Part of the problem is that they set up all of the maps to have 4x earth's gravity. No wonder jump jets lift you up so slowly and are incapable of reversing a fall.
See, this is what I'm talking about. An Abrams tank is about 70 tons, and it would take a ridiculous amount of boosters strapped to it to make it rocket around like what you want the 'Mechs to do. It would be a giant Kerbal thing, not discrete little boosters coming out of the feet and back. More fun, sure, whatever, but the idea that they have the gravity wrong and no idea how physics works just seems wrong. Someone posted a GIF of the Space Shuttle for lulz, but that's a 2,000 ton unit compared to 20-100 ton 'Mechs, and it has 3 ginormous boosters and it's barely moving.
I feel like jump jets already make 'Mechs absurdly nimble for how much they're supposed to weigh, but I guess that's the background. Fusion engine or not there's not nearly enough reaction mass to make them go careening around like the Rocketeer. A Harrier jump jet is around 7 tons, but compared to various Mechwarrior games it just sort of slowly floats around when it's doing its thing.
Jump Jets use superheated air as reaction mass. And if anything Battlemechs aren't agile/nimble enough for the power outputs of their reactors; Aerospace fighters use the exact same fusion reactors as Battlemechs, and Aerospace fighters are upwards of 100 tons of mass, capable of outright VTOL flight, and are capable of 3-4.5Gs of thrust(for 100tonners) to upwards of 20Gs of thrust(for 20tonners). There's basically very little reason that Battlemechs can't do that(and hence LAMs). For sake of reference, an engineer(who's now a Battletech writer), calculated that a 300(IIRC) rated engine outputs 3/4ths of earth's global power output.
Heck, even looking at the math of what battlemechs do in the tabletop gets battlemechs preforming several Gs of acceleration during a jump. A battlemech with 6 jump jets in tabletop moves 180 meters a turn(10 seconds) using jump jets. So assuming a mech is standing still at the start of the turn, a Battlemech moves 180 meters in 10 seconds from a starting velocity of 0m/s. Some very basic converts that to an average velocity of 18m/s, which turns into an constant acceleration of 18m/s^2(because we started at 0). That means under the most naive way of calculating it, Battlemechs generate a little under 2Gs of acceleration during a jump. But there's a few problems with that; first being that the 180 meters of moment is a horizontal measurement where jump jets fly in an arc, and second, that's consistent acceleration. It's highly unlikely that a mech is accelerating as they are about to touch the ground after all. So if you assume that all acceleration happens with the first half of the jump, that pushes it to about 3.5Gs of acceleration, then when add into the fact that the distance moved is longer than the measured 180 meters because of the arc, it goes over 4Gs of acceleration.
Jump jets should really be more like 1-3 seconds of very fast acceleration(6-10Gs), followed by by flying/floating/falling without power for a another 1-3 seconds, followed by a quick retro-burn deacceleration(a smaller 3-4G jump before hitting the ground). The very description of how they work implies it; Jump jets don't allow flight because they can only fire for very short bursts at a time, which also means that jump jets shouldn't be firing for as long as they do in game.
If we're going to bitch about unrealism, bitch about how its stupid that the AC20 fires a shorter distance than AC2s, since the reasons bullets bigger is more range and accuracy.
Or bitch about how impractical battlemechs are compared to just slapping a couple AC20s on a tank.
Or how impractical assault mechs are when you can just make a dedicated light chassis around ac20s or gauss rifles and using swarm tactics that way if you lose a mech you only lose one weapon as opposed to an entire arsenal.
or bitch about why anyone would use battlemechs at all when a simple, cheap satchel charge on the leg could disable and immobilize it.
Don't bitch about giant nuclear powered rockets thrusting the mech a few meters.
You can even start to question why we're fighting if power is so abundant that we have companies of war machines equipped with reactors that are apparently capable of powering a continent. That's practically golden age of prosperity stuff.
Edit: @Buttcleft
Dedicated light chassis are the best.
You can even start to question why we're fighting if power is so abundant that we have companies of war machines equipped with reactors that are apparently capable of powering a continent. That's practically golden age of prosperity stuff.
Edit: @Buttcleft
Dedicated light chassis are the best.
Exhibit A: Urbanmech.
There is a reason that every form of government in Battletech is some level of dictatorship/monarchy. FWL was the most liberal government(having representative rule in theory) in all of Battletech, and even they had a "Captain-General", a dictatorial position held as long as there was an "emergency", which eventually turned into "Forever, with my kid getting the position if I die".
Turns out if you have dictators who don't give a shit about the citizenry, you can have continuous warfare pretty easy as long as it benefits them. And revolts don't happen often because it doesn't work out well when the people in charge are known to wipe out entire planets.
Is it safer at the outer fringes, or within the claustrophobic interior?
