Upcoming Patch - 17-JULY-2018 @ 10AM – 1PM PDT
Patch Number: 1.4.176.0
Standalone Client Patch Size: 526 MB
Steam Client Patch Size: TBD
Hellfire
Her smoldering eyes will scorch your soul!!
You can check out the Countdown post for more details about the Hellfire as they are released!
Order the Hellfire on the Store page here!
Solaris
- Leaderboards have been reset for a brand new Season. (See the Season 1 Leaderboard Archives here)
- Update to 'Mech Variants assigned Solaris Divisions (Check out the 'Mech Division here)
- Command Wheel has been removed in Solaris matches
-
Rewards are delivered to participants of Solaris Season 1 (check out the rewards list here)
Bolt-On Retrofits
The following 'Mechs now have Bolt-On Support:
- Assassin
- BattleMaster
- BlackJack
- Catapult
- Cyclops
- Flea
- Hunchback
- Jagermech
- Locust
- Raven
- ShadowHawk
- Spider
-
Stalker
Bolt-Ons location adjustments
Some of the node locations for Bolt-Ons have been adjusted to the following 'Mechs:
- Assassin
- BattleMaster
- BlackJack
- Catapult
- Cyclops
- Firestarter
- Flea
- Hunchback
- Jagermech
- Kodiak
- Locust
- MadDog
- Raven
- Rifleman
- ShadowHawk
- Spider
- Stalker
-
Urbanmech
New Bolt-Ons
The following new bolt-ons have been added to all retrofitted 'Mech chassis:
- Dorsal Fins
- Head Trophies (Inner Sphere)
- Head Trophies (Clan)
- Jet Engine (Single)
- Jet Engine (Double)
- Jet Engine (Triple)
- Exhaust Pipes (Black)
- Exhaust Pipes (Chrome)
- Knuckles (Right & Left)
- Chainsaw Hand (Right & Left)
-
Chainsaw Forearm (Right & Left)
(Sneak peek of the Dorsal Fin Bolt-On)
Notes:
Bolt-ons are exclusive to locations on a 'Mech. If a bolt-on conflicts with a weapon/AMS/Laser-AMS system, it will not equip to that point.
Omni-Mechs are also restricted when it comes to omni-pod selection and the placement of any bolt-ons on that part of a 'Mech.
Missiles
LRMs
- LRM 5
- Heat reduced to 2.2 (from 2.4)
- LRM 10
- Heat reduced to 3.6 (from 4)
- LRM 15
- Heat reduced to 4.5 (from 5)
- LRM 20
- Heat reduced to 5.4 (from 6)
Clan LRMs
- Clan LRM 5
- Heat reduced to 2.25 (from 2.4)
- Spread increased to 4.55 (from 4.2)
- Clan LRM 10
- Heat reduced to 3.7 (from 4)
- Spread increased to 4.55 (from 4.2)
- Clan LRM 15
- Heat reduced to 4.65 (from 5)
- Spread increased to 5.55 (from 5.2)
- Clan LRM 20
- Heat reduced to 5.6 (from 6)
- Spread increased to 5.55 (from 5.2)
LRM Design Notes: The core role of the LRM in the greater weapon lineup is to have a ranged DPS weapon option at an economic tonnage investment point with the core drawbacks coming in the form of inconsistent DPS due to weapon spread and a number of options available to the opposing player that blunt incoming damage (AMS) or counteract the locking mechanics that can often hard counter the weapon system. After review of community suggestions and aligning it with our own internal data, we feel that the general proposal aligns with our overall goals for the weapon and agree that they could use a bit of a boost to their sustainability provided they can maintain solid weapon locks.
