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Posted by: - 07-09-2016, 12:58 AM - Forum:
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I haven't tried it in a while because I have pretty much given up on the idea, but tonight for the heck of it I tried enabling Crossfire for MWO and it actually worked! Not only did it work, it scaled wonderfully! To be specific I went from 55-70 FPS on high settings to 90-120 FPS on very high settings at a 5760x1080 resolution. Naturally I run the game with vsync on, I just turned it off for testing.
[*]Some specifics
[list]
[*]OS: Windows 10 pro x64
[*]Videos cards: (x2) R9 390
[*]Driver Version: Crimson 16.7.1
[*]Crossfire Mode: AFR Compatible
[*]API: DirectX 11
[*]Resolution: 5760x1080
[*]Game settings: Very High on everything but with AA off
[/list][*]
I'm not sure if the results would be the same with R9 2XX series cards but I would imagine they would. I'd also be curious to see if it works with a pair of RX 480s if anyone has them yet.
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Posted by: - 07-01-2016, 10:49 PM - Forum:
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Posted by: - 11-03-2015, 02:35 AM - Forum:
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| 2/4/14 - v1.3.264 - UI 2.0 |
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Posted by: GettinBissi - 02-04-2014, 07:17 PM - Forum: Patch Notes
- No Replies
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Quote:PATCH #10
Upcoming Patch - Tuesday February 4th @ 10AM – 1PM PDT
Patch Number: 1.3.264
Change Log
UPDATE
Greetings MechWarriors
The day is upon us! UI 2.0 is here and it is glorious! Cue dramatic music! … Hold on just a minute.
Yes UI 2.0 is here and that is a good thing however It isn’t perfect. It almost wasn’t shipped today due to some issues we discovered at the last minute.
So I need to tell you about these issues and what we are doing to fix them.
First - We have a log in issue that can affect a low percentage of users. If you are hit with this issue please be patient as you can restart the client and attempt another log in do this until you succeed. Skipping the video intros with the ESC key also seems to lower the chance.
Second - We have an issue with consumables that are used during a match not being unequipped, yet they are not valid for the next match. You can avoid this bug by not leaving matches early or equipping modules for the time being.
Third – Activate BANKED premium time currently doesn’t work– so if you have banked time and you were going to activate it today you’re going to have to wait for the HOT FIX!
Fourth - We have an issue with Camo Spec not showing up correctly . This is fairly minor so just leave the screen and return and it should be fine.
Did you say HOT FIX? Yes I did. The team has been burning the midnight oil to get UI 2.0 out to you, and while it isn’t perfect, it is a step in the right direction. The above issues are our number one priority to get fixed asap. We’re going to address the most critical issues in a hot fix once we have confirmed fixes.
There are some other cool things in this patch so let’s talk about those.
Firestarter hero ‘Mech Ember is here. As Doge would say! WOW, SUCH HARDPOINTS! MUCH POTENTIAL, VERY 30% C-BILLS. I don’t pilot light 'Mechs myself but this 'Mech has converted me. I MUST MASTER THIS MECH!
2 maps have been updated with Turrets in assault mode. Crimson Straight and River City so when you play there maps watch out. We’re going to watch the match data and looking for your constructive feedback on the current implementation before we move ahead placing these turrets in other maps.
Finally Tier 1 Weapon Modules are here! These modules affect range and should make for an interesting tradeoff for certain types of builds. Again were going to be watching the data and listening to feedback.
This is the start of UI2.0 and its only going to get better. See you on the Battlefield.
Matt Newman
Content
New Hero Mech
"Ember" FS9-E
- Tonnage: 35
- Engine: 210 Standard
- Top Speed: 97.2 kph
- Max Engine Rating: 295
- Torso Movement:
- 100 degrees to each side.
- 15 degrees up and down.
- Arm Movement:
- 25 degrees to each side.
- 30 degrees up and down.