Within a remote malefic outcrop of crystalline monoliths, and surrounded by a vast expanse of frigid wasteland, lay the only practical place to install the base. Sure, it can still be seen from orbit, but the alternative was to build it out in the open, unprotected. The SDS is nestled deep within this monumental colonnade and mosaic of tessellated corridors; hidden in plain sight.
The atmosphere at ground level is crystal clear due to the violent winds, with line-of-site obstructed only by the towering lithic forest.
Perhaps it’s safer in the labyrinth, protected from exposure?
The fractal gallery seems to shift in the umbra; danger lurking around every corner, cloaked in every shadow. The braided arteries inevitably lead to unexpected confrontations.
…or maybe it’s safer on the periphery, free from the confines?
Regardless of the dilemma, the battle will inevitably be borne here; and the soldiers of steel will cast their fate in its mantle.
Are there any safe places, or just less-risky strategies?
◦90 degrees to each side.
◦20 degrees up and down.
• Arm Movement:
◦20 degrees to each side.
◦30 degrees up and down.
• Armor: 394 (Ferro-Fibrous)
• Internal Structure: Standard
• Weapons & Equipment:
◦Left Arm: ER PPC
◦Left Torso: ER Large Laser, Medium Pulse Laser, Double Heat Sink x3
◦Center Torso: Medium Pulse Laser, Engine
◦Right Torso: LRM Ammo, CASE, Double Heat Sink x2
◦Right Arm: LRM 15
• Hardpoints:
◦Left Arm: 3 Energy
◦Left Torso: 2 Energy
◦Center Torso: 1 Energy
◦Right Torso: 1 AMS
◦Right Arm: 1 Missile
• Heat Sinks: 17 Double
• Jump Jets: 0 (0 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Large
• Quirks:
◦Additional Armor (CT) +15
◦Additional Armor (LT) +17
◦Additional Armor (RT) +17
◦Additional Armor (LL) +17
◦Additional Armor (RL) +17
◦Energy Range +10%
◦Energy Cooldown +12.5%
◦Missile Range +12.5%
◦ER Large Laser Range +10%
New Patterns available for select Clan 'Mechs
'Mechs:
• Mist Lynx
• Ice Ferret
• Hellbringer
• Mad Dog
Patterns:
• Tiger
• Woodland
• Phranken
• Sherman
• Buccaneer
• Fractal
• Digital
• Dazzle
• Vagabond
• Mountain Line
• Cobra
• Urban Block
• Hotrod
• Crusader
• Virus
• Raider
• Applejack
• Snowfall
•Tartan
New Colors, Patterns, and Cockpit Items:
New Hanging Cockpit Items
• House Marik Glass Medallion
• House Steiner Glass Medallion
• House Liao Glass Medallion
• Free Rasalhague Republic Glass Medallion
• House Davion Glass Medallion
• House Kurita Glass Medallion
New Mounted Cockpit Items
• House Steiner War Horn
• House Marik War Horn
• House Liao War Horn
• House Kurita War Horn
• House Davion War Horn
• Free Rasalhague Republic War Horn
New Standing Cockpit Items
• Free Rasalhague Republic Mug
• House Steiner Mug
• House Marik Mug
• House Kurita Mug
• House Davion Mug
• House Liao Mug
• Flag: Finland
New Colors
• Steiner Light Blue
• Steiner Dark Blue
• Steiner Orange
• Rasalhague Blue
• Rasalhague Red
• Rasalhague Orange
• Kurita White
• Kurita Red
• Kurita Green
• Marik White
• Marik Purple
• Marik Green
• Davion Red
• Davion White
• Davion Blue
• Liao Dark Green
• Liao Light Green
• Liao Black
New Faction Patterns for Panther, Enforcer, Grasshopper, and Zeus
• Free Rasalhague Republic Faction Pattern
• House Steiner Faction Pattern
• House Marik Faction Pattern
• House Kurita Faction Pattern
• House Davion Faction Pattern
• House Liao Faction Pattern
Mech Quirks
You might notice a change to the Quirk design process starting with this patch. We are going to be switching to a more iterative Quirk design process for the near future. As such, these Quirk changes in general are not as large as some of those that were previously added. We will evaluate the performance of these Quirks and make further adjustments in the future as warranted based on the results.
The following 'Mechs have had a complete Quirk adjustment performed across all Variants:
The following 'Mech Variants have had minor quirk additions:
• CDA-3M - UAC Jam Chance: -5%
• CN9-D - LBX Spread: -10%
• DRG-5N - UAC Jam Chance: -5%
• JM6-DD - UAC Jam Chance: -5%
• CTF-3D - UAC Jam Chance: -3%
• ON1-M - LBX Spread: -10%
Gameplay
• Greater visual weapon customization for the Cataphract chassis. Their appearance will better reflect the weapons that have been equipped on them.
• Cataphract torso hitmesh cleaned up of overlapping internal faces, polycount reduced, center torso area reduced.
• Greater visual weapon customization for the JagerMech chassis. Their appearance will better reflect the weapons that have been equipped on them.
