PATCH #5 Upcoming Patch - Tuesday November 19th @ 10AM – 1PM PDT Patch Number: 1.2.254 Change Log UPDATE Greetings MechWarriors! It’s patch time! So gather around your monitor and listen while I entertain you with stories of development. The ‘Mech of the month is the Shadow Hawk. Some of you will already have this ‘Mech but the rest of us now have 55 tons of jump jetting fun to catch up on. Buy it, Make a crazy loadout, master the ‘Mech, and paint It with the NEW Raider pattern. We also have 2 new modules that are going to rock (technically reduce the rocking of) your world and allow you to climb to new heights! What’s this? Counter ECM now nets the user XP and C-Bill rewards? Fantastic! Get ready because cockpit Items have been re-categorized! Mounted items are standing items and various hanging Items became mounted items. In the end it means that all player cockpit customization will be visible 99% of the time. Won the Heavy VS the World banner? Show it off! Killed a Dev? Show it off! You have nothing to hide now! We’re also tuning hit boxes! YES, hit boxes! This process will happen to each ‘Mech over the coming months. In Round 1 we chose Atlas, Awesome, Orion, and Spider! Run, Spiders, run! Read on for all the details and even more changes! See you on the battlefield! - Matt Newman Content New Mechs: Shadow Hawk SHD-2H - Tonnage: 55 - Engine: 275 Standard - Top Speed: 81 kph - Max Engine Rating: 360 - Torso Movement: - 90 degrees to each side. - 30 degrees up and down. - Arm Movement: - 35 degrees to each side. - 30 degrees up and down. - Armor: 304 (Standard) - Internal Structure: Standard - Weapons & Equipment: - Head: SRM 2 - Left Torso: AC/5 - Right Torso: LRM 5 - Right Arm: Medium Laser - Hardpoints: - Head: 1 Missile - Left Torso: 3 Ballistic, 1 AMS - Right Torso: 2 Missile - Right Arm: 1 Energy - Heat Sinks: 12 Single - Jump Jets: 3 (3 Max) - ECM Capable?: No - Module Slots: 2 - Movement Archetype: Medium - Quirks: +25% Torso Twist Speed, +5% Turning Rate Shadow Hawk SHD-2D2 - Tonnage: 55 - Engine: 275 Standard - Top Speed: 81 kph - Max Engine Rating: 360 - Torso Movement: - 90 degrees to each side. - 30 degrees up and down. - Arm Movement: - 35 degrees to each side. - 30 degrees up and down. - Armor: 208 (Standard) - Internal Structure: Standard - Weapons & Equipment: - Head: Streak SRM 2 - Left Arm: Medium Laser - Left Torso: AC/5 - Center Torso: Streak SRM 2 - Right Torso: LRM 5 - Right Arm: Medium Laser - Hardpoints: - Head: 1 Missile - Left Arm: 1 Energy - Left Torso: 1 Ballistic, 1 AMS - Center Torso: 1 Missile - Right Torso: 2 Missile - Right Arm: 1 Energy - Heat Sinks: 12 Single - Jump Jets: 3 (3 Max) - ECM Capable?: No - Module Slots: 2 - Movement Archetype: Medium - Quirks: +25% Torso Twist Speed, +5% Turning Rate Shadow Hawk SHD-5M - Tonnage: 55 - Engine: 275 XL - Top Speed: 81 kph - Max Engine Rating: 360 - Torso Movement: - 90 degrees to each side. - 30 degrees up and down. - Arm Movement: - 35 degrees to each side. - 30 degrees up and down. - Armor: 336 (Standard) - Internal Structure: Endo Steel - Weapons & Equipment: - Head: Streak SRM 2 - Left Torso: Ultra AC/5 - Right Torso: LRM 20 - Right Arm: Medium Laser - Hardpoints: - Head: 1 Missile - Left Torso: 2 Ballistic, 1 AMS - Right Torso: 1 Missile - Right Arm: 2 Energy - Heat Sinks: 10 Double - Jump Jets: 5 (5 Max) - ECM Capable?: No - Module Slots: 2 - Movement Archetype: Medium - Quirks: +25% Torso Twist Speed, +5% Turning Rate New Support Modules - Improved Gyros: - Reduces the amount of screen shake when being hit by enemy fire. - Hill Climb: - Reduces the rate of deceleration when navigating slopes by 10%. New Camo Skin - New Raider skin available. Cockpit Items Changes - Converted all mounted items to standing items. - Converted the following items to our new mounted cockpit items: - Christmas Lights. - Chinese Lanterns. - Halloween Lights. - 3050 Banner. - 3050 Balloons. - Now users can have a standing item, hanging item and mounted item (see above). Gameplay Hitbox Tuning Atlas: - Hitbox geometry aligned better to the render geometry. - Tighter corridor for Center Torso (it's smaller and sides are bigger). - Pelvis adjusted for damage disbursement to left and right leg instead of all center torso. - This BattleMech will still be investigated. Awesome: - Head hitbox reduced by 35%. - More of the shoulder regions now apply damage to L/R Side Torsos rather than Center Torso. - Pelvis split to apply damage to Left and Right Leg instead of Center Torso. - Center Torso has been reduced by approximately 