PATCH NOTES - 1.4.188.0 - 13-NOV-2018

by Tina Benoit in [ Patch Notes ] on, Nov 10, 2018 1:27 AM UTC 124  comments
Upcoming Patch - 13 November 2018 @ 10AM – 1PM PDT
Patch Number:  1.4.188.0
Client Patch Size: 453MB
Direct Download:  
http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_347.zip



PATCH NOTES FOR NOV 13th





You can check out the Countdown post for more details about the Vapor Eagle as they are released!

Order the Vapor Eagle in the Store page here!






The following new Bolt-Ons have been added to all retrofitted 'Mech chassis:
  • Katana - Hand
  • Katana - Back
  • Searchlight - Shoulder
  • Flag - Back
  • Flag - Shoulder

Bolt-on retrofits have been expanded to the following 'Mech chassis:
  • Vindicator
  • Quickdraw
  • Kintaro
  • Wolverine
  • Highlander
  • Trebuchet
  • Orion
  • Warhammer
  • Champion


The following 'Mech chassis have undergone 3060s weapons retrofits:
  • Marauder
  • Phoenix Hawk
  • Archer



MechCon Virtual Ticket Content Pack owners:
  • MechCon 2018 Lanyard Hanging Cockpit Item
  • MechCon 2018 Blue Mug Standing Cockpit Item
  • MechCon 2018 Hex Speakers Warhorn Cockpit Item

2018 Tournament Supporter Pack owners:
  • Cloud

Thanksgiving Event Item:
  • Battle of Turkeyyid Warhorn

Winter 2018 Event Item:
  • Nutcracker


Weapon Changes

Ballistic weapons 

Light Gauss Rifle:
  • Ammo per ton increased
    25 Shots per ton (from 20 shots per ton)
    12 Shots per half ton (from 10 shots per half ton)

• Max range increased to 1600 (from 1500)

Missile Weapons

Rocket Launchers: 
  •  Added a 2x crit damage multiplier. 
Rocket Launcher Design Notes: Previous Rocket Launcher use often saw them as mass upfront damage weapons to strip large amounts of armor in a single salvo as early as possible within a match. While this use case is all well and good, despite the high upfront damage that can see the armor of even the toughest 'Mechs brought down to critical levels in a single salvo, we often found that even if you take a 'Mech's torso armor into the red in a single volley, this still ends up feeling bad in the larger context of their use because despite a massive damage volley for minimal tonnage investment (that is currently one of the quickest ways available to bring heavily armored targets down into a more vulnerable state), it often felt like the Rocket Launcher users were primarily there to set up kills for teammates rather than reward the Rocket Launcher users themselves. And those that do use them effectively tend to try to use them as quickly as possible to strip armor rather then hold onto them to set up potential kill / maiming shots on exposed locations. 

With this in mind, we want to provide Rocket Launchers with a bit more utility for those that do take on the risk of holding onto their rocket salvos to use later in the match. While it still contains the same utility at quickly shredding armor as it does now, we want to further reward holding onto rocket salvos to make mid to late match skill shots on exposed locations or back shots against potentially volatile payloads such as Gauss Rifles or ammo bins more rewarding. This boost will not only boost their damage against critical components, but will also boost their bonus structural damage for successful critical hits. We hope to see this provide a bit more incentive to hold onto rockets into a bit later into the match to use in potential kill / maiming shots, or to punish someone exposing their thinly armored back to the enemy. 

SRMs
  • SRM 2 (Both Clan and IS versions)
    Heat reduced to 1.6 (from 1.7)

Streak SRMs
  • Streak SRM 2 (Both Clan and IS versions)
    Heat reduced to 1.6 (from 1.7)

SRM Design Notes: By design the 2 class SRM launcher's niche is to trade the overall heat efficiency and upfront damage of the larger launchers for shorter cooldowns and tighter missile clustering, however we felt that the previous heat value fell a bit too far behind the curve compared to other launcher sizes even with the recent heat changes. We are making a heat reduction to better boost their short term sustain, although prolonged engagements should still see heavier launchers retain their more long term heat efficient niche. 


