[Feedback] Patch Notes 5th of May

Thread in 'MechWarrior Online' started by Flokoloko, May 5, 2015.

  1. Flokoloko

    Flokoloko Advanced Member

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    Source: Patch Notes

    Change Log

    New Community Warfare Map

    Vitric Forge

    The superstition associated with the main-sequence blue giant that looms at the center of this system is as ancient and convoluted as its debris ring, through which the orbit of this planet intersects.
    Mythos from Cthugha to Odin has been attributed to this system since before the Inner Sphere was imagined; the scorched orb of blood-red corundum on which the SDS base is located has done much to encourage them.
    The only thing keeping the planet from cometary armageddon is the eccentricity of its 1700-year orbit, which at present is entering its apogee. In the interim, the extremely thin atmosphere present here is just enough to disintegrate the relatively minor peripheral debris. By that virtue at least, the SDS will be under little threat of natural bombardment for several centuries.
    Attacking forces will find this mission most challenging, as the terrain is devoid of obvious approach-paths and provides only sparse cover inside the many craters scarring its surface.
    Focused teamwork and measured approaches with 'Fire & Maneuver' and 'Leapfrogging' tactics are paramount on this battleground, as there is no hope of advancement without exposure. Coordination and adaptability will be the most valuable tactics for disrupting enemy cohesion.

    New Champion 'Mech
    JagerMech JM6-A(C)

    Tonnage: 65
    Engine: 260 XL
    • Top Speed: 64.8 kph
    • Max Engine Rating: 315
    Torso Movement:
    • 90 degrees to each side.
    • 20 degrees up and down.
    Arm Movement:
    • 0 degrees to each side.
    • 35 degrees up and down.
    Armor: 304 (Standard)
    Internal Structure: Endo-Steel
    Weapons & Equipment:
    • Left Arm: SRM 6 x2, Ultra AC/5
    • Left Torso: SRM Ammo x2, Ultra AC/5 Ammo x2, Double Heat Sink
    • Center Torso: Engine
    • Right Torso: SRM Ammo x2, Ultra AC/5 Ammo, Double Heat Sink
    • Right Arm: SRM 6 x2, Ultra AC/5
    Hardpoints:
    • Left Arm: 1 Ballistic, 2 Missile
    • Left Torso: 1 Energy, 1 AMS
    • Right Torso: 1 Energy
    • Right Arm: 1 Ballistic, 2 Missile
    Heat Sinks: 12 Double
    Jump Jets: 0 (0 Max)
    ECM Capable?: No
    Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
    Movement Archetype: Medium
    Quirks:
    • Additional Structure (LT) +7
    • Additional Structure (RT) +7
    • Ballistic Range +20%
    • Ballistic Velocity +10%
    • Laser Duration -10%
    • Missile Cooldown +20%
    • Missile Heat Generation -10%
    30% XP bonus when used.

    'Mech Changes
    Adder now has animated talons.

    Gameplay
    • A new Community Warfare map has been added: "Vitric Forge"
    • Changes to the behaviour of the 'Play Now' button on the main screen:
      • Pressing 'Play Now' will no longer ask the player what type of game they wish to create (Public or Private).
      • Players will now be added to the Public matchmaking queue by default.
      • Creation of Private matches has been moved to the Social window.

    • New NARC HUD element:
      • When your 'Mech has been tagged with a NARC Beacon, a new HUD element will appear in the bottom left corner of your View Square. This is the same area in which the View Zoom Magnification level is displayed.
      • The HUD element will stay on-screen for as long as the NARC Beacon is active.

