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Patch Notables - May 21 
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Joined: Wed Jun 27, 2012 1:36 am
Posts: 105
New Mech: BlackJack (45 ton medium)
New Champion Mech: Jenner

New Cockpit items (medallions)

New camo: cobra

New Module: Seismic Sensor (200m range)

New Consumables:

UAV's
- 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



GAMEPLAY CHANGES
ECM
- ECM Capable mechs now have a designated hardpoint to mount ECM - meaning ECM will be in the same location for every mech of the same variant.

Movement speed changes
- After losing a leg, a mech's speed is capped at 15kph for 5 seconds. Timer resets each time damage is inflicted. After the timer runs out, the mech can move at 50% of normal max speed or 40kph - whichever is slower.
- Reverse speed is 66% of maximum forward speed. (ie: if normal speed is 100kph, reverse speed is 66kph. blow off a leg, and it will have a max reverse speed of 26.7kph (66% of 40kph).

MatchMaking
- new players (<25 games played) should no longer be matched with experienced players due to changes in ELO system.

Weapon tuning
LRM
- missile speed increased to 120 (lights can still outrun them :( )
- damage increased to .9 per missile (from .7)

NARC
- Range increase to 450m (was 270)
- Duration increase to 30s (was 20s)
- Ammo per ton increased to 12 (was 6)

LB 10-X
- Spread effect is reduced to 2.25 (was 3.0) - should result in better usability at all ranges

PPC/ERPPC
- Recycle time increased to 4 seconds (was 3 seconds).

Machine Guns
- Damage increase to .08 per bullet (was .04)
- Range Increase to 120/240 (was 90/200)
- Crit Chance lowered to (at ranges I guess) 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)

AC/5
- Range increase 620/1700 (was 540/1620)
- Recycle time reduced to 1.5s (was 1.7s)

BAP
- Now counters nearest ECM within 150m
- Mechs equipped with both ECM and BAP do not get the ECM counter benefit from BAP

Flamer
- Target Flamer heat will not exceed 90%. I suspect this means you can get a mech up to 90%, but overheating is something he must do, you can't do it by shooting 10 flamers at his face)
- If you are being targeted by a flamer, and have a flamer yourself, it will not generate heat (this seems really dumb)
- Target heat increases exponentially due to heat retention (flamers will be more effective the longer you hit someone with it)

LRM/SRM Flight paths have been adjusted.
Streak Flight paths remain the same


TAG, NARC, and Artemis benefits now stack
- 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 ECM no longer removes your own team from your minimap / hud

Air Strikes / Artillery
- Area of effect increased to 25m (was 10m)

Front End

- Mouse sensitivity options. Wow.. like 2 yrs in development and this finally makes it into the game... /celebrate

Lance Stuff

- Team commanders can assign lances to players. IE: set squads
- Added mech type to friendly units in lance hud element and battlegrid

Performance Tuning

- Bandwidth reduced (maybe bronze can stay connected now ;)

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.


Tue May 21, 2013 5:37 pm
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Joined: Wed Jun 27, 2012 1:36 am
Posts: 105
Thoughts after playing a couple games:

Despite 2 pages of patch notes.. not much has changed.
Direct fire still reigns supreme (ppc/ll boats)
gameplay is still entirely too arcade like
lights still seem to take reduced damage
and your team is still going to be full of 2nd generation retards.


Tue May 21, 2013 6:10 pm
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Joined: Mon Jun 25, 2012 12:21 pm
Posts: 22
Well, I'm on, if you want to jump on and LRM some folks to death.


Thu May 23, 2013 12:18 am
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