Link to news article: https://www.mechspecs.com/threads/patch-notes-1-4-155-sun-spider-patch.13936/ Summary: Big changes: Faction play less convoluted by removing desertion and a more open choice of matchmaking, may reduce searchtimes. No more respec cost (initial cost still in place for every mech :/) Airstrike 40% reduced Mechs: Buffed: Mobility for Atlas, Highlander, Black Lanner, some griffins BNC-3S offense Nerfed: none Weapons: Buffed: (c)LBX/AC2 and AC5 heat (c)LBX/AC10 cooldown Light gauss optimal range (max range same, so yay PGI fucking with falloff again) Small/Micro regular and pulse lasers heat SRM2 heat (fixed) Nerfed: Clan DHS component health Coolshot cooling Airstrikes Also, there are some art fixes.
I'd love to see instead of removing the respec cost, that they make unlocked skills chassis-wide. Now people just get 1 'best' variant of a chassis and don't care for the rest unless they're forced to like them from buying a pack. If skills unlocked chassis-wide, you'd be motivated to buy more mechs of the chassis if you really like it. I wouldn't even mind 'respec costs' or even a higher skill point cost in that case. Alas, people complain mostly about respeccing, so they remove respeccing. Good on them. Another thing that bothers me is that beyond optimal range it's unclear how much damage a weapon deals, because of that variable fall-off. It's displayed with a graph on hovering in the mechlab but as long as the factors change so much between weapons (see cLPL for example) it's going to be very confusing in-game. That's partially a UI problem and partially PGI toying with unwritten weapon stats.