Other
• The "logs" folder and the Omicron.log file are now saved to your Saved Games folder, located by default in \Users\[username]\Saved Games\MechWarrior Online.
• The settings originally stored in the systemoverride.cfg (such as your DirectX and Anti-Aliasing settings) are now stored in the game.cfg file in your Saved Games folder, located by default in \Users\[username]\Saved Games\MechWarrior Online.
Bug Fixes
• Fixed an issue where momentary bursts in bandwidth usage would result in an "Unknown Failure" for some players when entering MechLab
• Several collision ("invisible wall") improvements made in HPG Manifold, Crimson Strait, Forest Colony and Viridian Bog
• Fixed multiple issues in the UI with drop-down objects in the following screens:
• As a result of the above 'Unknown Failure' fix, players may notice that connecting to and/or saving any changes in the MechLab may take slightly longer to complete than before. This is a temporary issue that will be resolved in a future patch.
• Several level collision fixes didn't make it in this patch, but will be incoming shortly
Of special note:
Gameplay
• Greater visual weapon customization for the Cataphract chassis. Their appearance will better reflect the weapons that have been equipped on them.
• Cataphract torso hitmesh cleaned up of overlapping internal faces, polycount reduced, center torso area reduced.
• Greater visual weapon customization for the JagerMech chassis. Their appearance will better reflect the weapons that have been equipped on them.
I'm sort of dreading when they get to re-quirking some of the mechs, given their new love for "stock" loadouts. My poor Griffons.
It really does confuse me that there are apparently that many people spamming for stock, given that every tabletop player I've played with is of the opinion that most stock loadouts just suck.
I seem to see a lot of clanners who support stock IS mechs and keeping the customization for clan mechs.....gee, I wonder why?
A whole bunch of stock configs are just terrible though. The weirdest much I ever piloted was one of the bushwhacker variants in mwll that I think was copied from table top. I think it had an AC 5, an lrm 5, twin machine guns, and a single medium laser. I have no clue what that mech wanted to do.
I would only get behind stock configs if they transitioned to some kind of battle value system for matchmaking. Otherwise I'd gimp my team by dropping with single heat sink mechs.
I seem to see a lot of clanners who support stock IS mechs and keeping the customization for clan mechs.....gee, I wonder why?
A whole bunch of stock configs are just terrible though. The weirdest much I ever piloted was one of the bushwhacker variants in mwll that I think was copied from table top. I think it had an AC 5, an lrm 5, twin machine guns, and a single medium laser. I have no clue what that mech wanted to do.
I would only get behind stock configs if they transitioned to some kind of battle value system for matchmaking. Otherwise I'd gimp my team by dropping with single heat sink mechs.
Stock Bushwacker loadout is 1xERLL, 1xAC/10, 2xLRM5, 2xMG.
It makes some logical sense to give 'mechs quirks for the weapons that are in their stock loadouts, but it tends to make the 'mechs with weak stock loadouts even weaker.
because the ghost bears have already achieved their mission, which is the total bending of rasalhague over a table and going in hilt deep without the lube.
Because I cant play pretty mech princess in MWO, I've been playing Deadly Mech Commando with Smurfy builds
I feel like jump jets already make 'Mechs absurdly nimble for how much they're supposed to weigh, but I guess that's the background. Fusion engine or not there's not nearly enough reaction mass to make them go careening around like the Rocketeer. A Harrier jump jet is around 7 tons, but compared to various Mechwarrior games it just sort of slowly floats around when it's doing its thing.
Jump Jets use superheated air as reaction mass. And if anything Battlemechs aren't agile/nimble enough for the power outputs of their reactors; Aerospace fighters use the exact same fusion reactors as Battlemechs, and Aerospace fighters are upwards of 100 tons of mass, capable of outright VTOL flight, and are capable of 3-4.5Gs of thrust(for 100tonners) to upwards of 20Gs of thrust(for 20tonners). There's basically very little reason that Battlemechs can't do that(and hence LAMs). For sake of reference, an engineer(who's now a Battletech writer), calculated that a 300(IIRC) rated engine outputs 3/4ths of earth's global power output.
Heck, even looking at the math of what battlemechs do in the tabletop gets battlemechs preforming several Gs of acceleration during a jump. A battlemech with 6 jump jets in tabletop moves 180 meters a turn(10 seconds) using jump jets. So assuming a mech is standing still at the start of the turn, a Battlemech moves 180 meters in 10 seconds from a starting velocity of 0m/s. Some very basic converts that to an average velocity of 18m/s, which turns into an constant acceleration of 18m/s^2(because we started at 0). That means under the most naive way of calculating it, Battlemechs generate a little under 2Gs of acceleration during a jump. But there's a few problems with that; first being that the 180 meters of moment is a horizontal measurement where jump jets fly in an arc, and second, that's consistent acceleration. It's highly unlikely that a mech is accelerating as they are about to touch the ground after all. So if you assume that all acceleration happens with the first half of the jump, that pushes it to about 3.5Gs of acceleration, then when add into the fact that the distance moved is longer than the measured 180 meters because of the arc, it goes over 4Gs of acceleration.
