What's new in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.212.0)

Jul 17, 2019
  • C-Bills Omnipods can now become a "on sale" item in the Mechlab
  • Drop Decks can now become a "on sale" item in game
  • New conversion rates for XP are available for future events
  • GSP (Global Skill Point) can now become a reward for future events
  • Long pilot names in Solaris end of round screen are no longer cut off
  • Fixed a text bug where the one-shot Ghost Bear camo appeared to cost 0 MC but still charged the required MC when purchased
  • Fixed a bug where the Boar Head had incorrect turn speeds

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.201.0) (May 24, 2019)

  • New 'Mech: Rifleman IIC:
  • You can check out the Countdown post for more details about the Rifleman IIC 'Mech as they are released!
  • Order them in the Store page here!
  • Bolt-On retrofits have been expanded to the following 'Mech chassis:
  • Marauder II:
  • Trial Mechs Update:
  • Inner Sphere
  • JR7-F(C)
  • KTO-18(C)
  • GHR-5H(C)
  • AWS-9M(C)
  • COM-1D(C)
  • CRB-27B(C)
  • WHM-6D(C)
  • KGC-000B(C)
  • Clan:
  • MLX-Prime(C)
  • NVA-S(C)
  • HBR-F(C)
  • DWF-W(C)
  • ACH-Prime(C)
  • HBK-IIC(C)
  • TBR-C(C)
  • WHK-C(C)
  • Faction Play Update:
  • Games will now be driving Conflicts which take place in Faction Play.
  • There will be story lines which play out over the course of a Conflict in a series of Phases. Similar to a Faction Play Event, Conflicts make up of mini-events which are called Phases and in each Conflict, there are multiple Phases.
  • Once a Conflict completes, the story arc ends and resolves the Conflict for a planet switch or story foretelling.
  • Conflict System summary:
  • Conflicts are completed via Phases.
  • Players can go to the 'Conflict Selection" screen to select a Freelancer/Mercenary/Loyalist role and join one of the two Factions in that Conflict or can click on a Call-To-Arms to join one.
  • A Conflict can be any one of 4 pre-determined map states (3050, 3052, 3057 or 3062)
  • Each Phase will contain an unfolding story, while also stating the duration, game mode and success condition.
  • The outcome of a story in the first Phase will affect the subsequent one.
  • Overall story of a current Conflict can be found under the 'Conflict' and 'Mission' tabs in the 'Conflicts Panel' on the Inner Sphere Map.
  • A 'War History' screen can be viewed at the end of a Conflict to review it's results.
  • There will be a set amount of time where players enter the queue and the Match Maker holds the match creation until the timer expires. This creates one big queue of grouped and solo players combined. Once the hold timer expires, the Match Maker starts to create matches by pulling the biggest groups against each other from largest to smallest until it has exhausted all of the groups in queue. Odd sized teams are then filled with solo players based on a zero sum ELO from highest to lowest. Once this is complete, all of the matches are released to the dedicated game servers and the hold timer is started once again.
  • Match Maker summary:
  • The queues and matchmaker have been replaced with a new single queue and matchmaker for both group and solo players.
  • Matches kick-off every two minutes.
  • End-of-match rewards:
  • Freelancers receive a 5% XP boost for every match they play.
  • Mercenaries receive a 5% C-Bill boost for every match they play.
  • Loyalists continue earning Loyalty Points (LP) for loyalist titles and rewards. (Note: Additional functionality will be added towards Loyalty Points in a future patch)
  • Jump Jets:
  • Class 1 Jump Jets
  • Cool Down brought into alignment with Class 2 and Class 3 Jump Jets.
  • Base Heat reduced to 2.55 (from 3.0)
  • Class 2 Jump Jets :
  • Additional Jump Jet heat reduced to 0.125 (from 0.25)
  • Design notes: We wish to ease up on the Jump Jet heat generation and bring the cooldown into better parity with other classes. This is to allow Assault 'Mechs to both use their JJs at a similar rate to other 'Mechs while also making it to where the heat generated from using said JJ's does not cut into your overall heat generation compared to lighter classes.
  • Missiles:
  • MRMs (All Launcher Sizes)
  • Velocity increased to 500 (from 475)
  • Rocket Launchers (All Launcher Sizes)
  • Velocity increased to 420 (from 400)
  • Design Notes: With the recent velocity increases to both LRMs and ATMs now settled in over the past few months, we have decided to provide similar bumps to the Mid-ranged missiles. Making them a bit easier to use at longer ranges in addition to having a bit less time for AMS to shoot missiles down at shorter ranges.
  • Mech Changes:
  • RVN-4X:
  • Energy Range +10% quirk converted into a universal Range +10%
  • Missile Cooldown -15% quirk converted into a universal Cooldown -15% quirk
  • Machine Gun ROF +20% quirk added.
  • CRB-FL:
  • All Structure quirks converted into Armor Quirks
  • HBK-4J:
  • LRM Spread +10% quirk added.
  • Missile Velocity quirk increased to +15% (from 10%)
  • TBT-LDG:
  • Energy and Missile Cooldown quirks consolidated into a global Cooldown -10% quirk.
  • SRM Heat Gen -10% quirk added.
  • HBK-IIC-DW:
  • Moderate increase to mobility attributes
  • The following locations have received new Base Armor quirks:
  • Center Torso: Base Armor +8
  • Left Torso: Base Armor +12
  • Right Torso: Base Armor +12
  • Design Notes: This month we have targeted small updates to a number of medium 'Mechs and a raven variant that have fallen a bit below the curve compared to alternative variants of their respective chassis.
  • Catapult:
  • CPLT-A1:
  • Missile Heat Gen increased to -10% (From -5%)
  • LRM Velocity 10% quirk added.
  • CPLT-BB:
  • Missile Heat Gen -5% quirk added
  • CPLT-C1:
  • Energy Range 10% quirk converted to a universal Range +10% quirk.
  • LRM Velocity 10% quirk added.
  • CPLT-C4:
  • Energy Range 10% quirk converted to a universal Range +10% quirk.
  • LRM Velocity 10% quirk added.
  • CPLT-J:
  • AMS range 10% quirk added
  • Max Jump Jet limit increased to 4 (from 2)
  • CPLT-K2:
  • Ballistic Range 10% quirk converted to a universal Range +10% quirk.
  • PPC Family Heat Gen -5% quirk added.
  • Catapult Design Notes: With the release of the C4 with the MW5 pre-order bonus' we wanted to go back and provide a bit more flavor quirks to the c-bill CPLT line giving a bit of a boost to those that wish to use their Catapults in the more traditional LRM loadouts, while also providing some light flavor quirks playing into the base loadouts of the Hero 'Mechs. We have also brought the Jester's access to further Jump Jets into alignment with all other jump capable Catapults.
  • Warhammer:
  • WHM-7S
  • ER PPC Heat Gen -5% quirk added
  • Streak Cooldown -5% quirk added
  • WHM-4L
  • Range 10% quirk added
  • Missile Cooldown -15% quirk added
  • Stealth Armor Cooldown -15% quirk added
  • Moderate Mobility increase across all attributes.
  • MAD-4L
  • Stealth Armor Cooldown -15% quirk added.
  • Design Notes: The Stealth Armor flavor quirk was initially intended for release with the Marauder II patch, but ran into some last minute bugs that forced us to bump the release of this quirk with both the Warhammer and the Marauder to the May patch.
  • King Crab:
  • KGC-000, KGC-0000, KGC-000B:
  • AC/20 Heat gen -15% quirk added.
  • KGC-KJ
  • PPC Heat Generation -15%
  • Design notes: Since its introduction into MWO, we have investigated a number of 'Mechs to receive the HSL quirks. Although the King Crab has been highly requested by a number of people to gain it for the AC/20's, internal testing of the quirk has shown that adding this quirk to the existing quirk set causes to sever balance issues for the internal team. Particularly when it comes to the cumulative 15% AC/20 cooldown quirks currently present on these variants combining with the HSL quirk giving the 'Mech massive pin-point damage that can one-shot many lighter 'Mechs while also having a significantly boosted DPS profile through the cooldown quirks. The only way assigning the HSL quirk would be tangible on the internal side would be if it came with a ground-up re-work of the quirks that saw the removal of a number of existing quirks in order to re-focus the quirk set around the mass pin-point damage of the AC/20, and not the boosted ballistic DPS the current quirk set provide the 'Mech.
  • The prospect of a complete re-working of the existing quirk set to balance it around a singular loadout while nerfing every non-dual AC/20 loadout for the 'Mech goes against the core of the MWO Mechlab experience of personalizing one's loadout through the 'Mechlab, and ended up punishing non-Dual AC/20 users much more than what we wanted to see on the internal side. Rather than moving in this direction, we will instead be providing the KGC dual AC/20 line a -15% Heat reduction quirk to complement its existing quirk set while providing better rewards for those that take the time to master its traditional dual AC/20 set up, without the need to nerf alternative loadouts people wish to use with the Chassis. This heat quirk will still allow for limited dual AC/20 shots when attempting to capitalize on an opening, but the core of the quirk set will remain centered around the boosted DPS properties the cooldown + heat reduction quirks provide.
  • Viper:
  • All Variants:
  • Jump Jet Heat -20% quirk added
  • LL Base Armor +8 quirk added
  • RL Base Armor +8 quirk added
  • VPR-Prime :
  • CT Omnipod Base Armor +10 quirk added
  • LT Omnipod Base Armor +8 quirk added
  • So8 Missile Cooldown quirk increased to -15% (from 10%)
  • So8 MG RoF +20% quirk added
  • VPR-A :
  • CT Omnipod Base Armor +10 quirk added
  • So8 Acceleration +10 quirk removed. Replaced with Missile spread -5%
  • VPR-B :
  • CT Omnipod Base Armor +10 quirk added
  • LT Omnipod Base Armor +4 quirk added
  • RT Ominipod Base Armor +4 quirk added
  • So8 Laser Range quirk converted to a universal 10% Range Quirk
  • VPR-D :
  • CT Omnipod Base Armor +10 quirk added
  • LT Omnipod Base Armor +4 quirk added
  • RT Omnipod Base Armor +4 quirk added
  • So8 Missile Cooldown quirk increased to -15% (from -10%)
  • VPR-M :
  • CT Omnipod Base Armor +10 quirk added
  • LT Omnipod Base Armor +4 quirk added
  • RT Omnipod Base Armor +8 quirk added
  • Viper Design Notes: As one of the most agile 'Mechs in the game, the Viper's niche will always be centered on its mobility. But with a number of hardwired JJ's, we have felt that productive use of its Jump Jets while attempting to stay mobile can often hamper the design in unintended ways. We are globally enhancing both the leg armor and providing a native -20% reduction in JJ heat to give a bit more wiggle room for players that learn to take full advantage of the 'Mechs high mobility. As the earliest 'Mech to receive Set of 8 bonus', we also felt that it was past time to give both the So8 bonus' and underutilized hardpoints similar treatment that many more recently released Omnimechs have received.
  • Direwolf:
  • DWF-Prime
  • CT Omnipod Base Armor quirk increased to +12 (from 8)
  • LT Omnipod Heat -5% quirk added
  • RT Omnipod Heat -5% quirk added
  • DWF-S :
  • So8 Torso Turn Rate +10% quirk added
  • S08 Missile Cooldown quirk increased to -10% (from -5%)
  • DWF-UV :
  • LT Base Armor quirk increased to 12 (from 8)
  • RT Base Armor quirk increased to 12 (from 8)
  • DWF-W :
  • LT Torso Turn rate 5% quirk added
  • RT Torso Turn rate 5% quirk added
  • So8 Missile Cooldown quirk increased to -15% (from -10%)
  • So8 Torso Turn Rate 10% quirk removed (rolled over into the side torsos.)
  • So8 Ballistic Cooldown -10% quirk added.
  • Direwolf Design Notes: Although certain configurations of the Direwolf are very powerful with good positioning and team coordination and perform admirably in these roles with skilled players, we want to provide the chassis more customization options through the omnipod system to allow players who struggle with certain aspects of the 'Mechs performance a way that they can customize the Direwolf to suit their needs. Be it more heat sustainability, more general tankiness, or more responsive torso turn rates.
  • Read the Quirk Document here!:
  • Hibernal Rift Map brightness has been tweaked down.
  • Hibernal Rift Map no longer has a floating invisible platform located in cell E3.
  • General rewards across all game modes have been increased approximately 15%.
  • Getting hit by NARC missile or TAG laser no longer stops point capture process as if taking damage.
  • Fixed some overlapping UI issues with the 'Current Battlemech widget' and 'Cart widget'.
  • Fixed some UI text issue where the Rejoin Game in progress overlay displayed an incorrect name for the map Hibernal Rift.
  • Fixed a bug where the End of Round screen would display 'Capture Time' stat tracking the time that a player stops an enemy capture as well.
  • Fixed a bug where equipping Ferro Fibrous armor without enough C-Bills would prevent players to increase the armor value.
  • 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\DocumentsMWO 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

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.199.0) (Apr 23, 2019)

  • New 'Mech: Marauder II:
  • You can check out the Countdown post for more details about the Marauder II 'Mech as they are released!
  • Hibernal Rift has been added to Skirmish, Assault, Conquest and Domination game modes as well as Training Grounds.
  • Hibernal Rift is the winter version of the existing Canyon Network map. This alternate version is more than a visual change though. There are new visible pathways to the upper deck areas near the center and there are a few more blocker areas and assets to make the gameplay unique to this map compared to the original Canyon Network.
  • Check out this preview of it below:
  • NGNG High Res Preview:
  • Bolt-On retrofits have been expanded to the following 'Mech chassis:
  • Bushwacker
  • Huntsman
  • Marauder IIC
  • Night Gyr
  • Supernova
  • Viper
  • Corsair
  • Solaris Season 5 Reset:
  • Leaderboards have been reset for a brand new Season.
  • Update to 'Mech Variants assigned Solaris Divisions (Check out the new 'Mech Division here!)
  • Solaris Seeding Match Changes:
  • Seeding match SSR multiplier reduced by 57%
  • Solaris Season 4 Rewards:
  • To qualify for the prizes, players must have played a minimum of 25 matches in the given Solaris 7 Divisions. Note that these rewards do STACK if you participated in multiple Divisions.
  • Per Division
  • Decal Reward
  • MC Reward
  • C-Bills Reward
  • GXP Reward
  • Warhorn Reward
  • 1st:
  • 1st in Division Decal:
  • (and all Decal rewards below except 2nd and 3rd place Decal)
  • 5000 MC
  • 25,000,000 C-Bills
  • 250,000 GXP
  • Solaris 7 Season 4 Gold Warhorn
  • 2nd:
  • 2nd in Division Decal:
  • (and all Decal rewards below except 3rd place Decal)
  • 2500 MC
  • 20,000,000 C-Bills
  • 225,000 GXP
  • Solaris 7 Season 4 Silver Warhorn
  • 3rd:
  • 3rd in Division Decal:
  • (and all Decal rewards below)
  • 1000 MC
  • 12,500,000 C-Bills
  • 200,000 GXP
  • Solaris 7 Season 4 Bronze Warhorn
  • Top 10:
  • Top 10 in Division Decal
  • (and all Decal rewards below)
  • 500 MC
  • 8,000,000 C-Bills
  • 150,000 GXP
  • Solaris 7 Season 4 Participant Warhorn
  • Top 25:
  • Top 25 in Division
  • (and all Decal rewards below)
  • 250 MC
  • 6,000,000 C-Bills
  • 100,000 GXP
  • Solaris 7 Season 4 Participant Warhorn
  • Top 100:
  • Top 100 in Division Decal:
  • (and all Decal rewards below)
  • 100 MC
  • 3,000,000 C-Bills
  • 80,000 GXP
  • Solaris 7 Season 4 Participant Warhorn
  • Top 500:
  • Top 500 in Division Decal:
  • (and all Decal rewards below)
  • 1,000,000 C-Bills
  • 65,000 GXP
  • Solaris 7 Season 4 Participant Warhorn
  • Top 1000:
  • Top 1000 in Division Decal
  • (and all Decal rewards below)
  • 500,000 C-Bills
  • 50,000 GXP
  • Top 10000:
  • Veteran Division Decal
  • 50,000 C-Bills
  • 5,000 GXP
  • Overall Decal Reward :
  • 1st Overall S7 Season 4 Decal
  • 2nd Overall S7 Season 4 Decal
  • 3rd Overall S7 Season 4 Decal
  • Top 10 Overall S7 Season 4 Decal
  • Weapon Changes:
  • Missile Health adjustments:
  • After observing the recent changes to missile systems introduced in the March Patch, we have found that the Missile health tuning implemented from the tested PTS values overshot our stated goals for the AMS system when it came to the live game. Even with the additional AMS quirk scale down from high performers. Because of this, the April patch will bring further refinement to missile health values:
  • LRMs (Both Inner Sphere and Clan)
  • LRM 5 Health increased to 1.2 (from 1)
  • LRM 10 Health increased to 1.1 (from 0.9)
  • LRM 15 Health increased to 0.9 (from 0.8)
  • LRM 20 Health increased to 0.8 (from 0.7)
  • SRMs (Both Inner Sphere and Clan)
  • SRM 2 Health increased to 1 (from 0.7)
  • SRM 4 Health increased to 0.8 (from 0.6)
  • SRM 6 Health increased to 0.6 (from 0.5)
  • Streak SRMs (Both Inner Sphere and Clan)
  • Streak SRM 2 Health increased to 1 (from 0.7)
  • Streak SRM 4 Health increased to 0.8 (from 0.6)
  • Streak SRM 6 Health Increased to 0.6 (from 0.5)
  • MRMs:
  • MRM 10 Health increased to 0.6 (from 0.5)
  • MRM 20 Health increased to 0.5 (from 0.4)
  • MRM 30 Health increased to 0.4 (from 0.3)
  • MRM 40 Health increased to 0.3 (from 0.2)
  • ATMs:
  • ATM 3 Health increased to 1.6 (from 1.3)
  • ATM 6 Health increased to 1.4 (from 1.2)
  • Design Notes: We want to stress that although we are showing the exact values changes coming with this patch, viewing the Missile Health values in isolation does not portray an accurate picture of how this affects the relationship to missiles and AMS in-game. A 25% health boost to missile health does not translate to exactly 25% less missiles being shot down by AMS systems.
  • The reason for this is because missile health is a single component of a much larger AMS system that feeds into the final effectiveness of AMS. So while the health values of an MRM might be substantially less than other missiles, due to higher projectile speed, and denser amount of physical missiles in the volley, the net effectiveness of these systems in-game are not something that can easily be reflected by looking at just the health values. As Volley size, Missile Velocity, and travel time within AMS’ effect range play equally large rolls in the final results of AMS’ effectiveness in-match.
  • ‘Mech Quirks:
  • Thanatos:
  • TNS-HA:
  • Rocket Launcher Heat -10% quirk added.
  • Rocket Launcher 15 HSL +2 quirk added.
  • Corsair:
  • COR-7R:
  • Rocket Launcher Heat -10% quirk added
  • Rocket Launcher HSL +2 quirk added
  • Design Notes: We wanted to create a number of Rocket Launcher Flavor quirks to coincide with the COR-7R and to provide it to other heavy Rocket Launcher ‘Mechs like the Thanatos Hangover. Unfortunately, these new quirk types did not make the cutoff for the Corsair release and so we had to hold off on providing these particular flavor quirks assignments till this month.
  • Hellfire:
  • HLF-1:
  • Heavy Laser Duration quirk increased to -10% (from -5%)
  • +5 Structure quirks added to all three torso locations.
  • HLF-2:
  • Heavy Laser Heat -5% quirk added.
  • ATM Heat quirk increased to -10% (from -5%)
  • +5 Structure quirks added to all three torso locations.
  • HLF-A:
  • Gauss Cooldown -5% quirk added
  • Heavy Medium Laser Heat -5% quirk added
  • +5 Structure quirks added to all three torso locations.
  • HLF-B:
  • Heavy Laser Range increased to 10% (from 5%)
  • Missile Velocity +5% quirk added.
  • +5 Structure quirks added to all three torso locations.
  • HLF-C:
  • ER Laser Heat -5% quirk added.
  • +5 Structure quirks added to all three torso locations.
  • HLF-VO:
  • UAC Jam Chance increased to -20% (from -10%)
  • Missile Cooldown quirk increased to -15% (from -10%)
  • +5 Structure quirks added to all three torso locations.
  • Design notes: We are slightly increasing both its offensive quirks, as well as providing some lighter defensive quirks to give it a bit more general flexibility.
  • Quirk Changes PDF:
  • Cadet status improvements:
  • During the 25 match Cadets phase for a new player, their ability to use in-game VoIP will be restricted.
  • Players in the Cadet phase will now be identifiable by other players with their title displayed as "CADET"
  • Additional fixes and improvements:
  • Fixed a texture bug where the Blood Asp did not have a proper outer Cockpit glass texture.
  • Fixed a bug where the Night Gyr C-AC/10 and C-LB10-X AC weapons appeared to be floating when equipped.
  • Fixed a bug where the Corsair COR-7A equipped AC's on the left arm recoiled vertically.
  • Fixed a bug where the Corsair COR-6R's left torso Ballistic slot is loading the blank even when a weapon is equipped.
  • Fixed a bug where the Griffin GRF-2N had one too many structure points on the left torso.
  • Fixed a bug where the Kodiak KDK-3 and KDK-3(C) had different pitch angles.
  • Patch Files (Direct Download):
  • To make the patching process easier for players with limited download caps, we'll be providing direct download links for the patch file(s) that comprise this patch. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
  • Aside from allowing you to download the patch file(s) elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.
  • This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.
  • How to use these patch files:
  • Download the above file(s)
  • For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
  • You do not need to unzip or unpack the patch file(s)
  • Launch the MWO Portal
  • Select the three horizontal lines in the top left of the Portal Window
  • Choose the 'Specify Patch File Cache' option
  • In the field that appears, paste or enter the location in which you saved the patch file(s) and hit OK
  • For example, C:Users\DocumentsMWO 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

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.198.0) (Mar 17, 2019)

  • New 'Mech: Corsair:
  • You can check out the Countdown post for more details about the Corsair 'Mech as they are released!
  • Order them in the Store page here!
  • The 2019 Winter Holiday Giveaway for the Corsair Hero 'Mech will be released to players who had completed the 2019 Winter Holiday Giveaway. Check your illegibility here!
  • The following 'Mech Chassis have undergone 3060s weapon retrofits:
  • Bushwacker
  • Kodiak
  • Supernova
  • Marauder IIC
  • Huntsman
  • Night Gyr
  • Viper
  • Bolt-On retrofits have been expanded to the following 'Mech chassis:
  • Bushwacker
  • Huntsman
  • Marauder IIC
  • Night Gyr
  • Supernova
  • Viper
  • Warhammer IIC
  • Maps:
  • Re-release of the following classic Quick Play maps for Assault, Skirmish, and Conquest:
  • Forest Colony Classic
  • Forest Colony Winter Classic
  • Frozen City Classic (Day version)
  • Frozen City Classic (Night version)
  • Tuning and Value Changes:
  • Based on the results of the recent LRM Updates PTS and player feedback, this month we are releasing a very large overhaul of a number of systems that feed into the LRM weapon systems. This overhaul has been focused on the following points:
  • Introduction of more clearly defined direct fire vs. indirect fire behavior for LRMs and the Weapon Lock-on system.
  • A focus towards giving each firing mode of LRMs their own distinct give and take.
  • Overall buffs to direct fire capabilities of LRMs, with overall nerfs to indirect fire through weapon properties and mechanic changes.
  • Updates to AMS, TAG, and NARC systems accounting for these new mechanical changes.
  • The net sum of the changes being introduced this month result in a major re-work of not just LRMs as a weapon, but also the core weapon lock-on mechanics and the way that various equipment interacts within these systems. With these changes we are not aiming to subvert the utility of indirect fire in favor of the weapon becoming more apt at direct fire, but to provide a proper weapon and system balancing pass in order to better reward those that do expose themselves to return fire when using LRMS, while providing more direct drawbacks to indirect fire that make it more difficult to use effectively at extreme ranges without team coordination.
  • Weapon Lock-On system Overhaul:
  • We have decided to move away from a universal weapon lock-on system into something with more depth depending on your overall position and ‘Mech configuration relevant to the target you are attempting to acquire a weapon lock on against. While also bringing more direct importance to the sensor system with how it relates to indirect fire weapon locks. Like LRM direct vs. indirect fire, the weapon lock-on system will now be broken up into two distinct states dependent on if you have direct LOS to the target or not.
  • Direct Line of Sight:
  • Attempting a weapon lock in direct LOS will see a 20% reduction in weapon lock-on time over the previous universal lock-on base time.
  • This rate is a flat rate that applies equally across all ranges provided you have direct LOS to the target. Furthermore, this value cannot be augmented in any way.
  • No Direct Line of Sight:
  • Indirect Weapon Lock-on time will now be dependent on the range of the target relative to your max sensor range.
  • Indirect locks attempted at close range will retain a lock-time identical to the previous universal lock-on time.
  • The further out the target is relative to your max sensor range, the longer this time will take to acquire. With anything at extreme range or past max sensor range taking the longest time to acquire a lock compared to locks attempted at closer relative sensor range.
  • These lock-on times are treated as base values, and as such are modified in both positive and negative ways by equipment such as ECM, TAG, and NARC.
  • Sensor range increases can potentially impact your indirect-lock-on time dependent on where the target is relative to your total sensor range.
  • TAG and NARC will have expanded functionality in how they will interact with indirect fire described below to account for these changes.
  • The video below demonstrates the difference between Direct LOS locks, compared to short range indirect locks compared to extreme range. Note that there are intermittent steps between the short and long range lock-on process dependent on the target’s relationship to your max sensor range.
  • Design notes: We want to put added emphasis on the fact that the values gained through this new system and tested through the PTS series are considered “baseline” values. And as such, they will bear the brunt of lock-on time buffs / debuffs more severely depending on their relationship to the target. This is particularly important when it comes to how ECM interacts with target time against out of LOS targets under ECM cover.
  • In these cases, the increases to indirect fire time associated with being under ECM cover are now more pronounced against targets at longer sensor ranges, while closer sensor ranges will have the equipment behave similarly to how it operates now, with extreme ranges being particularly prohibitive to indirect LRM usage while the target is under ECM cover. This is intentional. As we want to see one of the primary benefits of ECM cover is to act as a further impediment to indirect locks and an aggressive counter to extreme-range indirect LRM fire. Pushing players to counterplay around these drawbacks through direct LOS locks, which are not impeded at any range, nor get any lock-on time debuff from ECM, or coordinating with team mates in a number of ways to either counter, subvert, or brute force your way through the drawbacks now associated with indirect lock-ons.
  • LRMs:
  • New LRM Direct / Indirect fire behavior:
  • The core change coming with this patch to LRMs will be the addition of unique LRM behavior dependent on if a firer has direct line of sight to its target or not at the time the weapon is fired.
  • Direct Line of Sight:
  • LRM volleys fired within LOS will now have new functionality that conveys the following changes over their current implementation:
  • A much shallower angle of attack for the missile volley resulting in the following benefits over the current implementation:
  • Around 40-45% reduction in time to target
  • Less time for AMS to shoot down missile volleys as they approach the target
  • Tuned to reliably be able to fire upon enemies under vertical cover from a distance, including under the overpasses of Crimson Strait from the island, as well as the low ground of Rubellite Oasis from various locations.
  • Attacks made in direct LOS will now have 20% tighter missile spread when compared to indirect fire.
  • For this initial roll out, direct fire LRMs will be set to a 10% buff to missile spread over previous universal spread values
  • No Direct Line of Sight:
  • LRM volleys will arc in the same way they previously behaved.
  • Attacks made outside LOS will have 20% wider missile spread compared to shots made in direct LOS
  • For this initial roll out, indirect fire LRMs will be set to a 10% nerf to missile spread over the previous universal spread values.
  • LRM Weapon Changes:
  • LRM 5:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 4.7 (New)
  • LOS Spread set to 3.7 (from 4.55)
  • Minimum Heat Penalty Increased to 5 (from 4)
  • Heat Penalty increased to 3.4 (from 2.8)
  • LRM 10:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 4.7 (New)
  • LOS Spread set to 3.7 from (4.55)
  • Minimum Heat Penalty increased to 4 (from 3)
  • Heat Penalty increased to 3.4 (from 2.8)
  • LRM 15:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 5.7 (New)
  • LOS Spread set to 4.7 (from 5.2)
  • Heat Penalty increased to 3.4 (from 2.8)
  • LRM 20:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 5.7 (New)
  • LOS Spread set to 4.7 (from 5.2)
  • Heat Penalty increased to 3.4
  • Clan LRM 5:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 5.05 (New)
  • LOS Spread set to 4.05 (4.55)
  • Heat increased to 2.4 (from 2.25)
  • Minimum Heat Penalty Increased to 5 (from 4)
  • Heat Penalty increased to 3.4 (from 2.8)
  • Clan LRM 10:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 5.05 (New)
  • LOS Spread set to 5.05 (from 4.55)
  • Heat increased to 4 (from 3.7)
  • Minimum Heat Penalty Increased to 4 (from 3)
  • Clan LRM 15:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 6.05 (New)
  • LOS Spread set to 5.05 (5.55)
  • Heat increased to 5 (from 4.65)
  • Heat Penalty increased to 3.4 (from 2.8)
  • Clan LRM 20:
  • Velocity increased to 210 (from 190)
  • Indirect Spread set to 6.05 (New)
  • LOS Spread set to 5.05 (from 5.55)
  • Heat increased to 6 (from 5.6)
  • Heat Penalty increased to 3.4 (from 2.8)
  • Below is a video highlighting the net results of these changes. Please note that we utilized dev-tools to achieve the indirect fire examples despite it being within direct LOS in order to properly highlight the differences in the new arc behavior:
  • Design notes: In addition to the number of changes targeting the new functionality being introduced this month, we are also rolling over a number of heat related nerfs to LRMs tested through the PTS series. With all launchers gaining a bit more aggressive heat scale penalties, with clan launchers seeing their base heat increased in addition to the heat scale penalties.
  • AMS:
  • Missile Projectile health vs. AMS Tuning:
  • With this patch, we will be moving away from a global missile health setting to one that allows for finer tuning when it comes to individual missile interactions against the AMS system. The net effect of this change will see better efficiency for AMS against larger missile volley sizes, in addition to having a much more pronounced effect on non-LRM based missile systems.
  • Volley health is now tuned at the launcher level.
  • Smaller volleys will be tuned with more base health to allow for more missiles from smaller launchers to reach their targets.
  • Larger Volleys will be tuned to be more vulnerable to AMS fire, resulting in more physical missiles being destroyed against larger volleys.
  • The previous universal value will be set as a baseline and applied to LRM 5 launchers.
  • From there, larger launchers will have less health making them more vulnerable to AMS fire.
  • Additionally, all other missile systems have been tuned to account for this new AMS behavior, resulting more consistent AMS performance against non-LRM missile types.
  • While this will increase vulnerability, this tuning is still set to have AMS act as a “soft” counter that reduces potential damage from incoming shots, it is not tuned to be a hard counter that shuts down all missile play.
  • AMS (Both Clan and Inner Sphere):
  • Range increased to 190 (from 165)
  • Max Range increased to 275 (from 250)
  • Laser AMS (Both Clan and Inner Sphere):
  • Range Increased to 190 (from 165)
  • Max Range increased to 275 (from 250)
  • TAG + NARC Feature Additions:
  • TAG Changes:
  • Weapon Lock-on speed booster removed
  • Targets that are being painted by TAG are treated as if they are in direct LOS for the purposes of Weapon Lock-On time and Missile spread.
  • Below is a video example of TAG’s new functionality in action compared to a base long range weapon lock.
  • NARC Changes:
  • Targets with an active NARC pod attached to them are treated as if they are in direct LOS for the purposes of Missile Spread.
  • Design Notes: One consistent bit of feedback we received through our tests of buffing direct fire LRM, but toning down indirect fire LRM was that there was still a desire to reinforce indirect fire potency through the use of team based equipment such as TAG and NARC. And that any nerfs we took off of the baseline LRM equipment should be rolled over as perks to the TAG and NARC systems. On this front we were in agreement. With the expanded functionality of the Weapon Lock-On system, and the new penalties to the spread from indirect fire, we feel it is fair enough to have ways of re-introducing LRM’s current indirect potency provided it is accomplished through teamwork with specialized equipment.
  • When it comes to TAG, we are rolling the Weapon Lock-On property previously associated with TAG into the core Direct Fire Lock-On mechanics. Because of this, we are eliminating this boost on the base property of the weapon in order to further reinforce its primary role as a team boosting piece of equipment rather than a personal enhancement device.
  • For NARC, we are only providing it with the boost to spread. This is due to the fact that the base NARC equipment keeps a sensor lock even outside of indirect LOS to the enemy. This is to allow a bit more time to respond to your ‘Mech being NARCed before longer ranged bombardments have a chance to lock onto you. However, locks against you will still have boosted spread potency.
  • ATM:
  • ATM 3:
  • Velocity increased to 242 (from 220)
  • Indirect Spread set to 3.9 (New)
  • ATM 6:
  • Velocity increased to 242 (from 220)
  • Indirect Spread set to 4.9 (New)
  • ATM 9:
  • Velocity increased to 242 (from 220)
  • Indirect Spread set to 5.5 (New)
  • ATM 12:
  • Velocity increased to 242 (from 220)
  • Indirect Spread set to 5.5 (New)
  • Design notes: As ATMs will be equally effected by a number of downsides being introduced with the changes to lock on weapon systems, we will be giving them a velocity boost along with the LRMs to coincide with the changes made to the weapon lock-on systems.
  • When it comes to spread value, while this is listed as a new stat, this is actually something that has been present on the launcher for a bit now. ATMs in the fiction are built with integrated Artemis systems. To replicate this bit of lore within our game, we replicate Artemis’ behavior through the equipment itself. With the change to the way direct vs. indirect spread works with LRMs, we will also be exposing this value that was previously hidden on the baseline ATM launchers. Like LRMs, we have applied a 10% nerf to the indirect spread for ATMs, but this was taken using the pre-Artemis properties of ATMs that previous was only something visible behind the scenes.
  • Mech Quirks:
  • AMS quirks:
  • With the large buffs to the baseline properties of the AMS systems, we received PTS feedback that the new settings combined with a number of ‘Mechs with high value AMS quirks ended up shutting down missile play rather than acting as a soft counter for missile systems. While we still intend to keep AMS quirks as a part of a number of ‘Mechs flavor quirks, we have made an effort to tone down a number of these quirks to account for the incoming baseline balance changes. Some will see reductions, some will see their benefits shift over to set of 8 quirks, and some will see their quirks fully removed. A brief summary of the ‘Mechs that will be impacted by these changes:
  • JVN-10N & JVN-10F
  • WLF-1B
  • MLX-A
  • KFX-C
  • ADR-Prime
  • SHC-Prime
  • NVA-A & NVA-S
  • SMN-B & SMN-D
  • WHK-Prime
  • New HSL quirk assignments:
  • The following ‘Mechs have been provided with new HSL quirk assignments:
  • HSN-8P: LRM 5 HSL +1
  • UZL-BE: Light PPC HSL: +1
  • TBR-D: Streak Missile HSL: +1
  • Hatamoto-Chi:
  • All variants receiving modest boosts to Bonus Armor quirks.
  • Design notes: The Hatamoto-chi has performed a bit below the curve for our liking, and as such, will receive a bit more in the way of durability quirks.
  • Warhammer IIC:
  • All variants to receive new Armor quirks
  • Nearly all Variants to receive slight boosts to offensive quirks.
  • Design notes: We quirk ‘Mechs based on the final in-game model approved by the Art team. With the incorrect model being submitted for review previously, this meant that we would have to re-evaluate the corrected model entirety.
  • Exact details to be provided in the PDF change table here.
  • Streak Missiles now properly target the Center Torso of the Cicada.
  • The Cicada CDA-3D now has proper Jump Jet animation
  • The Vapor Eagle and Charger Mech's cockpit no longer jolts when equipping or changing a cockpit item.
  • The Vapor Eagle Walking Cockpit item's right leg no longer has a minor animation issue
  • The Decals placed on the Mad Cat MK II will now be accurately positioned to where the player placed it.
  • The Catapult will no longer twitch when Jump Jetting while turned at the same time
  • The Piranha Mech AMS now works correctly when equipping 2 C-Laser AMS on the right and left torso.
  • The WHM-IIC-3 armor point increase no longer bugs when reducing armor points once the custom loadout is at max tonnage.
  • The Solaris ELO change value now displays properly.
  • Fixed an issue in Tourmaline Desert where 'Mechs would get stuck in places on cells G5, F5 and H6
  • Fixed an issue in Mining Collective where 'Mechs would get stuck in a spot on cells F5
  • Fixed an issue in Crimson Strait where 'Mechs would get stuck in a spot on cells F5
  • Fixed an issue in Liao Jungle where 'Mechs would get stuck in a spot on cells A1
  • A corrected version of the Warhammer IIC has replaced the one released in the February Patch. This version error occurred where the wrong ‘Mech model was released last patch and has now been corrected with this patch. This addresses the talon and overall size error, see image below for the before and after comparison:
  • KNOWN ISSUE:
  • Solaris - Group member will automatically unready shortly after they ready up
  • User A and User B goes to Solaris
  • Both play a match first to create an Elo change
  • Return to Solaris mode screen
  • User A creates a group and invites User B into a group
  • Both Ready Up
  • After a few User B's status will flip the unready by itself