- Armor: 176 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: Flamer x2
- Left Torso: Machine Gun x2
- Right Torso: Machine Gun x2
- Right Arm: Flamer x2
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 2 Ballistic
- Right Torso: 2 Ballistic, 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 11 Double
- Jump Jets: 5 (6 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Small
- 30% C-Bill Bonus
New Trial Champion Mech
Stalker STK-3F©
- Tonnage: 85
- Engine: 310 XL
- Top Speed: 59.1 kph
- Max Engine Rating: 310
- Torso Movement:
- 85 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 0 degrees to each side.
- 30 degrees up and down.
- Armor: 512 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
- Left Torso: LRM 15 w/ Artemis IV FCS, TAG
- Right Torso: LRM 15 w/ Artemis IV FCS
- Right Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
- Hardpoints:
- Left Arm: 1 Missile, 2 Energy
- Left Torso: 1 Missile, 1 Energy
- Right Torso: 1 Missile, 1 Energy, 1 AMS
- Right Torso: 1 Missile, 2 Energy
- Heat Sinks: 13 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 1
- Movement Archetype: Large
Front End
UI 2.0
Key Features:
- Re-engineered from the ground up to be more stable and flexible.
- New look and feel.
- Improved representation of what is being viewed at any given moment.
- Improved new player experience.
- Store functionality.
- Improves turn around time on new implementation of UI features and updates.
- Is the gateway for the big upcoming features of Community Warfare and Clan Tech.
Gameplay
Assault w/Defense Turrets
- Two maps have had defensive turrets added to them in Assault mode.
- River City (Day)
- Crimson Straight
- These two maps will provide a benchmark on the overall tuning of turrets in the mode. After we find out how the mode plays with turrets, we will finalize tuning and add them to all maps in Assault mode.
Tier 1 Weapon Modules Group 1
- Small Laser Range 1: Increase the long range of a Small Laser by [2] meters, increase heat output by [0.04], increase maximum range by [4] meters.
- Small Laser Range 2: Increase the long range of a Small Laser by [4] meters, increase heat output by [0.08], increase maximum range by [8] meters.
- Medium Laser Range 1: Increase the long range of a Medium Laser by [5.4] meters, increase heat output by [0.08], increase maximum range by [10.8] meters.
- Medium Laser Range 2: Increase the long range of a Medium Laser by [10.8] meters, increase heat output by [0.16], increase maximum range by [21.6] meters.
- Large Laser Range 1: Increase the long range of a Large Laser by [10] meters, increase heat output by [0.14], increase maximum range by [20] meters.
- Large Laser Range 2: Increase the long range of a Large Laser by [20] meters, increase heat output by [0.28], increase maximum range by [40] meters.
- SRM 6 Range 1: Increase the long range of a SRM 6 by [6] meters, increase heat output for SRM 6 by [0.08], increase maximum range by [6] meters.
- SRM 6 Range 2: Increase the long range of a SRM 6 by [12] meters, increase heat output for SRM 6 by [0.16], increase maximum range by [12] meters.
- SRM 2 Range 1: Increase the long range of a SRM 2 by [6] meters, increase heat output for SRM 2 by [0.04], increase maximum range by [6] meters.
- SRM 2 Range 2: Increase the long range of a SRM 2 by [12] meters, increase heat output for SRM 2 by [0.08], increase maximum range by [12] meters.
- SRM 4 Range 1: Increase the long range of a SRM 4 by [6] meters, increase heat output for SRM 4 by [0.06], increase maximum range by [6] meters.
- SRM 4 Range 2: Increase the long range of a SRM 4 by [12] meters, increase heat output for SRM 4 by [0.12], increase maximum range by [12] meters.
- Streak SRM 2 Range 1: Increase the long range of a Streak SRM 2 by [6] meters, decrease rate of fire by [0.04], increase maximum range by [6] meters.
- Streak SRM 2 Range 2: Increase the long range of a Streak SRM 2 by [12] meters, decrease rate of fire by [0.08], increase maximum range by [12] meters.