Jump jets should really be more like 1-3 seconds of very fast acceleration(6-10Gs), followed by by flying/floating/falling without power for a another 1-3 seconds, followed by a quick retro-burn deacceleration(a smaller 3-4G jump before hitting the ground). The very description of how they work implies it; Jump jets don't allow flight because they can only fire for very short bursts at a time, which also means that jump jets shouldn't be firing for as long as they do in game.
Superheated air doesn't account for that kind of thrust at all. It would be sucking in trees from tens of meters away if that were the case. 60 tons of 'Mech flying in one direction means equivalent momentum in the other -- that mass isn't coming from a few shoulder vents and a running start.
Gamewise, aerospace fighters use solid or liquid fuel for their thrust. Or they used to, back in Aerotech 2E. But it's true that they also used the same fusion engines as 'Mechs. Very versatile, evidently.
And to be clear, I'm talking about what 20-100 tons of mass being thrust about should look like, not whether it's realistic according to the game numbers. As mentioned above, the power output from the engines is ridiculous; there's basically no way the same engine powering the energy weapons (which, if I recall correctly, is what Cray based his numbers on) could be having trouble providing enough electrical power to make a 'Mech run faster, but there you are. If you base in-game acceleration on the game numbers, I tend to think it just makes the magic engine obvious. Like I said earlier, a tank is in the same weight range as a 'Mech. If you put jets on a tank I'd expect it to fly about the same way the 'Mechs do now. Much faster and it should be making "sproing!" noises.
Yeah, PGI Art Department fail, the Ilya Muromets 3x AC5 looks more like 3x AC2, and any weapon you stick on it has a barrel that sticks out for 4 feet.
I've got nothing against the art department. They are trying the best they can to stuff ludicrous loadouts into realistic dimensions. Unless every weight class is going to have a different PPC or AC5 model there isn't much you can do. In the case of the Awesome, you'd probably need a unique PPC weapon model just for one chassis. They may even be working on that as we speak, but its gonna take time.
Yes, you can blame the PGI art department, the Ilya and Cataphracts have been out for a long fucking time, there is no reason for its signature loadout to be so fucking ugly.
Also, tried the IVFour out with its 40% AC5 cooldown quirks, still a pretty hot mess, it has a wider stance than a US Congressman, and huge fucking hitboxes.
If Russ doesn't like it, then why didn't he have those words before they released it?
Russ should seriously take a look in a mirror and figure out who he put in charge of the Art Department. But then again, he is also probably riding them to keep creating mechs for the mech packs to sell.
Posts
See, this is what I'm talking about. An Abrams tank is about 70 tons, and it would take a ridiculous amount of boosters strapped to it to make it rocket around like what you want the 'Mechs to do. It would be a giant Kerbal thing, not discrete little boosters coming out of the feet and back. More fun, sure, whatever, but the idea that they have the gravity wrong and no idea how physics works just seems wrong. Someone posted a GIF of the Space Shuttle for lulz, but that's a 2,000 ton unit compared to 20-100 ton 'Mechs, and it has 3 ginormous boosters and it's barely moving.
Jump Jets use superheated air as reaction mass. And if anything Battlemechs aren't agile/nimble enough for the power outputs of their reactors; Aerospace fighters use the exact same fusion reactors as Battlemechs, and Aerospace fighters are upwards of 100 tons of mass, capable of outright VTOL flight, and are capable of 3-4.5Gs of thrust(for 100tonners) to upwards of 20Gs of thrust(for 20tonners). There's basically very little reason that Battlemechs can't do that(and hence LAMs). For sake of reference, an engineer(who's now a Battletech writer), calculated that a 300(IIRC) rated engine outputs 3/4ths of earth's global power output.
Heck, even looking at the math of what battlemechs do in the tabletop gets battlemechs preforming several Gs of acceleration during a jump. A battlemech with 6 jump jets in tabletop moves 180 meters a turn(10 seconds) using jump jets. So assuming a mech is standing still at the start of the turn, a Battlemech moves 180 meters in 10 seconds from a starting velocity of 0m/s. Some very basic converts that to an average velocity of 18m/s, which turns into an constant acceleration of 18m/s^2(because we started at 0). That means under the most naive way of calculating it, Battlemechs generate a little under 2Gs of acceleration during a jump. But there's a few problems with that; first being that the 180 meters of moment is a horizontal measurement where jump jets fly in an arc, and second, that's consistent acceleration. It's highly unlikely that a mech is accelerating as they are about to touch the ground after all. So if you assume that all acceleration happens with the first half of the jump, that pushes it to about 3.5Gs of acceleration, then when add into the fact that the distance moved is longer than the measured 180 meters because of the arc, it goes over 4Gs of acceleration.