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.193.0) (Jan 22, 2019)

  • The following 'Mech chassis have undergone 3060's weapon retrofits:
  • Timber Wolf
  • Stormcrow
  • Nova
  • Dire Wolf
  • Summoner
  • Adder
  • Warhawk
  • Solaris Season 4 Reset:
  • Leaderboards have been reset for a brand new Season.
  • Update to 'Mech Variants assigned Solaris Divisions (Check out the 'Mech Division here)
  • Solaris Supply Caches have been updated with new rewards.
  • Solaris Season 3 Rewards:
  • To qualify for the prizes, players must have played a minimum of 25 matches in the given Solaris 7 Divisions. Note that these rewards do STACK if you participated in multiple Divisions.
  • Per Division:
  • Decal Reward
  • MC Reward
  • C-Bills Reward
  • GXP Reward
  • Warhorn Reward
  • 1st:
  • 1st in Division Decal
  • (and all Decal rewards below except 2nd and 3rd place Decal)
  • 5000 MC
  • 25,000,000 C-Bills
  • 250,000 GXP
  • Solaris 7 Season 3 Gold Warhorn
  • 2nd:
  • 2nd in Division Decal
  • (and all Decal rewards below except 3rd place Decal)
  • 2500 MC
  • 20,000,000 C-Bills
  • 225,000 GXP
  • Solaris 7 Season 3 Silver Warhorn
  • 3rd:
  • 3rd in Division Decal
  • (and all Decal rewards below)
  • 1000 MC
  • 12,500,000 C-Bills
  • 200,000 GXP
  • Solaris 7 Season 3 Bronze Warhorn
  • Top 10:
  • Top 10 in Division Decal
  • (and all Decal rewards below)
  • 500 MC
  • 8,000,000 C-Bills
  • 150,000 GXP
  • Solaris 7 Season 3 Participant Warhorn
  • Top 25:
  • Top 25 in Division
  • (and all Decal rewards below)
  • 250 MC
  • 6,000,000 C-Bills
  • 100,000 GXP
  • Solaris 7 Season 3 Participant Warhorn
  • Top 100:
  • Top 100 in Division Decal
  • (and all Decal rewards below)
  • 100 MC
  • 3,000,000 C-Bills
  • 80,000 GXP
  • Solaris 7 Season 3 Participant Warhorn
  • Top 500:
  • Top 500 in Division Decal
  • (and all Decal rewards below)
  • 1,000,000 C-Bills
  • 65,000 GXP
  • Solaris 7 Season 3 Participant Warhorn
  • Top 1000:
  • Top 1000 in Division Decal
  • (and all Decal rewards below)
  • 500,000 C-Bills
  • 50,000 GXP
  • Top 2500:
  • Top 2500 in Division Decal
  • (and all Decal rewards below)
  • 250,000 C-Bills
  • 35,000 GXP
  • Top 5000:
  • Top 5000 in Division Decal
  • (and all Decal rewards below)
  • 100,000 C-Bills
  • 20,000 GXP
  • Top 10000
  • Veteran Division Decal
  • 50,000 C-Bills
  • 5,000 GXP
  • Overall Decal Reward :
  • 1st Overall S7 Season 3 Decal
  • 2nd Overall S7 Season 3 Decal
  • 3rd Overall S7 Season 3 Decal
  • Top 10 Overall S7 Season 3 Decal
  • MWO World Championship 2018 Rewards:
  • These prizes will be awarded to the eligible players corresponding to their placement in the MWO World Championships:
  • MWOWC 2018 Gold Champions Title
  • MWOWC 2018 Gold Champions Badge
  • MWOWC 2018 Silver Champions Title
  • MWOWC 2018 Silver Champions Badge
  • MWOWC 2018 Bronze Champions Title
  • MWOWC 2018 Bronze Champions Badge
  • MWOWC 2018 Top 12 Qualifier Title
  • MWOWC 2018 Top 12 Qualifier Badge
  • MWOWC 2018 Participant Title
  • MWOWC 2018 Participant Badge
  • MWOWC 2018 Referee Title
  • MWOWC 2018 Referee Badge
  • The GSP Reward listed here: https://mechwarrior.com/mechcon/tournament/prizes
  • Bolt-on retrofits have been expanded to the following 'Mech chassis:
  • Hatamoto-Chi
  • Charger
  • Solaris Season 4:
  • Solaris Spectator Mode changes:
  • Alterations made to Solaris spectator mode back-end in order to have more matches populate the list.
  • Match ups will still require a certain threshold between players to populate the list.
  • Solaris Design Notes: While there will be no major change in format for Solaris Season 4, we did want to put out this design note. At Mech_Con we received a large amount of feedback revolving around the Solaris game mode from numerous attendees including some of the higher ranked Solaris competitors. While there was a lot of constructive feedback that we have been investigating internally, due to the holiday season, there was not enough time to adequately implement any changes for Season 4, even on points that we would like to target for improvements in the future. We wanted to put out this note to say that while Season 4 will maintain a similar format to season 3, we are investigating feedback that we have received at Mech_Con and on the Forums for potential improvements in future Solaris seasons.
  • Weapon Changes:
  • Ballistic :
  • Auto cannon 2 / Ultra AC 2 / LBX 2 (Clan and IS.)
  • Velocity reduced to 1800 (from 2000)
  • Autocannon Design Notes: While long range, sustained DPS is the cornerstone of where we wish to see the AC/2 occupy in the overall weapon line up, we want to make it a bit more challenging to continually target individual components at range. Especially against more agile targets.
  • Missiles :
  • Streak Missiles:
  • Streak missile weighting altered to have missile location targeting distributed more across a bell curve rather then equal distribution across all locations. With the Center Torso location having the heaviest weighting, and extremities as the lightest weighting.
  • Streak Missile Design Notes: While released with a patch targeting a number of LRM based changes in August 2018, the tightening of the lock on assistance angle was equally intended to affect streaks as it was longer ranged weapons. The previous implementation gave too much leeway for lock on weapons to target highly mobile and maneuverable mechs, which in turn, placed a very easy to use hard counter to high mobility Light and Medium Mechs in a way we felt discouraged their use compared to slower, heavier chassis'. While this change has made their overall use against lighter faster targets more fair in that it requires a bit more attention in order to both acquire and maintain locks against faster targets, after months of observing to see how they have settled into the overall game, we felt that they could use a bit more of a boost to provide more of a payoff for needing to adapt to the added challenge of acquiring locks due to the lock on assistance changes and Artemis loophole closures.
  • For this, we are choosing to tune the weapon to act similarly to how it operates within the lore, with components being weighted towards more of a bell-curve distribution of how the missiles attempt to seek components. With the Center Torso weighted the most heavily, and tapering out to the Arm and Leg components which are weighted less heavily then the torso's. While this weighting will affect how the missiles attempt to seek components, it's important to note that the missiles do not automatically hit the location that they are seeking, but will travel along a path and damage the first thing they come into contact with. Torso twisting, or being mindful of your orientation to the firer will greatly affect the final distribution of how the missiles impact the target.
  • 'Mech Quirks :
  • Javelin:
  • JVN-11A:
  • Medium Laser HSL +1 quirk added
  • Medium Laser Heat Gen Quirk removed
  • Right Arm Defensive bonus removed
  • Hunchback:
  • HBK-4P:
  • Medium Laser HSL +2 quirk added
  • Energy Cooldown -5% quirk removed
  • Energy Heat Gen -5% quirk removed
  • Javelin + Hunchback Design Notes: With these two 'Mech variants, we want to explore the impact of shifting existing quirks over to the HSL quirks in order to inject some more unique flavor into these variants that cannot be found elsewhere at the moment. We will monitor reactions and performance of these changes and may expand this into other variants depending on the impact.
  • Panther:
  • PNT-10K:
  • Range +10% quirk added
  • PNT-10P:
  • Heat -10% quirk added
  • PNT-8Z:
  • Energy Range consolidated into a global range quirk
  • Large Laser -5% Heat quirk added
  • PNT-9R:
  • Energy Range consolidated into a global range quirk
  • PNT-KK:
  • Range +10% quirk added
  • Blackjack :
  • BJ-1:
  • Heat Dissipation quirk removed
  • 10% of Ballistic and Energy Range quirk consolidated into a global quirk
  • Ballistic heat gen quirk consolidated into a universal Heat -10% quirk
  • BJ-1DC:
  • Heat Dissipation quirk removed
  • Weapon Heat -10% quirk added
  • 10% of Ballistic and Energy Range quirk consolidated into a global quirk
  • BJ-1X
  • Energy range converted into a universal range quirk
  • Weapon Heat -5% quirk added
  • BJ-2
  • Heat Dissipation quirk removed
  • Weapon Heat -10% quirk added
  • BJ-3
  • PPC Family Heat Gen -5% quirk added
  • BJ-A
  • Heat Dissipation quirk removed
  • Energy Range Consolidated into a Universal range quirk
  • Weapon Heat -5% quirk added
  • Blackjack Design Notes: While the recent heat sink changes gave many low engine cap Mechs a bit of an overall performance boost, we felt that the Blackjacks didn't receive as much of a boost as we would have liked to have seen compared to other similar 'Mechs. We have opted to give it a bit more of a sustainability boost by converting many of the existing heat dissipation quirks into global weapon heat reduction quirks, as well as provide a handful of other quirk changes and consolidations to have it better fit into its light weight ranged support role.
  • Hellspawn:
  • HSN All Variants
  • Moderate boost to all Agility Stats
  • Hellspawn Design Notes: Although the Hellspawn received a recent mobility boost, we feel that as we rolled out further mobility boosts in later months, it did not hold up to the boosts we previously provided for it, so we will be targeting further boosts to the 'Mech's mobility.
  • Jagermech:
  • JM6-A:
  • 10% of Ballistic Velocity rolled into a new Universal Velocity quirk.
  • LRM Spread -5% quirk added
  • Jagermech Design Notes: For a number of months, the JM6-A has begun to lag behind the other Jagermech Variants. We are providing it with a slight boost to it's offensive capabilities to bring it into line with it's alternative variants.
  • Piranha:
  • PIR-1:
  • Bonus leg structure removed
  • Base Torso Yaw reduced to 100° (From 120°)
  • PIR-2:
  • Bonus leg structure removed
  • Base Torso Yaw reduced to 100° (From 120°)
  • Base Torso Pitch reduced to 20° (From 25°)
  • Acceleration and Deceleration reduced
  • PIR-3:
  • Base Torso Yaw reduced to 100° (From 120°)
  • Base Torso Pitch reduced to 20° (From 25°)
  • PIR-B:
  • Bonus leg Structure Removed
  • PIR-CI:
  • Bonus leg structure removed
  • Base Torso Yaw reduced to 100° (From 120°)
  • Piranha Design Notes: While at Mech_Con, the Piranha was easily the top 'Mech that was commented on by a number of attendees. With a strong sentiment along a number of people spoken to that the current "Glass Cannon" nature of the Piranha still leans a bit too far into the reliable side, especially within the various Public Queues in the game. Monitoring the performance of the 'Mech series since the last time we touched it, we are inclined to agree with this position. We still find it's performance to be a bit too reliable and easy to do well in, even in pitched battles where a defender is actively attempting to destroy the 'Mech, and not simply trying to run away. As the Piranha's core theme is built around it's massive weapon loads for a 'Mech of it's size, we will not be doing anything to disrupt its offensive output, but supplementary bonus' present on it will be phased out of many of the high offense variants and mobility further reduced to be a bit more on the restrictive side for a 'Mech of it's size to offset the large offensive advantages it continues to maintain.
  • Regarding the PIR-2, while we opted to take a wait and see approach with the last round of changes to the PIR, given their performance after the micro-laser change has brought them into better alignment with alternative variants on the 'Mech, we will be providing it with attributes that mirror the PIR-1.
  • Arctic Cheetah:
  • ACH- All Variants
  • Slight boost to global Mobiliby
  • ACH-A:
  • Torso Omnipod Structure bonus' converted into Armor bonus'
  • Added Target Decay Duration +1 quirk to the LT Omnipod
  • Added Sensor Range +100 to the RT Omnipod
  • ACH-B:
  • LT + RT Turn Rate bonus increased to 10% per Omnipod (from 3%)
  • Added Target Decay Duration +1 quirk to the LT Omnipod
  • Added Sensor Range +100 to the RT Omnipod
  • Arctic Cheetah Design Notes: In addition to the mobility boost we have provided most lighter chassis, we wished to provide the ACH with additional benefits on some of its blank torso omnipods to provide more scouting skill based options on the clan side.
  • Executioner:
  • EXE - All Variants:
  • Base Torso Yaw increased to 80 (from 70)
  • Turn Rate and Torso Turn speed moderately increased.
  • EXE-A:
  • Energy Range quirk removed
  • C-Large Pulse Laser HSL +1 Quirk added in it's place.
  • Executioner Design Notes: It was brought to our attention that a particular torso yaw setting for the EXE that was vital to its use as an assault that relies purely on its mobility to survive was not rolled into its base stats and that the chassis has suffered with its absence. Overall torso mobility on assaults is something that we intend to keep tight control on as there are ramifications when this attribute is too generously tuned results in Assaults easily tracking, and often killing, lighter targets. But in the specific case of the Executioner, because it is explicitly designed for high mobility and contains a high amount of locked equipment that further forces it into this role, we feel that both added torso yaw as well as boosted turn speed and torso turn speed play into the high mobility role this ‘Mech should occupy in the overall roster.
  • Fixed a bug where the Search by Name feature now works with both lower and upper case letters.
  • Fixed a bug to stop the unit "message of the day" from spamming the unit chat box.
  • The unit list is now sorted by "online status" by default
  • The "Search by name" feature now works in the Manage Drop Deck 'Mech select screen
  • Faction Play queue now displays correct information values consistently
  • Drop Deck long custom names are no longer cut off in the Drop Deck selection

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.190.0) (Dec 10, 2018)

  • You can check out the Countdown post for more details about the Charger 'Mech and Hatamoto-Chi 'Mech as they are released!
  • Order them in the Store page here!
  • Bolt-ons have been added to the following mechs:
  • Javelin 11F(L)
  • Rifleman 8D(L)
  • Warhammer 4L(L)
  • Night Gyr H(L)
  • Marauder IIC(L)
  • The following 'Mech chassis have been retrofitted for Bolt-on support:
  • Vapor Eagle
  • Archer
  • Marauder
  • Phoenix Hawk
  • Some requested improvements have made it into Faction Play and the Friends List this patch:
  • Reinstated Faction Queue data on Conflicts Panel in Faction Play.
  • Added Refresh button to Friends List.
  • Added Favorites column to Friends List and entry in context menu.
  • Added column sorting Friends List.
  • Heat System:
  • Destroyed Heat Sinks and Clan XL / IS Light Engine side torso destruction penalties now removes total heat threshold from the top of the available heat pool rather then from the bottom.
  • This will mean that instead of limiting the amount of heat your bar can be reduced to, redlining to the edge of the shutdown threshold will result in a shutdown or an overridden state if an enemy destroys Heat Sinks or damages an engine out from under you.
  • Heat System Design Notes: We have decided to make some back end changes to the way the heat threshold system is calculated in order to address a number of heat related display bugs that resulted in irregular heat bar behavior when components where destroyed out from under a player while they still had accumulated heat. While this change is mostly targeted to remove these heat display bugs, this will carry with it some shifts to the way that the heat system works. Especially when it comes to 'Mechs that are redlining and have their components blown out from under them. We felt this change adds a slight bit more to the risk / reward factor for those that redline their 'Mechs close to the shutdown threshold, and is most apparent when a Clan XL or Inner Sphere Light side torso destruction penalty kicks in.
  • Stealth Armor:
  • Stealth Armor now continually produces 1.5 heat per second while activated.
  • Active Stealth Armor no longer removes heat dissipation while active.
  • Stealth Armor Design Notes: With the recent shift in heat systems that directly resulted in overall lower shutdown thresholds, we felt that these changes drastically impacted the way we wanted to see Stealth Armor utilized. Before, additional Heat Sinks added to Stealth Armor builds would gradually add larger amounts of threshold allowing for wider windows of operation before needing to disable the system. With Threshold being greatly toned down at the Heat Sink level due to the recent heat system changes, most Stealth Armor builds were left in a situation where there was next to no way to gain additional operational time through higher threshold values. Additionally, with dissipation being the larger focal point with the recent overhaul of the heat system, having Stealth Armor cut 100% of your dissipation resulted in additional Heat Sinks on Stealth Armor feeling like wasted tonnage since they now barely affected your window of operation, but magnified the drawbacks by cutting off larger amounts of dissipation.
  • To this end, we are shifting Stealth Armor away from utilizing a threshold window and will instead move it to a raw heat per second value that will eat into your per-second dissipation. We hope to see this result in more varied load-outs outside of ballistics feel more rewarding to play with Stealth Armor. As well as have it be a bit more feasible to utilize on heavier 'Mechs. While this will mean that you will be able to utilize Stealth Armor almost indefinably on some builds that excelled at Stealth Armor before when a 'Mech is operating at full efficiency, we do have to highlight that when Heat Sinks or Light Engines get damaged / destroyed, there is now the potential that active Stealth Armor will result in you perpetually gaining heat in some instances if you do not have the engine / external Heat Sinks to cover the continuous 1.5 heat per second generation while the Stealth Armor is activated. Resulting in much more usability at peak efficiency, but with the potential to be a bit more detrimental depending on how your heat dissipation degrades through battle attrition.
  • Quirks:
  • Kintaro
  • KTO-19: added a new Weapon Heat Gen -5% quirk
  • All variants will receive moderate mobility boosts across all attributes.
  • Kintaro Design Notes: While the primary focus of this patch remains the mobility attributes, we wanted to provide a bit of a boost to the under utilized KTO-19 variant. This will be the only non-mobility quirk assignment this month.
  • This month's primary focus was to cut through as much of the backlog on the recent mobility passes on 'Mechs. While there are a small amount of stragglers who have yet to receive mobility increases, this patch will bring the vast majority of 'Mechs into the spot we wish to target for mobility. The following chassis received updates to one or more of their variants with this pass:
  • Osiris
  • Spider
  • Cicada
  • Blackjack
  • Centurion
  • Hunchback
  • Trebuchet
  • Griffin
  • Kintaro
  • Shadow Hawk
  • Wolverine
  • JagerMech
  • Orion
  • Victor
  • BattleMaster
  • Highlander
  • Black Lanner
  • Orion IIC
  • Highlander IIC
  • Supernova
  • Fixed a bug where the Jump Jet effects geometry was missing on the RFL-8D(L).
  • Fixed a bug where heat drops when destroying the torso of a 'Mech equipped with a Light Engine.
  • Fixed a bug where the vertical weapon group highlight is too short if the 'Mech has Stealth Armor equipped.
  • Fixed a bug where the LCT-1V and LCT-1V(P) have structure quirks instead of armor quirks.
  • Fixed a bug where 'Mechs can get stuck on cell F10 in Grim Plexus.
  • Fixed an art issue where the Dazzle camo pattern in inconsistent on Hunchback 'Mech compared to other chassis.
  • Fixed an art issue where the Hunchback HBK-4SP and HBK-4P(C) camo patterns did not cover the shoulder mounts.
  • 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\DocumentsMWO 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

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.188.0) (Nov 12, 2018)

  • New Mech: Vapor Eagle:
  • You can check out the Countdown post for more details about the champion as they are released!
  • Order the Vapor Eagle in the Store page here!
  • MWO Annual Reward Program Content:
  • How to Qualify
  • Countdown to release
  • 'Mech Loadout details
  • Bolt-Ons:
  • 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
  • Weapon Retrofits:
  • The following 'Mech chassis have undergone 3060s weapons retrofits:
  • Marauder
  • Phoenix Hawk
  • Archer
  • New Cockpit Items:
  • 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
  • Tuning and Value Changes:
  • 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 -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
  • Bug Fixes and Improvements:
  • 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.