- L. Pulse Laser Range 1: Increase the long range of a Large Pulse Laser by [6.6] meters, increase heat output by [0.15], increase maximum range by [13.2] meters.
- L. Pulse Laser Range 2: Increase the long range of a Large Pulse Laser by [13.2] meters, increase heat output by [0.3], increase maximum range by [26.4] meters.
- M. Pulse Laser Range 1: Increase the long range of a Medium Pulse Laser by [4] meters, increase heat output by [0.1], increase maximum range by [8] meters.
- M. Pulse Laser Range 2: Increase the long range of a Medium Pulse Laser by [8] meters, increase heat output by [0.2], increase maximum range by [16] meters.
- S. Pulse Laser Range 1: Increase the long range of a Small Pulse Laser by [2] meters, increase heat output by [0.048], increase maximum range by [4] meters.
- S. Pulse Laser Range 2: Increase the long range of a Small Pulse Laser by [4] meters, increase heat output by [0.096], increase maximum range by [8] meters.
- AC/10 Range 1: Increase the long range of a AC/10 by [9.5] meters, increase heat output by [0.06], increase maximum range by [28.5] meters.
- AC/10 Range 2: Increase the long range of a AC/10 by [19] meters, increase heat output by [0.12], increase maximum range by [57] meters.
- AC/5 Range 1: Increase the long range of a AC/5 by [13] meters, increase heat output by [0.02], increase maximum range by [39] meters.
- AC/5 Range 2: Increase the long range of a AC/5 by [26] meters, increase heat output by [0.04], increase maximum range by [78] meters.
- AC/2 Range 1: Increase the long range of a AC/2 by [15] meters, increase heat output by [0.02], increase maximum range by [45] meters.
- AC/2 Range 2: Increase the long range of a AC/2 by [30] meters, increase heat output by [0.04], increase maximum range by [90] meters.
- AC/20 Range 1: Increase the long range of a AC/20 by [5.4] meters, increase heat output by [0.12], increase maximum range by [16.2] meters.
- AC/20 Range 2: Increase the long range of a AC/20 by [10.8] meters, increase heat output by [0.24], increase maximum range by [32.4] meters.
- Flamer Range 1: Increase the long range of a Flamer by [1] meters, increase heat output by [0.01], increase maximum range by [1] meters.
- Flamer Range 2: Increase the long range of a Flamer by [2] meters, increase heat output by [0.02], increase maximum range by [2] meters.
- AMS Range 1: Increase the long range of a AMS by [4] meters, increase maximum range by [8] meters.
- AMS Range 2: Increase the long range of a AMS by [8] meters, increase maximum range by [16] meters.
- LB 10-X AC Range 1: Increase the long range of a LB 10-X AC by [11] meters, increase heat output by [0.04], increase maximum range by [33] meters.
- LB 10-X AC Range 2: Increase the long range of a LB 10-X AC by [22] meters, increase heat output by [0.08], increase maximum range by [66] meters.
- Machine Gun Range 1: Increase the long range of a Machine Gun by [2.6] meters, increase maximum range by [5.2] meters.
- Machine Gun Range 2: Increase the long range of a Machine Gun by [5.2] meters, increase maximum range by [10.4] meters.
General
- Normalizing glass visibility by lowering lighting intensity in River City, Forest Colony Day, and Tourmaline Desert, and increasing in HPG Manifold.
- Lowered opacity of front "clear" glass areas globally.
Mechs
- The Founders' Atlas now has the same level of weapon customization as the other Atlas variants.
Known Issues under immediate investigation
The following issues are under investigation for a potential hot-fix later this week
- Players may on occasion become stuck shortly after login with a 'Connecting' message displayed onscreen. This issue will normally manifest if the client was closed immediately after changing the selected `Mech. Attempting to log in again will normally resolve this issue.
- The Activate Button for Banked Premium Time is currently non-functional. A fix is in place that will be deployed at the earliest opportunity.