Jump jets should really be more like 1-3 seconds of very fast acceleration(6-10Gs), followed by by flying/floating/falling without power for a another 1-3 seconds, followed by a quick retro-burn deacceleration(a smaller 3-4G jump before hitting the ground). The very description of how they work implies it; Jump jets don't allow flight because they can only fire for very short bursts at a time, which also means that jump jets shouldn't be firing for as long as they do in game.
Or bitch about how impractical battlemechs are compared to just slapping a couple AC20s on a tank.
Or how impractical assault mechs are when you can just make a dedicated light chassis around ac20s or gauss rifles and using swarm tactics that way if you lose a mech you only lose one weapon as opposed to an entire arsenal.
or bitch about why anyone would use battlemechs at all when a simple, cheap satchel charge on the leg could disable and immobilize it.
Don't bitch about giant nuclear powered rockets thrusting the mech a few meters.
Edit:
@Buttcleft
Dedicated light chassis are the best.
Exhibit A: Urbanmech.
Armchair: 4098-3704-2012
Speaking of bitching..
WHY I NO HAVE COLORS FOR TO PLAY PRETTY PRETTY MECH PRINCESS WITH.
They're staggering the release over the course of a couple hours.
There is a reason that every form of government in Battletech is some level of dictatorship/monarchy. FWL was the most liberal government(having representative rule in theory) in all of Battletech, and even they had a "Captain-General", a dictatorial position held as long as there was an "emergency", which eventually turned into "Forever, with my kid getting the position if I die".
Turns out if you have dictators who don't give a shit about the citizenry, you can have continuous warfare pretty easy as long as it benefits them. And revolts don't happen often because it doesn't work out well when the people in charge are known to wipe out entire planets.
New Community Warfare Map:
Grim Portico
Is it safer at the outer fringes, or within the claustrophobic interior?
Within a remote malefic outcrop of crystalline monoliths, and surrounded by a vast expanse of frigid wasteland, lay the only practical place to install the base. Sure, it can still be seen from orbit, but the alternative was to build it out in the open, unprotected. The SDS is nestled deep within this monumental colonnade and mosaic of tessellated corridors; hidden in plain sight.
The atmosphere at ground level is crystal clear due to the violent winds, with line-of-site obstructed only by the towering lithic forest.
Perhaps it’s safer in the labyrinth, protected from exposure?
The fractal gallery seems to shift in the umbra; danger lurking around every corner, cloaked in every shadow. The braided arteries inevitably lead to unexpected confrontations.
…or maybe it’s safer on the periphery, free from the confines?
Regardless of the dilemma, the battle will inevitably be borne here; and the soldiers of steel will cast their fate in its mantle.
Are there any safe places, or just less-risky strategies?
New 'Mechs:
Grasshopper GHR-5J(R)
• Tonnage: 70
• Engine: 280 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 365
• Torso Movement:
◦120 degrees to each side.
◦20 degrees up and down.
• Arm Movement:
◦30 degrees to each side.
◦30 degrees up and down.
• Armor: 416 (Standard)
• Internal Structure: Standard
• Weapons & Equipment:
◦Head: Streak SRM 2
◦Left Arm: Medium Laser
◦Left Torso: Heat Sink x7, AMS Ammo
◦Center Torso: ER Large Laser, Engine
◦Right Torso: AMS, Heat Sink x4, Streak SRM Ammo x2
◦Right Arm: Medium Laser
◦Left Leg: Jump Jet x2
◦Right Leg: Jump Jet x2
• Hardpoints:
◦Head: 1 Missile
◦Left Arm: 2 Energy
◦Left Torso: 1 AMS
◦Center Torso: 2 Energy
◦Right Torso: 1 AMS
◦Right Arm: 2 Energy
• Heat Sinks: 22 Single
• Jump Jets: 4 (6 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Huge
• Quirks:
◦Acceleration Rate (Low, Med, High Speed) +10%
◦Additional Armor (LA) +11
◦Additional Armor (RA) +11
◦Additional Armor (LL) +15
◦Additional Armor (RL) +15
◦Additional Structure (CT) +11
◦Energy Cooldown +10%
◦Energy Heat Generation -12.5%
◦ER Large Laser Cooldown +10%
◦AMS Range +10%
◦30% C-Bill bonus
Grasshopper GHR-5H
• Tonnage: 70
• Engine: 280 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 340
• Torso Movement:
◦120 degrees to each side.
◦20 degrees up and down.
• Arm Movement:
◦30 degrees to each side.
◦30 degrees up and down.
