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![[Post New]](/s/i/i.gif) 2013/04/06 10:46:15
Subject: MechWarrior: Online
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Gitzbitah wrote:Welcome Mechwarrior!
I'd definitely keep the lasers. I assume this is the Hunchback 4H?....
Double Heat sinks are one of the best upgrades in the game. DHS will undoubtedly increase the number of times you can fire your lasers before shutting down. Ferro-Fibrous is one of the worst, just because it won't save you many tons compared to Endo Steel, and is still very expensive.
This is the 4H, so I've upgraded to 2x HS.
Making room for the new big heatsinks is a pain, but I managed.
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![[Post New]](/s/i/i.gif) 2013/04/06 14:08:07
Subject: MechWarrior: Online
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Mekboy Hammerin' Somethin'
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well there are 10 of the things in your fusion engine core so it's always worth it as they don't take up any room at all.
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![[Post New]](/s/i/i.gif) 2013/04/06 18:45:25
Subject: Re:MechWarrior: Online
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Hallowed Canoness
Ireland
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Skinnereal: Welcome to duty!
Sgt_Scruffy wrote:So yes, for my play style, the D-DC is the "door kicker." The first guy to really commit to the brawl.
Good Guy Atlas. Goes in first.
This is how I think the Assault should be played, actually, or at least most of them. The rest of the team forms up behind it and fans out once the battle starts. The Atlas, whilst slow and ponderous, can take a beating much better than any of the Mediums or Heavies (or Lights, but they pretty much live from not getting hit at all, their primary defense being the small profile and high speed), so in an ideal situation the enemy will "waste" their first few shots on the Atlas, and in the seconds that follow the lancemates advance and close the distance. Any other 'Mech will be able to inflict much more damage if the opponent is firing on an Assault teammate rather than them.
When piloting my Jenner, I work best when attacking an enemy who is already busy with "the tank", as I know it means I can casually snipe his components (thus helping the Assault as I minimise the damage they take) because that Atlas won't be going down easy.
mullet_steve wrote:well there are 10 of the things in your fusion engine core so it's always worth it as they don't take up any room at all.
Depending on the engine you take. There's a sort of nominal value where an engine has exactly 10 heat sinks permanently integrated. However, when you take a much lower-graded engine, it may happen that you get one that has only 9 or 8 heat sinks in the core, forcing you to place the unassigned ones in unused critical slots. Similarly, if you go much higher, you get "free space" in the engine allowing you to slot more heat sinks without consuming slots (they still count towards the weight limit).
But yes, Double Heat Sinks are still as close a no-brainer as it gets when it comes to upgrades! The bonus for heat dissipation for submerged leg-slotted heat sinks ( DHS need 3 critical slots, which is too large for the 2 slots per leg) sadly isn't big enough to warrant sticking to SHS ... not when the chance to fight in water is relatively slim.
That said, I suppose there might be some very specific Heavy or Assault builds where SHS might be preferrable, where crit space is of more concern than weight and where you need more heat sinks than the ones you get from the engine. It'd take some math to figure this out, though.
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This message was edited 1 time. Last update was at 2013/04/06 18:45:45
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![[Post New]](/s/i/i.gif) 2013/04/07 01:46:16
Subject: MechWarrior: Online
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Purposeful Hammerhead Pilot
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A LRM boat stalker build wants SHS. Critical space is more important than weight. And, you only get 1.4 heat per DHS, able to fit 3 SHS in the same space... etc. etc.
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- 3000
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![[Post New]](/s/i/i.gif) 2013/04/07 05:48:14
Subject: MechWarrior: Online
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Hallowed Canoness
Ireland
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DHS in the engine do count for the full x2 cooling, though - hence the math.
It's not even just a concern of weight in that case but crit spaces as well, for when DHS get you enough cooling out of the engine and maybe two additional heat sinks (for a total of 22.8 for 6 crit slots - compared to 10+6 SHS with 16 cooling for the same amount of crits) then it could pay off using Double Heat Sinks not just because of saving weight, but because you save crits by not having to slot a dozen additional Single Heat Sinks.
I really wish they'd just treat heat sinks in and out of the engine the same - it'd make planning so much easier. Imho, all DHS should give x2 cooling; it could be compensated with the max heat being equal to SHS, maybe?