- Used consumables may rarely behave as if they were not consumed within the UI after a leaving a match. When attempting to re-equip a consumable module in this condition, a error message will be presented. This issue can sometimes result from quitting matches before they have concluded. In testing this issue does not present itself if the player observed the match end. Current workaround - log out and log back in again to ensure correct consumable module behavior. Alternately, play through a second match and the Mechlab should behave normally.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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| 1/21/14 - v1.2.261 - BattleMaster, Cockpit Glass & Tuning |
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Posted by: GettinBissi - 01-21-2014, 08:01 PM - Forum: Patch Notes
- No Replies
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Quote:PATCH #9
Upcoming Patch - Tuesday January 21st @ 10AM – 1PM PDT
Patch Number: 1.2.261
Change Log
UPDATE
Greetings MechWarriors
Release the BattleMaster! Now available in the 'Mech lab for C-Bills and MC. This Assault 'Mech has been tearing it up since Phoenix was released so you may want to get some premium time and earn extra C-Bills and XP on each match as you work towards mastering this fine assault 'Mech.
Check out the new Crusader pattern in Camo spec. You can unlock it for your new BattleMaster 'Mechs, or for any of your other 'Mechs in your stable. For me this pattern is an instant Classic.
We now have a Cockpit glass effect . You may not think this was a big deal but it helps reinforce the cockpit feel and immerse the player in the action.
Hit boxes continue to be tweaked and improved. It doesn't matter if you pilot these 'Mechs or not, you will want to read these changes before you head into battle to see what makes them pop.
We have a handful of Bug Fixes to round out the patch read on for details.
Enjoy this content as we push forward to the next release. It's going to be a big one.
See you on the battlefield.
Matt Newman
Content
- New pattern Crusader available for most 'Mechs.
- This pattern is not available for Saber 'Mechs.
New Mechs
BattleMaster BLR-1G
- Tonnage: 85
- Engine: 340 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 400
- Torso Movement:
- 60 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 30 degrees to each side.
- 30 degrees up and down.
- Armor: 464 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Machine Gun x2
- Left Torso: Medium Laser x3, SRM 6
- Right Torso: Medium Laser x3
- Right Arm: PPC
- Hardpoints:
- Left Arm: 2 Ballistic
- Left Torso: 3 Energy, 1 Missile
- Right Torso: 3 Energy, 1 AMS
- Right Arm: 1 Energy
- Heat Sinks: 18 Single
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Huge
- Quirks: Torso movement speed reduced by 20%
BattleMaster BLR-1D
- Tonnage: 85
- Engine: 340 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 400
- Torso Movement:
- 80 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 30 degrees to each side.
- 30 degrees up and down.
- Armor: 496 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Machine Gun x2
- Left Torso: Medium Laser x2
- Right Torso: Medium Laser x2
- Right Arm: PPC
- Hardpoints:
- Left Arm: 3 Ballistic
- Left Torso: 2 Energy
- Right Torso: 2 Energy, 1 AMS
- Right Arm: 1 Energy
- Heat Sinks: 24 Single
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Huge
BattleMaster BLR-1S
- Tonnage: 85
- Engine: 340 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 400
- Torso Movement:
- 80 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 30 degrees to each side.
- 30 degrees up and down.
- Armor: 464 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: LRM 15
- Left Torso: Medium Laser x2, LRM 5, SRM 2
- Right Torso: Medium Laser x2
- Right Arm: SRM 2
- Hardpoints:
- Left Arm: 1 Missile
- Left Torso: 2 Energy, 2 Missile
- Right Torso: 2 Energy, 1 AMS
- Right Arm: 1 Missile
- Heat Sinks: 20 Single
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Huge
Gameplay
- Hitbox adjustments:
- Jagermech
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Shoulders have been adjusted so that a much smaller section of it applies to the arms.
- Cataphract
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Rear Center Torso hitbox has been reduced by approximately 20%.