• Armor: 416 (Standard)
• Internal Structure: Standard
• Weapons & Equipment:
◦Head: LRM 5
◦Left Arm: Medium Laser, Heat Sink
◦Left Torso: Medium Laser, Heat Sink x5
◦Center Torso: Large Laser, Engine
◦Right Torso: Medium Laser, Heat Sink x4, LRM Ammo
◦Right Arm: Medium Laser, Heat Sink
◦Left Leg: Jump Jet x2
◦Right Leg: Jump Jet x2
• Hardpoints:
◦Head: 1 Missile
◦Left Arm: 1 Energy
◦Left Torso: 2 Energy, 1 AMS
◦Center Torso: 1 Energy
◦Right Torso: 2 Energy
◦Right Arm: 1 Energy
• Heat Sinks: 22 Single
• Jump Jets: 4 (4 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Huge
• Quirks:
◦Acceleration Rate (Low, Med, High Speed) +10%
◦Additional Armor (LA) +11
◦Additional Armor (RA) +11
◦Additional Armor (LL) +15
◦Additional Armor (RL) +15
◦Additional Structure (CT) +11
◦Energy Cooldown +10%
◦Energy Heat Generation -12.5%
◦Missile Cooldown +12.5%
◦Medium Laser Cooldown +10%
Grasshopper GHR-5N
• Tonnage: 70
• Engine: 280 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 340
• Torso Movement:
◦120 degrees to each side.
◦20 degrees up and down.
• Arm Movement:
◦30 degrees to each side.
◦30 degrees up and down.
• Armor: 416 (Standard)
• Internal Structure: Standard
• Weapons & Equipment:
◦Head: Medium Laser
◦Left Arm: Medium Laser, Heat Sink
◦Left Torso: Medium Laser, Heat Sink x5
◦Center Torso: Heat Sink x2, Engine
◦Right Torso: PPC, Medium Laser, Heat Sink x2
◦Right Arm: Medium Laser, Heat Sink
◦Left Leg: Jump Jet x2
◦Right Leg: Jump Jet x2
• Hardpoints:
◦Head: 1 Energy
◦Left Arm: 2 Energy
◦Left Torso: 1 Energy, 1 AMS
◦Right Torso: 2 Energy
◦Right Arm: 2 Energy
◦Heat Sinks: 22 Single
• Jump Jets: 4 (4 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Huge
• Quirks:
◦Acceleration Rate (Low, Med, High Speed) +10%
◦Additional Armor (LA) +11
◦Additional Armor (RA) +11
◦Additional Armor (LL) +15
◦Additional Armor (RL) +15
◦Additional Structure (LT) +9
◦Additional Structure (RT) +9
◦Torso Turn Rate (Yaw) +7.5%
◦Energy Cooldown +12.5%
◦Energy Heat Generation -10%
◦PPC Heat Generation -10%
Zeus ZEU-6S(R)
• Tonnage: 80
• Engine: 320 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 390
• 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: 368 (Standard)
• Internal Structure: Standard
• Weapons & Equipment:
◦Left Arm: AC/5, AC/5 Ammo
◦Left Torso: Large Laser, Medium Laser
◦Center Torso: Medium Laser, Heat Sink, Engine
◦Right Torso: LRM Ammo
◦Right Arm: LRM 15
◦Left Leg: Heat Sink x2
◦Right Leg: Heat Sink x2
• Hardpoints:
◦Left Arm: 2 Ballistic
◦Left Torso: 3 Energy
◦Center Torso: 1 Energy
◦Right Torso: 1 AMS
◦Right Arm: 1 Missile
◦Heat Sinks: 17 Single
• Jump Jets: 0 (0 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Large
• Quirks:
◦Additional Armor (CT) +15
◦Additional Armor (LT) +17
◦Additional Armor (RT) +17
◦Additional Armor (LL) +17
◦Additional Armor (RL) +17
◦Ballistic Range +10%
◦Ballistic Cooldown +12.5%
◦Missile Range +12.5%
◦AC/5 Range +10%
◦30% C-Bill bonus
Zeus ZEU-6T
• Tonnage: 80
• Engine: 320 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 390
• 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: 368 (Standard)
• Internal Structure: Standard
• Weapons & Equipment:
◦Left Arm: PPC
◦Left Torso: Large Laser, Medium Laser
◦Center Torso: Medium Laser, Heat Sink, Engine
◦Right Torso: LRM Ammo, Heat Sink x2
◦Right Arm: LRM 15
◦Left Leg: Heat Sink x2
◦Right Leg: Heat Sink x2
• Hardpoints:
◦Left Arm: 1 Energy
◦Left Torso: 2 Energy
◦Center Torso: 1 Energy
◦Right Torso: 1 AMS
◦Right Arm: 3 Missile
• Heat Sinks: 19 Single
• Jump Jets: 0 (0 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Large
• Quirks:
◦Additional Armor (CT) +15
◦Additional Armor (LT) +17
◦Additional Armor (RT) +17
◦Additional Armor (LL) +17
◦Additional Armor (RL) +17
◦Energy Range +10%
◦Missile Range +12.5%
◦Missile Cooldown +12.5%
◦PPC Range +10%
Zeus ZEU-9S
• Tonnage: 80
• Engine: 320 Standard
◦Top Speed: 64.8 kph
◦Max Engine Rating: 390
• 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: 394 (Ferro-Fibrous)
• Internal Structure: Standard