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This message was edited 1 time. Last update was at 2013/04/07 05:49:03
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![[Post New]](/s/i/i.gif) 2013/04/15 02:31:24
Subject: MechWarrior: Online
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Battlefield Professional
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So starting to play again with friends..
last time we played Guasspults reined #1 and it seems there are new mechs.
Is there a general idea of whats good now ? and what to avoid ?
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-Warmahordes-
Mercenaries
Menoth |
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![[Post New]](/s/i/i.gif) 2013/04/15 03:21:39
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Are you implying that the games not balanced?
I can't really think of anything that isn't at least ok. Ravens aren't as crazy op as they were before, catapults now compete with jaggermechs and catapraths. jaggermechs are a little more delicate than the cats though, but they have a ton of ballistic slots on some variants.
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![[Post New]](/s/i/i.gif) 2013/04/15 09:42:18
Subject: MechWarrior: Online
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Ragin' Ork Dreadnought
Monarchy of TBD
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With the newer maps and the buffs to projectile speed, engagement range has increased considerably. LRMs aren't terribly effective at the moment, so anticipate needing to bring some sort of long range direct fire weapon, like a PPC or light AC. Otherwise, you may end up playing bodyguard for a gunline. Also, disturbingly Pink mechs represent over 30 bucks of investment, and should be targeted first.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2013/04/15 17:56:22
Subject: MechWarrior: Online
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Battlefield Professional
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I was going for purple
I have 10k MC setting around from when i got the founders way back when.
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-Warmahordes-
Mercenaries
Menoth |
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![[Post New]](/s/i/i.gif) 2013/04/15 23:24:12
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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That pink mech is canon you know! It buried many many foes with its pink feet of death.
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![[Post New]](/s/i/i.gif) 2013/04/16 11:23:34
Subject: MechWarrior: Online
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Ragin' Ork Dreadnought
Monarchy of TBD
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Oh yes, no doubt about that. Snord's Irregulars have a long and storied history- but it still is rather shocking.
In other news- who's ready for Highlander Day? There can be only one!
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2013/04/16 18:18:20
Subject: MechWarrior: Online
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Hallowed Canoness
Ireland
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Once I switch back into my Jenner I'm much too nimble to get DfA's by such a clumsy machine.
But hey, apparently the new patch is adding lance organisation. I like.
On a sidenote, finished reading "Daughter of the Dragon". Katana Tormark is my new hero.
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![[Post New]](/s/i/i.gif) 2013/04/22 14:16:11
Subject: MechWarrior: Online
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Battlefield Professional
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After finally fine tuning a mech that I like.
I pulled a 1,150 dmg game with 5 kills.
I'll be honest.. I'm not seeing the balance of mechs..
Whats the point of Mediums and most heavies ?
It seems Go Assault Mechs and win.
New mech I built for this weekend.
I1 shot Alpa Struck a Catapult from behind from full health.
1 shot a light mech from full 4-5 times.
Consistant 400+ Dmg per game.
Still amusing at least.
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-Warmahordes-
Mercenaries
Menoth |
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![[Post New]](/s/i/i.gif) 2013/04/22 14:43:47
Subject: MechWarrior: Online
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Terrifying Treeman
The Fallen Realm of Umbar
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Just going full out assault is a pretty easy way to lose.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/04/22 14:46:27
Subject: MechWarrior: Online
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Liche Priest Hierophant
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In-universe, Mediums and Heavies are cheaper than Assault mechs, and more common. They can also be faster. If players played in 'military' style, with proper lance formations, the Assaults are meant as the 'linebreakers'- one or 2 at the front of the formation to tank the alpha damage and let the rest approach- then the Heavies come in behind to 'mop up', while Mediums and Lights do flanking maneuvers or capture objectives/scout.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2013/04/22 14:47:36
Subject: MechWarrior: Online
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Battlefield Professional
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Depends on the game mode.
In Assault game mode.
Had a few games with all heavies.. We just sat at our base and tore their team apart as they came to us.
The only issue is all assaults on Conquest, but there is usually at least 1-2 that aren't heavies to go cap.