15-20%. Spider: - Hitbox geometry reduced in complexity and increased in size to encompass components more thoroughly. - Split Pelvis to apply damage to Left and Right Leg instead of Center Torso. - The Left REAR Torso and Right REAR Torso have been increased in size by approximately 10%. - The front Center Torso has been increased in size (around the chest area) by approximately 10%. Orion: - Head hitbox reduced by 30%. - Split Pelvis to apply damage to Left and Right Leg instead of Center Torso. - Front Center Torso decreased in size by approximately 10%. Side torsos increased by about 5% on each side. Rewards for using Counter ECM advantageously - XP and C-Bills given for successfully countering an ECM enabled enemy 'Mech for 5 seconds. - XP and C-Bills given for countering an ECM 'Mech that then takes locked missile damage from allies. Bug Fixes - Fixed an issue where destroying the last jumpjet from a flying Mech causes the SFX and Hud shake to continue permanently. - Fixed an issue where destroying an enemy UAV provides no XP bonus. - Death Knell's arms will now move when you are aiming. - Mech Lab: 'Mech & Cockpit no longer shake & flicker when changing the loadout/modules/cockpit items. - Mech Lab: 'Mech weapon doors no longer clip into the 'Mech when rotating. - Fixed a bug with HSR algorithm where an inaccurate bounding box would sometimes be used resulting in false misses. This was an edge case and is not expected to have a significant effect on hit detection. - Fixed a collision issue with the container ship in Forest Colony and Forest Colony Snow. - Fixed a bug where clients were not being properly informed of override status changes when the 'Mech has a missile lock. General - Re-added the key binding "Fire Selected Weapon Group". By default it is unbound. We thank you for your patience and we look forward to seeing you on the battlefield! The MechWarrior® Online™ Team ----- Got some good stuff in there. Hopefully, I'll be able to drive my Spider without everybody and their mother accusing me of only using it because it's broken. Never used the FSWG binding, but now people can stop bitching about it on the official forums. The "countering ECM" bonuses sound good. Hopefully they include using BAP to counter it, if not now then in the future. I won't use the new modules, but they'll be useful to others I'm sure. Hopefully the Raider pattern is as cool as its name.
I wish they would have put some numbers behind the -10% deceleration module; ie your mech goes in effect goes down 1 class in what it can climb or something. Seems like the module should have been - for mechs with hands/claws, provide the fidelity to go down 1 (or 2) size classes for climbing hills. With all the ac's and chain-fired streak builds now, I'd be willing to at least try out the screen-shake reduction module since I have nothing else to do with the 100k gxp I'm sitting on.
The way they worded the climb module seems like you still slow down, but assuming you can actually climb the slope, it slows you down less than without the module. You will still stop at the same point if you're climbing a big mountain that you cannot get up. That's also why it's called Hill Climb and not Mountain Climb. It will help bigger 'Mechs getting over the small and medium hills on Alpine, but not the mountains.
Re-added the key binding "Fire Selected Weapon Group". By default it is unbound. YAY! I use it for my th fire button. 1-2 fire group is pretty much set, but I switch between group 4-6 with my 4th button. Usually this has to do with different maps. On some hotter maps I have some energy weapons chained instead for when things are hotter, on the rest it is range related settings, and others just terrain specific stuff. It is more useful than you think.
If I'm going to move my finger/thumb to a button, I might as well fire a weapon group with that finger/thumb. Which is what I do. FSWG would do nothing for me. Others find it very useful. We disagree on this just as we disagree on the usefulness of the JR7-K. Life goes on.
Awesome AND Orion hitbox changes, plus I can roll into a Shadowhawk for C-Bills? Christmas is early, guys.
I don't have a lot of buttons on my mouse, so I used to set up groups 1, 5, and 6 to perform similar things (often link vs chain fire).
Can anyone already give a report about this? Only did 3 games after the patch, but saw a lot of Orions there.
Noticed a small difference in my Orion, but didn't play enough games to get a feel for it. Did see an Awesome get down to 10 (!!) % health, though.