• Weapons & Equipment:
◦Left Arm: ER PPC
◦Left Torso: ER Large Laser, Medium Pulse Laser, Double Heat Sink x3
◦Center Torso: Medium Pulse Laser, Engine
◦Right Torso: LRM Ammo, CASE, Double Heat Sink x2
◦Right Arm: LRM 15
• Hardpoints:
◦Left Arm: 3 Energy
◦Left Torso: 2 Energy
◦Center Torso: 1 Energy
◦Right Torso: 1 AMS
◦Right Arm: 1 Missile
• Heat Sinks: 17 Double
• Jump Jets: 0 (0 Max)
• ECM Capable?: No
• Module Slots:
◦Mech: 1
◦Consumable: 2
◦Weapon: 2
• Movement Archetype: Large
• Quirks:
◦Additional Armor (CT) +15
◦Additional Armor (LT) +17
◦Additional Armor (RT) +17
◦Additional Armor (LL) +17
◦Additional Armor (RL) +17
◦Energy Range +10%
◦Energy Cooldown +12.5%
◦Missile Range +12.5%
◦ER Large Laser Range +10%
New Patterns available for select Clan 'Mechs
'Mechs:
• Mist Lynx
• Ice Ferret
• Hellbringer
• Mad Dog
Patterns:
• Tiger
• Woodland
• Phranken
• Sherman
• Buccaneer
• Fractal
• Digital
• Dazzle
• Vagabond
• Mountain Line
• Cobra
• Urban Block
• Hotrod
• Crusader
• Virus
• Raider
• Applejack
• Snowfall
•Tartan
New Colors, Patterns, and Cockpit Items:
New Hanging Cockpit Items
• House Marik Glass Medallion
• House Steiner Glass Medallion
• House Liao Glass Medallion
• Free Rasalhague Republic Glass Medallion
• House Davion Glass Medallion
• House Kurita Glass Medallion
New Mounted Cockpit Items
• House Steiner War Horn
• House Marik War Horn
• House Liao War Horn
• House Kurita War Horn
• House Davion War Horn
• Free Rasalhague Republic War Horn
New Standing Cockpit Items
• Free Rasalhague Republic Mug
• House Steiner Mug
• House Marik Mug
• House Kurita Mug
• House Davion Mug
• House Liao Mug
• Flag: Finland
New Colors
• Steiner Light Blue
• Steiner Dark Blue
• Steiner Orange
• Rasalhague Blue
• Rasalhague Red
• Rasalhague Orange
• Kurita White
• Kurita Red
• Kurita Green
• Marik White
• Marik Purple
• Marik Green
• Davion Red
• Davion White
• Davion Blue
• Liao Dark Green
• Liao Light Green
• Liao Black
New Faction Patterns for Panther, Enforcer, Grasshopper, and Zeus
• Free Rasalhague Republic Faction Pattern
• House Steiner Faction Pattern
• House Marik Faction Pattern
• House Kurita Faction Pattern
• House Davion Faction Pattern
• House Liao Faction Pattern
Mech Quirks
You might notice a change to the Quirk design process starting with this patch. We are going to be switching to a more iterative Quirk design process for the near future. As such, these Quirk changes in general are not as large as some of those that were previously added. We will evaluate the performance of these Quirks and make further adjustments in the future as warranted based on the results.
The following 'Mechs have had a complete Quirk adjustment performed across all Variants:
• Adder
• Ice Ferret
• Summoner
• Gargoyle
• Trebuchet
• Quickdraw
• Catapult
• Highlander
More details regarding these quirk adjustments can be found in this forum thread: http://mwomercs.com/forums/topic/193100-march-17-quirk-update/
The following 'Mech Variants have had minor quirk additions:
• CDA-3M - UAC Jam Chance: -5%
• CN9-D - LBX Spread: -10%
• DRG-5N - UAC Jam Chance: -5%
• JM6-DD - UAC Jam Chance: -5%
• CTF-3D - UAC Jam Chance: -3%
• ON1-M - LBX Spread: -10%
Gameplay
• Greater visual weapon customization for the Cataphract chassis. Their appearance will better reflect the weapons that have been equipped on them.
• Cataphract torso hitmesh cleaned up of overlapping internal faces, polycount reduced, center torso area reduced.
• Greater visual weapon customization for the JagerMech chassis. Their appearance will better reflect the weapons that have been equipped on them.
Other
• The "logs" folder and the Omicron.log file are now saved to your Saved Games folder, located by default in \Users\[username]\Saved Games\MechWarrior Online.
• The settings originally stored in the systemoverride.cfg (such as your DirectX and Anti-Aliasing settings) are now stored in the game.cfg file in your Saved Games folder, located by default in \Users\[username]\Saved Games\MechWarrior Online.
