NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited November 2014
Lines up with the prerelease/test values that were aggregated on reddit, on a cursory inspection. The PDF's metadata says it was created yesterday. Looks legit.
All three variants of this Clan 'Mech is in-game now and available to anyone who pre-orders a Fenris, Loki, or Man-O-War Wave 2 Collection, or anyone who has ordered the Ice Ferret A-La-Carte!
Pre-Order one of these Collections or the Ice Ferret ALC and receive your 'Mech on the next injection once your purchase is confirmed.
These injections are now taking place hourly, instead of the daily injections with past Collections.
For those unable to pre-order: All three variants will also be available in-game for MC on January 20th, 2015 and for C-Bills on February 17th, 2015.
Also included in today's patch is the newest Champion 'Mech: The Thunderbolt TDR-9SE(C).
This build comes pre-equipped with Double Heatsinks, Beagle Active Probe, Jump Jets, four Medium Lasers, two Streak-SRMs, and a PPC, making the excellent use of the quirks included in this 'Mech.
We have also added range of buffs and balances across both Inner Sphere and Clan energy armaments, as well as improved the effectiveness of BAP.
A number of bug fixes have also been introduced to our new rewards system which was added in our last patch. You can check out the details on these and more bug fixes in our notes below.
Content
New 'Mechs
Ice Ferret
Base:
- Tonnage: 45
- Engine: 360 XL
- Top Speed: 129.6 kph
- Armor Type: Ferro-Fibrous
- Internal Structure: Endo-Steel
- Fixed Weapons & Equipment:
- Head: Fixed Armor Slot
- Left Arm: Fixed Armor Slot
- Left Torso: Fixed Armor Slot x2, Fixed Structure Slot
- Center Torso: Engine, Fixed Structure Slot
- Right Torso: Fixed Armor Slot x2, Fixed Structure Slot
- Right Arm: FIxed Armor Slot
- Left Leg: Fixed Structure Slot x2
- Right Leg: FIxed Structure Slot x2
- Heat Sinks: 12 Double
- Jump Jets: 0 (0 Max)
- Movement Archetype: Medium
IFR-Prime(I):
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: ER PPC, ER Small Laser
- Center Torso: Active Probe
- Right Arm: Streak SRM 2, Streak SRM Ammo
- OmniPod Hardpoints:
- Left Arm: 2 Energy
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Right Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Torso: +10% Torso Turn Rate (Yaw)
- Center Torso: +10% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
- Right Arm: -5% Heat Generation (Missile)
- 30% C-Bill Bonus
IFR-A:
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: LB 2-X AC, LB 2-X AC Ammo
- Center Torso: ER Medium Laser
- Right Arm: ER Medium Laser, AMS, AMS Ammo
- OmniPod Hardpoints:
- Left Arm: 1 Ballistic
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Center Torso: 1 Energy
- Right Arm: 1 Energy, 1 AMS
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Arm: +5% Ballistic Weapon Cooldown
- Left Torso: +10% Torso Turn Rate (Yaw)
- Center Torso: +5% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
IFR-C:
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- Left Torso: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- Center Torso: ER Small Laser
- Right Arm: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- OmniPod Hardpoints:
- Left Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Left Torso: 1 Missile
- Center Torso: 1 Energy
- Right Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Arm: +5% Missile Weapon Cooldown
- Left Torso: +5% Torso Turn Rate (Yaw)
- Center Torso: +5% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
- Right Arm: -5% Heat Generation (Missile)
New Champion 'Mech
Thunderbolt TDR-9SE(C)
- Tonnage: 65
- Engine: 315 Standard
- Top Speed: 78.5 kph
- Max Engine Rating: 315
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 20 degrees to each side.
- 30 degrees up and down.
- Armor: 376 (Ferro-Fibrous)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Head: Streak SRM Ammo
- Left Torso: Medium Laser x3, Streak SRM 2 x2, Beagle Active Probe, Jump Jet
- Center Torso: Jump Jet x2
- Right Torso: Double Heat Sink
- Right Arm: PPC, Medium Laser
- Hardpoints:
- Left Torso: 3 Energy, 2 Missile
- Right Torso: 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 13 Double
- Jump Jets: 3 (4 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- Movement Archetype: Medium
- Quirks:
- Additional Structure (LT) +10
- Additional Structure (RT) +10
- Large Pulse Laser Heat Generation -10%
- Energy Weapon Heat Generation -10%
- Large Pulse Laser Range +10%
- Energy Weapon Range +10%
- Energy Weapon Cooldown +12.5%
- Missile Weapon Cooldown +12.5%
- 30% XP bonus
Gameplay
Weapon Balancing
- IS and Clan LRMs:
- Reduced damage for both IS and Clan LRMs from 1.1 to 1.0
- IS AMS
- Ammunition per ton increased from 1000 to 2000 rounds; Half ton increased from 500 to 1000.