Where we will deviate in opinion from the commonly reference community proposal is in its assessment of the Clan factions version of the weapons. Despite the IS and the Clans being treated as separate factions, we want to keep design consistency when it comes to the core roles for the weapons that are shared between the factions. Having such a separation goes against the core role we want the weapon to occupy. While we understand where the feedback is coming from when it comes to certain clan performers, this is not consistent with the entirely of the clan lineup. As 'Mechs that are limited more on a tonnage basis due to weight class or locked equipment need to be accounted for just as much as those that can effectively utilize more heat sinks. So we have opted instead to shift the properties on the clan launchers to be more consistent with other clan missile systems such as SRM which come in at significantly less tonnage then their IS counterparts. The Clans will still benefit from improvements with overall sustainability of the weapon system to play into the weapon's core role, but that damage, much like their SRM counterparts, will be less focused overall to account for their significantly lighter tonnage launchers.
As mentioned with the design notes for the previous LRM velocity changes, these are changes that we are closely monitoring at all levels and do have plans to bring elements of the LRMs into line should we determine that they are swinging in an undesirable direction. Up until this point we feel it has not crossed that line yet, but we do recognize the increased feedback on the current state of LRM play and should these changes push it over that point, we will take action to bring the weapon system into line.
SRM / Streak SRM
-
SRM 6
- Heat reduced to 3.75 (from 4)
- Cooldown reduced to 3.75 (from 4)
- Heat penalty increased to 2.6 (from 1.75)
-
Clan SRM 6
- Heat reduced to 3.75 (from 4)
- Cooldown reduced to 3.75 (from 4)
- Heat penalty increased to 2.6 (from 1.75)
-
Streak SRM 6
- Heat reduced to 3.75 (from 4)
- Cooldown reduced to 3.75 (from 4)
- Heat penalty increased to 2.6 (from 1.75)
-
Clan Streak SRM 6
- Heat reduced to 3.75 (from 4)
- Heat Penalty increased to 2.75 (from 1.85)
SRM Design Notes: While well represented, we feel that the current use of SRM 6's depends too much on a 'Mechs ability to bring a significant amount of launchers into play. Most of the time when hard points are of little concern, we find that SRM 4s tend to be the more individually effective weapon system at the niche we wish SRM's to occupy, while effective SRM 6 use tend to solely be reserved for Mass damage alpha strikes often shrugging off the current heat penalties when hard-points allow for it. This is not the spot we wish to see the SRM 6 occupy. Not only because it only places value in the weapon if you have the capability to bring a large amount of launchers, but also because it puts it into more direct comparisons to the potential up-front damage of high tube MRM launchers. We feel this leads into a situation where large numbered SRM vs. MRMs overall roles tend to overlap with not enough distinction between the capabilities of SRM6s vs. MRM's at closer ranges.
To this end, we are improving the overall heat and cooldown properties of the SRM 6 to better align with the other SRM launchers to reinforce SRM 6's as the most heat efficient and tonnage efficient launcher, but still leaving the faster cooldowns and tighter missile spreads firmly in the realms of the SRM 4 and 2. But still more effective DPS at a much more efficient heat rate then MRMs. Because of this reduction in heat, and us not desiring the primary function of SRM's to remain only when you are deliberately breaking the heat scale on the weapon, we are increasing the penalty to the weapon's heat scale. This change is tuned to have comparable total heat when you fire 5-6 launchers simultaneously to where it was prior to these changes, but past this point higher number of launchers will face stiffer penalties, and deliberately breaking the heat scale will completely negate the heat buff we are attempting to give the base launcher. This was done so that the overlap that currently exists between the mass damage alphas of SRM's vs. MRMs can remain comparable to where it is now in short engagement windows, but with split fire, or a lower number of launchers, the SRM 6's will have a much more efficient DPS and sustainable heat which should allow them to more easily beat out MRM based builds when engaging at close ranges.
ATM
-
ATM 3
- Missile Volley duration reduced by 50%
ATM design notes: On our end the core thing we find holds the ATM 3 back is the ability for AMS to effectively hard counter the launcher. We are tightening the spread by 50% to account for the low number of missiles to make this form of launcher a bit more effective at being able to cut through AMS fire a bit more efficiently.
