    General Fixes

    • Fixed the misaligned pumping drill in Conquest Capture Points.
    • Fixed an issue where Artillery and Air Strike explosion effects were not appearing in Testing Grounds.
    • Fixed an issue where a section of the throttle bar would remain highlighted when inverting throttle.
    • Fixed a crash that would occur when equipping and un-equipping Standing or Mounted Cockpit Items with the Hanging Lantern already equipped.
    • Fixed an issue where users would see the DropShip teleport across the sky.

    MechLab Fixes

    • Weapon sorting in the Warehouse is now arranged by type (from small to big), instead of alphabetical order.
      • Example: C-AC/2, C-AC/5, C-AC10, C-AC/20...
    • The Save button will be grayed out for your currently selected 'Mech inside the Home, Group, and Lobby Select 'Mech screens.
    • Fixed an issue where Wolverine 'Mechs would display their default colours in MechLab instead of any player-applied colours.
    • Fixed an issue where the Expanded Loadout would disappear for a moment when removing an item for the first time.
    • Select 'Mech screen now shows if Active Probe is equipped or not.
    • Head OmniPods are no longer at the bottom of the list in the Warehouse.
    • OmniPods will no longer be missing from the Warehouse if the player views the Modules tab first.
    • The Current BattleMech box should no longer overlap the Premium Time box.
    • Cancelling a Save after selecting Weapon Groups will no longer cause the screen to go to Weapon Groups upon your next Save.
    • Filtering out your currently selected 'Mech inside the Select 'Mech screen will now cause the Info for that 'Mech to disappear from the 'Mech Info window on the right.
    • The 'Hide Overlays' button inside the Faction screen will no longer appear in MechLab after changing the resolution.
    • The AMS Overload LTD and Enhanced Narc LTD modules will now appear properly in the Warehouse without having to filter by Owned Items.
    • Players can no longer equip both the Standard and LTD versions of the same Module on the same 'Mech.
    • Fixed an issue where choosing a 'Mech in Select 'Mech and then selecting a tab in the Warehouse would sometimes cause that tab to be blank.
    • The 'Mech Stats window should no longer appear over top of the 'Mech Components when using 1366x768 resolution.
    • Loadout errors should no longer be cut-off when using 1024x768 screen resolution.
    • The cost of a Ferro Fibrous Upgrade should no longer display the sum of all other Upgrades.
    • 'Mech XP is now formatted with proper comma separations in the Current BattleMech box.



    See you on the battlefield!- The MechWarrior® Online™ Team

    The best things I noticed:

    -NEW JENNER CT HITBOXES!!!
    -CW map changes...not that I play CW much, but it might improve things?
    -New mastery packs, for those so inclined
    -They're finally fixing where Theta is located on Conquest
    -MASC framework being laid, so we will likely see more IS/Clan mechs that are MASC capable before long, a good change.
    -Naturally, 6-8 new mechs (depending on when we preordered them). I'm still planning on running my EXE group first, just to avoid the group queue.
    -Oddly absent from the patch notes are the gift shop mechs, which are supposed to be released with this patch. Hopefully it's just an omission.

    Edit: Also, today I learned that the max character count in one post is 20,000 ;) Long notes!
     
  3. tfun90

    tfun90 Advanced Member

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    A-fucking-men on the conquest fix, as a show of my gratitude that they're reverting it (instead of spewing some BS about how it's intentional and an improvement) I'll bite my tongue.

    Jenner fix is interesting, but the lack of heat generation quirks and range will still keep it second rate compared to a RVN-2x or fs9.
     
  4. Remarius

    Remarius Star Lord

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    • LTD Modules provided with certain Clan Wave 1 Packages can no longer be equipped onto Inner Sphere 'Mechs.
      • Any LTD Modules that you have equipped on an Inner Sphere 'Mech will be automatically un-equipped during the patch downtime.
    Weirdly screws over gold mech owners as we received quite a few of these. My IS CW deck just needs heavy editing and I probably need to spend a load of c-bills.

    • Spider
      • Fixed Center Torso damage registration.
    Bye Spider.

    • Adder
      • Flamers that were fixed to the Center Torso of all Adder variants are no longer fixed.
    Hello Adder. :)
     
  5. Solahma

    Solahma Star Lord

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    Yeah, this was a really REALLY weird thing to do... why!? what on earth would cause them to go out of their way to do this?
     
  6. Lan

    Lan Mech Wrangler

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    @Durandal, I have tweeted Russ regarding Reinforcement 2 mechs and C-Bill availability. No reply yet.
     
  7. enileph

    enileph Star Lord

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    Probably 2 months after injection, again.

    most likely the extra effects can be glitchy at times.
     
  8. Lan

    Lan Mech Wrangler

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    I can confirm the GRF-2N is available in store, so yes, we have reinforcements 2 for C-Bills.
     
    enileph likes this.
  9. Aylek

    Aylek Administrator Staff Member

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    Tinkering time!

    May I proudly present: EXE-Prime 'Headhunter':



    Might be better with an articulated arm, but needs testing:

     
  10. tfun90

    tfun90 Advanced Member

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    It'd be fucking nice if they told me I had time to catch Jurassic World while getting the patch...
     
  11. Aylek

    Aylek Administrator Staff Member

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    Well, patching was surprisingly fast, but afterwards the Repair Tool wanted to have a word with me. :-(
     
  12. Remarius

    Remarius Star Lord

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    Yeah me too....

    @tfun90 Technically they did as they warned you it was a 1.3 GB patch in the notes. ;)
     
  13. Soy

    Soy Min-Max Maniac

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    Honestly none of those mechs impress me cept I guess a JJ sexecutioner... nice to see some looking back towards scaling and shit like that on mechs, maps, etc.

    Fixes are definitely welcomed and encouraged, from where I'm sitting.

    Also, LRM Nova inbound; gg.
     
  14. enileph

    enileph Star Lord

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    Stripping shit off the stock mech now, and coloring them.
    Will play after I get the builds done.
     
  15. Solahma

    Solahma Star Lord

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    My build ideas so far:












     
  16. PyckenZot

    PyckenZot Benefactor

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    Interested in trying that one out :)
     
  17. Soy

    Soy Min-Max Maniac

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    Now that Nova-C is out and I'm looking at its quirks............. dat CT double structure HP quirk doe...............

    meni stronk.....................................

     
  18. Blagg Zear

    Blagg Zear Star Lord

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    Happy that i didn't preordered Clan Wave III. Whoever decided to have all those equipments fixed should be fired. Executioner with 4JJs and MASC IV fixed, WOW! Great job dudes.. That's 12 Tons unusable for Weapons.

    [​IMG]
     
    Last edited: Jun 16, 2015
    The Verge likes this.
  19. Solahma

    Solahma Star Lord

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    Well, they could always change their minds, like the ADR flamer. It's very underwhelming to take such little firepower, but we'll see where it fits. Basically only competes with the GAR at this point.
     
    The Verge likes this.
  20. Durandal

    Durandal Min-Max Maniac

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    TBH, the MASC being fixed on the EXE doesn't bother me - it's AMAZING once you get used to using it right. The main problem the EXE has is its hitboxes...I put a video in that section, but the front CT is fucking HUGE. Like, to the point where I'd say you could remove some frontal ST armor to get extra tonnage for your weapons.
     
    Remarius likes this.
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