- BAP
- ECM counter range increased from 150m to 360m
- IS Small Laser
- Range increased from 100 to 135
- Max range increased from 200 to 270
- IS Small Pulse Laser:
- Damage increased from 3.4 to 4.0
- Heat decreased from 2.4 to 2.0
- Range increased from 100 to 110
- Max range increased from 200 to 220
- IS Medium Laser:
- Duration decreased from 1.0 to 0.9
- IS Medium Pulse Laser:
- Heat decreased from 4.6 to 4.0
- IS Large Pulse Laser:
- Damage increased from 10.6 to 11.0
- Heat reduced from 8.0 to 7.0
- Duration increased from 0.6 to 0.67
- Range increased from 350 to 365
- Max Range increased from 700 to 730
- Clan ER Small Laser:
- Range increased from 150 to 200
- Max range increased from 300 to 400
- Clan ER Small Pulse Laser:
- Range increased from 150 to 200
- Max range increased from 300 to 400
- Damage increased from 4.4 to 6.0
- Heat decreased from 3.4 to 3.0
- Clan ER Medium Laser:
- Duration decreased from 1.25 to 1.15
- Range increased from 400 to 405
- Max Range increased from 800 to 810
- Clan ER Medium Pulse Laser:
- Damage increased from 7.4 to 8.0
- Clan ER Large Laser:
- Duration reduced from 1.6 to 1.5
- Clan ER Large Pulse Laser:
- Damage increased from 11.6 to 13.0
- Heat increased from 9.0 to 10.0
- Duration reduced from 1.2 to 1.12
- Range increased from 525 to 600
- Max Range increased from 1050 to 1200
- IS PPC:
- Speed increased from 850 to 950
- IS ER PPC:
- Speed increased from 950 to 1050
- Clan ER PPC:
- Speed increased from 950 to 1050
Quirks
- All Inner Sphere 'Mechs have had their quirks reviewed and revised.
- https://static.mwomercs.com/downloads/Inner Sphere Quirks.pdf
- The weapon cool-down quirks have been re-factored so that a positive value is a bonus and a negative value is a penalty.
- All new and pre-existing cool-down quirks applied to 'Mechs have been appropriately adjusted
Bug Fixes
- Fixed an issue where latency sometimes causes missile lock to visually complete before being properly locked.
- The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
- The 'Flanking' reward will no longer be rewarded to damage done with LRMs.
- The 'Killing Blow' reward will now always rewards 30 XP.
- The 'Kill Assist' reward will now always rewards 30 XP.
- The 'Narc Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
- The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
- Reduce the amount of memory the game would use.
We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team
Looks like all the Clan Pulse Lasers got an upgrade to ER versions, heh. :P
The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
awwww
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
awwww
I mean, it was obviously not working as intended, but it was kinda fun to get a TAG Kill bonus when I killed an enemy with my MLASes and was also TAGging him at the time.
Bad idea number one: rebuilt my C9-AL to have large pulses instead of larges by taking out some heatsinks and replacing the medium lasers with smalls. Let's see how badly this does.
You'll also notice my newfound appreciation for the Banshee-3M. Between the quirks and the buff to lasers, this thing has become a beast.
Maybe it's the relative absence of clan mechs, or maybe it's just the quirks, but the game has become more fun than ever. Also, Ice Ferrets are godawful.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I've been finalizing this stupid patch for 15 minutes.
I've always wondered what it is about this game in particular that makes it take ages for even tiny patches. Beyond that anytime its patching it brings my computer to a crawl. Don't quite understand it, but I feel your pain.
seen a lot of people saying the ice ferret is bad, and I kinda don't get it? It's fast, it gets clan weapons, what's not to like
It will get so much better once it has 2x basics and the elite skills, but otherwise it feels a bit lightly armed for a medium with a lot of tonnage tied into the engine.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited November 2014
This patch: grump-tested, Ninja-Snarl-approved.
EDIT: The rewards system also seems much improved. Lost one match and had almost 70k with a miserable 100 damage (we all got stomped) even including Wang bonus, but also lost the next match and earned 150k and earned nearly 150k on the winning match after that. Much much much higher average than it used to be, if you got saddled with poor teams and didn't have premium time running.