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.185.0) (Oct 25, 2018)

  • New Mech: Champion:
  • Bolt-Ons:
  • New Bolt-On added to all retrofitted 'Mech chassis:
  • Armor Pauldron
  • Drill
  • The following 'Mech Chassis have been retrofitted for Bolt-on support:
  • Incubus
  • Weapon Retrofits:
  • The following 'Mech Chassis have undergone 3060s weapon retrofits:
  • Vindicator
  • Quickdraw
  • Kintaro
  • Wolverine
  • Highlander
  • Trebuchet
  • Orion
  • Warhammer
  • New Cockpit Items:
  • New items for Champion 'Mech pack owners:
  • Champion Belt cockpit item (750 MC)
  • Champion Microphone cockpit item (500 MC)
  • Champion Bell warhorn (750 MC)
  • Champion 'Mech cockpit item (750 MC)
  • Champion Belt decal (500 MC)
  • Warthog Teeth decal (500 MC)
  • New item for 2018 Tournament Supporter Pack owners:
  • "Word of Blake" Book cockpit item
  • New items for players who qualify in the upcoming Halloween Special Event:
  • 11 new Halloween themed decals
  • Halloween themed cockpit item
  • Solaris 7:
  • Solaris Season 3 Reset
  • Leaderboards have been reset for a brand new Season. (Season 2 Leaderboard Archives here)
  • Update to 'Mech Variants assigned Solaris Divisions (Check out the 'Mech Division here)
  • Solaris Supply Caches have been updated with new rewards.
  • Due to seasonal reseeding, the trial 'Mechs for the OSR-1V has been shifted to Division 7, while the Trial 'Mech for the UZL-3P has been shifted to Division 6.
  • Solaris Season 2 Rewards:
  • To qualify for the prizes, players must have played a minimum of 25 matches in the given Solaris 7 Divisions. Note that these rewards do STACK if you participated in multiple Divisions.
  • Overall Decal Reward
  • 1st Overall S7 Season 2 Decal
  • 2nd Overall S7 Season 2 Decal
  • 3rd Overall S7 Season 2 Decal
  • Top 10 Overall S7 Season 2 Decal
  • Heat System Overhaul:
  • Based on the results of the recent PTS series and player feedback, this month we are releasing an overhaul of the current heat system. This overhaul will have 3 major impacts over the current heat system:
  • Across the board increases to Heat Dissipation
  • Reductions to Shutdown Threshold Scaling
  • Unifying the behavior of all heatsinks
  • The net result of these changes will see higher heat dissipation rates across the board. However, for builds that exceed the initial 10 heat sinks, there will be a constriction of the total shutdown threshold. While resulting in higher overall DPS, heat spikes run a greater risk of shutting you down if they are not properly managed.
  • General:
  • The first 10 Heatsinks equipped on a 'Mech will always provide a flat 20 total points of Heat Threshold (2 per heatsink) regardless of whether they are internally mounted in the engine, or must be externally equipped in crit slots on a 'Mech.
  • When a heatsink must be externally mounted to meet the 10 heat sink requirement, its provided threshold is increased up to 2, overriding the stated value in the 'Mechlab.
  • Any heatsink equipped passed the required 10 base heat sinks act as stated in the 'Mechlab.
  • When a heatsink is destroyed, only the threshold value stated in the 'Mechlab is deducted from the total shutdown threshold pool. This is a buff over the previous behavior for when a heatsink from a sub 250 engine 'Mech was destroyed and ensures consistency in penalties regardless of which heatsink was destroyed in-match.
  • Heatsinks:
  • Dissipation rate increased to 0.14 (from 0.13)
  • Heat capacity reduced to 0.75 (from 1.3)
  • Double Heatsinks (Both Inner Sphere and Clan)
  • Dissipation rate increased to 0.22 (from 0.15)
  • No more division between engine and externally based heat sinks. All dissipation rates are now at a consistent 0.22 per-heat sink.
  • Heat Capacity reduced to 0.5 (from 1.5)
  • Known Issues:
  • Due to how these heat system changes alter fundamental interactions within the game, a number of known issues have been identified. We will be looking to address these issues in upcoming patches:
  • Heat Containment Skill Tree Skills:
  • Through our investigations into these heat system changes, we have uncovered that there is a bug in the way that heat containment skills are distributing their benefits. As they currently operate, they are unevenly distributing their benefits towards external heat sinks over internal heat sinks. With us constricting external heatsink heat capacity values, these skill tree nodes will feel less impactful in the incoming heat system overhaul compared to what they are now, or through the PTS series. Although they will still provide some benefit over not taking them at all.
  • We will be looking to address this behavior and ensure that it's benefits will be more evenly distributed towards all 'Mechs in a future patch.
  • Stealth Armor:
  • Because stealth armor completely negates dissipation and relies on a 'Mechs total threshold in order to effectively operate, the changes being pushed for heatsinks drastically affects the current mechanics regarding stealth armor. We will be targeting changes to the stealth armor in a future patch to ensure that it is better tuned to account for the new heat system overhaul.
  • Flamers:
  • Changes to shutdown thresholds as well as increases to heat dissipation will end up putting flamers, a weapon specifically tuned to the current heat system settings, directly under the microscope, and may need further changes to account for the new heat system. Unlike the previous two entries, we will not be targeting changes for the flamer immediately, but instead closely observe both it's post launch performance, as well as player feedback regarding it's role moving forward. We will be closely monitoring player feedback on this matter and won't rule out potential changes in the future if we feel they are needed.
  • Further Design Notes: Observers of the previous PTS Roadmap and PTS testers will note that we make no mention of any base heat changes. We have decided to keep the base 30 heat and instead change the base 10 heatsink behavior to provide a flat 20 value regardless of source. This will still produce the total base 50 heat threshold that was observed during testing regardless of how heatsinks are assigned, but keeps a value tied to heatsinks for the purpose of threshold reductions through Heatsink destruction, and side torso destruction penalties for 'Mechs with either Inner Sphere light engines, or Clan XL engine's in their 'Mech. Due to the testing nature of PTS, these destruction penalties where not present in the PTS series, but will be present in the final release.
  • The Inner Sphere Light and Clan XL engine side torso destruction penalties do not gain a mention in the notes above because the net effect acts identically to how they previously functioned in the game. The only alterations coming from minor back-end changes needed to account for the new tuning to how we track the base 10 heatsink's values. While they will operate identically to how they have worked before, we must note that due to the constriction of added heat capacity through external heat sinks, 'Mechs that before could rely on extensive amounts of external heatsinks to pad the impact of a side torso destruction penalty when using Inner Sphere Light engine, or Clan XL Engines will feel a bit more attrition is lost through torso destruction's compared to how it previously impacted performance. Chiefly due to how external heatsinks now provide significantly less additional threshold.
  • Additionally, we want to reiterate that the Heat Containment Skills are currently bugged, so builds from PTS that relied on maxing out all heat based skills including Heat Containment, will appear to run a bit warmer then they where on PTS for the time being. We will be correcting this in an upcoming patch.
  • Equipment Changes:
  • ECM:
  • Weapon Lock on Time penalty effect now only affects indirect weapon locks when the firer has no LOS to the target under ECM.
  • The "low signal" ECM effect now disables the ARTEMIS system's benefits.
  • ECM design notes: The recent removal of the ARTEMIS loophole, the constriction of the weapon lock angle, as well as the recent buff to ECM range has made ECM a low tonnage item have all contributed in hampering the use of lock on weapons, even in direct fire situations. With this change, we want to provide Lock-on weapon users with a more direct counter-play option against opponents under ECM provided they are willing to expose themselves to acquire their own locks, while still continuing to hamper indirect fire. This will also make it to where ECM does not make Streak and ATM launchers so difficult to utilize against targets within LOS and under ECM at close ranges. Although it should still be noted that ECM will counter their ability to lock onto targets if an ECM 'Mech puts an opponent into a low-signal state.
  • When it comes to countering Artemis, this is functionality that ECM has in the lore that we want to implement here in order to provide a more direct risk-reward factor when using Artemis specifically for SRM Artemis play which often is seen as a direct upgrade over standard launchers. While also providing a bit more incentive for offensive ECM usage to put an opponent into a low-signal state.
  • ARTEMIS:
  • Spread Bonus Increased to a 30% spread reduction (from 25%)
  • Tool tip description has been updated to describe its new interactions with ECM, as well as it's dependence on LOS in order to function.
  • ARTEMIS Design notes: With the new ECM functionality that provide more direct give and take to Artemis play, we are giving it back a bit more of its previous bite. We will be closely monitoring the impact of this change as we do not wish to see a re-introducing of these values act as a raw performance wall that sees it as a barrier to entry for all missile usage.
  • Weapon Changes:
  • Energy:
  • ER Large Laser:
  • Heat increased to 8.75 (from 8)
  • Clan ER Large Laser:
  • Damage reduced to 10.75 (from 11)
  • Heat increased to 11.8 (from 10.8)
  • Clan ER Medium laser:
  • Damage reduced to 6.5 (from 7)
  • Clan Medium Pulse Laser:
  • Damage reduced to 6.5 (from 7)
  • Clan Heavy Large Laser:
  • Damage reduced to 16 (from 18)
  • Laser Design notes: The core goal of the PTS series was to find an acceptable way to bring Clan laser weaponry into closer parity with their Inner Sphere counterparts. While our heat system overhaul looks to improve the dynamic between mass alpha vs. sustained fire, this alone did not produce the closer parity that we where looking for through the testing process. Our testing, combined with the recommendations from the community suggestions document, will see a reduction to these weapons damage values similar to what has been suggested to us by the community through the community document.
  • While the community document has also called for additional reductions in heat for many weapons such as Clan ER Medium Lasers, and Clan Heavy Large lasers, based on the overall feedback gained from our PTS wrap up and roadmap where a number of players feel that the incoming heat changes will amount to an overall buff to clan lasers despite these damage reductions, we are holding off on implementing any additional heat reductions until we monitor the impact of the incoming heat changes. Although we are not opposed to providing additional heat improvements to correspond with these changes should we feel that collectively, clan lasers have swung too far in the opposite direction of their IS counterparts.
  • In regards to the ER Large lasers, while we agree with the overall point that the previously sent community doc put together regarding the ER Large Laser being a bit too "spammy," and we ourselves feel that it can sometimes cover too many bases on it's own, we only find it to really be problematic as you go up in the tonnage range. With lighter tonned 'Mechs able to use the weapon, but not to the same effect that you see in the Heavy and Assault weight classes.
  • We are targeting Heat and Clan Damage to keep the focus towards its performance more on the higher end of the spectrum. Accounting for the incoming threshold changes where the extra heat burden will put more pressure on heavier 'Mechs that carry a larger amount of them, but still giving them enough DPS potential to where lighter 'Mechs that can only take one or two of them can utilize the weapon as an effective supplement to their builds, and not have it become a weapon that can only find effective use when you go up into the heavier weight chassis'.
  • We won't rule out cooldown changes in the future if these changes do not produce the intended results. But for now, we want to target something that would specifically put more pressure on the higher tonnage 'Mechs over the lighter tonnage mechs.
  • Missiles:
  • ATM 3:
  • Spread decreased to 2.5 (from 3.2)
  • ATM 6:
  • Spread decreased to 3 (from 3.2)
  • ATM 9:
  • Spread decreased to 3.5 (from 3.7)
  • ATM 12:
  • Spread decreased to 3.5 (from 3.7)
  • ATM Design Notes: In Battletech lore, all ATM launchers are fitted with self contained ARTEMIS guidance systems independent of the systems found in SRM or LRM counterparts. As we have explained in an earlier missile thread, because ARTEMIS is supposed to come pre-packaged within ATM launchers, we have rolled ARTEMIS' behavior into the core ATM stats independent of whether a player selects the ARTEMIS upgrade or not. These reductions in spread coincide with the 5% buff that the ARTEMIS system is receiving this patch. With the ATM 3 launcher receiving a bit more of a buff to make it a tad bit more potent compared to it's previously set values.
  • 'Mech Quirks:
  • New Quirk Type: Heat Scale Limit (HSL):
  • Being introduced with this patch, the Heat Scale Limit quirk adjusts the value in which individual weapons contribute to their Heat Scale penalty trigger. For instance, the natural limit for a standard PPC's heat scale is 2 PPC's fired within a 0.5 second period of time without penalty. An AWS-8Q assigned with a "IS PPC HSL+1" quirk is instead allowed to fire 3 standard PPC's within a 0.5 second period of time without penalty (+1 from the weapon's standard penalty trigger.) If the AWS 8Q were to fire a 4th PPC within 0.5 seconds, it will trigger a heat scale penalty as if it only went 1 over the limit rather then 2. This will allow us to assign a number of flavor quirks based on various 'Mechs core roles within the lore.
  • The following 'Mechs will be provided this new quirk type:
  • AWS-8Q: IS PPC HSL +1
  • AWS-9M: IS ER PPC HSL +1
  • NSR-9J: IS ER PPC HSL +1 (This will allow it to utilize the ER PPC with the Gauss Rifle to allow for Gauss / PPC simultaneous fire.)
  • HBK-IIC: Ultra Autocannon 20 HSL +1
  • Heat Dissipation Quirk Phase Out:
  • With the incoming changes to heatsinks, we will no longer need to rely on the compulsory Heat Dissipation quirk assignments in order to offset the baseline 10 heatsinks operating at an inefficient level for 'Mechs with a sub 250 engine cap. Because of this, we will be largely phasing out this quirk on 'Mechs that where previously assigned it due to a sub 250 rated engine cap. Although we will retain it in a limited capacity on a handful of 'Mechs as a part of their flavor quirks.
  • List of 'Mechs that will have this quirk removed:
  • Flea
  • Locust
  • Commando
  • Piranha
  • Mist Lynx
  • List of 'Mechs that will retain this quirk as a flavor quirk:
  • Urbanmech: 5%
  • Blackjack: 5%
  • Vindicator: 5%
  • Kitfox: 7.5%
  • Adder: 5%
  • Cougar: 5%
  • Inner Sphere Defensive Quirks:
  • Considering the changes to Clan damage outputs, their current performance in the live game, as well as their performance across the various PTS', we feel it is time to consider a handful of defensive quirk scale downs for a limited number IS 'Mechs. PTS 1.1 tested these quirk scale downs with no overall negative impact against the 'Mechs tested, and monitoring their subsequent performance within PTS 2.0 and PTS 2.1 in which many of the 'Mechs received performance boosts through the increased Heatsink Dissipation with the defensive quirks still in-tact, we believe it is time to begin ramping down some of the more aggressively quirked 'Mechs. We want to stress that those that need quirks as part of Geometry or particular flavor quirks will still receive them. But the current scale on the defensive quirks will be tightened up a bit to where they offer flavor, or counteract bad geometry, but don't act as a barrier to entry against clan counterparts.
  • At this time, we will only be releasing this scale down with what was explicitly tested through the PTS. The exact release values may slightly differ from those that where tested on PTS, but only those 'Mechs tested on PTS will be receiving defensive quirk reductions.
  • Those 'Mechs include:
  • Annihilator
  • Fafnir
  • Cyclops Sleipnir
  • Bushwacker
  • Mobility Increases:
  • Continuing our increases in baseline 'Mech Mobility per our PTS testing, the following 'Mechs will be receiving mobility increases this month:
  • Javelin (JVN-10N, JVN-10F, JVN-11B, JVN-HT)
  • Raven (All Variants)
  • Enforcer (All Variants)
  • Cataphract (All Variants)
  • Zeus (All Variants)
  • Nightstar (All variants)
  • Incubus (All Variants)
  • Cougar (All Variants)
  • Arctic Wolf (ACW-A, ACW-BK, ACW-P, ACW-Prime)
  • Gargoyle (All Variants)
  • Executioner (All Variants)
  • Mobility Increases Design Notes: While the Incubus and the Arctic Wolf where not tested on PTS, we wanted to provide them with additional mobility increases. In the case of the Arctic Wolf, we wanted to provide the Omni-mech and hero version a bit more flexibility accounting for them being a bit more restrictive to utilize compared to the ACW-1 and ACW-2
  • For the Incubus, we felt that upon release, the 'Mech was still lagging behind when it comes to overall close quarters mobility when dueling individual 'Mechs, which is something we wish this 'Mech to excel at provided its role in lore was that of a duelist. We are providing a modest bump to mobility to assist it in being better able to utilize its speed and mobility in tight, close quarters combat.
  • Fixed an issue where the Battlemech Store always displayed "All" 'Mechs when returning from "View in 'MechLab".
  • Fixed a HUD issue where the Hero 'Mech names were missing in the chassis name on the player's HUD view.
  • Fixed a text bug were the Faction Play War Log text was cut-off if the per match percentage was over 10%.
  • Fixed a bug where a Clan member could drop into an Invasion match with Inner Sphere members.
  • Fixed a bug in Comp Play where team mates appear to revert to "Not Ready" state while waiting in queue.
  • Fixed a bug where the Select 'Mech screen would shift its current row to the bottom of the screen when selecting a 'Mech
  • Fixed an issue where rapidly clicking on Titles or Badges would cause the headers text to change and flicker.
  • Fixed an issue where the Commando Hero's arms did not visually move with arm lock turned off.
  • Art Fixes:
  • Rubellite Oasis structure beam hitboxes have been reduced in size in location cell F6.
  • Fixed an issue where the Rifleman 'Mech's Heavy PPCs did not appear attached to the right torso or left torso when equipped.
  • The new colors from recent 'Mech packs are now properly listed in their respective color filters.
  • New known issues to be fixed in an upcoming patch:
  • The Highlander 'Mech's Mountain Line camo has reversed primary and secondary colored areas.
  • The Highlander HGN-733 'Mech LRM/MRM 10+ missile pod attachments on the left arm and torso are not colored.
  • The secondary and tertiary color channel of the new Champion Chassis 'Mech base camo pattern are non-functional.
  • 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.

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.181.0) (Oct 10, 2018)

  • New Mech: Incubus:
  • You can check out the Countdown post for more details about the Incubus as they are released!
  • New Bolt-On added to all retrofitted 'Mech chassis:
  • Datemono
  • The following 'Mech Chassis have been retrofitted for Bolt-on support:
  • Awesome
  • Cataphract
  • Cicada
  • Commando
  • Dragon
  • Javelin
  • Jenner
  • Thunderbolt
  • Vulcan
  • New Decals for all MWOWC2018 Tournament Pack owners:
  • Hazard Response Team
  • Mechanic
  • Security Team Member
  • In Tournament related news, all Comp Play team rosters will be officially locked on September 18th Tuesday at Midnight (PDT), after which the top 12 ranked teams in the Comp Play Leaderboard will continue on to the MWO World Championship 2018 Semi Finals!
  • The top 12 teams will be playing their matches using MWOWC 2018 Tournament Client, which will become available to them after September 18th midnight cut-off. Team captains will be contacted regarding the Semi Finals match scheduling.
  • Also, the legendary duo BanditB17 and mdmzero0 will be reprising their roles as Shoutcasters on twitch.tv/PiranhaGames during the duration of the MWOWC Semi Finals from September 22nd to October 6th. The Live Streams schedule will be announced in news post while also linked on the Competitive Play sub-forums once determined.
  • Ballistics:
  • Ultra AC/20
  • Velocity increased to 700 (from 650)
  • Jam Chance reduced to 14% (from 15%)
  • Clan Ultra AC/20
  • Velocity increased to 700 (from 650)
  • Jam Chance reduced to 16% (from 17%)
  • Clan AC/20
  • Velocity increased to 750 (from 650)
  • Design Notes:
  • The lower projectile velocity associated with AC/20s is one of the core drawbacks against the smaller caliber ACs, which is to play into the AC/20's core close range nature and to keep higher velocity values as one of the core perks of smaller caliber models.
  • Due to the stream fire nature of the Ultra and Clan standard AC variants, we felt that combining the low velocity plus the stream fire nature of those weapons was a bit too punishing for where we wanted them.
  • So, we are increasing their velocities to make them a bit more manageable, but the longer stream fire will still be a drawback that they must adapt to.
  • To also give a slight perk to the UAC/20, we are also reducing its jam chance by 1% as well to give a minor boost to its sustainability.
  • Energy:
  • Clan ER-Micro Laser
  • Heat Penalty ID changed to 14 (from 10)
  • Minimum Heat Penalty Level increased to 11 (from 9)
  • Heat reduced to 1.15 (from 1.35)
  • Clan Micro Pulse Laser
  • Weapon Heat Penalty ID changed to 14 (from 10)
  • Heat Penalty Level increased to 11 (from 9)
  • Heat reduced to 1.2 (from 1.35)
  • Design Notes:
  • We feel there has been enough time away from various internal touch points regarding the Micro Lasers that we want to provide them with some buffs to ease of use. We are breaking them off from the other Clan Small and Medium Lasers penalty groups and into their own that is currently only shared between the Micro Lasers. We will also increase their heat penalty cap so that you may fire up to 10 Micro Lasers for no heat penalty. We are also reducing their heat to be much more in line with the reduced per-shot damage that they do, which will better support their ability to sustain an engagement longer then they could currently. For now we wanted to focus primarily on their ease of use, but we may make additional changes at a later date to account for incoming changes to the Heat System in the coming months.
  • Mech Quirks:
  • Piranha:
  • PIR-1
  • Base Torso Pitch reduced to 20 (from 25)
  • Base Acceleration reduced to 59.24 (from 68.46)
  • Base Deceleration reduced to 130 (from 156.25)
  • PIR-CI
  • Base Torso Pitch reduced to 20 (from 25)
  • Base Acceleration reduced to 59.24 (from 68.46)
  • Base Deceleration reduced to 130 (from 156.25)
  • Piranha Design Notes:
  • Overall, the Piranha line is performing about as well as we would like it to, but the potency of both the PIR-1 and the PIR-CI is something we feel is a bit out of alignment. Not currently because of its damage output so much as its current reliability to focus that damage in certain situations. The Piranha at its heart is very much an extreme glass cannon 'Mech, and we want to keep its current potency, but make it a bit more difficult for it to duck under the arcs of heavier 'Mechs while still having the torso pitch to be able to focus fire on torso based locations, as well as making it more difficult to engage 'Mechs from angles that they may not be able to effectively respond to the presence of a Piranha. We will also be providing a reduction to its Acceleration and Deceleration in order to both make it more difficult to maintain itself in the rear arc of 'Mechs actively attempting to respond to it, while also providing a larger window of vulnerability to the 'Mech if it attempts to reduce its speed in order to park itself behind slow moving targets. These reductions in Acceleration and Deceleration put it to closer to the values found on the 25 ton Mist Lynx.
  • But the current offensive potency of the 'Mech is still very much present for those that can work around the reductions to mobility.
  • Mobility Increases:
  • Firestarter (All Variants):
  • Moderate increases in mobility across all attributes.
  • Hellspawn (All Variants):
  • Moderate increases in mobility across all attributes.
  • Thanatos (All Variants) :
  • Moderate increases to Acceleration, Deceleration, and Arm Speed attributes.
  • Heavy increases to Turn Rate and Torso Turn rate.
  • Atlas (All Variants):
  • Moderate increases to Acceleration, Deceleration, and Arm Speed attributes.
  • Heavy increases to Turn Rate and Torso Turn rate.
  • Adder (All Variants):
  • Moderate increase across all mobility attributes.
  • Acceleration boosted slightly higher then other attributes
  • Viper (All Variants):
  • Moderate increase across all mobility attributes.
  • Stormcrow (All Variants):
  • Moderate increase across all mobility attributes.
  • Kodiak:
  • KDK-1, KDK-2, KDK-4, KDK-5
  • Small increase across Acceleration, Deceleration, and Arm Speed Attributes.
  • Moderate increases to Turn rate and Torso Turn rate Attributes.
  • KDK-SB
  • Small increase across all mobility attributes.
  • Acceleration increased to be brought into line with the recent increases to the KDK-1, KDK-2, KDK-4, and KDK-5.
  • Design Notes:
  • As touched on in the Alpha Balance PTS Road-map, the mobility testing through PTS 2.0 and 2.1 have highlighted a number of performers that we are satisfied with providing increased mobility attributes to. Like we mentioned in the full write up, we want to say up front that the roll out of these changes will come across a period of multiple months due to the time it takes to internally test and QA mobility based settings. The 'Mechs released this month cover the largest outliers that we wish to see increased. But over the next few months we will be providing additional mobility increases based on our PTS testing results.
  • Current issue:
  • A bug has been found on the Escort game mode and therefore, it will be temporarily disabled until the next patch update.
  • Fixed a bug where Private Message tabs would reopen if they were closed after re-opening the open chat.
  • Adjustment to the UI where the highlighted and selected state of the "Store" button was difficult to read due to the white text on bright yellow.
  • Adjustment to the UI where a player now sees an indication on which tab a new message is coming from.
  • Adjustment to the UI where the new chat tab will be highlighted orange once players open the first chat notification.
  • Fixed a bug where players are unable to capture points in Conquest and Assault game modes if their ECM is destroyed while Stealth armor is active.
  • Fixed a bug in the UI where the scroll bar didn't work upon first entering the Store screen.
  • Fixed a bug where moving the Floating Chat window caused it to scroll up one space.
  • Fixed a bug in the Tutorial Academy where the 'directional arrow' toggle was available but non-functional.
  • Fixed a bug where an invalid 'Mech was not indicated as invalid in the Home screen.
  • Fixed a UI bug where the Loyalty Points Bonus was not displaying as intended in the Enhancements section of the MechLab.
  • Fixed an issue where the WLF-1B 'Mech's AMS range +20% quirk did not apply to Laser AMS.
  • Fixed an issue with Faction Play's spawn on River City's Domination mode to prevent spawn camping.
  • Vulcan 'Mech:
  • Max armor on all Vulcan variants has been corrected to LT: 40 and RA: 24. Any 'Mech with armor assigned higher then these values will be rendered invalid until the armor complies with their intended max values.  Reducing the armor by 2 on the Left torso's for non-hero variants, and reducing both the LT and RA armor by 2 on the hero variants will clear the invalid tag.
  • Art Fixes:
  • Fixed the issue where the Nova Cat 'Mech's weapons were not aligned to the body.
  • Fixed an issue where the pilot in the cockpit misses the buttons selected using the left hand during the startup sequence in the Cyclops 'Mech.
  • Fixed an issue where the pilot in the cockpit clips his hands through the dashboard and misses buttons during the start up sequence in the Assassin 'Mech.
  • Fixed an issue with inconsistent animation steps on flat surfaces with the Atlas 'Mech.
  • Fixed an issue with the Marauder IIC 'Mech's turn animation while standing.
  • Fixed an issue where the Dragon 'Mech's right hand slides back into its original place after powering up.
  • Fixed an issue with the destroyed 'Mech animation on the Ice Ferret IFR-P.
  • Fixed a bug where 'Mechs would get stuck in cell E6 and E4 on Mining Collective.
  • Fixed a bug where larger 'Mechs were getting stuck in cell F5 and E5 in Solaris City.
  • Fixed a bug where 'Mechs would get stuck in cell E4 on HPG Manifold.
  • Fixed a bug where 'Mechs would get stuck falling through a hole in cells D6 to E6 on Rubellite Oasis.
  • Adjusted the Liao Camo pattern's primary colour on the Warhammer to apply onto certain weapon geometry.
  • Fixed an issue where the Supernova 'Mech tilts to the right when taking off in jump jetting.
  • Fixed an issue where the Marauder IIC 'Mech's back with clip with its leg if viewed looking upwards in 3rd person.
  • Lance Spawns for Bravo and Charlie locations have been switched in the Mining Collective's Assault, Conquest, Domination and Skirmish modes.

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.176.0) (Aug 1, 2018)

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

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.169.0) (Jun 11, 2018)

  • The Blood Asp is here and it's already causing a stir! With a Solaris 7 Division 1 placement and some last minute manufacturing tweaks (shoulder cannon size correction), players will see the Blood Asp roll out in style. Look for a Quickplay 'Mech Challenge for Blood Asp owners starting on May 17th.
  • The Solaris City map is here! Teased at Mech-Con the look of the map is unlike anything currently in rotation. I don't know about you, but I'm betting this Vegas looking map is going to popular! Remember: What happens in Solaris City...does not stay in Solaris City.
  • We also have New Bolt-ons, and more 'Mechs supporting Bolt-ons(The Ghillie Bolt-ons are one of my favorite new items in our game)! All this with tons of tuning changes and a handful of bug fixes round out the patch! Read on for all the details!

New in MechWarrior Online Client 1.4.159.0 (Apr 24, 2018)