- Shoulders area has been adjusted to increase the arm hitbox.
- Blackjack
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Rear Left and Right Torso hitbox has been increased by approximately 15%. This reduces the size of the Rear Center Torso hitbox.
- Stalker
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Front Center Torso hitbox has been increased by approximately 5%, however will gaining more protection from the side torsos.
- Waist area has been split up to distribute the damage across the torsos instead of just the Center Torso.
- Kintaro
- Center Torso hitbox reduced by approximately 10%.
- Shoulder area added to arms increasing arm hitboxes by approximately 10%.
- Catapult
- Pelvis has been adjusted so that a much smaller section of it applies damage to the Center Torso with the rest of it going to the Left and Right Leg.
- Increased the size of the leg penetrating the hip by approximately 5%.
- Head hitbox reduced by approximately 20%.
- Added glass to the cockpits(Glass will not crack or break).
- Assault game mode has a new Mobile Command Base that the team is trying to capture.
Bug Fixes
- Weapon lock will no longer engage when out of all lockable ammo.
- Screen shake will now happen when a component is destroyed.
- Coolshot VFX now works in Testing Grounds.
- Skirmish game mode stats are now tracking correctly.
- Bitching Betty will no longer repeat certain dialogue ("The base is being captured"). She really did like to hear her own voice.
- If a user joins a game late after the waiting for players screen, they will not have to sit through the start-up sequence.
- In Testing Grounds and the Tutorial, users no longer have to sit through the start-up sequence.
- Engine SFX will now play correctly if the user is tabbed out during waiting for players screen and the start-up sequence.
- Bases have been removed from Testing Grounds. HUD has also been updated to only show the timer and kill counter
- Some collision fixes on HPG Manifold where players would fall through the ground (or fall forever in place).
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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| 12/17/13 - v1.2.257 - Map & Mechs |
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Posted by: GettinBissi - 12-21-2013, 04:33 AM - Forum: Patch Notes
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Quote:PATCH #7
Upcoming Patch - Tuesday December 17th @ 10AM – 1PM PDT
Patch Number: 1.2.257
Change Log
UPDATE
Greetings MechWarriors
Well it’s the last patch of 2013! And it’s a big one!
Saber pack is in the wild! Wolverines and Griffins are preparing for battle as we speak! Phoenix pack introduced our first 55 ton Medium ‘Mech and with the Saber pack we just doubled down. Enjoy responsibly.
The New map; HPG Manifold Is generating a hyper pulse in my cardiovascular system. Remember, in space, no one can hear you scream… unless you use VoIP. Move carefully and cover your sectors it’s going to be raining metal and lasers. Is that music I hear? Yes it is!
New Game mode: Skirmish! Many have asked for this mode and now it is here! I have to admit the thing I am most excited about is more new spawns!
Thunderbolt is out there for C-Bills and MC and all his Patterns are available for MC as well. Snowfall is the new pattern of the month and will help you blend in on those maps with snow falling.
See you on the battlefield MechWarriors!
Matt Newman
Content
- New Game Mode - Skirmish
Skirmish is the first step toward the evolving game modes that will make up part of Community Warfare. In this mode, both teams battle it out in a last man standing scenario. There are no longer bases to capture, or resources to collect. This is epitome of which team can destroy the other team first. Which team has the ultimate co-ordination and striking capabilities to dominate the other team? Get online and into Skirmish mode to find out!
- Winning conditions:
- Destroy all enemy 'Mechs
- On time out most kills wins
New Map - HPG Manifold
This ‘A’ Station HyperPulse Generator is located on the only rocky planet in a tri-body system and is facilitated by a massive complex encircling the main array. Because of the planet’s thin atmospheric density (of only ~25,000-75,000 atoms/cm3 at 263˚K and 25-100 rads of 8000 keV radiation), the complex must be fully shielded and self-sustaining. The planets remoteness necessitates the conglomerate to also maintain a vast sensor array, house cargo & battlemech stations, fuel bunkers, warehouse facilities, living quarters and hangar bays. Although destroying the facility would be a crippling blow, for the victors it is deemed far too valuable and therefore appropriation is the preferred strategy.