Though in the losing match that netted me 150k, I also had to kill all of the enemy assaults and a heavy with my Wang. But still, no way is 150k for a loss a bad thing.
at great personal expense I bought a HGN-733P and set it up with four LLs and 2xSRM6s
it's fun! You almost don't need to care about ghost heat
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
0
tuxkamenreally took this picture.Registered Userregular
Bah, I don't see anything I can use here, these quirks are du--
BJ-1X
Large Pulse Heat Generation -10%
Energy Weapon Heat Generation -10%
Large Pulse Range +10%
Energy Weapon Range +10%
Medium Laser Duration -10%
Laser Weapon Range -10%
Energy Weapon Cooldown +12.5%
Torso Yaw Speed +25%
Bah, I don't see anything I can use here, these quirks are du--
BJ-1X
Large Pulse Heat Generation -10%
Energy Weapon Heat Generation -10%
Large Pulse Range +10%
Energy Weapon Range +10%
Medium Laser Duration -10%
Laser Weapon Range -10%
Energy Weapon Cooldown +12.5%
Torso Yaw Speed +25%
Wait a minnit...
Energy Weapon Range +10%
Laser Weapon Range -10%
??? Is this just a really convoluted way of saying "Just kidding...you don't get a range extension for lasers!"?
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Posts
https://static.mwomercs.com/downloads/Inner Sphere Quirks.pdf
[EDIT] Game's up! Go go go!
PATCH NOTES:
Upcoming Patch - Tuesday, November 4th @ 10AM – 1PM PST
Patch Number: 1.3.349.0
Change Log
Brace yourselves, the Ice Ferret is coming!
All three variants of this Clan 'Mech is in-game now and available to anyone who pre-orders a Fenris, Loki, or Man-O-War Wave 2 Collection, or anyone who has ordered the Ice Ferret A-La-Carte!
Pre-Order one of these Collections or the Ice Ferret ALC and receive your 'Mech on the next injection once your purchase is confirmed.
These injections are now taking place hourly, instead of the daily injections with past Collections.
For those unable to pre-order: All three variants will also be available in-game for MC on January 20th, 2015 and for C-Bills on February 17th, 2015.
Also included in today's patch is the newest Champion 'Mech: The Thunderbolt TDR-9SE(C).
This build comes pre-equipped with Double Heatsinks, Beagle Active Probe, Jump Jets, four Medium Lasers, two Streak-SRMs, and a PPC, making the excellent use of the quirks included in this 'Mech.
Speaking of quirks, these have had a serious overhaul with today's patch; enough so to merit their own distinct document to list them all. You can download this in PDF format here: https://static.mwomercs.com/downloads/Inner Sphere Quirks.pdf
We have also added range of buffs and balances across both Inner Sphere and Clan energy armaments, as well as improved the effectiveness of BAP.
A number of bug fixes have also been introduced to our new rewards system which was added in our last patch. You can check out the details on these and more bug fixes in our notes below.
Content
New 'Mechs
Ice Ferret
Base:
- Tonnage: 45
- Engine: 360 XL
- Top Speed: 129.6 kph
- Armor Type: Ferro-Fibrous
- Internal Structure: Endo-Steel
- Fixed Weapons & Equipment:
- Head: Fixed Armor Slot
- Left Arm: Fixed Armor Slot
- Left Torso: Fixed Armor Slot x2, Fixed Structure Slot
- Center Torso: Engine, Fixed Structure Slot
- Right Torso: Fixed Armor Slot x2, Fixed Structure Slot
- Right Arm: FIxed Armor Slot
- Left Leg: Fixed Structure Slot x2
- Right Leg: FIxed Structure Slot x2
- Heat Sinks: 12 Double
- Jump Jets: 0 (0 Max)
- Movement Archetype: Medium
IFR-Prime(I):
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: ER PPC, ER Small Laser
- Center Torso: Active Probe
- Right Arm: Streak SRM 2, Streak SRM Ammo
- OmniPod Hardpoints:
- Left Arm: 2 Energy
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Right Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Torso: +10% Torso Turn Rate (Yaw)
- Center Torso: +10% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
- Right Arm: -5% Heat Generation (Missile)
- 30% C-Bill Bonus
IFR-A:
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: LB 2-X AC, LB 2-X AC Ammo
- Center Torso: ER Medium Laser
- Right Arm: ER Medium Laser, AMS, AMS Ammo
- OmniPod Hardpoints:
- Left Arm: 1 Ballistic
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Center Torso: 1 Energy
- Right Arm: 1 Energy, 1 AMS
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Arm: +5% Ballistic Weapon Cooldown
- Left Torso: +10% Torso Turn Rate (Yaw)
- Center Torso: +5% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
IFR-C:
- Torso Movement:
- 135 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
- 25 degrees up and down.