  • The 7 new Solaris Heroes are here, ready to compete!
  • You can check out the Countdown post for more details about the Solaris 7 'Mechs as they are released!
  • Solaris is a 1v1 and 2v2 arena combat expansion for MechWarrior Online! Drawing from BattleTech lore, the idea behind Solaris fits perfectly for MWO in terms of gladiatorial combat.
  • It features leader boards and a reward structure completely new to MWO and not related to Quick Play or Faction Play.
  • Who can participate?
  • Anyone can participate in the Solaris Games, for both the 1 vs 1 and 2 vs 2 Divisions. Before participating in the Solaris 7 Games however, players must first select a Patron for the Division they wish to play in. Divisions differ from each other in terms of the 'Mechs allowed to be used in combat. For example, 'Mechs in Division 1 cannot be used in combat against 'Mechs in Division 2. (See section about Patrons for details.)
  • 1 vs 1
  • Two players will face off in a classic death-match game mode. The winning MechWarrior will be the last one standing on the battlefield. If the timer runs out and neither players is defeated, the match will result in a tie.
  • 2 vs 2
  • Two teams, each consisting of 2 players, will face off against each other with the victorious team being the one with the most remaining team members at the end of the match. This means that if only 1 player is defeated when the timer runs out, the team with both players active will receive the win. If the timer has run out before any players on either team have been destroyed, the match is considered a tie. There is no need to register a team for Solaris. Solaris teams are considered casual groups and all stats are assigned to the individual players, not the group itself.
  • 'Mechs and Divisions
  • Every 'Mech in MWO can be played in the Solaris Games. However there are every variant of every 'Mech chassis has been divided into 7 Divisions. Only 'Mechs available in a specific Division can be used for competition in that particular Division. Every 'Mech Variant is placed in it's division based on its performance capabilities on the battlefield. This means that tonnage is not the key factor to which 'Mechs are in which Division. Light 'Mechs can be placed in Divisions with Heavy 'Mechs if they are able to perform well against them.
  • Division 7 will consist of lower performing 'Mechs in the game, while Division 1 will consist of the highest performing 'Mechs.
  • 'Mech customization from the Mechlab and Skill Tree will carry over into Solaris, however consumables are NOT allowed.
  • Don't have a 'Mech in a certain Division? No problem, there is a Trial 'Mech assigned to each Division so anyone can participate in any Division whether they own an appropriate 'Mech or not. Trial 'Mechs in Solaris, however, will not have Skill Tree nodes unlocked.
  • Click here to view the list of Solaris 7 'Mech Variant Divisions!
  • Ranking and Leaderboards
  • Each Division from 1 to 7, will have it's own pair of Leaderboards. The pair of Leaderboards are the result of a separate stat tracking for Solo and Group play in Solaris. For example, Division 1 will have a Division 1 Solo and Division 1 Group Leaderboard. There are 2 additional Leaderboards in Solaris. They are the Global Leaderboards for Solo and Group. The Global Leaderboards use an average of a player's ranking across all Divisions. To one of the best in Solaris, players will have to be ranked highly in all Divisions.
  • Seasons
  • Solaris 7 is seasonal where each season lasts for 3 months. Once a season ends, the Leaderboards and Player Stats will reset. Of course there will be historical data retained for posterity.
  • Patrons and Accolade
  • Patrons are the default method of progressing through rewards in Solaris and are required for every Division. Patrons have a 30 day signing contract with the player and when the contract expires, the player has the opportunity to stay with the current Patron or switch to a different one.
  • Patrons have Accolade Levels associated to players on a per Division basis. For example, signing with Patron A and playing a number of matches will accumulate Accolades (ACC). Once a certain amount of ACC has been attained, the player will level up with Patron A. Patron A's base payouts for rewards will increase. There are also levels within a Patron that will reward items such as bolt-ons. As mentioned, Patrons sign on a per division basis, being Level 3 with Patron A in Division 1 does not link to being signed with Patron A in Division 2 as they are 2 separately tracked levels.
  • Accolade (ACC) is a currency that can only be earned by participating in Solaris matches. Accolade is required for milestones to grow while also leading to better Patrons when contracts are renewed. If a player has a high enough Accolade during Patron Contract renegotiation, the new available Patrons will have better payouts.
  • Here are the 3 Patrons players can choose from:
  • Kallon Industries
  • Founded in 2808, Kallon Industries is a military manufacturing corporation covering all types of product lines including BattleMechs, Aerospace, DropShips, Fighters and vehicles.
  • (These Patron pay higher Accolade (ACC) amounts per match than the other two Patrons.)
  • StarCorps Industries
  • Manufacturer of the highly sought after GM 270 standard fusion engine, StarCorps Industries is a part supplier and tuner for BattleMechs throughout the Inner Sphere.
  • (These Patron pay higher XP amounts per match than the other two Patrons.)
  • Earthwerks Incorporated
  • With a wide ranging line of products from consumer to military, Earthwerks Incorporated is one of the most diverse manufacturers in the Inner Sphere
  • (These Patron pay higher C-Bill amounts per match than the other two Patrons.)
  • Sponsors
  • Sponsors become available to players based on their performance in the Solaris matches. Sponsors provide extra C-Bill and ACC rewards (on top of the Patron base payouts) per win. The list of Sponsors available will update based on the player's Elo change within a 24hr period. The better player performs in 24hrs, the higher the chance that they will have more sponsors (maximum of 10) for the next day's set of matches. Unlike Patrons who are contracted with a player for a set amount of time, Sponsors can be gained AND LOST purely based on performance. Lose too many matches in a 24hr period and the player will find their sponsors jumping ship.
  • Here's the list of Sponsors you will see:
  • Meers-Skobel Defense Corp.
  • Norse-Storm Technologies Inc.
  • OmniTech Industries
  • Triple-F Restaurants
  • VEST
  • Solaris Arms
  • Silver Wyrm Ltd.
  • O’Niel BattleMechs
  • Blue Shot Weapons
  • Defiance Industries
  • Rewards and Premium Time Bonus
  • XP, C-Bills and Accolades are awarded to players after every match with the amount dependent on their performance, Patrons, Sponsors and Accolades.
  • Unique cockpit items will be rewarded to the top 5 players in each division and the top 20 players in the global leader boards.
  • When Premium Time is activated, players earn a bonus 50% C-Bills and XP bonus per match. Active Premium Time also gives a 10% bonus for Accolades (ACC).
  • Weapon Restrictions
  • Flamers are not restricted in Solaris, however their performance has been reduced with a nerf which only applies to the Solaris Games.
  • There is one key restriction in terms of weapon loadouts for Solaris. Any combination of 7 or more of the following weapons will result in an invalid 'Mech build for Solaris matches:
  • Heavy PPC
  • Clan ER PPC
  • Clan ER Large Laser
  • Clan Heavy Large Laser
  • Clan Large Pulse Laser
  • Player Card
  • Each player participating in the Solaris Games will have a Player Card which displays their Solaris statistics. Player Cards are available through the Leader Board or Friends List. By clicking on a pilot name entry on the Leader Board, the Player Card for the selected player will appear. The Friends List submenu has been updated to allow Players to click a friend's name and select "Player Card" which will bring up the same information as the Leader Board Player Card.
  • The Player Card displays the following stats:
  • Pilot Name
  • Kills
  • Deaths
  • KDR
  • Wins
  • Losses
  • Ties
  • WLR
  • Latest used 'Mech in solo (1 vs 1)
  • Latest used 'Mechs in group (2 vs 2)
  • Top Matches to Spectate
  • A list of the top 5 most competitive matches will be available for others to spectate (based on Elo ranking). These 5 top matches will consist of players with high Elo ranking with the smallest Elo gap between the competitors. The number of remaining spectator slots available will be displayed in this area and access is given on a first come first serve basis. At the start of every season, spectator viewing of matches will not populate until players start breaking into the high Elo ranks. When matches start to appear, players will know that these matches will be with the high competition players.
  • Solaris Maps
  • Solaris 7 is home to a number of arenas hosted by the Great Houses. Each arena presents its own challenges and pitfalls for pilots.
  • Boreal Reach: Using state-of-the-art holographic projection technology, this arena takes the form of a large tundra battleground.
  • The Factory: A re-purposed 'Mech factory, this arena is filled with plenty of opportunities to hide from - and ambush - your opponent.
  • Steiner Colosseum: Harkening back to the gladiatorial days of old, this massive colosseum will make Pilots feel like true warriors.
  • The Jungle: Seemingly a beautiful tropical oasis, this jungle arena is home to some of the fiercest Solaris battles.
  • Ishiyama Caves: A claustrophobic arena set inside the carved-out tunnels of a Kurita-constructed mountain. Tight battles abound in the Ishiyama Caves!
  • You can now battle with even more style with the all new Bolt-On 'Mech customization in the Mechlab.
  • This new customization has been added to the Camo Spec panel where you will be able to mount these bolt-ons on your 'Mech's head, left arm, right arm, spine, left shoulder, right shoulder, left elbow and right elbow if available. All Bolt-ons can be purchased with MC or won through the all new Solaris Supply Cache system.
  • Your 'Mech's equipped Bolt-Ons, earned and purchased in Solaris, will also be visible in all of MWO's game modes including Quick Play and Faction Play.
  • Note that any weapon damage in a match will cause the Bolt-Ons to fall off your 'Mech. Bolt-ons do not absorb/block/transfer incoming damage. If the Bolt-on is struck, but the 'Mech's hitbox is not, no damage will be done to the 'Mech and the Bolt-on will fall off.
  • 'Mech Bay 2.0 is here! Previously the 'Mechs standing in a 'Mech Bay would spin on the spot when rotating a 'Mech to see its cosmetic appearance. This is no longer the case. Viewing a 'Mech in 'Mech Bay will now rotate the camera around the 'Mech in 3 axis movement. This provides a much easier method of viewing a 'Mech from all sides and from above.
  • In addition to this new viewing functionality, players can now access a First Person View button which will put them in a human scaled camera which allows them to walk around the 'Mech Bay freely. This gives the player a much better representation of the scale of these massive BattleMechs that they are piloting. While in First Person, the player can also press keys 1-3 on their keyboards to switch to 3 predefined glamour cams to get unique perspectives while appreciating their camo spec/loadout they've created. Pressing ESC will return the player to the normal 'Mech Bay camera.
  • After every match, players will earn Supply Cache Points (SCP) which are displayed in a progression bar. A new element in the game's front end displays progress to the next Supply Cache. When a player earns enough SCP to fill the progression bar, they will be awarded a Supply Cache which contains all kinds of rewards, and then resets the SCP progression bar back to zero and the process repeats.
  • Once a player has earned a Supply Cache, the contents inside of it can be viewed. Each Supply Cache contains 4 items randomly picked from an item pool based on the Supply Cache's rarity. All 4 items are given to the player when the Supply Cache is opened.
  • Faction Play Changes
  • Season 2 has now begun for the Invasion Era 3057 in Faction Play!
  • This means that all the Maps, Mercenary and Loyalists Contracts and Unit MC tags on all planets have been reset.
  • Map Temperatures
  • All Quick Play Maps have had their temperatures adjusted. Take a look at the new temperatures below:
  • MASC
  • MASC Gauge Fill rate reduced by 10%
  • MASC Gauge Dissipation rate increased by 10%
  • Design Notes: While MASC can be a useful tool, we feel that as a match progresses players who can maximize their usage of MASC still see a very limited window of use with what can sometimes feel like an excessive cooldown to being able to use MASC again after maxing out the bar. We are minorly decreasing the rate at which the bar fills and increasing the rate at which it cools down to both give a slight bump in its use before you hit the damage ceiling, while also increasing the rate at which the bar cools down allowing it's use to be more readily available more often.
  • Jump Jets
  • Class I Jump Jets:
  • Jump Jet Thrust increased by 10%
  • Jump Jet Duration reduced by 8%
  • Class II Jump Jets:
  • Jump Jet Thrust increased by 10%
  • Jump Jet Duration reduced by 8%
  • Design Notes: With the above changes, Class I and Class II jump jets have been brought into line with the rest of the Jump Jet line for other 'Mechs. All jump jets will now behave consistently across all weight classes.
  • Weapon Changes
  • Ballistic Changes
  • Heavy Machine gun:
  • Damage increased to 0.15 (from 0.14)
  • Clan Light Machine Gun:
  • Critical Chance Bonus reduced.
  • Critical Damage Multiplier reduced to 7 (from 8)
  • Clan Machine Gun:
  • Critical chance Bonus reduced.
  • Critical Damage Multiplier reduced to 7 (from 8)
  • Clan Heavy Machine Gun:
  • Damage increased to 0.15 (from 0.14)
  • Critical Chance Bonus reduced.
  • Critical Damage Multiplier reduced by to 5 (from 6)
  • Design Notes: The lower tonnage cost involved with Clan Machine Guns sees them performing a bit outside of where we want them to be. Both when it comes to it's performance against other weapons in the overall lineup, as well as its overall performance stacked against it's Inner Sphere counterparts that come in at double the tonnage for a similar profile. This pass on Machine Guns' primary purpose is again to narrow the gap between the Lighter Clan Machine Guns against the Heavier Inner Sphere models. The Heavy Machine Gun has received a damage buff to better align it against the other Machine Gun types. Compensating the weapon for its reduced range, and higher weight profile.
  • Energy Changes
  • Flamer
  • Heat Scale penalty introduced for firing more then 4 flamers
  • Flamers will function differently for the Solaris Game Mode.
  • [The next following Flamer changes below are ONLY APPLIED to Solaris 7 arena matches]
  • Target heat generation Greatly reduced in the Solaris game mode.
  • Critical damage increased providing flamers a similar damage profile to standard Machine Guns.
  • Clan Flamer
  • Heat Scale penalty introduced for firing more then 4 flamers.
  • Flamers will function differently for the Solaris Game Mode.
  • [The next following Clan Flamer changes below are ONLY APPLIED to Solaris 7 arena matches]
  • Target heat generation greatly reduce for the Solaris Game mode.
  • Critical damage increased providing flamers a similar damage profile to standard Clan Machine Guns.
  • Design Notes: With the introduction of Solaris 7, we will be adding a Heat penalty to the weapon for firing more then 4 flamers. This will be carried over into the core flamer property to keep consistency from the firers side when it comes to self Flamer Heat generation. Flamer effects to the target will depend on the game mode. In all non-Solaris game modes, the Flamer will remain unchanged from its current attributes outside of the new Heat Scale penalty. Within Solaris, the Flamer's overall impact will be more dependent on holding the flamer against the target for an extended period of time. With a focus towards stalling / reducing heat dissipation against a target rather then perpetually having a target stun locked by maxing out their heat. To compensate for this loss in core effectiveness, instead flamers within Solaris will operate similar to Standard Machine Guns. With boosted damage against internal structure, while still heating up the targeted 'Mech.
  • Missile Changes
  • LRM 5:
  • Velocity increased to 190 (from 160)
  • LRM 10:
  • Velocity increased to 190 (from 160)
  • LRM 15:
  • Velocity increased to 190 (from 160)
  • LRM 20:
  • Velocity increased to 190 (from 160)
  • Clan LRM 5:
  • Velocity Increased to 190 (from 160)
  • Clan LRM 10:
  • Velocity Increased to 190 (from 160)
  • Clan LRM 15:
  • Velocity increased to 190 (from 160)
  • Clan LRM 20:
  • Velocity increased to 190 (from 160)
  • Design Notes: After reviewing the net effects of a series of other changes that affected lockon weapons, we feel confident in providing LRM's with some much needed QoL velocity increases to their profile to make them more effective at longer ranges. With this said, we are still razor focused on the impact of such a change, and while over the long run we want to see an increase the usability of this weapon at higher levels of play, we cannot ignore the possible ramifications of a change such as this at lower levels of play. We are moving ahead with a raw buff for now, provided we feel that the previous changes to lock on weapons have given us some clearance to push forward some much needed velocity changes. But should this change swing the dial in a negative direction for lower tier players, we have a number of options under consideration that will allow us to dial the weapon back in a future patch should we feel that this buff pass swings it too far into a problematic area for lower tiered players.
  • Sun Spider hit box adjustments
  • Black Lanner Cockpit Monitors adjustments as they were obstructing some view from cockpit
  • Fixed invisible walls issue in Rubellite Oasis Map
  • Removal of 32-bit Support
  • Resolutions lower than 1024x768 and 32-bit systems are no longer supported by MechWarrior Online.
  • Weapon Retrofits
  • As of this patch, all variants of the following chassis now support the distinct visuals of new weaponry:
  • Atlas
  • Banshee
  • Firestarter
  • Rifleman
  • Home Lobby Load Times
  • As MechWarrior Online continues to grow with the additions of the Solaris feature and the new Bolt-On items, we are aware that you may experience some longer load times into the Home lobby.
  • With this in mind, please know that we will be always looking at ways to optimize this load to minimize this issue.
  • 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):
  • http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_327.zip
  • http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_328.zip
  • 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\DocumentsMWO 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

New in MechWarrior Online Client Patch 1.4.143 (Dec 13, 2017)

  • Command Wheel: Flank Left is now on the left side of the wheel, Flank Right on the right.
  • MRMs: Fixed an issue where MRM launchers of different types could desync after multiple shots.
  • This month sees general improvements for five Inner Sphere 'Mech chassis.
  • Panther:
  • All variants have received a moderate increase to Mobility.
  • Panther Design Notes: Given the lower Engine cap and the need to shield its RA we are providing all Panthers with a moderate increase to their Mobility to make them much more nimble.
  • Cicada:
  • All variants have received a moderate increase to Mobility.
  • Cicada Design Notes: With a number of 40-45 ton 'Mechs introduced to the game since the last time the Cicada received notable balance adjustments, we feel the Cicada has fallen a bit behind in one of its key design aspects. We are therefore providing it with a bit of a Mobility buff to make it better able to juke and respond to threats, given that many of its variants are ground-bound and without JJ options compared to many other 'Mechs in its respective weight class.
  • Uziel:
  • All variants have received a +10% Weapon Range Quirk.
  • All variants have received a light increase to Mobility.
  • Uziel Design Notes: As indicated in the September Patch Notes we want the Uziel to fulfill a much more mobile harassment niche to differentiate it from the already extensive roster of 50-ton 'Mechs currently available to the Inner Sphere. We have targeted this months change to better support it in executing this intended role.
  • Orion:
  • All variants have received a -10% Weapon Heat Gen Quirk.
  • Existing Energy and Missile Heat Gen Quirks on the ON1-M and ON1-VA have been phased out with the rollover into the global Heat Gen Quirk listed above.
  • Orion Design Notes: With only average Mobility and a fairly low Engine cap, we want the Orion to be better able to sustain itself when it does commit to a fight and put its extensive amount of Armor attributes to good use.
  • Zeus:
  • All variants have received a -10% Weapon Heat Gen Quirk.
  • Existing Energy and Missile Heat Gen Quirks on the ZEU-6T, ZEU-9S, ZEU-9S2, and ZEU-SK have been phased out with the rollover into the global Heat Gen Quirk.
  • Zeus Design Notes: With an already extensive amount of weapon enhancements and the best Assault 'Mech Mobility for an Inner Sphere chassis, the current Zeus tuning is intended to leverage it as a primarily weapon support platform with a high amount of Mobility. We feel however that the generous Cooldown Qurks already present can sometimes work against it, as this can often lead to the 'Mech reaching its heat cap quickly without the ability to sustain its firepower. We want to provide it with the Heat Gen Quirk to better support its already existing Quirk list and keep it as a highly mobile weapon support platform.
  • Heavy Machine Gun:
  • Spread reduced to 1 (from 1.1)
  • Range Increased to 100 (from 80)
  • Max Range Increased to 200 (from 180)
  • Crit Multiplier increased to 7 (from 6)
  • Clan Light Machine Gun:
  • Spread Increased to 0.7 (from 0.5)
  • Crit Multiplier reduced to 8 (from 9)
  • Clan Machine Gun:
  • Spread Increased to 0.84 (from 0.6)
  • Crit Multiplier reduced to 8 (from 9)
  • Clan Heavy Machine Gun:
  • Spread increased to 1.3 (from 1.1)
  • Range Increased to 100 (from 80)
  • Max Range increased to 200 (from 160)
  • Machine Gun Design Notes: These changes boil down to two things:
  • General improvements for Heavy Machine Guns to bring them into better alignment with other Machine Gun types.
  • A reduction in Clan Machine Gun secondary attribute effectiveness to better account for their lighter weight.
  • For Heavy Machine Guns we wanted to provide an across the board Range boost for both Factions, where the IS will be gaining a few additional enhancements to account for the heavier weight associated with their Faction's version of the weapons. For Clan Machine Guns we want them to carry the same general offensive punch as the IS variants per-weapon to play into the Faction's niche, but this needs to be balanced against the fact that their weapons come in at half the tonnage to their IS equivalents. For this pass, we are primarily targeting their spread values in a similar way to what we have done with Clan SRM launchers compared to their much heavier IS equivalents, but we have also slightly reduced the Critical damage multiplier to slightly reduce the speed at which mass Clan Machine Guns can strip an exposed locations components bare.
  • Clan ER Large Laser:
  • Heat increased to 10.8 (from 10)
  • Cooldown increased to 4 (from 3.75)
  • Clan ER Large Laser Design Notes: Given the increased Range and Damage attributes associated with the Clan version of the ER Laser, we want to bring the general performance of the Clan ER Laser a bit closer in alignment with its Inner Sphere counterpart.
  • Pitchfork [Hellspawn Standing Item]: 750 MC
  • Wasp [Hellspawn Hanging Item]: 750 MC
  • Cauldron Warhorn [Hellspawn Mounted Item]: 750 MC
  • Demon Girl [Hellspawn Early Adopter Standing Item]: 750 MC
  • Hellspawn Standard Pack [and Collector Pack]
  • "The Demon":
  • Hellspawn Collector Pack
  • "The Nightmare":
  • These Titles and Badges are only available through their associated Packs. Collector Packs include the Titles and Badges from both the associated Standard and Collector Pack.
  • Hell Eye
  • Hell Fire
  • Atlas [all variants]: Fixed an issue where the Atlas animation would occasionally appear to jump forward a bit while running.
  • Blackjack [all variants]: Fixed some clipping issues in the cockpit.
  • Cataphract [all variants]: Fixed an issue where destroying the LL would not trigger explosion particles.
  • Gargoyle [all variants]: Fixed an issue where the stub of destroyed arms would have incorrect hitbox coverage.
  • Jenner [all variants]: Tightened up hitboxes in the CT to reduce some exposure from the sides.
  • Jenner [all variants]: Fixed a gap in the CT hitbox.
  • Quickdraw [all variants]: Fixed an issue where vent geometry would not appear in LT when no weapons were equipped.
  • Quickdraw [QKD-4H]: Fixed an issue where a second NARC in the LT would appear to have 10 missile pods rather than 1.
  • MechWarrior Academy: Fixed an issue where the Captain Adams dialog could remain on screen after overheating and shutting down.
  • Mist Lynx [all variants]: Fixed an issue where the Cockpit did not have a visible kill monitor.
  • Nova [all variants]: Fixed an issue where the LA was angled slightly inward.
  • Osiris [all variants]: Fixed an issue where the Arms would not appear to move vertically in 1PV.
  • Raven [all variants]: Fixed an issue where the Raven would sometimes flop around when destroyed.
  • Shadow Cat [SHC-P]: Fixed an issue where the vent geometry would not appear in LT when Ballistics were removed.
  • Spider [all variants]: Fixed an issue where the Spider would sometimes spin around when destroyed.
  • Stalker [STK-3FB/(L)]: Fixed incorrect default thumbnail images.
  • Rubellite Oasis [F5]: Fixed an issue where 'Mechs could get stuck.
  • Rubellite Oasis [E5]: Fixed an issue where 'Mechs could get stuck.
  • Rubellite Oasis [Incursion Mode]: Moved a cell pickup from G8 to F7.
  • Rubellite Oasis [E5 and F6]: Cleaned up collisions on large structure supports.
  • Rubellite Oasis [E3]: Opened up a path.
  • Rubellite Oasis [F5]: Cleaned up collisions on top a structure.
  • Scouting: Fixed an issue where returning to an already retrieved Intel point would still trigger the capture sound.
  • UrbanMech [UM-K9]: Fixed an issue where a Flamer equipped in the LA had incorrect hitbox coverage.
  • UrbanMech [UM-K9]: Fixed an issue where Energy weapons in the CT had incorrect hitbox coverage.
  • Wolfhound [WLF-1A]: Fixed an issue where the RT second Energy slot was missing a mount.
  • Known Issues:
  • Hellspawn [HSN-7P]: Base Mobility values are incorrect. This will be addressed in a hot-fix after the release of the patch.

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.142) (Nov 15, 2017)

  • This patch marks the release of Rubellite Oasis, our first brand-new Map since the release of Grim Plexus in March of last year. Excluding Faction Play Siege Mode, Rubellite Oasis features full support for all other Quick Play and Faction Play Game Modes.
  • Littered with the ruins of ancient structures whose original purpose has been lost in the haze of time, rumors of an abandoned SLDF facility and invaluable, untapped resources have long surrounded this remote and unforgiving planet. It is only now, with a terrible and protracted war for the Inner Sphere still raging, that these tales of unclaimed fortune have finally drawn the eye of the most desperate factions and opportunistic warriors. Compared to the rest of the planet, this sector is a veritable jewel. Known simply as 'the oasis' among those who attempt a dry humor in the face of grim reality, it is one of the few locations on this planet where the jagged formations and perpetual storms haven't entirely decimated its ruins. For those who believe, this place still holds within it the promise of legend. For others, it is simply yet another field upon which their enemies will fall, and be forgotten.
  • Gameplay:
  • BattleGrid: Fixed an issue where 'Mech Health percentages were not reporting correctly.
  • Crimson Strait (Domination): Spawn locations have been adjusted to improve balance relative to Domination Beacon location.
  • HUD: All Hero Chassis and Variant names in the Targeting HUD are now standardized to use all-caps.
  • Rewards: Incursion and Escort Game Modes now provide Objective Victory Rewards.
  • Inner Sphere Quirks:
  • Spider:
  • All Structure Quirks have been converted into Armor Quirks.
  • Spider SDR-5D: Armor Bonus has been increased to match other variants.
  • Spider Design Notes: With some of the recent Light changes we feel the Spider has been sidelined a bit in favor of newer 'Mechs with more Hardpoints. We want to ensure that the Spider retains its own unique style compared to the other 'Mechs within its Weight Class, given its Hardpoint restrictions. A heavy focus on top-of-the-line Mobility, coupled with high durability, means that while the Spider doesn't carry the largest degree of firepower, it does boast unrivaled sustainability among the range of 'Mechs that can exceed 100 KPH.
  • Blackjack:
  • BJ-1/BJ-1DC/BJ-2/BJ-3: Structure Quirks have been converted into Armor Quirks.
  • Other fixes and changes:
  • Comp Play: Fixed an issue where a previously Ready player would still be listed as Ready after switching to an invalid 'Mech, but would still correctly be blocked from launching.
  • Cougar COU-H: Fixed an issue where the Set of 8 Quirks included a +5% Cooldown Quirk, rather than the intended -5% Cooldown.
  • Faction Play (Conflicts Panel): Fixed an issue where Special Conflicts would not show the associated Faction insignias.
  • Faction Play: Removed a redundant warning when viewing Career details.
  • Faction Play: Fixed an issue where debug text would briefly appear just prior to the beginning of a match.
  • Group: Fixed an issue where Quick Play would appear as an option twice if there were no active Faction Play Conflicts.
  • Group: Fixed an issue where players who returned from a match and were viewing a rewards dialog would still be listed as 'Deployed'.
  • Group: Fixed an issue where a Group Invite could show the wrong Faction icon for the player.
  • Inventory: Fixed an issue where the Sell Item button could remain active but invisible after selling an item.
  • Inventory: Fixed an issue where the C-Bill icon would not appear in the dialog when attempting to sell a single item.
  • MechLab (Warehouse): Fixed an issue where swapping OmniPods could cause items to display incorrectly in the 32-bit client.
  • MechLab: Fixed an issue where equipping Flamers, Laser AMS, or RACs would have an inaccurate impact on your listed Heat Management value. In-game Heat was behaving correctly; this issue only erroneously impacted your listed Heat Management value.
  • MechLab: Fixed an issue where the Critical Chance values were being visually rounded in the tooltip for Targeting Computers.
  • MechLab: Fixed an issue where Loadout errors for the Head were referring to the component as 'Cockpit'.
  • Mech Stats: Fixed an issue where the wrong colour was used for the Arm Angle value.
  • MechWarrior Academy: MiniMap and BattleGrid now accurately reflect the distinct layout features of the Academy map, rather than simply using the River City map.
  • River City (F5): Fixed an location where 'Mechs could get stuck.
  • Special Events: 'Recent Events' tab has been renamed to 'Past Events'.
  • Special Events: The 'Current Events' and 'Future Events' tabs will now be visible even when no Events are currently running or announced. Under this circumstance, the tabs will be comprised of text conveying these states.
  • Special Events: Fixed an issue where the Victory/Loss Claim Reward would not appear when all Immediate Rewards were already Claimed or unavailable for being Claimed.
  • Special Events: Fixed an issue where headers would sometimes not appear above Events.
  • Special Events: To address an issue with large numbers not fitting in the available space, Completion states are no longer conveyed with a green checkmark. Once an Objective requirement has been met, the listed value will however continue to turn green to help denote completion.
  • Splash Screen: Fixed an issue where skipping the Tutorial in the inital splash screen before the screen was fully loaded could cause the dialog to get stuck on-screen
  • Nova Cat: Animations have been cleaned up to address issues with leg behavior.
  • Nova Cat: Fixed placement issues with footprints.
  • Osiris: Fixed an issue where the arms wouldn't appear to move up and down while in 1PV.
  • Settings (Video): Fixed an issue where the lowest resolutions wouldn't appear in the resolution dropdown when first accessed.
  • Store: Fixed an issue where the Linebacker LBK-RL was not categorized as a Hero 'Mech.
  • Store (Mech Stats): Fixed an issue where the Tooltip could remain on-screen after hovering over a Component.
  • Unit (Rank Management): Fixed an issue where the 'View Last Online Time' privilege could not be assigned on its own.
  • Unit (Message of the Day): Hitting primary Enter key to set another line will no longer close the window. The NumPad Enter key will still close the window.
  • Unit: Fixed an issue where a long Unit name would overrun the Member and Planet Info window.
  • UrbanMech UM-K9: Fixed an issue where CT Energy Weapon hitboxes didn't have complete coverage.
  • Uziel: Fixed an issue where multiple variants weren't correctly utilizing empty hardpoint caps.
  • Uziel (all variants): Fixed an alignment issue with the Center Torso and the hip.
  • Uziel (all variants): Animations have been cleaned up to address issues encountered while Torso is turned and the 'Mech is in motion.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.137) (Oct 20, 2017)

  • Store Page:
  • Osiris Release Dates:
  • MC Release Date: February 6th 2018
  • C-Bill Release Date: March 6th 2018
  • Nightstar Release Dates:
  • MC Release Date: March 6th 2018
  • C-Bill Release Date: April 3rd 2018
  • Gameplay:
  • AC/5:
  • Velocity increased to 1300 (from 1150).
  • Heat Scale penalties are now linked with UAC/5s.
  • Added Heat Scale set to a minimum Heat Penalty of 6.
  • AC/10:
  • Velocity increased to 1100 (from 950).
  • LB 2-X:
  • Velocity increased to 2000 (from 1330).
  • Ultra AC/5:
  • Velocity increased to 1300 (from 1150).
  • Heat Increased to 1.66 (from 1.5)
  • Heat Scale penalties are now linked with AC/5s.
  • Added Heat Scale set to a minimum Heat Penalty of 5.
  • Ultra AC/10:
  • Velocity increased to 1100 (from 950).
  • Clan Ultra AC/5:
  • Velocity increased to 1300 (from 1150).
  • Heat increased to 1.66 (from 1.5).
  • Clan Ultra AC/10:
  • Velocity increased to 1100 (from 950).
  • Clan AC/5:
  • Velocity increased to 1300 (frmo 1150).
  • Fixes:
  • Cool Shot: Fixed an issue where using the second Cool Shot before the first would cause the whole gauge to deplete and refill, rather than just one segment of it.
  • Faction Play: Fixed an issue where allowing the death screen to time out on its own would prevent the the Drop Deck select screen from appearing, dropping you automatically in the next cycle with the next 'Mech in your list.
  • Keybinds: The 'Show HUD' keymap toggle has been moved to F7.
  • MRMs: MRM Rate of Fire is no longer limited by client framerate.
  • Scoreboard: Restored a previously-reverted fix for 'Mechs with Throttle Decay active being forced to brake when accessing the Scoreboard.
  • Stealth Armor: Sensor Sweeps, Sensor Towers, and Turrets no longer detect 'Mechs with Active Stealth Armor.
  • Streak SRMs: Fixed an issue where Streaks would target destroyed Components.
  • Target HUD: Hero 'Mechs now report their proper chassis name and ID in the Target HUD element, rather than the Hero name.
  • Target Info HUD: The chassis name has been added to the Target Info HUD asset.
  • Testing Grounds: Testing Grounds now supports the use of Freecam. This can be toggled with F5.
  • UAV: Persistent markers for Friendly UAVs have been restored
  • UI: Fixed an issue where reconnected players could still appear as 'No Name'.
  • Uziel: Fixed an issue that would cause the Uziel CT to fire LRM10s in incorrect volleys.
  • VoIP: A speaker icon now appears in the 'Mech info area when an allied 'Mech is speaking.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.131) (Sep 20, 2017)

  • Clan IIC Hero Variants:
  • Jenner IIC JR7-IIC-FY "Fury"
  • Hunchback IIC HBK-IIC-DW "Deathwish"
  • Orion IIC ON1-IIC-SK "Sköll"
  • Highlander IIC HGN-IIC-KP "Keeper"
  • Events:
  • These are akin to the Events already run by the PGI Event staff, which until now were only tracked and displayed through the website. With the introduction of this new Special Events feature our Event staff can now create Events that appear directly within the client, offering you real-time tracking of your progress toward completing an objective, more clear conditions for completion, and the ability to redeem and receive your rewards immediately!
  • Special Conflicts:
  • Special Conflicts are specific Faction vs. Faction Conflicts manually created by the PGI Event staff. These limited-time Special Conflicts can either run separately alongside the ongoing Inner Sphere/Clan Conflict, or can be set as the sole available Conflict. Special Conflicts offer the same objective tracking and reward redemption functionality as standard Events. However, in addition to standard Objectives, Faction Play Special Conflicts can also utilize Victory and Defeat Rewards. These Objectives will only trigger once the Conflict is complete; depending on the result of the Conflict and your Faction allegiance you may be eligible for receiving an additional result-based Reward.
  • Here are some examples of the types of Special Conflicts you may see in the future:
  • The Dragon and the Jaguar (Example Conflict):
  • The forces of Clan Smoke Jaguar and House Kurita engage in a Special Conflict over vital border territories. In this example, this Conflict can only be participated in by Smoke Jaguar and Kuritan forces and runs at the same time as the ongoing Inner Sphere/Clan Conflict. This example Conflict would be comprised of a series of unique Objectives, which can be either global (attainable by players of either Faction), Faction-specific (attainable only by one of the two participating Factions), or career-specific (attainable only by Loyalists or Mercenaries) on an individual Objective basis.
  • Strategic Strikes:
  • Global Cooldown timer for Strikes has been increased by 7 seconds. When a player has called a Strike, no further Strikes can be called by other players on that Team until the Global Cooldown has expired.
  • Bombardment delay increased to ~7 seconds (from ~5 seconds.)
  • Skill Tree (Auxiliary): Advanced Salvo Skill Node benefit reduced to 15% (from 25%).
  • Fixes:
  • Cockpit Shake: Fixed an issue that could cause the Cockpit to shake unnecessarily.
  • Command Wheel: Once issued, persistent Commands such as Request Artillery Strike or Move are subsequently replaced with a Remove command in their respective location of the Command Wheel. Issuing the Remove command will remove that Command from the field. This will allow the quick removal of Commands without needing to use the BattleGrid.
  • Conquest (Faction Play): Fixed a post-respawn issue that could cause captured points in the upper HUD to appear as owned by the Enemy Team, when they are in fact owned by your Team.
  • DropShips: 'Mechs can no longer be damaged while they are inside the DropShip.
  • DropShips: Fixed an issue where DropShips would not fire on enemy forces within range.
  • HUD: The No Cap: Stealth indicator will now appear when trying to capture a beacon or an Incursion Fuel Cell while Stealth Armor is active.
  • HUD: Kill Counters are now present in all Game Modes.
  • Mobility: Fixed an issue where accessing the Scoreboard while still trying to accelerate could cause your 'Mech to brake, when Throttle Decay is active.
  • Skill Tree: The Heat Containment Skill Tree Nodes now effect the total Heat Containment value of the 'Mech, not just its base value.
  • Ultra AutoCannons: Fixed some consistency issues with the double-tap mechanic. Pressing and holding the fire button will now fire all weapons in a chainfire group and will not trigger double-tap. Pressing the fire button when all weapons are in their Cooldown phase will attempt to double-tap the next UAC in the Weapon Group
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.126) (Jul 19, 2017)