New Mechs
Thunderbolt TDR-5S
- Tonnage: 65
- Engine: 260 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Armor: 416 (Standard)
- Arm Movement:
- 20 degrees to each side.
- 30 degrees up and down.
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Machine Gun x2
- Left Torso: Medium Laser x3
- Right Torso: LRM 15, SRM 2
- Right Arm: Large Laser
- Hardpoints:
- Left Arm: 2 Ballistic
- Left Torso: 3 Energy
- Right Torso: 2 Missile, 1 AMS
- Right Arm: 1 Energy
- Heat Sinks: 15 Single
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Medium
Thunderbolt TDR-5SS
- Tonnage: 65
- Engine: 260 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 416 (Standard)
- 20 degrees to each side.
- 30 degrees up and down.
- Internal Structure: Standard
- Weapons & Equipment:
- Left Torso: Medium Laser x3, SRM 6
- Right Torso: Flamer
- Right Arm: PPC
- Hardpoints:
- Left Torso: 3 Energy, 1 Missile
- Right Torso: 2 Energy, 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 21 Single
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Medium
Thunderbolt TDR-9SE
- Tonnage: 65
- Engine: 260 Standard
- Top Speed: 64.8 kph
- Max Engine Rating: 315
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:Armor: 422 (Standard)
- 20 degrees to each side.
- 30 degrees up and down.
- Internal Structure: Standard
- Weapons & Equipment:
- Left Torso: Medium Laser x3, LRM 10
- Right Arm: Large Pulse Laser
- Hardpoints:
- Left Torso: 3 Energy, 2 Missile
- Right Torso: 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 15 Double
- Jump Jets: 4 (4 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Medium
New Camo Skin
- New Snowfall skin available.
Gameplay
- Music added to the Front End.
- Music added to the 'Mech startup sequence.
- Victory and Defeat music added.
Bug Fixes
- HSR improvement - Reduced possible desyncs that would occur for projectile weapons -- especially for connections with variable latency.
- Fixed an issue where some parts of the terrain had seams or holes, particularly on Low Spec.
- Fixed an issue where Vsync wasn't working when users played in Window or Full Screen Window mode.
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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| 12/03/13 - v1.2.255 - Oxide & Tuning |
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Posted by: GettinBissi - 12-03-2013, 06:14 PM - Forum: Patch Notes
- No Replies
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Quote:PATCH #6
Upcoming Patch - Tuesday December 03rd @ 10AM – 1PM PDT
Patch Number: 1.2.255
Change Log
UPDATE
Greetings MechWarriors
Our Black Friday sale is over and your MC stockings must be full. To fix that, I give you the first patch of December as we head into the holiday season.
Finally “Oxide” the Jenner hero is here! Having a 30% C-bill boost on a Jenner is like a license to print C-bills! Buy some Premium time and you will become a C-billionaire* in no time! I only hope this falls into the right hands and that you use these powers for good and not evil.
Our newest Champion is a Highlander and it joins the Ranks of the Trial ‘Mechs. Try it out all week and see if this build is for you. It goes on Sale on Dec 10th and will be loaded with a 10% XP boost. If you were planning on mastering your Highlanders this month, this is the perfect way to get it done.
If you are feeling festive we have a bunch of new holiday themed Items! If you see something you like, buy it! These cockpit items are seasonal.
Spawn points have been redistributed on Most maps and in some cases the spawns change depending on mode. For some maps this is really going to shake things up.
Hit box fixes Round 2! Dragons, Centurions, Cicadas, Trebuchet, and Atlas’! Is there an old favorite in there? A ‘Mech you have been meaning to master? Either way you need this info, If you aren’t piloting one of them, you’re sure to be shooting at them!
See you on the battlefield.