- Armor: 288
- Weapons & Equipment:
- Left Arm: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- Left Torso: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- Center Torso: ER Small Laser
- Right Arm: LRM 5 w/ Artemis IV FCS, LRM Artemis Ammo
- OmniPod Hardpoints:
- Left Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Left Torso: 1 Missile
- Center Torso: 1 Energy
- Right Arm: 1 Missile
- Lower Arm Actuator: Allowed
- Hand Actuator: Allowed
- Heat Sinks: +0 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- OmniPod Quirks (not reflected in above values):
- Set Bonus: +2.5% XP Bonus
- Left Arm: +5% Missile Weapon Cooldown
- Left Torso: +5% Torso Turn Rate (Yaw)
- Center Torso: +5% Torso Turn Rate (Yaw)
- Right Torso: +10% Torso Turn Rate (Yaw)
- Right Arm: -5% Heat Generation (Missile)
New Champion 'Mech
Thunderbolt TDR-9SE(C)
- Tonnage: 65
- Engine: 315 Standard
- Top Speed: 78.5 kph
- Max Engine Rating: 315
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- Arm Movement:
- 20 degrees to each side.
- 30 degrees up and down.
- Armor: 376 (Ferro-Fibrous)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Head: Streak SRM Ammo
- Left Torso: Medium Laser x3, Streak SRM 2 x2, Beagle Active Probe, Jump Jet
- Center Torso: Jump Jet x2
- Right Torso: Double Heat Sink
- Right Arm: PPC, Medium Laser
- Hardpoints:
- Left Torso: 3 Energy, 2 Missile
- Right Torso: 1 AMS
- Right Arm: 2 Energy
- Heat Sinks: 13 Double
- Jump Jets: 3 (4 Max)
- ECM Capable?: No
- Module Slots:
- Mech: 1
- Consumable: 2
- Weapon: 2
- Movement Archetype: Medium
- Quirks:
- Additional Structure (LT) +10
- Additional Structure (RT) +10
- Large Pulse Laser Heat Generation -10%
- Energy Weapon Heat Generation -10%
- Large Pulse Laser Range +10%
- Energy Weapon Range +10%
- Energy Weapon Cooldown +12.5%
- Missile Weapon Cooldown +12.5%
- 30% XP bonus
Gameplay
Weapon Balancing
- IS and Clan LRMs:
- Reduced damage for both IS and Clan LRMs from 1.1 to 1.0
- IS AMS
- Ammunition per ton increased from 1000 to 2000 rounds; Half ton increased from 500 to 1000.
- BAP
- ECM counter range increased from 150m to 360m
- IS Small Laser
- Range increased from 100 to 135
- Max range increased from 200 to 270
- IS Small Pulse Laser:
- Damage increased from 3.4 to 4.0
- Heat decreased from 2.4 to 2.0
- Range increased from 100 to 110
- Max range increased from 200 to 220
- IS Medium Laser:
- Duration decreased from 1.0 to 0.9
- IS Medium Pulse Laser:
- Heat decreased from 4.6 to 4.0
- IS Large Pulse Laser:
- Damage increased from 10.6 to 11.0
- Heat reduced from 8.0 to 7.0
- Duration increased from 0.6 to 0.67
- Range increased from 350 to 365
- Max Range increased from 700 to 730
- Clan ER Small Laser:
- Range increased from 150 to 200
- Max range increased from 300 to 400
- Clan ER Small Pulse Laser:
- Range increased from 150 to 200
- Max range increased from 300 to 400
- Damage increased from 4.4 to 6.0
- Heat decreased from 3.4 to 3.0
- Clan ER Medium Laser:
- Duration decreased from 1.25 to 1.15
- Range increased from 400 to 405
- Max Range increased from 800 to 810
- Clan ER Medium Pulse Laser:
- Damage increased from 7.4 to 8.0
- Clan ER Large Laser:
- Duration reduced from 1.6 to 1.5
- Clan ER Large Pulse Laser:
- Damage increased from 11.6 to 13.0
- Heat increased from 9.0 to 10.0
- Duration reduced from 1.2 to 1.12
- Range increased from 525 to 600
- Max Range increased from 1050 to 1200
- IS PPC:
- Speed increased from 850 to 950
- IS ER PPC:
- Speed increased from 950 to 1050
- Clan ER PPC:
- Speed increased from 950 to 1050
Quirks
- All Inner Sphere 'Mechs have had their quirks reviewed and revised.