My assault goes 57, and I can get it to 62 most likely, so its not to slow. Automatically Appended Next Post: Anvildude wrote:In-universe, Mediums and Heavies are cheaper than Assault mechs, and more common. They can also be faster. If players played in 'military' style, with proper lance formations, the Assaults are meant as the 'linebreakers'- one or 2 at the front of the formation to tank the alpha damage and let the rest approach- then the Heavies come in behind to 'mop up', while Mediums and Lights do flanking maneuvers or capture objectives/scout.
Yea I get it is supposed to work that way.. but Assaults in most cases have more firepower then the heavies.. so you don't need a "Mop up"
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This message was edited 1 time. Last update was at 2013/04/22 14:49:07
-Warmahordes-
Mercenaries
Menoth |
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![[Post New]](/s/i/i.gif) 2013/04/22 15:31:38
Subject: MechWarrior: Online
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Ragin' Ork Dreadnought
Monarchy of TBD
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Mediums are somewhat at a disadvantage right now. They aren't fast enough to cause targeting problems for assaults, and can't really carry heavy enough weapons to make up for their lack of endurance.
That being said, A flanker, be it light or medium, flying behind a set gunline at the right moment is worth 300 tons of assaults in the front. If only 2 guys turn to engage you, the enemy is down way more firepower than you could have brought to bear from the front. If none do, you can keep shaking cockpits and picking through back armor. The trick is to time your flanking maneuver at just the point your forces commit.
Used in this context, a medium is better than a heavy or a light. A light (other than a 6ML Jenner) usually needs 2 or 3 passes to cause a credible threat to an assault. A Swayback running back there will usually set off the Critical Damage light after one shot. Time it wrong, and you are toast- but time it right, and victory can be your teams, even if you quickly explode.
Heavies just don't have the speed necessary and don't cause as much hesitation- because you know that everyone will turn to engage the Splat cat or the JAgerbomb prancing through their backfield. They have to think twice about the mediums- and that hesitation is worth more than the larger weapons of an undeniable threat.
Mediums are right now finicky finesse machines. Well played, they can punch way above their weight, but you need to know how to create those circumstances.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2013/04/22 15:38:40
Subject: MechWarrior: Online
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Battlefield Professional
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I think that pretty much describes what ive been seeing.
The only issue ive seen is most assaults are being long range mechs now, and when people flank, they aren't moving up to help the distraction.
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-Warmahordes-
Mercenaries
Menoth |
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![[Post New]](/s/i/i.gif) 2013/04/22 22:09:45
Subject: MechWarrior: Online
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Purposeful Hammerhead Pilot
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The trick is a lack of organization. An assault should beat a heavy or medium, a heavy should beat a medium and some lights, mediums should beat lights and some mediums should beat assault, lights should beat assault.
The issue is a mix of a lack of full mech selection (hunchback and centurion are slow and can't perform light hunting well as an example) and people not really getting their roles. You see it all the time. Some 60-70 kph heavy see's a light and goes "oooohhhh! Shiney" and chases for the rest of the game.
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![[Post New]](/s/i/i.gif) 2013/04/23 04:11:25
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Even the cicada(minus the X-5, bless it) has trouble with the lights. A raven, jenner or 3streak commando outgun them a lot of the time meaning the cicada really is just a bulky, slightly more heavily armoured Jenner without the streaks.
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![[Post New]](/s/i/i.gif) 2013/04/29 04:27:22
Subject: MechWarrior: Online
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Imperial Admiral
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Spyder68 wrote:After finally fine tuning a mech that I like.
I pulled a 1,150 dmg game with 5 kills.
I'll be honest.. I'm not seeing the balance of mechs..
Whats the point of Mediums and most heavies ?
It seems Go Assault Mechs and win.
New mech I built for this weekend.
I1 shot Alpa Struck a Catapult from behind from full health.
1 shot a light mech from full 4-5 times.
Consistant 400+ Dmg per game.
Still amusing at least.
I think it just depends on your playstyle. I'm far more successful with Mediums and Heavies than I am with Assaults. A dual AC/20 Jager will take down an Atlas without much trouble if played right, for example.
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![[Post New]](/s/i/i.gif) 2013/04/29 10:21:03
Subject: MechWarrior: Online
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Decrepit Dakkanaut
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I play almost only with Cataphracts and my 2x has no problems taking on an atlas due to it going 90km/h
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![[Post New]](/s/i/i.gif) 2013/05/21 23:09:21
Subject: Re:MechWarrior: Online
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Last Remaining Whole C'Tan
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Absolutely insane patch today.