Matt Newman
*there are currently no C-Billionaire’s in the game
Content
New Hero Mech
"Oxide" JR7-O
- Tonnage: 35
- Engine: 235 Standard
- Top Speed: 108.7 kph
- Max Engine Rating: 300
- Torso Movement:
- 110 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 0 degrees to each side.
- 30 degrees up and down.
- Armor: 128 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: SRM 4
- Center Torso: LRM 5 x2
- Right Arm: SRM 4
- Hardpoints:
- Left Arm: 1 Missile
- Left Torso: 1 AMS
- Center Torso: 2 Missile
- Right Arm: 1 Missile
- Heat Sinks: 10 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Tiny
- Quirks: 20% slower acceleration
- 30% C-Bill Bonus
New Trial Champion Mech
Highlander HGN-733C©
- Tonnage: 90
- Engine: 300 Standard
- Top Speed: 54 kph
- Max Engine Rating: 325
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 10 degrees to each side.
- 30 degrees up and down.
- Armor: 558 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: Streak SRM 2
- Left Torso: Streak SRM 2 x2, Beagle Active Probe
- Right Torso: ER Large Laser x2
- Right Arm: AC/10
- Hardpoints:
- Left Arm: 1 Missile
- Left Torso: 2 Missile, 1 AMS
- Right Torso: 2 Energy
- Right Arm: 2 Ballistic
- Heat Sinks: 16 Double
- Jump Jets: 2 (4 Max)
- ECM Capable?: No
- Module Slots: 2
- Movement Archetype: Huge
New Holiday Cockpit Items
Standing items:
- Holiday Stocking
- Holiday Snowman
- Hula Elf
- Golden Package
- Snow Globe
Hanging Items:
- Candy Cane
- Holiday Ball
- Holiday Mistletoe
- Holiday Star
- Snowflake
Mounted items:
- Blue Lights
- Green Lights
- Red and White Lights
- White Lights
- Yellow Lights
Gameplay
- New spawn point layouts in each map. Spawns are further separated by lance in all game modes. Most maps will have different spawn layouts per game mode.
- Hitbox adjustments:
- Dragon
- Side Torsos climb the side of the Center Torso by approximately 5%. This slight change is meant to mitigate some of the damage that the huge Center Torso takes from both direct and splash damage types.
- Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.
- Centurion
- There were 2 sections on the side of the Centurion's head that were applying damage to the Left and Right Arm. These have been corrected and now apply damage to Center Torso.
- The Front Center Torso of the Centurion was very narrow. The upper section of the Front Center Torso (hips and above), has been widened by approximately 10%.
- Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.
- Cicada
- Rear Center Torso was too narrow on this BattleMech. It has been widened by approximately 5%.
- Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.
- Trebuchet
- There were two components at the hip of the Trebuchet that were applying damage to the Left and Right Leg. This has been corrected to apply damage to the Left and Right Torso.
- The head hitbox of the Trebuchet was slightly too large. It has been reduced by approximately 5%.
- Pelvis has been adjusted so that a much smaller section of it applies damage to Center Torso with the rest of it going to Left and Right Leg.
- Atlas
- There was a mislabled hitbox on the Atlas' right hip that was applying damage to the Left Torso. This has been fixed.
Bug Fixes
- Fixed a bug where "Fire Selected Weapon Group" was not working when set in the Alternate key map column.
- Fixed a number of locations where players would get stuck on geometry in Frozen City, Crimson Strait, and Forest Colony maps.
General
- Greater visual weapon customization for the Jenner variants. Their appearance will better reflect the weapons that have been equipped on them.
- New MechLab icons for all Jenner variants.
- Reduced the size of the AC/20, AC/5, LB 10-X AC, and Ultra AC/5 models used on the Catapult.
- New visual effects when 'Mechs hit the ground on death
- New visual effects when walking through lava
- Flamers now cast light starting on high spec
We thank you for your patience and we look forward to seeing you on the battlefield!
The MechWarrior® Online™ Team
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