  • The Inner Sphere now has access to Stealth Armor; a new Armor type unique to the Inner Sphere. Stealth Armor can only be equipped by ECM-capable 'Mechs, and only when ECM is currently equipped.
  • Stealth Armor operates under an On/Off toggle state, and is toggled with the 'M' key (by default).
  • When active, Stealth Armor will make your 'Mech invisible to Enemy Sensors and Targeting systems, remaining visible only to the naked eye. When Stealth Armor is active your ECM will automatically switch to Disrupt, and will function in that state as normal.
  • When Stealth Armor is active your 'Mech will be prevented from dissipating any Heat your 'Mech is generating. In hot environments this will cause a gradual build-up of Heat, even when your 'Mechs is not in motion or otherwise engaged.
  • When Stealth Armor is deactivated any retained Heat is quickly dissipated, and any passive Heat related to Stealth Armor activity from environmental or 'Mech effects is no longer generated.
  • Once Stealth Armor is deactivated, you must wait for a period of 10 seconds before it can be reactivated. However, Stealth Armor can be immediately deactivated once it is activated.
  • The Inner Sphere now has access to Light Fusion Engines, a new Engine type unique to the Inner Sphere.
  • Lighter than a Standard Engine, but heavier than an XL, Light Fusion Engines only occupy 2 Critical Slots in each Side Torso. Inner Sphere 'Mechs are able to survive the loss of a Side Torso when a Light Fusion Engine is equipped. However, the loss of a Side Torso will incur a 40% reduction to Engine Heat Sink Efficiency, and a 20% reduction in Top Speed.
  • The Clans now have access to Laser AMS. While Laser AMS does not rely on ammunition like its standard counterpart, it does generate Heat while responding to incoming enemy missile fire; the system will deactivate automatically and cease generating additional Heat if there are no valid missile targets incoming within its range.
  • However, manually deactivating Laser AMS to manage your Heat buildup while taking Missile fire will be vital for using it expertly. AMS can be toggled using the tilde (~) key by default, or by deactivating it in your Weapon Group interface.
  • Though certain values differ, this new Laser AMS equipment is also available to the Inner Sphere.
  • Floating Chat: Fixed an issue where chat entries could appear duplicated.
  • Floating Chat: Fixed an issue where chat messages sent to a player who has closed the tab could appear out of order.
  • Group: Fixed an issue where the Leader crown could be dragged from and back onto the Leader in one action, causing 'Leader Changed' spam in the Group chat.
  • Inner Sphere Map: Fixed an issue where images used for the Move and Rotate control references were swapped.
  • Inner Sphere Map: Fixed an issue where the Occupying Planet tag in the Planet Details tab would display no tag.
  • MechLab: Fixed an issue where the player could receive an Insufficient Funds error, blocking them from adding items to a Loadout without the intent of actually saving that Loadout.
  • MechLab: Damage value within the tooltip for AMS now correctly displays any bonus damage as an increase to DPS.
  • MechLab: Trial 'Mechs no longer display XP x2 and Chassis Bonus statuses.
  • MechLab: Fixed an issue where Arm and Hand Actuators were classed as ECM equipment types in the information tooltip.
  • Inventory: Prior to selling a 'Mech players are now alerted that they will lose any 'Mech XP and Skill progress for the variant if they sell it.
  • Skill Tree: The current 'Mech designation has been to the top left of the Skill Tree screen.
  • Skill Tree: The 'Purchase SP' window now retains the full variant designation when the player has assigned a custom name to the 'Mech.
  • Skill Tree: Fixed an issue where the XP cost of an SP purchase could appear off by 1.
  • Steam Packages: Fixed an issue that could cause Steam Package redemption failures for certain accounts.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.120) (Jun 22, 2017)

  • The Competitive Play feature has its own distinct Leaderboards for Competitive Teams. The placement of your Team within the Competitive Play Leaderboard is determined by your Team Score Ranking (TSR).
  • At least 10 Competitive Play matches are required before your Team will appear on the Leaderboards.
  • Two new Chat Channels are now available for use by Competitive Teams.
  • The Team Chat Channel only contains rostered Members of your Team.
  • The Comp Chat Channel is a global channel in which all Competitive Players can participate
  • As a part of our comprehensive review of baseline balance between Inner Sphere and Clan systems, Energy weapons have been under heavy scrutiny. Over a period of months we have closely monitored overall usage and performance statistics for all Energy weapons and how they perform compared to the rest of the available weapon types.
  • This overview has highlighted not only the core imbalance between Clan/IS tech, but imbalances present within the lineup of Laser weapons as a whole, with seemingly minor parameter differences resulting in unequivocally superior options.
  • As a result, we have made comprehensive adjustments to the Energy weapon lineup, focusing on two primary goals:
  • Better distinction between roles within the Energy weapon lineup
  • Better baseline balance between Inner Sphere and Clan Energy tech
  • Regarding the question of roles, we've taken a comprehensive look at Laser weaponry and have made a number of adjustments to further define their best-use cases. At a top-down level, we are designing the weapons around the following parameters
  • Standard Lasers:
  • Well-rounded across Damage per Second (DPS), Range, and Duration, but will be outclassed in these parameters by more specialized weapons.
  • The most Heat-efficient Lasers with sustained fire, with the lowest Heat per Second (HPS) stat across the entire Laser lineup
  • ER Lasers:
  • Best Range of all Lasers, but at the cost of Heat and overall DPS.
  • Provides the most efficient platform for trading shots at Range, but at the expense of overall DPS.
  • Pulse Lasers:
  • Trades overall Range for higher DPS and shorter Duration, providing highly-focused burst DPS over multiple shots.
  • Possess the most favorable Cooldown, Duration, and Damage per Heat (DPH) ratio out of all of the Lasers, but runs at the highest HPS with sustained fire.
  • When it comes to the Clans, we feel it's important to maintain the power they are known for and to honor the lethal heritage by which they are defined. However, retaining this power advantage needs to come at some cost for the sake of balance. While the changes in this patch will maintain Clan Range values, and will not excessively hit their Damage values, the overall performance between the two technology bases has still been narrowed.
  • We still aim for Clan weaponry to maintain an edge over their Inner Sphere counterparts when Clan players are fully utilizing their superior Range, Damage, and DPS in tandem with effective positioning. However, when fighting within the effective Range of Inner Sphere weaponry, 'trading' between opposing 'Mechs will be on more even ground, with Inner Sphere 'Mechs potentially coming out on top due to inherently better Heat efficiency.
  • Small Lasers:
  • Design Notes: Out of all the weapons monitored over the past few months, Small Pulse Lasers have proved to be the biggest outlier on both the Clan and Inner Sphere side. While we want this weapon to focus on high DPS for its tonnage, its previous tuning led it to massively over-perform against other Small Laser and Medium Laser builds. This was due to a combination of its upfront damage, short duration, superior DPS, and its sustained Heat efficiency.
  • We have therefore tuned the Damage and Cooldown properties of the IS Small Pulse Laser to keep a similar profile of sustained Damage potential, but with a a DPS more reliant on multiple follow-up strikes. This leaves the realm of higher single burst Damage to multiple Small, ER Small, and Medium lasers. Additionally, Small and ER Small Lasers have been tuned to bring them closer in line with the rest of the available options.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.115) (May 17, 2017)

  • The Skill Tree marks a major shift from the previous Skill system. At its core, the current Tree you'll see in this patch essentially aims to address two fundamental goals
  • Provide greater depth and control to the player over the customization and specialization of their 'Mechs
  • Address the heavy 'progression walls' seen under the previous Skill system by removing the Rule-of-3 variant leveling system and integrating Modules directly into the Skill Tree
  • The primary purpose of the Skill Tree feature is to enable a level of customization for 'Mech capabilities not available under the previous system, with a heavy focus toward 'Mech specialization. We additionally wish to move away from the previous Module-based system.
  • We have paid great mind to the cost-benefit ratio of the more heavily-desired Skills, and have attempted to balance the Skill Tree accordingly. At the heart of supporting the above point is the way the Tree Nodes are structured, arranged in a non-linear arrangement. This structure forces players to make real and impactful choices about how they approach the Skill composition of their 'Mech. We are taking this approach to help mitigate a 'min-max' approach; high-value Skill Nodes will require a serious commitment.
  • The Nodes within the Skill Tree have been arranged and balanced around the overall number of Nodes it takes to maximize any given Skill type. As an example we'll take a look at the Weapon Cooldown and Weapon Heat Gen Skill nodes within the Firepower Tree.
  • While the layout and content of Skill Trees are identical between Clan and Inner Sphere 'Mechs (and between weight classes), there are minor differences in the values used for certain Skill Nodes.
  • In the following section we'll run through all of the available Skill Tree types.section we'll run through all of the available Skill Tree types.
  • Please note that the 'Mech used for the purposes of demonstration in the images below is the Warhammer, an Inner Sphere Heavy 'Mech.
  • As mentioned above, the physical layout and core content of all Skill Trees are identical between Clan and Inner Sphere 'Mechs and between weight classes.
  • Any differences in Skill Node values will be displayed in a table below each section when applicable.
  • Base Consumable Slots:
  • The base number of Consumable slots for all 'Mechs in this patch has been reduced from 2 to 1. All 'Mechs will possess just a single Consumable Slot from the outset, with a grand total of five Consumable Slots achievable after full investment in the Auxiliary Skill Tree. We want Auxiliary to remain a potent Tree to invest in for those who wish to acquire its Skills, but we wish to add a bit more give and take to the Auxiliary Tree as a whole.
  • Target Info Gathering:
  • Base Short Range Target Info Gathering time increased to 2s (from 1s).
  • Base Medium Range Target Info Gathering time increased to 4.5s (from 3s).
  • Base Long Range Target Info Gathering time increased to 7s (from 5s).
  • Target Info Gathering time can be reduced through Skill Tree advancement.
  • Target Info Gathering Design Notes: The introduction of the new Skill Tree prompted us to evaluate the various information warfare mechanics currently present in MWO in an effort to determine how those systems could be refined and improved; specifically in light of the new Skill Tree. For this patch we have opted to increase the base time required for gathering target information for two reasons:
  • Increase the challenge of isolating vulnerable enemy components through a greater reliance on teamwork
  • Reward players who wish to specialize in information warfare and boost their Target Info Gathering abilities through Skill Tree advancement
  • ECM:
  • Base Range of Detection Scrambling reduced to 30% (from 75%).
  • The remaining 45% is now unlocked through the Skill Tree (22.5% per Node).
  • The End of Round One-Time Premium Time Booster will now update your C-Bill and XP Reward earnings in the Match Results to reflect the applied Boost.
  • The 'Cadet Bonus 25' Achievement now provides the player with 48,000 GXP in addition to the existing reward for that Achievement of 200,000 C-Bills. This GXP reward has been provided retroactively for all players who have already achieved the Cadet Bonus 25 Achievement at the time of this patch.
  • Mastery references have been removed from Mastery Bundles.
  • 3050 Balloons Mounted Cockpit Item: Fixed clipping and obstruction issues with various 'Mechs.
  • Adder (all variants): Standing Cockpit Items no longer hang off the edge of the Cockpit surface.
  • Thunderbolt TDR-9S/9S [S]/9S [C]: Fixed an issue where shots fired would not be effected by reticle shake caused by Jump Jetting.
  • Game Modes can now be weighted by our event staff for selection in the voting screen, enabling greater flexibility and reliability for any mode-specific Events.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.111) (Apr 19, 2017)

  • Players can receive Rewards for performing the following actions in the Incursion Game Mode:
  • Retrieve a Fuel Cell:
  • 200XP and 1,000 C-Bills
  • Install a Fuel Cell:
  • 300XP and 2,000 C-Bills
  • Destroy an Enemy Base Tower Generator or Mobile Field Base:
  • 300 XP and 15,000 C-Bills
  • Destroy an Enemy 'Mech while it is carrying a Fuel Cell:
  • 30 XP and 3,500 C-Bills
  • Following the massive success of the Powerman-class LoaderMechs released by Sitwell Corporation beginning in the twenty-ninth century, other corporations began to take notice of a potentially lucrative market.
  • While Achernar BattleMechs is most known for its BattleMechs it also manufactures several IndustrialMechs, including the Dig King and Loader King.
  • The Clan Invasion forced BattleMech facilities across the Inner Sphere to ramp up production levels to previously unseen levels. For Achernar BattleMechs this included their standard line of Locusts, Enforcers, Dervishes, and so on. However, one lead designer had a wild idea: start with the Loader King - a superb design known for taking a beating and still delivering decade after decade - then overhaul the appropriate parts with BattleMech-grade components. While many balked at the radical idea, the designer saw the program through and the Roughneck was born.
  • As the first Roughneck to hit experimental production the RGH-1A was a surprisingly low-tech design on paper, mounting only a Small Laser, AC/10, SRM 4, and Machine Guns; its only nod to modern technological developments was the inclusion of CASE. The design nonetheless showed considerable promise after initial field-testing, and Achernar moved ahead with full production, even expanding its line of variants. By focusing on a cheap, sturdy, and easily-produced design, Achernar made the Roughneck an ideal choice for militias and down-on-their-luck mercenary outfits.
  • Command Wheel & BattleGrid: Issuing an eligible Command through either the Command Wheel or BattleGrid will now provide map coordinates with the Command. For example, issuing the Help command while in sector J11 will display in Team Chat as "Help! (J11)"
  • Faction Play (Mercenary Career): Fixed a loophole whereby Mercenary Pilots could bypass intended Contract restrictions by hopping between sub-Units operated by the same over-arching Unit population or command structure, yet contracted to different Factions. For example, Unit ABC is Contracted to Liao, but operates sub-Units ABC1, ABC2, and ABC3, all of which are Contracted to different Factions. We are making these changes to address active 'gaming' of the Contract system.
  • Under the previous system, leaving, being ejected from, or Disbanding a Unit would clear out the current Contract for the player and make them a Freelancer. Under the new system the current player Contract will remain in place after leaving, being ejected from, or Disbanding a Unit. That Contract must expire as normal before the player can accept a new Contract, create a new Unit, or join any existing Unit, even if the Unit is currently operating a Contract with the same Faction.
  • Group: Fixed an issue where a player could receive a connection error when attempting to re-join an active Group Match.
  • Match Score (AMS): Using AMS to destroy Enemy Missile fire targeted at your teammates will now contribute slightly toward your Match Score. Destroying Enemy Missiles targeted at your own 'Mech do not contribute toward your Match Score.
  • Match Score (Loss): Losing a Match will now contribute slightly more toward your final Match Score.
  • Match Score (Spotting Assist): Getting a Spotting Assist will now contribute slightly more toward your final Match Score.
  • Match Score (Component Destroyed): Destroying an Enemy Component will now contribute slightly more toward your final Match Score.
  • Match Score (Scouting): Achieving a Scouting action will now contribute slightly more toward your final Match Score.
  • Match Score (Flanking): Achieving a Flanking action will now contribute slightly more toward your final Match Score.
  • Match Score (Damage Done): Damage Done will now contribute slightly less toward your final Match Score.
  • MechLab: Fixed an Error 53 that could occur when making Ammo Loadout changes.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.107) (Mar 22, 2017)

  • Assassin Variants:
  • ASN-21 [S]:
  • The ASN-21 [S] is a Special version of the ASN-21, featuring a unique Pattern and a 30% boost to C-Bill earnings. The ASN-21 [S] is only available through the Collector Assassin Pack, and will not be made available for purchase in-game.
  • ASN-21:
  • The ASN-21 is the standard version of the ASN-21 [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard ASN-21 is only available through the Standard Assassin Pack.
  • ASN-23:
  • Until its release date for in-game purchase the ASN-23 is only available through the Standard or Collector Assassin Pack.
  • ASN-101:
  • Until its release date for in-game purchase the ASN-101 is only available through the Standard or Collector Assassin Pack.
  • ASN-26 (Reinforcement Add-On):
  • Until its release date for in-game purchase the ASN-26 is only available as a Reinforcement Add-On to an existing Standard or Collector Assassin Pack.
  • ASN-27 (Reinforcement Add-On):
  • Until its release date for in-game purchase the ASN-27 is only available as a Reinforcement Add-On to an existing Standard or Collector Assassin Pack.
  • ASN-DD "Darkdeath" (Hero Add-On):
  • The ASN-DD is the Hero variant of the Assassin, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the ASN-DD is only available as a Hero Add-On to an existing Standard or Collector Assassin Pack.
  • New Inner Sphere Trial 'Mechs:
  • Wolfhound WLF-1 [C]
  • Phoenix Hawk PXH-2 [C]
  • Warhammer WHM-6D [C]
  • Mauler MAL-MX90 [C]
  • Raven RVN-3L [C]
  • Kintaro KTO-18 [C]
  • Orion ON1-K [C]
  • STK-3F [C]
  • New Clan Trial 'Mechs:
  • Adder ADR-Prime [C]
  • Nova NVA-S [C]
  • Hellbringer HBG-F [C]
  • Kodiak KDK-3 [C]
  • Jenner IIC JR7-IIC [C]
  • Hunchback HBK-IIC [C]
  • Ebon Jaguar EBJ-Prime [C]
  • Dire Wolf DWF-W [C]
  • Adder (all variants): Fixed an issue where the footprint SFX had a low range.
  • Arctic Cheetah (all variants): Fixed an issue where the name and variant identifier wouldn't fit in the death summary screen.
  • Bitchin' Betty: Added alert for weapon jam.
  • Clan Invasion variants: Fixed issues where the Invasion-specific geometry didn't receive full custom Pattern coverage, such as the additional lower leg geometry on the MDD-Prime [I].
  • Controls: Fixed an issue where the Toggle Dolly Camera controller keymap was permanently tied to Left Analog Stick.
  • Cool Shot: Now has associated SFX when used.
  • Domination: Fixed an issue where rejoining the match would cause the Capture timer to not update correctly if the user previously left or disconnected while inside the Capture radius.
  • Faction Play (Siege): Fixed an issue where destroying the second O-Gen as a Clan pilot would play the IS dialogue instead.
  • Faction Play: Cleaned up the black border around the Faction Stats button in the End of Round screen.
  • Grasshopper GHR-5J [R]: Fixed an issue where Resistance-specific geometry had no Pattern coverage with the Liao, Steiner, or Rasalhague Patterns applied.
  • Machine Gun: Improved the impact SFX.
  • MechLab: Fixed an issue where Equipment hover-over details wouldn't appear if Tooltips were disabled in Settings.
  • Radial Warhorn: Fixed an issue where the position would shift slightly when activated.
  • Shutdown Alert: Fixed an issue where the alert text wouldn't scale properly depending on aspect ratio.
  • Spectator: Fixed a capitalization issue with Team Names.
  • Spectator: Fixed an issue where the 'Mech paper doll wouldn't function correctly while in freecam.
  • Spectator: Fixed an issue where UAVs would remain on the battlegrid after being destroyed or the duration has expired.
  • Spectator: Fixed an issue where Capture Points wouldn't update correctly on the BattleGrid.
  • Spectator: Fixed an issue where the 'Mech hex could detach from a 'Mech.
  • Supernova SNV-BR: Fixed an issue where LB2-X-AC weapons were disconnected from the RA.
  • Supernova (all variants): Fixed an issue where the 'Mech would appear to jump slightly upward after being destroyed.
  • Supernova (all variants): Supernova has reluctantly given up its dreams of breakdancing stardom.
  • UAV: Fixed an issue where the UAV wouldn't fully deploy its jets.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.105 (Mar 21, 2017)

  • Adder (all variants): Fixed an issue where the footprint SFX had a low range.
  • Arctic Cheetah (all variants): Fixed an issue where the name and variant identifier wouldn't fit in the death summary screen.
  • Bitchin' Betty: Added alert for weapon jam.
  • Clan Invasion variants: Fixed issues where the Invasion-specific geometry didn't receive full custom Pattern coverage, such as the additional lower leg geometry on the MDD-Prime [I].
  • Controls: Fixed an issue where the Toggle Dolly Camera controller keymap was permanently tied to Left Analog Stick.
  • Cool Shot: Now has associated SFX when used.
  • Domination: Fixed an issue where rejoining the match would cause the Capture timer to not update correctly if the user previously left or disconnected while inside the Capture radius.
  • Faction Play (Siege): Fixed an issue where destroying the second O-Gen as a Clan pilot would play the IS dialogue instead.
  • Faction Play: Cleaned up the black border around the Faction Stats button in the End of Round screen.
  • Grasshopper GHR-5J [R]: Fixed an issue where Resistance-specific geometry had no Pattern coverage with the Liao, Steiner, or Rasalhague Patterns applied.
  • Machine Gun: Improved the impact SFX.
  • MechLab: Fixed an issue where Equipment hover-over details wouldn't appear if Tooltips were disabled in Settings.
  • Radial Warhorn: Fixed an issue where the position would shift slightly when activated.
  • Shutdown Alert: Fixed an issue where the alert text wouldn't scale properly depending on aspect ratio.
  • Spectator: Fixed a capitalization issue with Team Names.
  • Spectator: Fixed an issue where the 'Mech paper doll wouldn't function correctly while in freecam.
  • Spectator: Fixed an issue where UAVs would remain on the battlegrid after being destroyed or the duration has expired.
  • Spectator: Fixed an issue where Capture Points wouldn't update correctly on the BattleGrid.
  • Spectator: Fixed an issue where the 'Mech hex could detach from a 'Mech.
  • Supernova SNV-BR: Fixed an issue where LB2-X-AC weapons were disconnected from the RA.
  • Supernova (all variants): Fixed an issue where the 'Mech would appear to jump slightly upward after being destroyed.
  • Supernova (all variants): Supernova has reluctantly given up its dreams of breakdancing stardom.
  • UAV: Fixed an issue where the UAV wouldn't fully deploy its jets.
  • Known Issues:
  • Achievements: In-game popup window detailing newly acquired Achievement does not correctly populate with the Achievement information. The Achievement does trigger successfully however, and the Achievement popup will appear as normal when returning to the MechLab.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.105 (Feb 22, 2017)

  • Supernova Module Slots (all variants):
  • 'Mech Module Slots: 1
  • Weapon Module Slots: 2
  • Consumable Slot(s): 2
  • 'Mech/Weapon Slot(s): 1 (only available after unlocking that variants Mastery Skill tier)
  • Supernova Variants:
  • SNV-1 [S]:
  • The SNV-1 [S] is a Special version of the SNV-1, featuring a unique Pattern and a 30% boost to C-Bill earnings. The SNV-1 [S] is only available through the Collector Supernova Pack, and will not be made available for purchase in-game.
  • SNV-1:
  • The SNV-1 is the standard version of the SNV-1 [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard SNV-1 is only available through the Standard Supernova Pack.
  • SNV-3:
  • Until its release date for in-game purchase the SNV-3 is only available through the Standard or Collector Supernova Pack.
  • SNV-A:
  • Until its release date for in-game purchase the SNV-A is only available through the Standard or Collector Supernova Pack.
  • SNV-B (Reinforcement Add-On):
  • Until its release date for in-game purchase the SNV-B is only available as a Reinforcement Add-On to an existing Standard or Collector Supernova Pack.
  • SNV-C (Reinforcement Add-On):
  • Until its release date for in-game purchase the SNV-C is only available as a Reinforcement Add-On to an existing Standard or Collector Supernova Pack.
  • SNV-BR "Boiler" (Hero Add-On):
  • The SNV-BR is the Hero variant of the Supernova, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the SNV-BR is only available as a Hero Add-On to an existing Standard or Collector Supernova Pack.
  • Faction Play Interface Fixes and Changes:
  • Call To Arms: Fixed a rare issue where a Call To Arms could appear empty.
  • Chat: Fixed an issue where the chat would remain visible with the Hide Overlays button active.
  • Chat: Fixed an issue where the Faction Chat tab would not appear highlighted when first accessing the Faction Play interface.
  • Conflicts Panel: Conflicts Panel now has a title header. Its name was previously only visible in the minimized tab at low resolutions.
  • Conflicts Panel: Clarity improvements for Conflict, Faction, and Planet information within the Conflicts Panel.
  • Conflicts Panel: Fixed some highlighting issues visible at high Gamma values in the mouse controls panel.
  • Conflict Details: Various clean-up improvements to the Conflict Details interface.
  • Contracts: Improved the speed with which Contract information is populated when accessing the Contract interface.
  • Drop Deck Management: Fixed an issue where the 'Slot Currently Empty' text could be cut-off.
  • Factions: Fixed an issue where the player would be unable to select a Faction Banner if their mouse remained over it while the Banner was moving to the center.
  • Home: Fixed an issue where Mercenaries could possess the Freelancer icon.
  • Inner Sphere Map/Conflicts Panel: Fixed an issue where players would be unable to re-select a Planet they had previously selected after selecting another Planet in the vicinity.
  • Inner Sphere Map/Conflicts Panel: Mouse Control panel is now greyed-out when viewing Planet Details.
  • Inner Sphere Map/Conflicts Panel: The camera will now only reset when clicking on a specific Conflict, not whenever the player clicks the Conflicts/War Log tabs.
  • Looking For Group: Fixed an issue where players could click the LFG button while preparing to drop, forcing them into an error state. The LFG button is no longer clickable while preparing to drop.
  • Scouting: Fixed an issue where the numbers within the Planetary Advantage tracker would flicker while in the Scouting pre-drop screen.
  • Units: Setting the Unit Message of the Day is now performed within the Unit interface. It is no longer available through the Inner Sphere Map interface.
  • Units: Disbanding the Unit is now performed through the Unit interface. It is no longer available through the Inner Sphere Map interface.
  • Units: Greyed-out checkboxes for Permissions available only to the Unit Leader have been removed for better clarity.
  • Units: Fixed an issue where resigning Unit Command to another member could keep that member at their current Rank with no means to promote themselves. When a member is assigned Command they will now be promoted automatically to the highest rank.
  • Units: Fixed an issue where players could navigate interface buttons by using arrow keys in the text entry fields.
  • Voting: Entries can now be organized alphabetically by the Faction or System Name columns, or by percentage value for the Percentage column.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.4.90) (Dec 14, 2016)

  • The MechWarrior Team:
  • Our latest major update to Faction Play releases in this patch, with significant changes to Factional warfare mechanics, a refocusing of the Faction Play interface, the introduction of a new Tug Of War system for active battles, the replacement of Long Tom Artillery with a Radar Jammer Planetary Advantage, the integration of Quick Play Game Modes into Faction Play, new support for special Faction Play events, and more.
  • We've chosen to call this update Faction Play Phase 4.1, both to signal the start of a new development phase and to stress that this is only the first of future updates and improvements planned for Faction Play as we renew its focus in 2017.
  • A Unified Front:
  • The core change seen in Faction Play Phase 4.1 is the introduction of a unified Clan vs Inner Sphere front. Faction Play is now distinguished by a perpetual Conflict pitting the entirety of Clan invasion forces against all Inner Sphere Factions.
  • In addition to the new Clan versus Inner Sphere Conflict, Faction Play also supports special Factional Conflicts. Modeled after the ComStar Intercept campaigns we previously ran for a time, these Factional Conflicts will be manually-designed events within the Inner Sphere. Additional improvements to Faction Play in 2017 will see these Factional Conflicts provided with greater complexity and lore details in future patches.
  • For now, look to the singular, all-encompassing Conflict that now besets the Inner Sphere. The Clan Invasion has begun anew.
  • These patch notes will outline the major changes you'll see to Faction Play in this patch, starting with the new Conflicts panel; your primary method for tracking the ongoing Conflicts being fought in the Inner Sphere.
  • Conflicts tab:
  • The new Conflicts tab shows all of the ongoing Conflicts within the Inner Sphere. There will always be at least one Conflict at any given time: that of the Clans versus the Inner Sphere. Each Clan vs Inner Sphere Conflict lasts for 8 hours, with a new Conflict (comprised of an entirely new set of contested Planets) automatically starting at the conclusion of each Conflict.
  • However, additional Faction Conflicts may be present from time to time, such as during a special event where House Kurita is attacking House Davion.
  • Each Conflict features a specific set of Planets up for contest. These Planets have been chosen as targets for the Conflict as a result of Loyalist voting. When the Conflict is over, all enemy-controlled Contested Planets within this Conflict will fall under the control of the winning side. If neither side has managed to maintain a Conflict victory condition at the end of the Conflict, no Planets are seized by either side and all borders remain unchanged.
  • When a specific Conflict is selected within the Conflicts tab you will be taken to the frontline of that Conflict on the Inner Sphere map.
  • In the screenshot below, the current Inner Sphere/Clan Conflict features eight Planets. Four are currently held by Inner Sphere Factions, shown in orange. Four are currently held by Clan Factions, shown in blue.
  • The specific Clan or House currently occupying each Planet is shown in the associated emblem, followed by the name of the Planet.
  • Inner Sphere versus Clan Conflict:
  • If you are a Freelancer the existing rules regarding battle participation still apply: Freelancers can only participate in an IS vs Clan battle by answering an Urgent Call To Arms.
  • If you are a Mercenary contracted with a specific House or Clan, you will automatically be assigned to the correct side of the Conflict according to your current Contract.
  • If you are a Loyalist you will automatically be assigned to the correct side of the Conflict according to your current allegiance.
  • Inner Sphere versus Clan Conflicts will typically always run for a duration of 8 hours, after which a new Conflict will begin.
  • Unlike Faction versus Faction Conflicts (outlined below), there will never be an Inner Sphere versus Clan Conflict for which you will be ineligible to participate.
  • Defense Turrets:
  • Each map contains an array of Defense Turrets, up to a maximum of 9 per-map. These Turrets will aid the Defenders by attacking enemy forces within their radius.
  • Current Defense Turret stats
  • All Defense Turrets are equipped with Medium Lasers
  • All Defense Turrets have 15 HP
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.85 (Oct 31, 2016)