New Map - Canyon Network
CANYON NETWORK
Bordered by a metropolis on one side and a drop ship base on the other, the Canyon Network is essentially a rare green space in an otherwise arid landscape that doubles as a landfill. The maglev route that bisects the canyon is the most efficient means to transport supplies and personnel across the expanse and is therefore more valuable captured than destroyed. Likened to large scale foxhole warfare, the network is primed for snipers, surprise attacks and quick getaways. One MechWarrior, when asked, said the maglev was fought over so frequently as it was ‘the only way out of the garbage dump.’
New Battlemechs
Blackjack BJ-1
- Tonnage: 45
- Engine: 180
- Top Speed: 64.8 kph
- Max Engine Rating: 235
- Torso Movement:
- 110 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 272 (Standard)
- 0 degrees to each side.
- 30 degrees up and down.
- Weapons & Equipment: Internal Structure: Standard
- Left Arm: Medium Laser, AC/2
- Left Torso: Medium Laser
- Right Torso: Medium Laser
- Right Arm: Medium Laser, AC/2
- Hardpoints:
- Left Arm: 1 Ballistic, 1 Energy
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 1 Ballistic, 1 Energy
- Heat Sinks: 11 Single
- Jump Jets: 4 (4 Max)
- ECM Capable?: No
- Module Slots: 2
- Quirks: +15% torso twist speed
Blackjack BJ-1DC
- Tonnage: 45
- Engine: 180
- Top Speed: 64.8 kph
- Max Engine Rating: 235
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 272 (Standard)
- 0 degrees to each side.
- 30 degrees up and down.
- Weapons & Equipment: Internal Structure: Standard
- Left Arm: Medium Laser, AC/2
- Left Torso: Medium Laser, Small Laser
- Right Torso: Medium Laser, Small Laser
- Right Arm: Medium Laser, AC/2
- Hardpoints:
- Left Arm: 1 Ballistic, 1 Energy
- Left Torso: 2 Energy, 1 AMS
- Right Torso: 2 Energy
- Right Arm: 1 Ballistic, 1 Energy
- Heat Sinks: 12 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
Blackjack BJ-1X
- Tonnage: 45
- Engine: 225
- Top Speed: 81 kph
- Max Engine Rating: 295
- Torso Movement:
- 80 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 272 (Standard)
- 0 degrees to each side.
- 30 degrees up and down.
- Weapons & Equipment: Internal Structure: Standard
- Left Arm: Medium Laser, 2x Flamer
- Left Torso: Medium Laser
- Right Torso: Medium Laser
- Right Arm: Medium Laser, 2x Flamer
- Hardpoints:
- Left Arm: 3 Energy
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 3 Energy
- Heat Sinks: 18 Single
- Jump Jets: n/a
- ECM Capable?: No
- Module Slots: 2
Blackjack BJ-3
- Tonnage: 45
- Engine: 180
- Top Speed: 64.8 kph
- Max Engine Rating: 235
- Torso Movement:
- 110 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 272 (Standard)
- 0 degrees to each side.
- 30 degrees up and down.
- Weapons & Equipment:Internal Structure: Standard
- Left Arm: Medium Laser, PPC
- Left Torso: Medium Laser
- Right Torso: Medium Laser
- Right Arm: Medium Laser, PPC
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 2 Energy
- Heat Sinks: 10 Double
- Jump Jets: 4 (4 Max)
- ECM Capable?: No
- Module Slots: 2
- Quirks: +15% torso twist speed
New Champion Mech: Jenner JR7-F(C)
- Tonnage: 35
- Engine: 300 XL
- Top Speed: 138.86 kph
- Max Engine Rating: 300
- Torso Movement:
- 120 degrees to each side
- 20 degrees up and down
- Arm Movement:Armor: 238 (Ferro-Fibrous)
- 0 degrees to each side
- 30 degrees up and down
- Weapons & Equipment:Internal Structure: Endo-Steel
- Left Arm: 3 Medium Lasers
- Left Torso: Jump Jet
- Right Torso: Jump Jet
- Right Arm: 3 Small Lasers
- Hardpoints:
- Left Arm: 3 Energy
- Left Torso: 1 AMS
- Right Arm: 3 Energy
- Heat Sinks: 15 Double
- Jump Jets: 2 Max: 5
- ECM Capable?: No
- Module Slots: 1
- 10% XP Bonus.