Mech Quirks 

Locust 
  • Mobility attributes increased across multiple variants 
  • A number of variants have had their quirks adjusted: 
LCT-1M: 
  • Energy and Missile Cooldown quirks consolidated into a global Cooldown quirk. 
  • New Target Retention Duration +1 second added. 

LCT-1V: 
  • Torso structure quirks converted into armor + 8 quirks. 

LCT-3M 
  • AMS Range +10% quirk added. 

LCT-3S 
  • Energy and Missile Cooldown quirks consolidated into a global Cooldown quirk. 
  • Missile Heat Gen quirk converted into a global heat gen quirk. 

LCT-3V 
  • Machine Gun RoF quirk increased to 25% (from 20%) 
  • New Cooldown -15% quirk added. 
  • Increased Arm armor bonus' up to +4 (from +3) 
  • Increased Leg armor bonus' up to +9 (from +6) 

Locust design notes: When setting the ceiling on the post engine desync mobility system, the Locust was picked as the mobility ceiling with the unlocking of its full mobility attributes. This was both to preserve what at the time was the peak of mobility with the full investment of the mobility tree, while at the same time sticking to parameters we knew would not disrupt hit registration. After reviewing the results of the recent PTS and taking some extra time to examine internally, we have decided to raise the ceiling on many locust variants past what they have been in the past, focusing mainly on variants that have not been up to par with some of the higher performing variants. Although it should be noted that like all mobility values, they are tuned to come with a distinct give and take between those that forgo investments in the mobility tree, and those that maximize their investments into mobility. 

With this ceiling being raised, a number of other high mobility 'Mechs on the lighter side of the tonnage scale will be looking to gain a slight boost to coincide with this raising of the ceiling. 

Jenner
JR7-D: 
  • Missile Cooldown quirks converted to a Universal Cooldown quirk. 
  • Moderate increase to baseline Mobility 

JR7-F 
  • Moderate increase to baseline Mobility. 

JR7-K 
  • Missile Cooldown quirk converted to a Universal Cooldown quirk. 
  • Moderate increase to baseline mobility 

Jenner design notes: Among the light roster, the Jenner by design is targeted to contain the highest amount of mobility for the tonnage it occupies at the expense of being generally leaning a bit towards the frail side. We want to play up its ability to act as an agile skirmisher, so in addition to increases to its mobility to coincide with the overall mobility ceiling being raised with the Locust, we are converting the various Cooldown quirks on the D and the K to be universal to further enhance its damage output in short term bursts. 

Uziel
  • All variants to receive a moderate increase to mobility. 
  • Torso structure bonuses slightly increased. 

Marauder
MAD-BH2 
  • Energy Range quirk converted into a Universal Range Quirk. 
  • New IS ER PPC HSL +1 quirk Added 

Jenner IIC
• All variants to receive a moderate increase in baseline Mobility. 
• All variants to receive a light amount of structure quirks in the arms. 

JR7-IIC-2 
  • New ER Laser duration -10% quirk added. 
  • New Missile cooldown -15% quirk added. 

JR7-IIC-3 
  • New Pulse Laser Heat Gen -5% quirk added 
  • New Narc Duration +15 second quirk added. 

Jenner IIC Design notes: In addition to the added mobility, we are providing the 2 and 3 with additional flavor quirks to correspond with their roles in the fiction. In addition to this we will be providing the IIC with a slight boost to its structure values. Although the structure reassignments saw increased global performance in all 'Mechs that where provided it, the JR7-IIC was the only one in which the now more vulnerable arms swung a bit too far from where we wanted to see them given their larger geometric profile compared to the various other 'Mechs that received the rearranged attributes. We wish to provide them with a bit more durability but still remain somewhat vulnerable. 