  • Arctic Cheetah (all variants): Fixed an issue where the Rook Cockpit Item clipped through Mounted Light Items.
  • Grasshopper GHR-5H (C): Improved the placement of the Small and Large Pulse Lasers in the default Loadout.
  • Hunchback HBK-IIC (C): Replaced the half-ton of C-AC/10 ammo with C-Ultra AC/10 ammo.
  • Phoenix Hawk (all variants): Fixed an issue where footprint marks could sometimes not appear.
  • Stalker (all variants): Fixed some occurrences where Mounted Cockpit Items could obstruct the Weapon Door indicators. Final fixes for the few items which still conflict will arrive next patch.
  • Frozen City: Fixed an issue where a DropShip would remain visible.
  • River City: Fixed an issue where a DropShip would remain visible.
  • Camo Spec (Colors): Pack-associated Color Categories, such as Invasion or Phoenix, will no longer appear for Players who do not own those Colors.
  • Crash Fix: Fixed a rare crash that could occur when attempting to submit a large text string through in-game Chat.
  • Decals: Fixed an issue where Decals could be placed onto a 'Mech while the cursor was not hovering over a valid portion of the 'Mech.
  • End of Round Player Stats: Negative Match Performance entries will now appear with a minus sign, along with the existing red text.
  • Faction Play (Group): Fixed an issue where the Faction Badge of the Group Leader could appear outdated, compared to their true Career and allegiance.
  • Faction Play: Improved the animation of the spinning Planet while waiting for a Match.
  • Favorites: Fixed an issue where force-closing the client could cause recently-saved 'Mech Favorites to not save correctly.
  • Faction Play (Distribute MC): Fixed an issue where long Player Ranks and Player Names could appear cut off.
  • Leaderboards: Fixed an issue where special characters couldn't be entered into the Find Player field.
  • MechLab: Fixed an issue where the 'Mech XP indicator for the current 'Mech could disappear after launching a Quick Play match while viewing the Skill Tree for that 'Mech.
  • MechLab: Fixed an issue where the AMS was counted as an Offensive Weapon.
  • MechLab: Fixed an issue where AMS wasn't counting toward the 16-weapon limit.
  • MechLab: Fixed an issue where the values for the 'Performance Diamond' were not visible.
  • 'Mech Stats: Fixed an issue where the down arrow was not functional.
  • Performance and Stability: Fixed an issue where memory leaks and crashes could occur under rare circumstances while damaging a 'Mech.
  • Private Match: Fixed an alignment issue with the dropdown arrows for certain Filters.
  • Private Match: Provided a more specific error message when attempting to accept a Private Match invite while in a 'Mech that is still locked into an ongoing game.
  • Private Match: Fixed an issue where Full Teams could remain set to 'No' if a second player with Active Premium Time left, and the Lobby Leader with Active Premium Time was remaining.
  • Social Window: Fixed an issue where double-clicking the close button would cause the Social window to re-open.
  • Social Window: Fixed an issue where sending a Friend Request would fail if a space was present at the end of the name.
  • Social Window: Fixed an issue where the Social icon would not blink when receiving a Private Lobby invite.
  • Stock Mode: Fixed an issue where launching into a Stock Mode match in any 'Mech with a Jump Jet Capacity Quirk, with 'Ignore Quirks' active, would cause the player to disconnect.
  • Unit (View Coffers): Fixed an issue where the Coffer Balance could appear as -1 for a Player if the Unit Leader had unassigned and reassigned their Rank Privileges in a certain order.
  • Weapon Groups: Removed the MechLab cart 'Save' button when viewing the Weapon Groups screen to avoid confusion about which Save button is used.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.84 (Sep 21, 2016)

  • Night Gyr (Heavy):
  • The Night Gyr is a powerful Heavy OmniMech. Trading out the speed of the seminal Timber Wolf for more firepower - making it somewhat slow for its weight class - the primary configuration, with its twin extended-range PPCs and Ultra-class Autocannon 10 and a brace of Medium Pulse Lasers, packs the punch of a light Assault ’Mech.
  • To account for their use of Laser Heat Sinks in BattleTech lore, all Night Gyr variants possess a -100% External Heat Transfer quirk. This causes the Night Gyr to ignore all environmental Heat effects that would normally affect the Heat state of other 'Mechs. Whereas a normal 'Mech dropping on a hot map such as Terra Therma would run at a higher base Heat depending on the number of Heat Sinks it has equipped, the Night Gyr always runs at a base Heat of 0%. Further, the Night Gyr can trudge through environmental hot spots with no penalty to its base Heat.
  • On the other hand, the Night Gyr receives no boost to its Heat Sink efficiency on cold maps.
  • Replacement of the Invite Ticket System:
  • The Unit Invite Ticket system introduced with the April 19th patch has been replaced with more direct methods for managing Unit Invites.
  • Inviting a player to your Unit still follows the same basic Unit Recruitment Cost system introduced in the April 19th patch. However, the system no longer operates on an Invite Ticket system. Invites are now instead tied directly to withdrawals and deposits from Unit Coffers as needed.
  • When an Invite is sent you will be prompted to confirm that you wish to spend whichever amount of C-Bills from your Unit Coffers is necessary in order to send the invite. The C-Bill cost of an invite is still determined by the number of players already in that Unit, multiplied by 50,000 C-Bills.
  • If a player rejects the Invite, or if the Invite is retracted before they accept it, the C-Bills spent to send the invite are refunded directly back to your Unit Coffers.
  • Changes to Rank Management Screen:
  • The Rank Management Screen now more clearly differentiates between Unit Leader-specific Privileges and Privileges that are assignable to other Members within the Unit.
  • 'Privileges Reserved Only for Unit Leader' are actions that can only be performed by Unit Leaders. They cannot be assigned to any other Rank.
  • 'Assignable Rank Privileges' are Unit Privileges that can be assigned to specific Ranks in the Unit, either by the Unit Leader or any other member with the Assign Rank Privilege.
  • A 'View Last Online Time' Rank Privilege has been added to the 'Assignable Rank Privileges' section. Any member within a Rank that has been assigned this Rank Privilege will be able to see the last time each member was online, through the Member Management screen.
  • Command Wheel Changes:
  • Command Wheel options can now cycled through by using your Mouse Scroll Wheel. Using the mouse wheel, in combination with releasing the Command Wheel key to confirm your highlighted option, will help to improve the speed with which the Command Wheel can be used.
  • A visual 'dead-zone' element has been added to the center of the Command Wheel to improve navigation of the options when using the cursor to select your intended Command. This element expands to accommodate the greater number of Commands available when assuming Lance or Company Command.
  • The Command Wheel will no longer highlight or execute the next available option when attempting to highlight or execute an unavailable Command. This should help to reduce the occurrence of unintended Commands.
  • Fixes and changes:
  • Cockpit Item Screen: Any bonuses provided by Cockpit Items, such as Loyalty Medallions, are now displayed in their description.
  • Cockpit Item Screen: Clicking the large hex for Standing, Hanging, and Mounted categories will now take you to the associated Category in the Warehouse.
  • Crash Fix: Fixed an issue where the client could crash if an Ethernet cable was unplugged and the player attempted to access Faction Play.
  • Decals: Fixed an issue where Decal names could be cut off in the Warehouse and Decal windows.
  • Faction Play: Fixed an issue where Lance and Company Commander Status from the Faction Play Lobby would not carry over to the match.
  • Faction Play: Fixed an issue where a player who was logged out while their Unit changed allegiance could prevent that player from accepting the new allegiance correctly.
  • Faction Play: Fixed an issue where selecting multiple planets in a row would cause the Planet Finder window to shift side to side.
  • Group (Quick Play and Faction Play): Fixed an issue where repeatedly clicking the Leave Group button could cause an error.
  • MechLab: Fixed an issue where Loadout warnings and errors could be hidden if viewing in Column Mode.
  • 'Mech Favorites: Un-favoriting a 'Mech will now immediately remove it from the Favorites list.
  • 'Mech Favorites: Fixed three instances of UI paths that could cause the Favorites list to be cleared out.
  • 'Mech Stats Window: Fixed an issue where the Firepower stat would appear off by .1 if the 'Mech had Clan Ultra AC/10's equipped.
  • 'Mech Stats Window: Fixed an issue where Pitch was labeled as Yaw.
  • Performance: Compass and BattleGrid updates have been merged into a single call to improve performance.
  • Video Settings: Fixed an issue where resetting your Video Settings would cause the Direct X Version to revert to DX9.
  • Video Settings (Advanced): Tooltips have been added for each Advanced Video element.
  • Social Window: Fixed an issue where declining a Friend Request from a player who is already your Friend (by accepting your own request first) would cause both players to be removed from each others Friends list.
  • Social Window: A 'Blocked' tab has been added to the Social Window. Players you have Blocked from within your Social Window will now be placed into this list, rather than appearing in your standard Friends list.
  • Supply Caches: Added a 'Skip' button to the spinner animation.
  • VoIP Settings: Tooltips have been added for each VoIP element.

New in MechWarrior Online Client Patch 1.4.81 (Aug 24, 2016)

  • 92 Decals have been added in this patch, spread across the Basic (180 MC) and Special (500 MC) categories.
  • Equipped Decals can now be switched between Slots directly by dragging and dropping them from one Slot onto another. This will allow you to adjust Decal layering without needing to manually re-apply the Decals.
  • Decals can now be flipped with the 'F' key.
  • Decals can now be filtered by Category.
  • Fixed an issue where certain Black colors could appear invisible over certain areas of a 'Mech.
  • Fixed an issue where Decals could project onto environment geometry.
  • Fixed an issue where environment Decals could project onto 'Mechs. The environment Decals removed in the July patch to mitigate that issue have now been restored.
  • Fixed an issue where switching a colorable Decal (with a custom Color already applied) to a non-colorable Decal, and then back to a colorable Decal, would reset the custom Color to default.
  • When switching to the Colors tab from the Decals tab, the Decal Colors window will now be selected by default.
  • When switching to the Colors tab from the Pattern tab, the Pattern Colors window will continue to be selected by default.
  • Mini-Map and BattleGrid Changes:
  • Map edges now have a black gradient applied.
  • Maps will now use either light or dark gridlines and sector designations to better accommodate map brightness.
  • Visibility of map details, including out of bound areas, has been improved.
  • Gridlines and sector designations now extend beyond the gameplay boundaries to accommodate the improved visibility for out of bounds map areas and details. As a result, the layout of sector designations may have changed on certain maps from their previous layout. For example, C3 on Mining Collective is now D4.
  • Gridlines, sector designations, and player torso cone are now slightly more transparent.
  • Command icons have been resized to match the size of 'Mech icons on which they are placed.
  • Leg orientation of Enemy 'Mechs will now be displayed when they are in range of a UAV or when they are Tagged. These directional indicators snap along the 8 cardinal directions.
  • Cockpit Item Screen: Standing, Hanging, and Mounted tabs can now be filtered by Category (Standing>Country Flags, Hanging>Medallions, etc).
  • Connecting: Minor improvements have been made to the Connecting duration when returning to MechLab from a match, Testing Grounds, or Academy session. Further improvements to this system will be implemented in future patches.
  • Faction Chat: Fixed an issue where Faction Chat could not be scrolled with the mouse wheel.
  • Inventory Screen (OmniPods): Fixed an issue where the OmniPods tab could display multiple entries with a Quantity of 0.
  • Leaderboards: Fixed an issue where names with special characters could not be searched for.
  • Leaderboards: Fixed an issue where searching for a Pilot while on any page beyond the first, and then clicking over to the next page, would revert you to whichever page you were on originally.
  • MechLab: Fixed an issue where equipping the Ferro Fibrous Upgrade could display the incorrect Tonnage if the 'Mech does not have max Armor points applied.
  • MechLab: Fixed an issue where you could not hold down the mouse button to increase Armor values.
  • 'Mech Stats window: Restored tooltips for various items in the 'Mech Stats window that had been previously disabled.
  • Spectating: Fixed an issue where being forced into the 1PV spectator view from 3PV play view could cause the camera to be placed further back than normal.
  • Store: Fixed an issue where the sales tab would not update quickly enough when a sale had ended.
  • Store: Purchasing a 'Mech will now use C-Bills as the default currency in the Purchase Confirmation window, when applicable.
  • Store: Purchasing a 'Mech without an available Mech Bay will now ask you if you wish to purchase one directly.
  • Supply Cache Keys: Standardized all instances of the confirmation window that appears when purchasing or being prompted to purchase a Supply Cache Key.
  • Testing Grounds: Fixed an issue where getting a kill in Testing Grounds would register as a kill for the Red Team.
  • Trial 'Mechs: Fixed an issue where Trial Champion 'Mechs would still display the +30% XP boost of their non-Trial counterpart.
  • Warhorn: Fixed an issue where the Clan Hex Warhorn would play the Ghost Bear Warhorn audio while in 3PV.
  • Weapon Groups: Fixed an issue where un-binding the Weapon Group keymaps would cause Joystick mappings to appear inside the Weapon Groups screen.
  • Weapon Groups: Fixed an issue where the information tooltip, when clicking on Missile Weaponry, would not reflect the actual stats of that Weaponry.
  • Fixed some minor window alignment and overlap issues throughout the frontend.

New in MechWarrior Online Client Patch 1.4.79 (Jul 18, 2016)

  • Decals:
  • The Camo Spec 'Mech Decal customization system is now available! Decals have been a long-requested customization feature, and we are very excited to see how you all choose to make your 'Mechs stand out on the battlefields of the Inner Sphere. While this initial release of the Decal system comes with a total of 93 Decals, the selection of Decals will continue to grow in future patches.
  • There are three ‘classes’ of Decal:
  • Basic (180 MC)
  • Special (500 MC)
  • Premium (1250 MC)
  • This initial release contains 67 'Basic' and 26 'Special' Decals. The Premium class of Decals will be reserved for unique and outstanding Decals to be released in the future.
  • All Decals are single-purchase Unlockable items; once purchased they can be applied to as many ‘Mechs as you wish as often as you wish.
  • In light of the customization options inherent with any layered Decal system, we must stress that the use of Decals is subject to adherence to the Code of Conduct. Violations of the Code of Conduct through the inappropriate use of Decals are subject to moderation.
  • Placing Decals:
  • Each 'Mech has six available Decal Slots, all of which are available for use from the outset. Decals can be layered over each other to create distinctive arrangements and patterns. Slot 1 is the top Decal layer, and layering priority descends from that order. Slot 1 Decals will appear over Slots 2-6, Slot 2 over Slots 3-6, and so on.
  • When an Empty Slot is selected and a Decal is chosen from the Warehouse you will immediately enter 'Edit Mode'. From here you can scale, rotate, apply the Decal, or cancel out of Edit Mode.
  • When hovering over areas of a 'Mech where Decals cannot be placed the Decal you are applying will be replaced with an Invalid symbol. When the area is valid, the Decal will appear as normal. If you find your intended placement is invalid you may need to decrease the scale of the Decal. In other cases, that portion of 'Mech geometry may not support the placement of Decals.
  • Once you're satisfied with your Decal simply double-click your mouse to commit its placement. Once a Decal placement is committed you will automatically exit Edit Mode.
  • You can see a demonstration of how the Decal system works in the WebM video provided below. Set it to full-screen for the best experience (there is no audio in this video).
  • Balancing Cost with Reward:
  • For some of the higher-value items you can acquire from a Supply Cache, such as a Summoner SMN-D (including a Mech Bay to house it) or a 1000 MC pack, the value of a Supply Cache Reward can far exceed the value of the Supply Cache Key used to unlock it. The more valuable the item however, the rarer it will be!
  • In addition to high-value items Supply Caches will contain items on the lower end of the currency value spectrum, such as an SRM 4 or a Targeting Computer MkIV. If you have no use for those items as equipment you can choose to sell them back for C-Bills through your Inventory screen.
  • In the case of the SRM 4 and TC, both with a standard purchase cost of 120,000 C-Bills each, their re-sale values would be 60,000 C-Bills. With a Supply Cache Key cost of 25 MC this translates to approximately 2,400 C-Bills received per MC spent; better than the 1,375 C-Bills-per-MC value you would receive from acquiring a 1,100,000 C-Bill Pack for 800 MC!
  • Chat System Fixes and Changes:
  • Players can now scroll through Chat windows using the 'Page Up' and 'Page Down' keys while the Chat window is active.
  • The 'End' key will take you to the most recent Chat window message while the Chat window is active.
  • Fixed an issue where the 'Mech Destroyed and End of Round Chat windows could be filled with partially-typed messages.
  • Fixed an issue where Chat history would not carry over between screens, such as in-game, 'Mech Destroyed, End of Round, etc.
  • Faction Play Fixes and Changes:
  • Freelancer Career: Freelancers are now able to view the current balance of Intel on any Contested Planet by accessing its Scouting tab.
  • Call To Arms: The display of Call To Arms alerts can now be toggled through Settings > Game > Notification Settings.
  • Call To Arms: Fixed an issue where answering a Call To Arms for a Planet you are already viewing could cause the Match search to fail.
  • Call To Arms: Fixed an issue where answering a Scouting or Invasion Call To Arms for a Planet while already viewing the other game mode tab for that Planet (whether Invasion or Scouting) could cause you to remain on the same tab.
  • Planet Finder: Fixed an issue where the amount of Attackers/Defenders on a given Planet would not populate when first accessing Faction Play.
  • Planet Finder/Call To Arms: A new 'Other Activity' Category has been added to list all available Call To Arms for contested Planets. The standard '# of Attackers'/'# of Defenders' population values are displayed for each CTA entry, along with an icon to denote whether the CTA is for Invasion or Scouting. Selecting a CTA through the Planet Finder will reveal the standard Planet Information window and place the player at the associated tab for the Call To Arms type (Invasion or Scouting).
  • Unit Coffers: Fixed an issue where the update of the player C-Bill balance could be delayed after donating to Unit Coffers.
  • Gameplay Fixes and Changes:
  • Clan Ultra AC/10: Fixed an issue where firing 4 UAC/10s simultaneously would not incur the intended heat scale penalty.
  • UAV: Removed the vertical hovering animation to eliminate an issue with syncing its movement between the server and the client.
  • Changes to Long Tom Artillery:
  • Maximum amount of Damage that can be dealt to a single 'Mech is now 1320 DMG (120 DMG per Component).
  • That is a reduction from the previous 1650 DMG (150 DMG per Component).
  • Total Blast Radius is now 200 m (reduced from 300 m).
  • Epicenter Damage Radius is now 30 m (reduced from 50 m).
  • Epicenter Damage Radius is the Radius in which 'Mechs take maximum damage.
  • The rest of the changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.72 (Jun 20, 2016)

  • Updated Map:
  • Hover your mouse over the above image to view a Time of Day time lapse of the new Frozen City.
  • Still image / Timelapse GIF
  • Frozen City (new):
  • Frozen City is the fourth map to receive a gameplay and beautification overhaul. While retaining much of the same layout and shape as the original Frozen City, the newly revamped Frozen City features greater variations in elevation and cover, with the largest changes present in the South East quadrants. It has also nearly doubled in size.
  • As the new Frozen City includes a Time of Day cycle, this map replaces both the original Frozen City and Frozen City Night.
  • The new Frozen City also supports the Faction Play Scouting Game Mode.
  • Dynamic Time of Day"
  • Time of Day on the new Frozen City is divided into four quadrants
  • Dawn - 20% chance of selection
  • Day - 50% chance of selection
  • Dusk - 20% chance of selection
  • Night - 10% chance of selection
  • For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  • For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  • When accessed through Testing Grounds the new Frozen City will cycle through all of the above cycles.
  • Breakable Objects:
  • The new Frozen City features the following breakable objects
  • Semi-trailers and cars
  • Ice and snow formations
  • Bridge lights
  • Single-spawn DropShip drop zones (3 drop zones per team):
  • Players will now drop onto the new Frozen City from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • Command Wheel:
  • A whole new system for coordination and teamwork is now available to help ensure victory on the battlefield. The Command Wheel is an in-game command system which will allow players to quickly relay vital information and commands to their teammates, without relying on chat entry or VoIP. Used effectively, the communication and command options now available with the Command Wheel have the potential to turn the tide in your favor.
  • Faction Play Fixes and Changes
  • Reduction in Ceasefire Duration
  • • The Ceasefire Duration has been reduced to 5 minutes, down from its original duration of 40 minutes.
  • • Once a Ceasefire is 30 minutes away, the Faction Play screen will now display warning text to signify the approaching Ceasefire, and to specify that matches must end prior to the end of the Ceasefire in order to affect the planet status.
  • Matches that are still underway when the Ceasefire ends and the next attack cycle begins will not contribute to the intel balance or territory ownership for the planet being contested. Players participating in such matches will still receive all standard rewards, but as the match has not concluded in time for the beginning of the next attack cycle, the match result will not influence the status of the planet.
  • Changes to the Uncontested Drop system:
  • Uncontested Drops will no longer require that you run the match. When the Lobby Countdown timer has reached 0, and the Enemy has not answered the call, the match will automatically be decided in your favor.
  • Uncontested Drops will now simply provide you with any base Contract Rewards.
  • Additional Reward modifiers, such as Premium Time, Tournament Booster, or bonuses received from 'Mechs, do not contribute to the rewards from an Uncontested Drop.
  • An Uncontested Scouting Drop will provide your side with 10 Intel points.
  • An Uncontested Invasion Attack/Counter Attack Drop will provide your side with 1 Territory.
  • An Uncontested Invasion Defense/Counter Attack Defense Drop will have no affect on Territories owned.
  • Other Faction Play Fixes and Changes:
  • Fixed an issue where a player who had just joined a Loyalist Unit could cast a vote before their Probation Period had ended.
  • Fixed an issue with the Leaderboards when viewing rankings beyond 1000.
  • Member Management: Fixed an alignment issue with the scroll bar.
  • Coffer Mangement: Fixed an issue where the balance would not immediately update after purchasing a Planetary Upgrade.
  • Fixed an issue with the queue screen where the Tonnage values for each player would gradually become cut-off.
  • Group: Fixed an issue where Invasion DropDecks could revert to the Scouting DropDecks after the Leader cancels and then re-launches an attack.
  • Added some text to the Contract > Mercenaries screen to specify that Population and Contract Bonuses update every hour
  • Map Fixes and Changes:
  • Alpine Peaks: G11 - Fixed an issue where the Assault base would clip into the ground.
  • Boreal Vault: G7 - Removed a floating sphere of machinery.
  • Boreal Vault: G7 - Fixed an issue where 'Mechs could get stuck on generator.
  • Boreal Vault: E7 - Fixed an issue where 'Mechs could get stuck.
  • Canyon Network: C3 - Fixed an issue where a distant mountain could disappear on Low settings.
  • Caustic Valley: B3 - Fixed a floating rock.
  • Caustic Valley: B3 - Fixed an issue where 'Mechs could appear to float on the side of a structure.
  • Caustic Valley: B4 - Fixed an issue where 'Mech movement could be impeded by the crater rim.
  • Caustic Valley: C4 - Fixed an issue where 'Mech movement could be impeded by a ledge.
  • Caustic Valley: E4 - Fixed an issue where 'Mech legs could clip through a boulder.
  • Caustic Valley: E5 - Fixed an issue where 'Mechs could get stuck.
  • Crimson Strait: B4 - Fixed an issue where 'Mech Upper and Lower Torsos could appear to separate when colliding a structure.
  • Crimson Strait: B5 - Fixed an issue where some yellow warning paint could disappear.
  • Crimson Strait: B5 - Fixed an issue where 'Mechs would appear to float over the walkway.
  • Emerald Taiga: Fixed the Faction Banners so they attach more visibly to the Gates.
  • Forest Colony: Fixed an issue where DropShips would still be visible in the sky after leaving the battlefield.
  • Forest Colony: D6 - Fixed an issue where players could see through a rock.
  • Forest Colony: F11 - Fixed some floating grass.
  • Forest Colony: G8 - Fixed a floating antenna.
  • Forest Colony: H5 - Fixed an issue where 'Mech movement could be impeded.
  • Forest Colony: H6 - Fixed some floating rocks.
  • Forest Colony: H7 - Fixed an issue where players could see through the underside of a rock.
  • Forest Colony: I7/I8 - Fixed a floating rock.
  • Forest Colony: I10 - Fixed an issue where 'Mechs could get stuck between structures.
  • Forest Colony: K11 - Fixed some floating rocks.
  • Grim Plexus: C3 - Fixed some floating rocks.
  • Grim Plexus: C6 - Fixed an issue where players could see through the underside of a crystal.
  • Grim Plexus: F3 - Fixed an issue where 'Mechs could clip through a crystal.
  • Grim Plexus: F7 - Fixed an area where players could see through a ground structure.
  • Grim Plexus: F9 - Fixed some floating rocks.
  • Grim Plexus: G8 - Fixed an invisible barrier that prevented passage of small 'Mechs.
  • Grim Plexus: H4 - Fixed an issue where players could see through some crystal structures.
  • Grim Plexus: H5 - Fixed an issue where 'Mechs could get stuck.
  • Grim Plexus: I3 - Fixed an issue where players could see through a rock.
  • Grim Portico: C7 - Fixed an issue where the base of a structure was only visible from one side.
  • Grim Portico: E4 - Fixed an issue where 'Mechs could get caught in a sliding animation loop.
  • Grim Portico: E4/E5 - Fixed an issue where the Faction Banner could clip into the Gate.
  • Grim Portico: E7 - Fixed some floating objects.
  • Grim Portico: E7 - Fixed an issue where the Directional Arrow would not cast over some crystals.
  • Hellebore Springs: C2 - Fixed a collision issue with rocks.
  • HPG Manifold: E6 - Fixed an issue where 'Mechs could get stuck.
  • Mining Collective: D5 - Fixed an issue where some yellow warning paint could disappear.
  • Polar Highlands: I9 - Fixed a shadowing issue.
  • River City: C6 - Fixed an issue where players could see through a mountain.
  • River City: D2 - Fixed some floating trees.
  • River City: D5 - Fixed an issue where smaller 'Mechs could experience graphical glitches with the water.
  • River City: F5 - Fixed a large invisible barrier that would obstruct weapons fire on the side of the Citadel.
  • Sulfurous Rift: E3 - Fixed a floating turret.
  • Terra Therma: F2 - Fixed some floating lava.
  • Terra Therma: F6 - Fixed an issue where the 1PV and 3PV cameras could clip through rock geometry.
  • Terra Therma: G4 - Fixed some more floating lava.
  • Viridian Bog: C4 - Fixed a floating tree.
  • Viridian Bog: C4 - Fixed an invisible barrier that prevented passage of large 'Mechs.
  • Viridian Bog: C5 - Fixed another floating tree.
  • Viridian Bog: C5 - Fixed an issue where 'Mechs could get stuck against a terrace.
  • Viridian Bog: D4 - Fixed an issue where players could get stuck.
  • Viridian Bog: D5 - Fixed an issue where players could get stuck.
  • Vitric Forge: E8 - Fixed an issue where players could see through a rock.
  • Vitric Forge: F7 - Fixed an issue where 'Mechs could clip through the ground.
  • 'Mech Fixes and Changes:
  • Atlas (all variants): Fixed some red dots that were visible during the start up sequence.
  • Dire Wolf (all variants): Removed some leftover geometry from a Cockpit Monitor that was removed in a previous patch.
  • Kodiak (all variants): Hitbox adjustments to reduce the size of the CT and make the LT and RT hitboxes more uniform.
  • Kodiak (all variants): Fixed an issue where a small white dot was visible in the Head component.
  • Kodiak (all variants): Fixed an issue where Upper Torso (Rear) damage could be applied to Upper Torso (Front).
  • Mist Lynx (all variants): Moved the Kill Counter Cockpit Monitor into a more visible location.
  • As part of the re-scale process, certain 'Mechs have received changes to their Movement Archetype.
  • The Movement Archetype of a 'Mech determines the degree of incline at which a 'Mechs speed will begin to reduce.
  • Catapult (all variants): Movement Archetype changed from Large (25°) to Medium (30°).
  • Jenner (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).
  • Jenner IIC (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).
  • Nova (all variants): Movement Archetype changed from Medium (30°) to Small (35°).
  • Quickdraw (all variants): Movement Archetype changed from Large (25°) to Medium (30°).
  • Spider (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).
  • MechWarrior Academy Fixes and Changes:
  • BattleZone: Enemy 'Mechs will now act faster to acquire target lock.
  • BattleZone: Fixed an issue where the Incoming Missile warning would not appear.
  • Onslaught: Fixed an issue where 'Mechs would fire LRMs at you despite being too close. Don't hold it against them, they were still learning.
  • Fixed an issue with the Current Time popup in the opening cinematic.
  • Other Fixes and Changes:
  • Minor performance improvements.
  • Reduced our memory footprint by adjusting the way in which 'Mechs are assigned default Textures.
  • Fixed an issue where deferred decals, such as footprints, would not render under MSAA and TXAA.
  • The state of Filters and Categories within all Select 'Mech screens (MechLab, Private Match Lobbies, etc) will now persist between sessions.
  • Fixed a texture issue with the Green Beer Standing Cockpit Item.
  • Fixed an issue where players could receive a Lobby Invite Error.
  • MechLab: Fixed an issue with the damage graph for Clan LRM's.
  • Warehouse: Fixed an issue where the Amt value would be cut-off when the amount has more than 4 digits.
  • Fixed an issue where players could encounter a saving error when trying to save the addition of 20+ tons of Ammo at once.
  • Fixed an issue where the Release Delay value in Audio Settings would only increment upon reaching 1.1.
  • Known Issues:
  • Command Wheel: Certain keyboards may not be able to register certain key combinations related to 'Mech movement while engaging the Command Wheel. This is caused by a limitation in the keyboards support for 'rollover'; the ability of a keyboard to handle simultaneous keystrokes.
  • For example, you may be able to simultaneously walk forward with 'W', access the Command Wheel with 'E', and turn left with 'A', but you may not be able to trigger 'W'+'E'+'D' together to turn right while moving forward and accessing the Command Wheel.
  • If you notice that you are unable to trigger certain key combinations related to simultaneous 'Mech movement and Command Wheel access, we recommend changing the default Command Wheel keymap from 'E' to another accessible key such as '1', '2', '3', or 'X'.
  • You can read the full changelog on the official website: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.69 (May 17, 2016)