-
AMS
- Ammo increased to 2200 per ton (from 2000)
- Ammo increased to 1100 per half ton (from 1000)
-
Clan AMS
- Ammo increased to 2200 per ton (from 2000)
- Ammo increased to 1100 per half ton (from 1000)
-
Laser AMS
- Heat reduced to 2.85 (from 3)
-
Clan Laser AMS
- Heat reduced to 2.85 (from 3)
AMS Design notes: With the increases in LRM sustainability with this patch, we also wanted to target increases in the sustainability of the AMS systems.
- The Match Maker in Comp Play will now direct matches played by EU and OC opponents to the NA servers.
- Fixed an issue where leaving a match through the Escape menu after being destroyed in-game won't show the Supply Cache progress
- Solaris matches now have the Match Score displayed in the End of Round screen results.
- Fixed a type error which displayed 'Minimize' by default instead of 'Maximize' in the Solaris Overview panel
- Patch number is now displayed on the Log-in Screen
- Fixed a spelling error in a Faction Summary Description for Clan Wolf and Clan Smoke Jaguar
- Fixed an type error for the 'Reinforced' Skill Node information: (From "Reduces the Chance of Critical Hits by 1%" to "Reduces the Chance of Critical Hits by 1.5%")
- Fixed an issue where hitting the Enter Key would not work on the Login In screen if "Remember email address" is checked
- Fixed an issue where the Decals list was not alphabetical
- Fixed a bug where Supply Caches text did not automatically update to announce unopened Supply Caches
- Fixed a bug where the Blackjack BJ-A with two LB 5-X mounted on the Left Arm would display as an LB 2-X
- Fixed an issue where 'Flank Left & Right' were not grouped together in the BattleGrid Commands
- Fixed an issue with the Title/Badge screen border upon logging in
- Fixed an issue where the Spectator could not see the Chat box populate at End of Round screen
- Changed the text for the Badge tab in the Create Private Lobby screen
- Fixed a bug where player would receive a "invalid loadout" error if consumables were equipped in slots 2 to 5 with slot 1 empty
- Fixed a bug where all Annihilator 'Mechs did not have an Engine sound effect
-
The HBK-4P(S) is now available to be played in Comp Play
Special Events
More track-able stats have been added! We will now be able to set up events where challenges can be separated by weapon class types instead of specific ones. (For example: get 200 damage with any energy type weapon!)
Stats per Weapon class: Energy, Missiles, Ballistics
Build Profile Sharing
- Players can now take imported 'Mechs in to the Testing Grounds from MechLab
- New invoice displaying extra costs that will be incurred if using an imported loadout.
- Fixed an error that displayed if a player attempted to save a loadout that consisted of omnipods that are not yet on sale.
-
Players can now import builds from the FLE-17 to FLE-17(S) properly, without them being classified as different 'Mechs
Art Fixes
- River City waterways have more traversal locations into and out of the water. (Grid G3-G4)
- 'Mechs no longer get stuck between two silos or buildings on Solaris City in grids A5 and A4
- Mountain tops in grids D6/E6 have been changed to restrict players from accessing those locations.
- 'Mechs no longer get stuck in an area on Grid C5 in Tourmaline Desert
- 'Mechs no longer get stuck in a wall on Grid C3 in a 2v2 match on Boreal Reach
- Domination mode spawns have been moved. (2 images for Team A and B)
(Team A)
(Team B)
- Fixed an issue with the Locust LCT-PB position of the Light Machine Guns on the Center Torso
- Fixed an issue where the Locust 'Mech laser AMS was displayed as regular AMS instead
- Fixed an issue where the Raven's animation appeared slower after landing from Jump Jetting or falling
- Fixed an issue where the Battlemaster BLR-1GHE's main structure would be clipped by large mounted missile type weapons.
- Fixed an issue where the Blood Asp Energy hard point should be at the top instead of the bottom
- Fixed an issue where the Locust LCT-3S had weapons overlap if an SRM and Rocket Launcher 10 was equipped in the Right Arm
Patch Files (Direct Download)
To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.
This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.
How to use these patch files
• Download the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• Launch the MWO Portal
• Select the three horizontal lines in the top left of the Portal Window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game