Bug Fixes
• Fixed an issue where momentary bursts in bandwidth usage would result in an "Unknown Failure" for some players when entering MechLab
• Several collision ("invisible wall") improvements made in HPG Manifold, Crimson Strait, Forest Colony and Viridian Bog
• Fixed multiple issues in the UI with drop-down objects in the following screens:
◦Skills, 'Mech Select, Store, Titles/Badges, Mech Quick Select (Dropdeck)
Known Issues
• As a result of the above 'Unknown Failure' fix, players may notice that connecting to and/or saving any changes in the MechLab may take slightly longer to complete than before. This is a temporary issue that will be resolved in a future patch.
• Several level collision fixes didn't make it in this patch, but will be incoming shortly
Of special note:
Gameplay
• Greater visual weapon customization for the Cataphract chassis. Their appearance will better reflect the weapons that have been equipped on them.
• Cataphract torso hitmesh cleaned up of overlapping internal faces, polycount reduced, center torso area reduced.
• Greater visual weapon customization for the JagerMech chassis. Their appearance will better reflect the weapons that have been equipped on them.
MWO: Adamski
It really does confuse me that there are apparently that many people spamming for stock, given that every tabletop player I've played with is of the opinion that most stock loadouts just suck.
A whole bunch of stock configs are just terrible though. The weirdest much I ever piloted was one of the bushwhacker variants in mwll that I think was copied from table top. I think it had an AC 5, an lrm 5, twin machine guns, and a single medium laser. I have no clue what that mech wanted to do.
I would only get behind stock configs if they transitioned to some kind of battle value system for matchmaking. Otherwise I'd gimp my team by dropping with single heat sink mechs.
Armchair: 4098-3704-2012
Stock Bushwacker loadout is 1xERLL, 1xAC/10, 2xLRM5, 2xMG.
It makes some logical sense to give 'mechs quirks for the weapons that are in their stock loadouts, but it tends to make the 'mechs with weak stock loadouts even weaker.
Armchair: 4098-3704-2012
Because I cant play pretty mech princess in MWO, I've been playing Deadly Mech Commando with Smurfy builds
GHR-5H 6xML 1xLL
GHR-5J 4xERLL
Life imitates art.
yes... its as big as a Gargoyle
Superheated air doesn't account for that kind of thrust at all. It would be sucking in trees from tens of meters away if that were the case. 60 tons of 'Mech flying in one direction means equivalent momentum in the other -- that mass isn't coming from a few shoulder vents and a running start.
Gamewise, aerospace fighters use solid or liquid fuel for their thrust. Or they used to, back in Aerotech 2E. But it's true that they also used the same fusion engines as 'Mechs. Very versatile, evidently.
And to be clear, I'm talking about what 20-100 tons of mass being thrust about should look like, not whether it's realistic according to the game numbers. As mentioned above, the power output from the engines is ridiculous; there's basically no way the same engine powering the energy weapons (which, if I recall correctly, is what Cray based his numbers on) could be having trouble providing enough electrical power to make a 'Mech run faster, but there you are. If you base in-game acceleration on the game numbers, I tend to think it just makes the magic engine obvious. Like I said earlier, a tank is in the same weight range as a 'Mech. If you put jets on a tank I'd expect it to fly about the same way the 'Mechs do now. Much faster and it should be making "sproing!" noises.
Does that bug up its hit boxes? I bet it bugs up its hit boxes. Grasshopper confirmed as the sphere's new champion against the clans.
Armchair: 4098-3704-2012
But man, dat bitch be skinny. And it has allll the leg ever.
MWO: Adamski
Look at those baby arms.
Armchair: 4098-3704-2012
But what guns are those? Otherwise, I don't see a difference.
MWO: Adamski
I've got nothing against the art department. They are trying the best they can to stuff ludicrous loadouts into realistic dimensions. Unless every weight class is going to have a different PPC or AC5 model there isn't much you can do. In the case of the Awesome, you'd probably need a unique PPC weapon model just for one chassis. They may even be working on that as we speak, but its gonna take time.
edit
Oh my god I thought it was a photoshop but it can actually be done on the 6T with 3LRM15s omg yes.
ALSO I STILL DONT HAVE MY COLORS GODDAMNIT I JUST WANT TO BE A PRETTY PRINCESS.
edit
I'm now running the 3xLRM15 Doombud, and it is awesome.
that's why we call it the struggle, you're supposed to sweat
EVERYONES GETTING THEM BUT ME :so_raven:
but that's only 35 missiles, vs 45 of 3xLRM15.
Also, you have to deal with staggered cooldowns.
Also, tried the IVFour out with its 40% AC5 cooldown quirks, still a pretty hot mess, it has a wider stance than a US Congressman, and huge fucking hitboxes.
MWO: Adamski
that's why we call it the struggle, you're supposed to sweat
Armchair: 4098-3704-2012
Russ should seriously take a look in a mirror and figure out who he put in charge of the Art Department. But then again, he is also probably riding them to keep creating mechs for the mech packs to sell.
MWO: Adamski
Because he never saw it