  • New 'Mech:
  • Kodiak (Assault):
  • Sensing a shift in the balance of power among the Clans following the Dragoon Compromise of 3000, Clan Ghost Bear commissioned the Kodiak. While it would not go to the extremes of the Mandrill or Thunder Stallion, the Kodiak was nevertheless intended to be a totem ’Mech, showcasing the power of the Ghost Bear to dominate its enemies. This is exemplified in its heavy armor and massive array of eight extended-range medium lasers, making it a perfect defensive unit to hold the center of any line. Its surprising ability to hit bursts of sixty-four kilometers an hour while bringing to bear the massive power of an ultra-class autocannon 20 allows the Kodiak to surprise opponents with a powerful offensive attack.
  • Release date for MC: August 2nd 2016
  • Release date for C-Bills: September 6th 2016
  • Normally we put the full Loadout and Quirk details for new 'Mechs into a separate post in raw text form, but we're going to try something a little different this time around. Feel free to let us know what you think of this new method by replying to the associated forum thread for these Patch Notes.
  • Kodiak Module Slots (all variants):
  • 'Mech Module Slot: 1
  • Weapon Module Slots: 2
  • Consumable Slots: 2
  • 'Mech/Weapon Slot: 1 (only available after unlocking that variants Mastery Skill tier)
  • Kodiak Variants:
  • Kodiak KDK-1 [S]
  • The KDK-1 [S] is a Special version of the KDK-1, featuring a unique Pattern and a 30% boost to C-Bill earnings. The KDK-1 [S] is only available through the Collector Kodiak Pack, and will not be made available for purchase in-game.
  • Kodiak KDK-1:
  • The KDK-1 is the standard version of the KDK-1 [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard KDK-1 is only available through the Standard Kodiak Pack.
  • Kodiak KDK-2:
  • Until its release date for in-game purchase the KDK-2 is only available through the Standard or Collector Kodiak Pack.
  • Kodiak KDK-3:
  • Until its release date for in-game purchase the KDK-3 is only available through the Standard or Collector Kodiak Pack.
  • Kodiak KDK-SB "Spirit Bear" (Hero Add-On):
  • The KDK-SB is the Hero variant of the Kodiak, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the KDK-SB is only available as a Hero Add-On to an existing Standard or Collector Kodiak Pack.
  • Kodiak KDK-4 (Reinforcement Add-On):
  • Until its release date for in-game purchase the KDK-4 is only available as a Reinforcement Add-On to an existing Standard or Collector Kodiak Pack.
  • Kodiak KDK-5 (Reinforcement Add-On):
  • Until its release date for in-game purchase the KDK-5 is only available as a Reinforcement Add-On to an existing Standard or Collector Kodiak Pack.
  • New 'Games In Progress' window:
  • A new 'Games In Progress' window is being introduced with this patch. If you have been disconnected from or have left a match prematurely, or if you have been destroyed in an ongoing match and wish to launch a new match in another 'Mech, the Games In Progress window will appear when you click the Quick Play button. This window will display both Quick Play and Faction Play matches.
  • From this window you will be able to view all ongoing matches in which you were or are either an active participant or a commentator, and either rejoin an existing match or launch a new match with another 'Mech.
  • Commentator Tool Improvements:
  • In preparation for the upcoming MechWarrior Online World Championship Tournament, an array of improvements and tweaks to the Private Lobby Commentator Tool are included with this patch.
  • Commentators can now activate the Night [N] and Heat Vision [H] Modes.
  • Commentators can now rejoin ongoing matches in which they were assigned as a Commentator.
  • Players that have been destroyed will now be moved to the bottom of the team roster board.
  • Text alerts will now appear underneath the Match Timer/Scoreboard when a 'Mech has been destroyed.
  • Team Names and Tags displayed in the Commentator HUD are based off whichever Unit comprises the majority of players in the Team.
  • Commentator Nav Bar:
  • The new Nav Bar will allow Commentators to quickly toggle the following items
  • Default Keyboard Controls overlay
  • Default Gamepad Controls overlay
  • Dolly Cam/Free Cam
  • Kill Events
  • Team Display
  • Battle Grid
  • Scoreboard
  • Show/Hide Nav Bar
  • New Cockpit Items
  • Along with their complimentary delivery to eligible Kodiak Pack owners, the following four Cockpit Items are also now available for purchase in-game
  • Kodiak Claw (Kodiak Standing Item): 750 MC
  • Claw Necklace (Kodiak Hanging Item): 500 MC
  • Kodiak Warhorn (Kodiak Warhorn): 750 MC
  • Spirit Bear (Kodiak Early Adopter Hanging Item): 750 MC
  • New Badges and Titles:
  • Kodiak Standard Pack (and Collector Pack)
  • "The Cub":
  • Kodiak Collector Pack
  • "The Grizzly":
  • These Titles and Badges are only available through their associated Kodiak Pack. The Collector Pack comes with both.
  • Chat Fixes and Changes:
  • Fixed an issue where chat which had not been committed would be deleted when transitioning to a new stage of a match.
  • Fixed an issue where being destroyed with an uncommitted chat message would cause that message to send after sending a new message in the death or end of round screen.
  • Fixed an issue where pressing Escape while the chat window was active would also bring up the pause screen. Pressing Escape while the chat window is active will now only close the chat window.
  • Fixed an issue where destroyed players could be unable to send messages to their Team after being destroyed.
  • Fixed an issue where players could only send one chat message while in the DropDeck screen, either in the pre-drop screen or in the Next 'Mech selection screen after being destroyed.
  • Faction Play Fixes and Changes:
  • Fixed an issue where grouped players could be dropped into a Quick Play match after initiating a Faction Play match with a 'Mech that has no engine.
  • Fixed an issue where Mercenary Rank Titles weren't displaying in matches.
  • Fixed an issue where player MC balance wouldn't immediately update after receiving MC from Unit Coffers.
  • Fixed an issue where Faction Play Groups could still launch a match after the Mercenary Unit had been disbanded (and the player was classed as a Freelancer).
  • Fixed an issue where Unit Chat would not display the name of a pilot who had left the Unit.
  • Fixed an issue where accessing the Unit Coffer Management screen would cause the Faction to briefly highlight as if it were selected.
  • Removed debug text from the Break Loyalty confirmation popup when initiated by the Unit Leader.
  • Coffer Management: Fixed an issue where Spoils of War entries in the Coffer Transaction would appear to be a lump sum if the player was idle on that screen through attack phases.
  • Coffer Management: Fixed an issue where MC Coffers would not update immediately after distributing an amount of MC.
  • Faction Reputation: Fixed an issue where the Current BattleMech and Premium Time boxes would disappear when running at resolutions above 720p.
  • Inner Sphere Map: Fixed an issue where the Inner Sphere Map would briefly revert to a previous state after cancelling an Invasion match search.
  • Inner Sphere Map: Peacefully restored control of Cadiz to House Kurita after it foolishly attempted to become a sovereign system.
  • Planetary Reinforcements: Fixed an issue where the new territories wouldn't immediately update for the player without leaving and returning to the Reinforcement window.
  • Unit Member Management: Fixed an issue where double-clicking the Invite Player button could cause the invite confirmation window to appear twice.
  • Unit Rank Management: Fixed an issue where the Rank Name entry field could overlap with the Member count.
  • Unit Rank Management: Fixed an issue where backing out of a Rank Name change would prompt unnecessary error popups.
  • Gameplay Fixes and Changes:
  • Air Strikes, Artillery Strikes, and Long Tom Strikes:
  • The amount of Damage Dealt to a component from a explosion is now based on that components distance from the explosion, along with the amount of surface area exposed to it. The amount of damage dealt decreases at a logarithmic rate.
  • With this change explosion damage will behave more consistently, and will allow players to better minimize and manage the amount of damage taken to critical components by turning away from the blast.
  • Explosions no longer deal Critical Damage.
  • Long Tom Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 1650 DMG (150 DMG per Component).
  • Long Tom Strike: Blast radius is 300m.
  • Artillery Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
  • Artillery Strike: Shell Radius is 30m.
  • Air Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
  • Air Strike: Bomb Radius is 30m.
  • 'Mech Fixes and Changes:
  • All 'Mechs: Reduced the brightness/flaring when firing Machine Guns in first-person view. This issue was particularly bad in variants such as the LCT-PB.
  • Archer (all variants): Walk and run animations have been cleaned up and refined to make them a little less rigid, and fixed some alignment issues.
  • Highlander IIC: Fixed an issue where the listed Max Tonnage stat could be inconsistent between the Store and the MechLab.
  • Marauder (all variants): Fixed an issue with the display of Hex style Warhorns.
  • Stormcrow (all variants): Removed some leftover geometry from a Cockpit Monitor that had been removed in a previous patch.
  • MechLab Fixes and Changes:
  • Warehouse: Fixed an issue where the AMS Overload Module wouldn't display in the Inventory for an AMS-equipped Clan 'Mech with the Mounted Weapons box checked.
  • Warehouse: Fixed an issue where the Enhanced NARC Module wouldn't display in the Inventory for a NARC-equipped Clan 'Mech with the Mounted Weapons box checked.
  • Warehouse: Fixed an issue where the Mounted Weapons box could be checked, but the listed Inventory would not obey the filter when accessing the Modules tab where the Mounted Weapons box would be checked, but the listed inventory would not obey the filter.
  • Warehouse: Fixed an issue where the Inventory could stop obeying the Owned box.
  • Consumables Tab: Fixed an issue where spamming the Auto-Refill checkbox could cause the check mark to blink on and off.
  • Modules Tab: Fixed an issue where Modules could not be drag-and-dropped from one slot to another.
  • Modules Tab: Fixed an issue where a Module recently purchased from the Store would not immediately increase the amount displayed within the Modules tab.
  • Loadout: Fixed an issue where holding the Add Armor arrow could cause the 'Mech to go over tonnage.
  • MechWarrior Academy Fixes and Changes:
  • The Tutorials button in the Home screen has been changed to Academy.
  • Repair and Re-Arm Beacon has been added for player use.
  • BattleZone: Enemy 'Mechs now have the ability to deploy UAVs when they are fired upon.
  • BattleZone: Enemy 'Mechs will now fire the ideal weaponry according to your range.
  • BattleZone: Enemy 'Mechs will now spawn with existing damage.
  • BattleZone: The total number of Kills, Deaths, and duration of time spent in the BattleZone will now appear when the player leaves the BattleZone.
  • BattleZone: Enemy 'Mech Ammo and UAVs will be replenished when the player leaves the BattleZone (the 'Mechs will not repair their damage, however).
  • Onslaught: Enemy 'Mechs will now fire the ideal weaponry according to your range.
  • Other Fixes and Changes:
  • All Lobby screens now take up a larger portion of the available screen space (Private Lobby, Faction Play Drop Preparation, etc).
  • Fixed an issue where going from the Cockpit menu to the Select 'Mech menu could prevent the player from being able to spin the 'Mech.
  • Faction FAC abbreviation has been standardized to FTN.
  • Fixed an issue where Achievement names could be cutoff in the Items Received window.
  • Fixed an issue where the cursor would not stay locked onto the MWO client window while running in Windowed mode during a match.
  • Fixed an issue that could cause the MWO navigation cursor to remain on screen while in a match.
  • Fixed an issue where Alt+Tabbing out of the client while in Fullscreen could cause the Windows cursor to become locked.
  • Fixed an issue where Alt+Tabbing out of the client after switching from Windowed to Fullscreen could cause the Windows cursor to appear.
  • BattleGrid: Fixed an issue where the Info panel would not display correctly.
  • BattleGrid: Fixed an issue where the Info Panel tool-tip referred to an 'Unbound' keybinding.
  • BattleGrid: Fixed an issue where players could not change the Toggle Info Panel keybinding.

New in MechWarrior Online Client Patch 1.4.58.0 (Mar 14, 2016)

  • New Map (Quick Play):
  • Grim Plexus:
  • Veterans of the ongoing war for control of the Inner Sphere in the Faction Play Game Mode will have the benefit of experience fighting among the monolithic towers of bismuth that impose over this battlefield. Grim Plexus combines long sight-lines and widely accessible terrain with copious hiding spots and ambush points in a vast and wildly undulating hilltop, fringed with a labyrinth of tall crystals. The size and character of the map can be most closely compared to Tourmaline Desert.
  • Single-spawn DropShip Drop Zones (3 Drop Zones per team)
  • Players will drop onto Grim Plexus from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • New Game Mode (Quick Play):
  • Domination:
  • The primary goal of Domination is to claim control of the central Communications Beacon.
  • Each team will start a game of Domination with a team countdown timer set at three minutes. To complete the objective and emerge victorious your team must hold the Comms Beacon for a total duration of three minutes throughout the course of the match. The first team to reach 0:00 will be the victor.
  • To initiate the countdown of your teams timer, three conditions must be met
  • At least one member of your team must stand uncontested within a 400m radius around the Comms Beacon.
  • This team member must not be taking fire from the enemy.
  • There must be no enemy 'Mechs present within the 400m radius around the Comms Beacon.
  • Once all three conditions are met the Comms Beacon will enter the tracking phase; it is this tracking phase that runs down your timer. If you lose active control of the Comms Beacon by failing to meet any of the three conditions, the tracking phase will cease and your timer will stop counting down.
  • New 'Mech:
  • Archer (Heavy):
  • First produced in 2474, the Archer was designed as a long-range fire-support BattleMech that would harass an enemy at range while also causing significant damage in the process. It brought a successful mix of paired Doombud LRM 20s with a bevy of Diverse Optics medium lasers as backup weaponry for close-in work. The Archer was not only a mainstay of the Star League Defense Force, but most of the Successor States produced a variety of variants, building on the impressive original platform.
  • Release date for MC: June 7th 2016
  • Release date for C-Bills: July 5th 2016
  • New Cockpit Items:
  • Green Beer (Standing Item): 500 MC
  • Easter Egg in a Basket (Standing Item): 500 MC
  • Along with their complementary delivery to eligible Archer Pack owners, the following four Cockpit Items are also now available for purchase in-game:
  • Phoenix Silver (Archer Hanging Item): 750 MC
  • Phoenix Silver (Archer Standing Item): 500 MC
  • Phoenix Silver (Archer Warhorn): 750 MC
  • Phantom (Archer Early Adopter Hanging Item): 750 MC
  • New Badges and Titles:
  • Archer Standard Pack (and Collector Pack):
  • The Bolt
  • Archer Collector Pack:
  • The Bowman
  • These Titles and Badges are only available through their associated Archer Pack. The Collector Pack comes with both.
  • 'Mechs Now Available for MC:
  • Marauder:
  • MAD-3R: 2,640 MC
  • MAD-5D: 4,370 MC
  • MAD-5M: 4,315 MC
  • MAD-BH2: 5,625 MC
  • 'Mechs Now Available for C-Bills:
  • Orion IIC:
  • ON1-IIC: 7,694,819 C-Bills
  • ON1-IIC-A: 7,849,879 C-Bills
  • ON1-IIC-B: 11,265,639 C-Bills
  • ON1-IIC-C: 11,286,759 C-Bills
  • New Mastery Bundles Available:
  • Five new Mastery Bundles have been added to the in-game store and the online Gift Store.
  • Locust Mastery Bundle:
  • Price: 3,185 MC
  • LCT-3M w/ Mech Bay
  • LCT-PB Pirates' Bane w/ Mech Bay
  • LCT-1E [C] w/ Mech Bay
  • 30 Days of Active Premium Time
  • Commando Mastery Bundle:
  • Price: 3,810 MC
  • COM-2D w/ Mech Bay
  • COM-TDK The Death's Knell w/ Mech Bay
  • COM-1D [C] w/ Mech Bay
  • 30 Days of Active Premium Time
  • Commando Statue Standing Cockpit Item
  • Vindicator Mastery Bundle:
  • Price: 4,990 MC
  • VND-1X w/ Mech Bay
  • VND-1SIB St. Ives' Blues w/ Mech Bay
  • VND-1AA [C] w/ Mech Bay
  • 30 Days of Active Premium Time
  • Awesome Mastery Bundle:
  • Price: 9,285 MC
  • AWS-8Q w/ Mech Bay
  • AWS-PB Pretty Baby w/ Mech Bay
  • AWS-9M [C] w/ Mech Bay
  • 30 Days of Active Premium Time
  • Awesome Statue Standing Cockpit Item
  • Battlemaster Mastery Bundle:
  • Price: 8,705 MC
  • BLR-1S w/ Mech Bay
  • BLR-1GHE Hellslinger w/ Mech Bay
  • BLR-2C [C] w/ Mech Bay
  • 30 Days of Active Premium Time
  • New Champion 'Mechs:
  • Locust LCT-1E [C]
  • Vindicator VND-1AA [C]
  • Battlemaster BLR-2C [C]
  • Awesome AWS-9M [C]
  • Commando COM-1D [C]
  • Mist Lynx MLX-Prime [C]
  • Shadow Cat SHC-Prime [C]
  • Ebon Jaguar EBJ-Prime [C]
  • Warhawk WHK-C [C]
  • New Trial 'Mechs:
  • The following 'Mechs now comprise the current stock of available Trial 'Mechs. New additions to the stock of Trial 'Mechs are in italics.
  • Inner Sphere Lights:
  • Locust LCT-1E [C]
  • Commando COM-1D [C]
  • Inner Sphere Mediums:
  • Vindicator VND-1AA [C]
  • Trebuchet TBT-7M [C]
  • Inner Sphere Heavies:
  • Orion ON1-K [C]
  • JagerMech JM6-A [C]
  • Inner Sphere Assaults:
  • Awesome AWS-9M [C]
  • Battlemaster BLR-2C [C]
  • Clan Lights:
  • Mist Lynx MLX-Prime [C]
  • Arctic Cheetah ACH-Prime [C]
  • Clan Mediums:
  • Shadow Cat SHC-Prime [C]
  • Stormcrow SCR-Prime [C]
  • Clan Heavies:
  • Ebon Jaguar EBJ-Prime [C]
  • Timber Wolf TBR-C [C]
  • Clan Assaults:
  • Warhawk WHK-C [C]
  • Dire Wolf DWF-W [C]
  • New Default Faction Play DropDecks:
  • To reflect the above changes to the stock of available Trial 'Mechs, the default Faction Play DropDecks for Inner Sphere and Clan forces are now as follows
  • Inner Sphere:
  • Commando COM-1D [C]
  • Trebuchet TBT-7M [C]
  • Orion ON1-K [C]
  • Battlemaster BLR-2C [C]
  • Clan:
  • Mist Lynx MLX-Prime [C]
  • Shadow Cat SHC-Prime [C]
  • Ebon Jaguar EBJ-Prime [C]
  • Dire Wolf DWF-W [C]
  • The total tonnage for both of the above default DropDecks is 235 tonnes.
  • The order of 'Mechs in the default DropDeck in your Faction Play screen may not necessarily reflect the exact order listed above (the Trebuchet might be placed before the Commando, for example). This will only occur if you have previously modified your Faction Play DropDeck.
  • If your existing DropDeck contained one or more of the previous Trial 'Mechs they will be replaced with one of the new Trial 'Mechs. As a result your DropDeck might no longer fall within the Minimum/Maximum Tonnage Requirements, and will need to be manually adjusted before you can launch a Faction Play match.
  • New Pilot Model:
  • An entirely new Pilot Model has been added to the game, replacing the original.
  • Future plans are to introduce a female model for selection, distinct uniforms for Clan and Inner Sphere, and the ability to customize color channels.
  • Texture Upgrades:
  • All 'Mechs and all Patterns that had a maximum texture resolution below 2048x2048 (2k) have been upgraded to a maximum texture resolution of 2k. As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, the March 15th patch will be significantly larger than our usual patches, weighing in at approximately 7GB. We apologize for any frustration this patch size may cause, but the end result will be worth it.
  • This upgrade will be most noticeable for the older 'Mechs in particular, as certain newer 'Mechs, such as the Mauler, were already at a maximum texture resolution of 2k.
  • A comparison image has been provided below to display the specific texture resolution employed for each Quality setting, and to demonstrate the overall improvement to texture fidelity you'll see in this patch.
  • Map and Game Mode Voting Screen Changes:
  • Once you cast a vote you will now be locked in to that selection.
  • Vote percentages for the Map or Game Mode will now only be revealed after you cast a vote.
  • Team Kill/Team Damage Penalty System:
  • The automated penalty system releasing in this patch is intended to penalize players who consistently engage in play behavior that results in Team Kills and/or excessive amounts of Team Damage.
  • The following actions will trigger this penalty system:
  • 1 Team Kill = 1 Penalty strike
  • x amount of Team Damage = 1 Penalty strike
  • The damage threshold required for receiving a Penalty strike for Team Damage will not be made public at this time.
  • Multiple Penalty strikes can be received in a single match.
  • Example: During Match 1, 'Player A' racks up an amount of Team Damage that doubles the Penalty threshold for Team Damage. They also perpetrate 1 Team Kill. As a result of these three actions, 'Player A' will be hit with a 5 minute delay for their next matchmaking search.
  • Example: During Match 1, 'Player B' racks up an amount of Team Damage that triples the Penalty threshold for Team Damage. They also perpetrate 2 Team Kills. As a result of these five actions, 'Player B' will be hit with a 20 minute delay for their next matchmaking search. After waiting 20 minutes 'Player B' drops into Match 2 and perpetrates just 1 Team Kill; they do not hit the penalty threshold for Team Damage. As they are already at the Fifth Penalty strike from their previous match, and the four-hour Penalty reset has not yet occurred, they are hit with another 20 minute delay to their next matchmaking search.
  • The breakdown of the current penalty levels follow the same structure as the existing Disconnect Penalty system:
  • First Penalty: 10 second delay for next matchmaking search.
  • Second Penalty: 2 minute delay for next matchmaking search.
  • Third Penalty: 5 minute delay for next matchmaking search.
  • Fourth Penalty: 10 minute delay for next matchmaking search.
  • Fifth Penalty: 20 minute delay for next matchmaking search.
  • Each subsequent penalty beyond the Fifth will also enforce a 20 minute penalty.
  • Penalty levels reset every 4 hours.
  • All of the above values are tune-able, and may be subject to change depending on how the system plays out in the general population.
  • Along with this new Penalty System, every point of Team Damage you inflict will now incur a -21 C-Bill penalty to your End of Round rewards.
  • Alpine Peaks Spawn Point Changes:
  • In an effort to revitalize gameplay on the Alpine Peaks Quick Play map, our Community Manager Tina Benoit recently canvassed the forums for input from the players. After examining all of the proposals in great depth, we have made modifications to the objective and spawn locations based most closely on input from the player "TygerLily".
  • For Assault, the new spawns should improve balance by de-emphasizing a reliance on the large central mountain.
  • For Skirmish, the action has been moved entirely to the lesser-used lower regions of the map, nearer to the frozen lake than the central mountain.
  • For Conquest, generally seen as the favorite Game Mode for Alpine Peaks, the spawns have been moved closer together but are otherwise mostly unchanged.
  • Changes to Base/Capture Point Mechanics:
  • The behavior of Base and Capture Point beams has been adjusted to provide better visual feedback on the current status of the Base or Capture Point.
  • Solid Blue - Team Controlled
  • Blinking Blue - Team Capping
  • Solid Red - Enemy Controlled
  • Blinking Red - Enemy Capping
  • Solid White - Neutral
  • Blinking White - Capture attempt is being contested.
  • Shooting an enemy 'Mech while it is attempting to capture a Base or Capture Point in the Assault, Conquest, or Domination Game Modes will now suspend its capture attempt for 5 seconds, regardless of whether or not that 'Mech has any allies within the Base or Capture Point.
  • Assault Game Mode: The maximum number of 'Mechs on a team that can actively contribute to the Capture of a Base has been increased from 8 to 12.
  • Conquest Game Mode Changes:
  • All Capture Points now begin as Neutral; there is no 'team base' Capture Point.
  • A Conquest Victory can no longer be achieved simply by destroying the enemy. In order to emerge victorious you must either
  • acquire the maximum number of Conquest Resource points (750) or
  • control the most amount of Conquest Resources when the match timer expires
  • If all 'Mechs on a team are destroyed before the outcome of the match is decided, the destroyed team can still Spectate from each of the Capture Points.
  • Flamer Weapon Changes:
  • Changes have been made to the Weapon Group HUD to provide players with visual feedback on their progress toward triggering the exponential heat generation when engaging Flamer weapons
  • The standard Cooldown Bar for a Flamer in the Weapon Group HUD will now gradually increase as the Flamer is engaged; the bar will appear yellow during this build-up phase.
  • The Flamer Cooldown Bar will turn red when the Flamer has been engaged long enough to start generating an exponential amount of heat in the firing 'Mech.
  • The Flamer Cooldown bar will revert to yellow when the Flamer has been disengaged and the bar has begun to deplete.
  • Engaging a Flamer during this depletion phase will cause the gauge to start increasing again.
  • The above behaviors will apply to all Flamers that are equipped, regardless of whether they are being fired.
  • Gameplay Fixes and Changes:
  • Improvements have been made to the 'Mech movement code to provide more consistent mobility over small objects or areas of a map that should be easily traversed, such as rocks or inclined terrain.
  • Fixed an issue where NARC and TAG were not functional in Testing Grounds or in the MechWarrior Academy.
  • Fixed an issue that could cause Heat Generation to spike if an Arm component was destroyed while it was firing a Flamer.
  • Fixed an issue where the Weapon Cooldown Bar for Flamers would not turn red.
  • Fixed an issue where Crit Chance percentages would decrease at each level of Targeting Computer, instead of increase.
  • Map Fixes and Changes:
  • Viridian Bog: Fixed a lighting issue with Standing Cockpit Items.
  • 'Mech Fixes and Changes:
  • Adder: Fixed an issue where the Cup Of Pop Standing Item would clip through the cockpit.
  • All 'Mechs: Reduced the maximum number of Cockpit Monitors to 4, and adjusted placements where necessary to prevent obstruction of the view through Cockpit.
  • Black Knight: Fixed an issue where certain Cockpit Items could clip through the glass.
  • Dire Wolf: Fixed an issue where certain Cockpit Items could clip with the Cockpit geometry.
  • King Crab: Patched a hole in the cockpit that could be seen using free look.
  • Kit Fox: Fixed an issue with the appearance of the .50 Cal Necklace Hanging Item in the Cockpit Item screen.
  • Kit Fox: Fixed an issue where the cockpit would appear to tilt to the left while running.
  • Mist Lynx: Fixed an issue where certain Cockpit Items could appear mostly or entirely out of view.
  • Orion IIC: Fixed an issue where the Left Arm was missing a Laser lens.
  • Panther PNT-10P: Fixed an issue with the display of certain Patterns over Ballistic weaponry.
  • Spider: Fixed an issue where one of the Cockpit Monitors could obstruct Hanging Items.
  • Stalker: Fixed an issue where destroyed Weapon Doors could float in the air for a period of time.
  • Stalker: Adjusted or removed Cockpit Monitors that were oversized.
  • Stalker: Fixed an issue with the appearance of Faction Warhorns.
  • Summoner SMN-B: Fixed an issue where the LT OmniPod listed an Additional Structure (RT) +15% Quirk. It is now an LT Quirk.
  • Warhammer: Fixed an issue with missing geometry on one of the Cockpit bars.
  • Other Fixes and Changes:
  • Fixed an issue where Warhorns would not play.
  • A Server Status news marquee has been added to all front-end menu's that will notify you in advance of server downtime from maintenance or patches.
  • Fixed an issue where the cursor would jump to the MechWarrior Online game window when the window didn't have focus.
  • Fixed an issue where 'Mechs could appear to have default Colors applied upon first logging in, when custom Colors are actually applied.
  • Fixed an issue where the pilot hand could appear to distort when moving forward.
  • Fixed an issue where the Minimize/Maximize arrows would not update in Home menu Pilot Information windows.
  • Fixed an issue where the wings of the Jade Falcon Hanging Item were partially transparent.
  • Commentator Tool (Private Matches): A toggle has been added for different camera modes( Free/Dolly Camera). It is mapped to the 'C' key by default.
  • Commentator Tool (Private Matches): Free/Dolly Camera toggle control can be re-mapped in the Settings screen.
  • Commentator Tool (Private Matches): Fixed an issue where the correct Game Mode information was not displayed when a Commentator spectated a 'Mech.
  • Commentator Tool (Private Matches): Fixed an issue where pressing another direction immediately after releasing a directional button could stop all movement.
  • Fixed an issue where Beam weapons were not tapering off correctly.