- https://static.mwomercs.com/downloads/Inner Sphere Quirks.pdf
- The weapon cool-down quirks have been re-factored so that a positive value is a bonus and a negative value is a penalty.
- All new and pre-existing cool-down quirks applied to 'Mechs have been appropriately adjusted
Bug Fixes
- Fixed an issue where latency sometimes causes missile lock to visually complete before being properly locked.
- The 'Tag Damage' reward is now applied only to LRMs instead of all weapons.
- The 'Flanking' reward will no longer be rewarded to damage done with LRMs.
- The 'Killing Blow' reward will now always rewards 30 XP.
- The 'Kill Assist' reward will now always rewards 30 XP.
- The 'Narc Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
- The 'Tag Kill' reward now only applies when a kill is done with LRMs instead of any weapon.
- Reduce the amount of memory the game would use.
We thank you for your patience and we look forward to seeing you on the battlefield!
- The MechWarrior® Online™ Team
Looks like all the Clan Pulse Lasers got an upgrade to ER versions, heh. :P
Currently painting: Slowly [flickr]
Nope! Ice Ferret's the first Wave 2 mech out.
that's why we call it the struggle, you're supposed to sweat
Probably, and likely because of you. :razz:
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
awwww
that's why we call it the struggle, you're supposed to sweat
I mean, it was obviously not working as intended, but it was kinda fun to get a TAG Kill bonus when I killed an enemy with my MLASes and was also TAGging him at the time.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
how did I live before this
that's why we call it the struggle, you're supposed to sweat
I am mostly excited for the next phase of CW again. Still wish they had implemented a more rounded approach to planetary conquest.
MWO: Adamski
dropped 6 mil on the AC20 range and cooldown modules. lets see how this goes.
Currently painting: Slowly [flickr]
Looks even better than the concept art (which was pretty cool).
I'm digging them so much. The 7xMPL Thunderbolt is brutal, many legs have been collected already.
I ran up against one with an AC20. It was brutal. Couldnt engage him.
Decals!
The future is war:
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I'm trying to hold off on getting any new weapon modules until I get enough gxp piled up for the UAV mod, but it's tough
that's why we call it the struggle, you're supposed to sweat
This
thing
is
amaaaaazinngggg
Welcome to Duh
Oh what-eeeever. Dragons were bad mechs 10 hours ago and you know it.
This
freaking
Banshee
is bonkers!
You'll also notice my newfound appreciation for the Banshee-3M. Between the quirks and the buff to lasers, this thing has become a beast.
Maybe it's the relative absence of clan mechs, or maybe it's just the quirks, but the game has become more fun than ever. Also, Ice Ferrets are godawful.
I'm loving the heck out of mine. 2xCERML + CLRM-15 going 142 kph? Mmm, mmm, good.
that's why we call it the struggle, you're supposed to sweat
I've always wondered what it is about this game in particular that makes it take ages for even tiny patches. Beyond that anytime its patching it brings my computer to a crawl. Don't quite understand it, but I feel your pain.
It will get so much better once it has 2x basics and the elite skills, but otherwise it feels a bit lightly armed for a medium with a lot of tonnage tied into the engine.
MWO: Adamski
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
no
EDIT: The rewards system also seems much improved. Lost one match and had almost 70k with a miserable 100 damage (we all got stomped) even including Wang bonus, but also lost the next match and earned 150k and earned nearly 150k on the winning match after that. Much much much higher average than it used to be, if you got saddled with poor teams and didn't have premium time running.
Though in the losing match that netted me 150k, I also had to kill all of the enemy assaults and a heavy with my Wang. But still, no way is 150k for a loss a bad thing.
it's fun! You almost don't need to care about ghost heat
that's why we call it the struggle, you're supposed to sweat
Hrrrnnnnnggg
...uh...no, no, this is just a gimmick, I can't--
oh noooooooooooo
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Wait a minnit...
Energy Weapon Range +10%
Laser Weapon Range -10%
??? Is this just a really convoluted way of saying "Just kidding...you don't get a range extension for lasers!"?