New Hanging Cockpit items:
- Kurita Medallion
- Liao Medallion
- Marik Medallion
- Steiner Medallion
- FRR Medallion
- Davion Medallion
New Premium Skin:
- Cobra Skin.
New Modules:
Seismic Sensor:
- 7,500 GXP
- 200 m range
- Detects enemy Mechs as they impact the ground during movement or falling
- Enemy Mechs that move or fall within the module's range leave behind "blips" on the minimap and battlegrid
- The heavier the Mech and/or the faster its speed, the larger and faster the blip
Advanced Seismic Sensor:
- 10,000 GXP
- Automatically upgrades all Seismic Sensors
- Increases the sensors' detection range to 400 m
New Consumable Modules:
UAVs - General Info:
- With a UAV module equipped, you can press Insert to launch a UAV into the air, 150 m directly above you. The UAV will automatically target all enemy Mechs that come within its sensor radius; this information will be shared to your team
- A UAV will not launch if there is insufficient clearance above you
- The UAV can target Mechs that are shielded by ECM and will share this with your team
- Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive this
- A UAV will be destroyed after taking a cumulative 10 damage. The UAV will self-destruct after being in the air for a certain length of time
- Destroying an enemy UAV is worth 50 XP
Consumable Module: UAV
- Automatically unlocked
- 40,000 C-Bills
- Hovers for 45 seconds before self-destructing
- Detects enemies up to 240 m away
- Can be detected and targeted by enemies within 180 m
- Consumed upon use
Consumable Module: Advanced UAV
- Automatically unlocked
- 15 MC
- Hovers for 60 seconds before self-destructing
- Detects enemies up to 240 m away
- Can be detected and targeted by enemies within 180 m
- Consumed upon use
Upgrade Module: Improved UAV
- 15,000 GXP to unlock
- Upgrades the UAV module
- Increases the UAV's hover time by 15 seconds (60 seconds total)
- Does not need to be equipped to a BattleMech
Upgrade Module: UAV Upgrade
- 15,000 GXP to unlock
- Increases the sensor range of all your UAVs by 25%
- Does not need to be equipped to a BattleMech
Gameplay
ECM Hardpoint Restriction
- ECM must be equipped on a designated hardpoint for all ECM Capable Mechs. (Similar to AMS)
- All Mechs equipped with an ECM will have their ECM unequipped after this patch
Mech Movement Speed Changes
- When a Mech takes damage after losing a leg, its maximum movement speed is capped at 15 kph for 5 seconds
- This 5 second timer resets each time the Mech takes damage
- When a Mech has lost a leg, its maximum movement speed is capped at 50% of its normal max speed, or 40 kph, whichever is lower
- When a Mech has lost a leg, its maximum reverse speed is 2/3rds of its maximum forward speed.
- When its forward speed is capped at 40 kph, the max reverse speed is 2/3rds of 40 kph (or 26.667 kph)
Match Making Update
- All new players starting the game will have 2 Elo scores assigned to them.
- New Player Elo = 1100 (N-Elo)
- Standard Player Elo = 1300 (S-Elo)
- Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
- The outcome of the game will affect both their N-Elo score and their S-Elo score.
- When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
- This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.
Weapon Tuning
LRMs
- Speed 120 (up from 100)
- Damage 0.9 (up from 0.7)
AMS
- Damage per bullet 3.5 (up from 2.0)
NARC
- Range 450 (up from 270)
- Duration 30 sec (up from 20 sec)
- Ammo per ton 12 (up from 6)
LB 10-X
- Spread 2.25 (down from 3.0)
PPC/ERPPC
- Cooldown 4.0 (up from 3.0)
Machine Gun
- Damage 0.08 (up from 0.04)
- Range 120-240 (up from 90-200)
- Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)
Autocannon 5
- Range 620-1700 (up from 540-1620)
- Cooldown 1.5 (down from 1.7)
Beagle Active Probe
- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.