    Bug Fixes
    • Re-factored the crosshair and targeting displays for NVIDIA 3D Vision:
      • Crosshair, Weapon Group, Distance Finder, and Targeting Box are all now on the same depth plane.
      • The line that connects the arm and torso crosshairs now works correctly.
      • The targeting reticle and target info box will now appear on the correct depth plane when using Advanced Zoom.
      • Fixed an issue where you would see both the normal crosshair and the red crosshair when damaging a game object.
    • Thermal Vision brightness levels have been adjusted for several 'Mechs.
    • All weapons with a Max Range over 1500m will now register their damage correctly.
    • Clan Large Pulse Laser Range Module 5 tooltip now displays the correct percentage.
    • Fixed an issue where committing Drop Deck changes in a Community Warfare queue screen would not save correctly.
    • Spamming the 'Click To Spectate' button will no longer cause the transition animation to repeat.
    • Fixed an issue where the HUD text for Consumable Modules could be grayed out.
    • Fixed an issue where the UAV icon would display briefly on the HUD when any Cool Shot consumable was used.
    • Fixed an issue where the O-GEN would sometimes not be labelled on the HUD as 'Destroyed' after being destroyed.
    • Fixed an issue where the total rewards on the End of Round screen were not displaying correctly when receiving the 'First Capture' reward.
    • Players can now delete an existing key-binding in the Keyboard Settings screen by clicking the 'X' icon that will appear when hovering over the current binding.
    • Long Device names will no longer be cut off in the VoIP Settings screen.
    • Added numerical references for all sliders in Settings.
    • Updated all Ghost Bear Faction Patterns with improved material.
    • Game client will now launch in 64-bit mode by default on 64-bit systems.
    • Increased fidelity to collisions on HPG Manifold buildings. More to come...

    Patcher/Repair Tool
    • Downloading a file will now prompt for retry when the downloaded bytes don't match the expected size (MD5 error).
    • Repair Tool will now create error logs in the output window when encountering fatal exceptions.
    • Patcher checks for existence of temp directory and creates it if needed.
    • Fixed a Patcher crash under Windows XP.
     
    Last edited: May 5, 2015
  2. Flokoloko

    Flokoloko Advanced Member

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    The new NARC HUD element is long overdue!

    JM6-A(C)`s loadout isn`t really bad, so this is going to be a nice trial mech in the future.
     
  3. enileph

    enileph Star Lord

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    Need more AC ammo. Just switch to AC5/SRM4 instead and you are good to go.
     
  4. Sassafras

    Sassafras MechSpecs Addict

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    The weapon loadout is okay, but 3 tons of UAC5 ammo is ridiculously low. These champion mechs are supposed to be playable right out of the box.
     
  5. Durandal

    Durandal Min-Max Maniac

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    3 tons is low, but you still have the SRMs to fall back on...I could see it working stock as a trial mech. Plus, it hits upon my Rules For Good Trial Builds: simple for noobs to understand, useful, but not overpowered. It's a good build to teach brawling in, and it teaches the jam mechanic. Seems fine for a potential trial.

    People who want to optimize it have that option if they get the champ/regular JM6-A, so I don't really see any problem with the build itself in the end. It'll work for what it is.

    Honestly, I've been considering this build just to try it out:

     
    Last edited: May 5, 2015
    Flokoloko likes this.
  6. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Ehhhh... XL Engine on an SRM6 boat with that little armor? Yipes!

    Lets at least TRY not to kill people...
     
  7. Durandal

    Durandal Min-Max Maniac

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    It has more armor than my Griffin 3M/2N, which are both SRM boats with XL engines (albeit, those are SRM4's with no Artemis). Honestly, as much as I use SRMs, I think I could make it work ;) Especially with that 20% quirk PLUS a cooldown module for the SRMs...sounds nasty to me.

    If I were to go STD, I'd take it down to 4-packs with Artemis though:



    Still workable, but I'm still trying my initial idea first ;p

    Edit: changed to more ammo build.

    To compare to the GRF-2N's armor count with XL...

     
    Flokoloko likes this.
  8. Remarius

    Remarius Star Lord

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    While I understand the armour argument its not that good imo. The flaw is that the Griffin has hitboxes built for bawling/skirmishing. It can twist and turn superbly to spread the damage, on top of that the 2N also has ECM to increase its survivability and is almost 20 km faster to help control the engagement range. The JM6 is a walking CT screaming "punch me in the gut". Its survivability depends on burning down the target facing it before it can take much damage.
     
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