Nova Cat
NCT-Prime 
  • ER Laser Duration set of 8 quirk removed. 
  • New Clan ER Large Laser HSL +1 set of 8 quirk added in its place 

NCT-C 
  • UAC Jam chance set of 8 increased to -10% (from -5%) 

NCT-D 
  • Heavy Laser Duration Set of 8 quirk removed. 
  • New Clan Heavy Large Laser HSL +1 quirk added in its place 
  • Ballistic Cooldown set of 8 quirk increased to -15% (from -10%) 

Nova Cat Design Notes: The HSL quirk is allowing us to inject some of the canon flavor of the Nova Cats back into them through their set of 8 quirks. While looking into providing them with these quirks, we felt that the NCT-D could use a bit of a boost to better compete with the new set of 8's on the various other Nova Cat variants. 

Direwolf
DWF-A 
  • Ballistic cooldown set of 8 quirk increased to -10% (from 5%) 
  • Added Clan Large Pulse laser HSL + 1 quirk.

DWF-S, DWF-W 
  • Negative base armor head quirks removed.

Mobility quirks

With both the overall mobility ceiling being raised, and continuing our Mobility PTS pass, the following 'Mechs will be receiving mobility increases in addition to those listed above: 

  • Phoenix Hawk
  • Rifleman
  • Grasshopper
  • Black Knight
  • Banshee
  • Ice Ferret
  • Shadow Cat
  • Warhawk




Trial 'Mechs Update!

Inner Sphere

  • LCT-1E(C) 
  • CN9-A(C) 
  • ON1-K(C) 
  • BLR-2C(C) 
  • PNT-10K(C) 
  • KTO-18(C)
  • CPLT-A1(C) 
  • MAL-MX90(C) 

Clan

  • MLX-Prime(C) 
  • HBK-IIC(C) 
  • HBR-F(C) 
  • KDK-3(C) 
  • ADR-Prime(C) 
  • NVA-S(C) 
  • ON1-IIC-A(C) 
  • HGN-IIC-C(C) 

Bug Fixes:

  • Fixed an issue where saving a Champion 'Mech loadout profile and loading it onto a non-Champion variant caused an inability to edit the loadout.
  • Fixed an issue where the IS PPC HSL quirk affects all IS PPC instead of just affecting the standard PPC.
  • Notes: We are temporarily converting the AWS-8Qs "IS PPC HSL" quirk into an "IS PPC Family HSL" quirk while we observe the results, this quirk is only being provided on a trial basis.
  • Fixed an issue where the Champion 'Mech CHP-INV had Artemis upgrade by default when it only had streak SRM Missiles.
  • Fixed an issue where the Skill Tree enhancement values that were displayed in the mouse-over 'mech info panel appeared double than the actual value.
  • Fixed a HUD issue where certain Hero chassis names were not upper case letters.
  • Fixed a HUD issue where spectating a Hero 'Mech variant get destroyed displayed the incorrect 'Mech name on the HUD.


Art Fixes:
  • Fixed the issue where all Centurion legs were having visible jitters when walking at slow speed
  • Fixed a map issue where the Gargoyle GAR-PRIME(I) appeared to have unpainted geometry on the head with all camo patterns
  • Fixed a map issue where the Solaris City map in cell B4 had a hole by the river channel where 'Mechs could fall into and get stuck
  • Fixed map issue where the Mining Collective map in cell E4/E5 had 'Mechs get stuck by the pipes.
  • Fixed a map issue in the Escort Game Mode while on the River City map where the VIP Atlas stopped moving on cells G5/H5
  • Fixed an issue where the camo spec on the Incubus 'Mech caused it to have white on its legs.
  • Fixed a sound issue where the Cyclone 'Mech's Subwoofer Warhorn audio had a delay.

Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.
This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.

Patch File(s): To be provided on patch day

How to use these patch files
• Download the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• Launch the MWO Portal
• Select the three horizontal lines in the top left of the Portal Window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game

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