Flamer
- Target Flamer heat will not exceed 90%
- Heat % will no longer jump when using flamer or being flamed
- Target heat will increase exponentially due to Heat Retention
LRM and SRM flight paths have been re-engineered. Missiles now fall in a manner that aligns with our vision of their operation.
- Streak SRM flight paths remain the same
The bonuses from TAG, Narc, and Artemis to gain and lose a missile lock have been corrected and now properly stack together.
- TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.
- Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.
- Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.
- Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.
- Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons
- e.g. TAG and Narc together reduce the time to achieve a missile lock to 37.5% of the normal time (50% of 75%).
TAG, Narc, and Artemis now reduce the size of the overall size and spread of the missile formations.
- TAG reduces the spread of missile formations to 75% of their normal size.
- Narc reduces the spread of missile formations to 75% of their normal size.
- Artemis reduces the spread of missile formations to 67% of their normal size when the Mech has line of sight to its target.
- Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons.
- e.g. TAG and Narc together reduce the spread of missile formations to 56.3% of the normal size (75% of 75%).
- Known Issue: Mechs with Artemis will currently receive the spread reduction bonus from Narc beacons.
Enemy disruption ECM will no longer mask the positions of your teammates
Air and Artillery strikes have had their splash damage radius increased to 25m (up from 10m). Mechs will start taking fairly substantial damage if caught in one of the two strikes. The radius remains the same no matter what level the strike is (including priority air/artillery strikes)
Front End
- Added Mouse sensitivity options
Lance Improvements
- Added local player and put him first on the list
- Now displaying Alpha Lance instead of just Alpha, etc.
- Added Mech type to player entries in both in HUD element and Battlegrid Lance Panel
- All three lances now always show on Battlegrid
- All lances show all four spots even if empty (empty spots have a different look than filled spots)
- Team commander can move any player to any spot (dragging to a filled spot will still swap players)
- Added drag icon to entries that did not already have an icon (only shows if you are team commander)
Performance
- Gameplay bandwidth costs should be reduced
Bug Fixes
- PPC's should now do appropriate damage within Min Range
- Small amounts of packet loss should no longer cause extreme amounts of lag to the server
- Players should be much less likely to get disconnected from a game due to poor network conditions
- In-game chat messages should now be much more reliable
- ECM & BAP will no longer function when the Mech they are in is powered down.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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lord_blackfang wrote:Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote:The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock |
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![[Post New]](/s/i/i.gif) 2013/05/21 23:40:45
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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IKR. I'm dying to give the stuff a spin but I have to wait till after lectures are done today. I'm a little worryed about my CDA 3M, but my X-5 is gona love this patch.
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![[Post New]](/s/i/i.gif) 2013/05/22 02:02:42
Subject: MechWarrior: Online
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Ragin' Ork Dreadnought
Monarchy of TBD
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As an almost stock C4 Catapult jock, this patch more than tripled my dmg and kills per match. LRMS are no longer LOS- they fall from the heavens like the wrath of the gods. It is neat.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2013/05/22 07:09:51
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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You know there gona drop a hot patch bomb on it right? Thats the real wrath of good. He givith and takith away
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![[Post New]](/s/i/i.gif) 2013/05/22 11:26:05
Subject: MechWarrior: Online
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Ragin' Ork Dreadnought
Monarchy of TBD
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Honestly, if they leave the flight path and speed intact, I'm far less concerned about the dmg. This is the first time I've really felt LRMS were satisfying, even more so than the outright cheating they were capable of in the infamous splash patch.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2013/05/22 18:51:38
Subject: MechWarrior: Online
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Liche Priest Hierophant
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Whelp. Just got started on the game, finally. Weird, Weird setup, though- having all the options and controls in that 'launcher' thing.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2013/05/23 11:04:14
Subject: MechWarrior: Online
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Yea. Its not like were getting 800 damage each match running lrms. Their now viable and in many situations, ballistics and ppcs still outclass them. All we need now for perfect balance is srms to be able to pull weight in cc.
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![[Post New]](/s/i/i.gif) 2013/06/28 09:36:29
Subject: MechWarrior: Online
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[DCM]
The Main Man
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Have you guys seen the new Project Phoenix packages? What are your thoughts? Nice to see that the Battlemaster and other re-seen mechs will be available in the game.
I'm curious what the loyalty bonus will do once Community Warfare is released.
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