New in MechWarrior Online Client Patch 1.4.53.0 (Feb 15, 2016)

  • New 'Mech:
  • Rifleman (Heavy):
  • A truly ancient BattleMech design, the Rifleman debuted before the Star League in 2505. Several variants attempted to redress some of the original’s design flaws. The RFL-3N in particular received widespread acceptance, and was heavily produced for the Star League Defense Force.
  • New Test Maps for Private Lobbies:
  • Four brand new 'test' maps have been added for selection in the Private Lobby. These maps are currently in what is referred to as a 'grey block' state. This means there is no art or aesthetic theme in these levels aside from the basic geometry and terrain surfaces they are comprised of; the maps are solely intended to test fundamental gameplay. These maps can only be played in the Skirmish game mode, and will only appear in the Map Selection dropdown when the Skirmish game mode is selected.
  • Each of the four maps are designed for limited player counts. Attempting to launch a Private Match with an amount of players that exceeds the maximum possible player count of the chosen map will result in a launch error. Each map is labeled in the Map Selection dropdown according to their intended player counts.
  • Launching a Private Match on any of these maps requires that the 'Full Teams' Premium Option is set to 'No', as these maps are designed solely for reduced player counts. 'Full Teams' is still considered a 'Class 2' Premium option, and requires at least two of the participants have Active Premium Time running.
  • As of this patch, Map Selection is no longer a Premium Option and can be accessed regardless of whether or not a player in the Lobby has Active Premium Time.
  • The 'Random' option for both Game Mode and Map Selection has also been removed in this patch.
  • Standard Options (no Premium Time requirements):
  • Game Mode
  • Map
  • Region
  • Class 1 Premium Options (requires that at least one player in the Lobby have Active Premium Time):
  • Tonnage Rules
  • Match Time (Min)
  • Time of Day (for eligible maps only)
  • View Mode
  • Map Fixes and Changes:
  • Canyon Network: Trees and certain rock formations are now breakable.
  • Crimson Strait: Trees and streetlights are now breakable.
  • Caustic Valley: Smoothed out the terrain in some problematic areas.
  • Caustic Valley: Removed collisions from the smaller pebbles/rocks.
  • Viridian Bog: The ultra-large trees now have weapon collision again
  • Polar Highlands: Fixed an issue where the snow could appear to flicker on distant rock formations.
  • Sulfurous Rift: Trees are now breakable.
  • Tourmaline Desert: Fixed an issue where a destroyed component could clip into the ground in E3 sector.
  • Vitric Forge: Fixed an issue with levitating rocks in D7 sector.
  • 'Mech Fixes and Changes:
  • All affected 'Mechs: Fixed an issue where the Hardpoints displayed in the MechLab>Mech Stats paperdoll could be inaccurate.
  • All IIC 'Mechs: Fixed an issue where the IIC 'Mechs were not able to equip an XL Engine when there were still sufficient slots available.
  • Black Knight (all variants): Fixed a visual issue with the back legs when using the Phranken Pattern.
  • Cicada CDA-3F [L]: Added a sound effect when landing after using Jump Jets.
  • Catapult (all variants): Fixed an issue where weapon doors couldn't be manually closed after being opened.
  • Kit Fox (all variants): Fixed an issue where LA position would change state when moving.
  • KFX-D: Fixed an issue where the LT Quirks gave Structure bonuses to the RT.
  • Stalker (all variants): The appearance of weaponry on all Stalker models will now properly reflect the specific weapon equipped.
  • Summoner (all variants): Fixed an issue with Arm animations.
  • Warhammer (all variants except the WHM-6D): Fixed a visual issue with LT Missile hardpoint when using the Applejack Pattern.
  • Fixed an issue where the NARC Duration Quirk was not functional for all 'Mechs with a NARC Duration Quirk.
  • The full changelog can be found here: http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.4.52.0 (Jan 19, 2016)

  • New Map (Quick Play):
  • Polar Highlands:
  • This remote base, situated on a remote planet in a remote system, has been locked in perpetual winter since it was established. Founded originally as a purely research-based facility, the majority of useful research opportunities were exhausted within the first decade. Scientists and engineers garrisoned here long after the station had been re-commissioned as a communications relay found they had little to do but reflect on whatever series of professional missteps had led to their chilly re-assignment. When war finally reached this sector, initially breaking out on the more resource-rich and strategically valuable planets closer to the system's K-class star, the few engineers stationed here whose social skills hadn't completely frozen over had the opportunity to find new purpose maintaining the 'Mechs and support facilities for whichever occupying Faction could be convinced to spare them for their utility.
  • While the frigid temperatures of the Polar Highlands grants pilots with considerable leeway in terms of operational heat, the relatively sparse amount of cover provided by the natural trenches running through this map requires that pilots remain constantly focused on their surroundings and the horizon. Visibility on this battleground is excellent in day or night.
  • Dynamic Time of Day:
  • Time of Day on Polar Highlands is divided into four quadrants
  • Dawn - 20% chance of selection
  • Day - 50% chance of selection
  • Dusk - 20% chance of selection
  • Night - 10% chance of selection
  • For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  • For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  • When accessed through Testing Grounds Polar Highlands will cycle through all of the above cycles.
  • Breakable Objects:
  • Polar Highlands does not feature any breakable objects.
  • Single-spawn DropShip drop zones (3 drop zones per team)
  • Players will drop onto Polar Highlands from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • New 'Mech:
  • Warhammer (Heavy):
  • A procurement officer requested a "...mobile ’Mech with enough firepower to destroy or severely damage any ’Mech of the same class or lower.” When the final BattleMech rolled off the StarCorps Industries assembly line, the Warhammer fit the bill well, quickly becoming a mainstay in the Star League Defense Force. Its superb balance of armor, weapons, and speed made it extremely popular with Star League Gunslingers as well. Ultimately the Warhammer clinched its place as one of the most successful heavy BattleMechs ever produced.
  • Release date for MC: April 5th 2016
  • Release date for C-Bills: May 3rd 2016
  • Loadout details and discussion of this 'Mech can be found in a dedicated post here.
  • Pilot Name Change:
  • Players can now change their Pilot Name through the website using the new Change Pilot Name page.
  • The first name change is free! Any subsequent name changes will cost 4,500 MC, and are non-refundable. If a name is already in use, or is otherwise not permitted, the page will inform you that the proposed name is unavailable.
  • Pilot Names that are deemed inappropriate are subject to change by Support services to a generic placeholder, after which the player will need to initiate another name change using the web portal.
  • Important Note: Changing your Pilot Name will create a new profile in your \Saved Games\Mechwarrior Online\Profiles directory. As a result, your new Pilot Name will not carry over your existing custom key maps, in-game settings, or weapon groups!
  • To carry over your existing settings after changing your Pilot Name, follow these steps
  • Make sure you are not logged-in to your MechWarrior Online client.
  • Head to your C:\Users\\Saved Games\MechWarrior Online\Profiles folder.
  • Open the Profile folder associated with your original Pilot Name.
  • Highlight and copy the following files
  • actionmaps.xml
  • attributes.xml
  • weapongroups.xml
  • Return to the root \MechWarrior Online\Profiles folder and open the Profile folder associated with your new Pilot Name.
  • Paste the files you copied into that new Pilot Name Profile folder, overwriting any existing files.
  • Log-in to your MechWarrior Online client using your usual credentials
  • Your original keymaps, in-game Settings, and Weapon Groups should all be intact.
  • New Cockpit Items:
  • Black Widow (Hanging Item)
  • Phoenix Black (Hanging Item)
  • Phoenix Black (Mounted Item - War Horn)
  • Phoenix Black (Standing Item)
  • New Badges and Titles:
  • Warhammer Standard Pack (and Collector Pack)
  • The Bludgeon:
  • Warhammer Collector Pack
  • The Widowmaker:
  • These Titles and Badges are only available through their associated Warhammer Pack. The Collector Pack comes with both.
  • Gameplay:
  • Reduced the Cooldown for both IS and Clan Gauss from 5.5s to 5.0s.
  • Laser beams will now taper off as they approach their maximum Effective range, beyond which they will no longer render.
  • Improvements have been made to the Weapon Group HUD.
  • The coloration of weapons in the Weapon Group HUD will now behave more consistently, strictly following these conventions:
  • Green (IS) or White (Clan): Target is within Optimal Range
  • Orange: Target is within Effective Range
  • Black: Target is Out of Range
  • Coloration of torso-mounted weapons will now behave according to the position of the torso crosshair.
  • Example: In the screenshot below, you can see that the color state of the Torso-mounted Medium and Small Lasers in the Weapon Group HUD now reflects the range of the torso crosshair, not the arm crosshair, and so the two weapons appear green. As the PPC's are arm-mounted, and the arm crosshair is casting to infinity, the PPC's appear black.
  • 'Mechs Now Available for MC:
  • Jenner IIC:
  • JR7-IIC: 2,770 MC
  • JR7-IIC-2: 2,770 MC
  • JR7-IIC-3: 2,665 MC
  • JR7-IIC-A: 2,610 MC
  • 'Mechs Now Available for C-Bills:
  • Black Knight:
  • BLK-6-KNT: 6,949,667 C-Bills
  • BLK-6B-KNT: 7,481,667 C-Bills
  • BLK-7-KNT: 6.529.635 C-Bills
  • BLK-7-KNT-L: 6,337,635 C-Bills
  • Map Fixes and Changes:
  • Alpine Peaks: Fixed a terrain rendering issue in H1.
  • Boreal Vault: Fixed a terrain rendering issue in D4.
  • Boreal Vault: Fixed an issue in F7 that could cause 'Mechs to float above the ground.
  • Caustic Valley: Fixed some levitating rocks in B4.
  • Crimson Strait: Fixed an issue in D4 where the overpass ground texture could disappear when zoomed in.
  • Emerald Taiga: Trees are now breakable (all 6000 of them).
  • Emerald Taiga: Fixed a concrete slab in D4 that was clipping through a mountain.
  • Emerald Taiga: Fixed an issue in F5 where a tree could disappear at certain angles.
  • Emerald Taiga: Fixed some levitating trees in D4/F4.
  • Emerald Taiga: Fixed some terrain clipping issues in E4.
  • Forest Colony: Fixed an issue in I8 where 'Mechs could get stuck.
  • Forest Colony: Fixed an issue in F10 where water VFX and SFX would occur on the island.
  • Grim Portico: Obstructed access to an out of bounds area in B7.
  • Grim Portico: Fixed an invisible wall in D4.
  • Hellebore Springs: Fixed an issue in D2 where the Omega Generator was clipping into the ground.
  • Hellebore Springs: Fixed some levitating grass in E6.
  • Mining Collective: Fixed an issue in E3 where a 'Mech could get stuck.
  • Mining Collective: Fixed an issue in E3 where 'Mechs could fall through the ground.
  • Mining Collective: Fixed an issue in E5 where 'Mechs could float above the ground.
  • River City: Fixed a levitating tree and patch of grass in E4.
  • River City: Fixed an issue in G3 where a 'Mech could get stuck.
  • River City: Fixed an issue in D6 where a 'Mech could get stuck.
  • River City: Fixed an issue where players could see through a building in E6 at certain angles.
  • Sulfurous Rift: Fixed some levitating trees near D7 spawn area.
  • Sulfurous Rift: Fixed an issue in E1 where players could see through the underside of a rock.
  • Sulfurous Rift: Fixed some levitating cement blocks in C3.
  • Terra Therma: Moved some 'Mech wreckage that could block player movement in E5/D5.
  • Viridian Bog: Small trees, medium trees, and root branches are now breakable.
  • Viridian Bog: Fixed an area in D4 where 'Mechs could get stuck.
  • Viridian Bog: Fixed an area in B6 where 'Mechs could get stuck.
  • Viridian Bog: Obstructed an area in G3 where 'Mechs could Jump Jet out of bounds.
  • Vitric Forge: Fixed an issue with some ramps in F2/F3 that could hinder 'Mech movement.
  • 'Mech Fixes and Changes:
  • Hellbringer (all variants): Fixed an issue with the Phoenix War Horn.
  • Hunchback IIC (all variants): Hitboxes have been adjusted, with a portion of the Right and Left Side Torso’s above and around the shoulder area now shifted to the Right and Left Arm hit boxes.
  • Hunchback IIC (all variants): Torso Pitch Angle has been increased from 20 to 25.
  • Hunchback IIC (all variants): Fixed a material issue.
  • MechLab Fixes and Changes:
  • Fixed an issue where Structure upgrades were not displaying the correct tonnage for certain 'Mechs.
  • Fixed an issue where increasing or decreasing the amount of armor on a 'Mech would not correctly update the availability status of Upgrades.
  • Fixed an issue where Clan XL Engines required 3 critical slots in each side torso instead of just 2.
  • Fixed an issue where filtering Colors by Owned in the Camo Spec screen could generate duplicate color swatches.
  • Fixed an issue where filtering Colors by Owned in the Camo Spec screen could cause rows of ineligible color swatches to appear.
  • Other Fixes and Changes:
  • Fixed an issue where equipping the C-Bill Medallion Hanging Item could cause issues with Warhorn audio.
  • Fixed an issue where the Pressure Chamber War Horn could flicker when walking.
  • Added the ability to change the Screenshot keybinding.
  • Performance improvements for targeting information displays.
  • Performance improvements for lasers.

New in MechWarrior Online Client Patch 1.4.47.0 (Dec 15, 2015)

  • New 'Mechs:
  • Origins IIC Clan 'Mechs":
  • These Origins IIC 'Mechs combine the customization functionality of Inner Sphere 'Mechs with the sheer power of Clan technology, and will be a fearsome presence on the battlefields of the Inner Sphere.
  • Jenner IIC:
  • Release date for MC: January 19th 2016
  • Release date for C-Bills: February 16th 2016
  • Hunchback IIC:
  • Release date for MC: February 2nd 2016
  • Release date for C-Bills: March 1st 2016
  • Orion IIC:
  • Release date for MC: February 16th 2016
  • Release date for C-Bills: March 15th 2016
  • Highlander IIC:
  • Release date for MC: March 1st 2016
  • Release date for C-Bills: April 5th 2016
  • Loadout details for the Origins IIC 'Mechs can be in a dedicated post here.
  • 'Mechs Now Available for MC Purchase:
  • Black Knight:
  • BL-6-KNT: 2780 MC
  • BL-6b-KNT: 2995 MC
  • BL-7-KNT: 2615 MC
  • BL-7-KNT-L: 2540 MC
  • 'Mechs Now Available for C-Bill Purchase:
  • Wolfhound:
  • WLF-2: 2,886,748 C-Bills
  • WLF-1: 2,670,748 C-Bills
  • WLF-1A: 2,594,748 C-Bills
  • WLF-1B: 2,670,748 C-Bills
  • UrbanMech:
  • UM-R63: 2,006,108 C-Bills
  • UM-R60: 1,560,113 C-Bills
  • UM-R60L: 1,744,084 C-Bills
  • Crab:
  • CRB-27: 3,792,733 C-Bills
  • CRB-20: 3,703,201 C-Bills
  • CRB-27B: 4,240,733 C-Bills
  • CRB-27SL: 7,144,233 C-Bills
  • New Cockpit Items:
  • Hanging Items:
  • Double Helix
  • Clan Wolf DNA
  • Jade Falcon DNA
  • Ghost Bear DNA
  • Smoke Jaguar DNA
  • Standing Items:
  • Clan Holo Globe
  • Clan Wolf Holo Globe
  • Clan Jade Falcon Holo Globe
  • Clan Ghost Bear Holo Globe
  • Clan Smoke Jaguar Holo Globe
  • War Horns:
  • Clan Hex War Horn
  • Clan Wolf Hex War Horn
  • Clan Jade Falcon Hex War Horn
  • Clan Ghost Bear Hex War Horn
  • Clan Smoke Jaguar Hex War Horn
  • New Mastery Bundles:
  • Wolverine Mastery Bundle:
  • Price: 5,747 MC
  • WVR-Q (with Mech Bay)
  • WVR-6K [C] (with Mech Bay)
  • WVR-6R (with Mech Bay)
  • 30 Days of Active Premium Time
  • Thunderbolt Mastery Bundle:
  • Price: 6,610 MC
  • TDR-5S-T (with Mech Bay)
  • TDR-9SE [C] (with Mech Bay)
  • TDR-5SS (with Mech Bay)
  • 30 Days of Active Premium Time
  • New MechWarrior Academy Engagement Area:
  • BattleZone:
  • Eight enemy 'Mechs now spawn randomly in the west end of the city, across the bay from the citadel.
  • These 'Mechs will fire at the player when the range closes to below 600m.
  • 'Mechs will continue to fire at the player until one or the other is destroyed.
  • Destroyed 'Mechs re-spawn after about 30 seconds if the player isn't looking at them.
  • Pop-up notices will appear when you are entering and exiting the BattleZone area.
  • Gameplay:
  • A 'Color Blind Options' section has been added to Game Settings.
  • This section currently features a new color blind friendly reticle option (crosshair changes shape when a hit is detected).
  • Increased the cooldown and duration bonuses on all DropShip weapons.
  • Map Fixes and Changes:
  • Viridian Bog: Fix for a sound issue with waterfalls.
  • 'Mech Fixes and Changes:
  • Marauder: Fixed an issue with Mounted Cockpit Item lights.
  • Dragon and Catapult: Fixed an issue where the Fractal/Virus Patterns would revert to default colors on log-in.
  • Tutorial Fixes and Changes:
  • Added a new blue info beacon that triggers a pop-up at the Firing Range.
  • Fixed an issue where Cockpit Monitors would flicker on when passing through waypoint markers despite being turned off in the settings.
  • Fixed an issue where Cockpit Monitors would appear off when entering the Tutorial despite being turned on in the settings.
  • Fixed an issue where Cockpit Monitors would power-cycle when destroying one of the swappable 'Mechs.
  • Onslaught: New 'Armageddon ++' difficulty level has been added.
  • Gauntlet and Running Cored: Updated the route to avoid the tunnels.
  • Gauntlet and Running Cored: Canceling these challenges will spawn you back in the middle of the Academy.
  • Gauntlet and Running Cored: Fixed an issue where disabled 'Mechs could wake up and fire at the player during the round summary screen.
  • Rapid Fire: Turrets now target the center torso.
  • Targeting Practice: Fixed an issue where 'Mechs could spawn on top of each other.
  • Targeting Practice: Number of active enemies now limited to 12.
  • Firing Range: Re-arranged the passive turrets to improve visibility from the environmental zones. Also moved one closer to be within range of the smaller weapons.
  • Fixed an issue that could cause 32-bit clients to sometimes run out of memory when loading the Academy.
  • Target designation letters reset when starting a new challenge or round.
  • Other Fixes and Changes:
  • Fixed an issue where inviting a Public Group leader to join a Private Lobby would not bring along their entire Group.
  • Fixed a rendering issue with the Gas Mask and Phoenix icons in the Cockpit Item screen.
  • Fixed a rendering issue with the the Phoenix and Phoenix Speaker Cockpit Items on certain maps.
  • Fixed an issue where players would still get contract rewards when leaving a Faction Play Invasion match early.
  • Fixed an issue where audio from weapon explosions wouldn't play.
  • Fixed an issue where audio from ammo explosions wouldn't play.
  • Disabled the ability to modify the r_glow cvar in the user.cfg file.
  • Added an audio cue indicating that a match has been found and the player is being sent to the voting screen.
  • Fixed an issue where Weapon Cooldown would begin immediately after firing in Tutorial and Testing Grounds.
  • Fixed an issue where the vertical weapon group highlight was partially cut off on 'Mechs equipped with ECM and Arm and Torso weapons.
  • Fixed an issue where energy weapon sound effects would not play while spectating.
  • Clicking the Standing, Hanging, and Mounted headers in the Cockpit screen will now bring the player to the corresponding tab in the Cockpit Item Warehouse.
  • Known Issues:
  • Minimap will appear zoomed in after swapping a 'Mech in MechWarrior Academy.

New in MechWarrior Online Client Patch 1.4.38.0 (Dec 1, 2015)

  • AutoCannons:
  • IS LB10-X AutoCannon ammunition count increased to 20 (up from 15) to match the AutoCannon10 ammo count.
  • All Gauss Rifles have had their cooldowns increased from 4.0s to 5.5s.
  • IS and Clan AutoCannon/2s and Clan Ultra AutoCannon/2s have had their base heat reduced to 0.8 (down from 1.0).
  • IS and Clan AutoCannon/2s and Clan Ultra AutoCannon/2s have been given a crit chance equal to that of Machine Guns (the crit damage multiplier for AutoCannon/2s and Clan Ultra Autocannon/2s is still 1.0).
  • Missiles:
  • IS LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 4.75s to 5.5s.
  • IS LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.25s to 4.75s.
  • IS LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 3.75s to 4.0s.
  • Clan LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 5.0s to 6.5s.
  • Clan LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.5s to 5.5s.
  • Clan LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 4.0s to 4.5s.
  • All IS/Clan SRMs have had their base speed increased from 300 to 400m/s.
  • All IS Streak SRMs have had their base speed increased from 200 to 250m/s.
  • All Clan Streak SRMs have had their base speed increased from 180 to 230m/s.
  • IS SRM/2 spread reduced from 4.8 to 2.5m.
  • IS SRM/2 heat scale maxfiring threshold increased from 4 to 6. *Note: Maxfiring is the number of launchers you can fire simultaneously free of heat scale.
  • IS SRM/4 spread reduced from 5.2 to 3.5m.
  • IS SRM/4 heat scale maxfiring threshold increased from 3 to 4.
  • IS SRM/6 spread reduced from 5.7 to 4.5m.
  • IS SRM/6 heat scale maxfiring threshold increased from 3 to 4.
  • Clan SRM/2 spread reduced from 5.0 to 3.0m.
  • Clan SRM/2 heat scale maxfiring threshold increased from 4 to 6.
  • Clan SRM/4 spread reduced from 5.4 to 4.0m.
  • Clan SRM/4 heat scale maxfiring threshold increased from 3 to 4.
  • Clan SRM/6 spread reduced from 5.9 to 5.0m.
  • Clan SRM/6 heat scale maxfiring threshold increased from 3 to 4.
  • Lasers:
  • Clan ER Small Laser Max Range reduced to 360 (400).
  • Clan ER Medium Laser Max Range reduced to 688 (810).
  • Clan Small Pulse Laser Max Range reduced to 297.
  • Clan Medium Pulse Laser Max Range reduced to 561.
  • Heat Scale has been properly added to the Inner Sphere Medium Pulse Lasers. The values have been set to the same as a normal IS Medium Laser. You can fire 6 at once with no heat penalty. Multiplier is set to 1.0.
  • Equipment:
  • ECM protective range will be reduced from 180m to 90m.
  • IS Single Heat Sinks is having its cooling rate increased from 0.10 to 0.12.
  • IS Single Heat Sinks that are inside the engine will have their cooling increased from 0.1 to 0.11.
  • IS Single Heat Sinks will have their heat capacity will be increased from -1.0 to -1.2. This is increasing the maximum heat value for a 'Mech before it shuts down, ot the speed at which it cools off.
  • IS Double Heat Sink has its heat capacity increased from -1.4 to -1.5. This is increasing the maximum heat value for a 'Mech before it shuts down, not the speed at which it cools off.
  • Clan Double Heat Sink cooling rate increased from 0.14 to 0.15.
  • Clan Double Heat Sink capacity will be reduced from -1.4 to -1.1. This is reducing the maximum heat value for a 'Mech before it shuts down, not the speed at which it cools off.
  • Clan XL Engines:
  • When a Clan 'Mech loses a Side Torso, its Engine power is now reduced by 20% for the rest of the match. This reduction applies to all factors affected by the Engine, such as turn rate, torso twist, and top speed.
  • New Cockpit Monitors:
  • This patch features a long-awaited improvement to the 'Mech Cockpit Monitors. These new monitor screens provide us with a good starting point for making further improvements to the Cockpit Monitor system, with more dynamic content options possible in the future.
  • 1 Dynamic Kill Count Screen type that keeps track of your kills.
  • 3 Animated Screen types that are applied to the remaining monitors.
  • Can be toggled On/Off in Options.
  • Distinct color schemes for Inner Sphere and Clan.
  • New Cockpit Item Screen:
  • This patch sees the release of our newly redesigned Cockpit Item screen, featuring a continuation of the aesthetic and organizational changes seen in our recent redesign of the Camo Spec screen.
  • The premier feature of this new Cockpit Item screen is the ability to preview any dynamic aspects of a particular Cockpit Item by equipping it and clicking the new Preview button. For example, using this feature players can now listen to a War Horn before deciding on a purchase, or view animations for items that may react after the player has achieved a kill.
  • Please note that the new Cockpit Monitor screens do not display inside the Cockpit Item screen.
  • New Cockpit Items:
  • C-Bill Medallion (Hanging Item)
  • Phoenix with Amber (Hanging Item)
  • Phoenix War Horn (Mounted Item)
  • Phoenix (Standing Item)
  • Gas Mask (Standing Item)
  • Bonsai Tree (Standing Item)
  • Locket (Hanging Item)
  • Country Flags (Standing Items):
  • Argentina
  • Belarus
  • Chile
  • Croatia
  • Cuba
  • Hungary
  • Indonesia
  • Lithuania
  • Malaysia
  • Northern Ireland
  • Philippines
  • Singapore
  • Slovenia
  • Thailand
  • Uruguay
  • Wales
  • Mechs now Available for MC:
  • Crab
  • CRB-27: 1,520 MC
  • CRB-20: 1,485 MC
  • CRB-27B: 1,700 MC
  • CRB-27SL: 2,860 MC
  • Map Fixes and Changes:
  • Boreal Vault: Fix for a bad building LoD.
  • Forest Colony: Fix for an issue where 'Mech reflections in the water wouldn't be blocked by rock pillars.
  • Emerald Taiga: Fix for an issue where 'Mechs could fall out of the world.
  • 'Mech Fixes and Changes:
  • Hitboxes have again been adjusted for the following 'Mechs, blending the changes from last patch with their original states. These changes reduce the expansion of Side Torso exposure introduced in last patch.
  • Catapult
  • Nova
  • Jenner
  • Voting Screen Changes:
  • Timer has been increased to 20 seconds (from 15 seconds).
  • Audio cues will now play at the 3-2-1 and 0 marks.
  • Other Fixes and Changes:
  • Improvements made to the Spectate Commentator HUD performance.
  • Improvements made to the 'Mech HUD performance and rendering.
  • Fixed an issue where 'Mech names would sometimes not appear on the scoreboard and/or EoR screen.
  • The original Resistance 1 Skull-style Badges have been provided to eligible Resistance 1 owners.
  • New accounts will now start in Tier 5 instead of Tier 4.
  • Added a new Master Volume slider.
  • Various fixes and changes to loading screen tips.
  • Select 'Mech and Store: Hovering over a Champion, Hero, or Special 'Mech portrait card will flip the portrait and display that 'Mechs associated boost.
  • Faction Play: A one-time introductory pop-up has been added when accessing Faction Play for the first time, describing the game type and stressing its high skill ceiling.
  • Faction Play: Fixed an issue where groups of 11 members were unable to launch into a match.
  • Faction Play: Fixed an issue where the oldest player or group in queue would sometimes not be used to form a strike team.
  • Fixed an issue where the UI will display 'Quick Play' instead of 'Rejoin' when a player has left or been disconnected from a match.
  • Fixed an issue where players were unable to ready up their Trial 'Mech within a public group.
  • Fixed an issue where players were unable to exit the 'Edit Consumables' in a private lobby or group.
  • Fixed an issue where the social info pop-up would keep appearing when the player returns to a lobby.
  • Fixed a crash users could experience when closing the client.
  • The Cadet Bonus received over the first 25 matches of a new account has been increased to a grand total of 12,500,000 C-Bills (up from the previous total of 7,983,000 C-Bills).
  • Known Issues:
  • MechWarrior Academy: The new Cockpit Monitors will appear disabled when first entering the Academy. Power-cycling your 'Mech will activate the monitors correctly. This will be fixed next patch.

New in MechWarrior Online Client Patch 1.4.32.0 (Nov 3, 2015)

  • Map and Game Mode Voting Screen:
  • All solo and group queue Public matches will now begin with a Map and Game Mode voting screen, during which all 24 players in the match lobby will cast a vote for their desired choices. Players will be able to cast their vote for one of four randomly selected maps, along with a vote for one of two randomly selected game modes. Voting will be open for 15 seconds, after which the map and game mode will be chosen based on the voting results. Player names are not visible inside the voting screen, so all votes are anonymous.
  • If votes are evenly split, for example with 12 players voting for Map A and 12 players voting for Map B, the map will be selected randomly from those two maps - Map C and Map D would not be considered. Likewise if votes are evenly split between the two available game modes, the game mode will be selected randomly.
  • With the introduction of this voting system players will no longer be able to de-select a given game mode. As a result, the matchmaker will no longer need to match players based on their specific game mode preferences. While this does mean that players who may have previously chosen to de-select a specific game mode will now sometimes need to play a game mode they would have otherwise never played, the introduction of this voting system will lead to a reduction in matchmaking wait times for solo and group queue, an improvement to PSR-based matchmaking, and will provide players with more influence over which maps and game modes they will drop into.
  • Disconnect Penalty System:
  • The automated penalty system releasing in this patch is intended to penalize players for intentionally disconnecting from matches in which the player has not yet been destroyed. Once a match has been found and you are placed into the map and game mode voting screen outlined above, all 24 players are considered to be 'in' an active match. If a player disconnects from the match prior to the destruction of their 'Mech, whether they are still within the voting screen or in the match itself, the player will have 3 minutes to reconnect before a disconnect penalty level is applied. If they reconnect to the match before the 3 minute timer expires, no penalty level will be applied. Once a player has been flagged with a penalty level a delay to their next matchmaking search will be enforced (whether solo or group). The duration of the delay is determined by the current penalty level.
  • For cases where the disconnect was not intentional, the 3 minute timer is intended to provide players with sufficient time to re-join the match in question. If circumstances prevent a successful re-join within that 3 minutes, the first penalty level is a mere 10 second delay toward the next matchmaking search. It is only when a player purposefully disconnects from multiple matches that the real penalties will begin to pile up.
  • This is a breakdown of the current penalty levels:
  • First Disconnect: 10 second delay for next matchmaking search
  • Second Disconnect: 2 minute delay for next matchmaking search
  • Third Disconnect: 5 minute delay for next matchmaking search
  • Fourth Disconnect: 10 minute delay for next matchmaking search
  • Fifth Disconnect: 20 minute delay for next matchmaking search
  • Each subsequent disconnect beyond the Fifth Disconnect will also enforce a 20 minute penalty.
  • Penalty levels reset every 4 hours.
  • All of the above values are tune-able, and may be subject to change depending on how the system plays out in the general population.
  • Camo Spec Screen Fixes and Changes:
  • Applying a Color or Pattern to a 'Mech now only requires a single click (Colors and Patterns can also still be applied using drag-and-drop).
  • Using the Owned filter for Colors will now only show color swatches for Colors that are Owned.
  • As a result of the above change, Owned Color swatches will also now group together.
  • Fixed an issue where changing the Color dropdown filter would automatically change the 'Mechs currently selected color.
  • Fixed an issue where the client would become unresponsive when accessing the Camo Spec screen while inside a Gold 'Mech.
  • Map Fixes and Changes:
  • Fixed an issue where wireframes could be visible on lava.
  • 'MechLab Fixes and Changes:
  • Fixed an issue where removing Missile hardpoints from an OmniMech with the Artemis Upgrade would charge the player for downgrading to Standard.
  • Fixed an issue where players with over 2.15 billion C-Bills were not able to edit 'Mechs or purchase new 'Mechs.
  • Other Fixes and Changes:
  • Fixed an issue where an orange dot would appear on the HUD near the Zoom Level indicator for Inner Sphere 'Mechs in Conquest Game Mode.
  • Fixed an issue where having Cockpit Glass enabled with a triple-monitor setup would cause various graphical issues.
  • MechWarrior Academy: Fixed an issue where players could try to enter the Academy using an Invalid 'Mech.

New in MechWarrior Online Client Patch 1.4.28 (Oct 19, 2015)

  • New Camo Spec Screen:
  • This patch sees the release of our newly redesigned Camo Spec screen, featuring aesthetic and organizational changes to greatly improve the process of customizing the visual appearance of your 'Mech.
  • Aside from the standard Filter options for 'All' and 'Owned' we have added a third 'Sale' filter for displaying only whichever Patterns and Colors may be on sale at the time.
  • Decals:
  • You will also notice the addition of a Decals button to the new Came Spec Warehouse. Please note that Decals are not yet supported! The new Camo Spec screen was designed with a future Decal system in mind; we are simply paving the way for that feature in a future update.
  • In-Game Player Context Menu:
  • Players now have access to a contextual menu within the pre-match, in-match (TAB), and post-match Scoreboard screens. Left-clicking on a player name in the Scoreboard will reveal a menu with the following main options
  • Send Friend Invite
  • Block Player (or Unblock Player, when applicable)
  • Report Player
  • Highlighting the Report Player option will reveal a sub-window listing the available reporting categories:
  • Inappropriate Name
  • Chat Abuse
  • Harassing/Language
  • Spamming/Advertising
  • Nonconstructive
  • VoIP Abuse
  • Harassing/Language
  • Spamming/Advertising
  • Nonconstructive
  • Griefing
  • Team Damage
  • Team Killing
  • Assisting the Enemy
  • Nonparticipation
  • Suiciding
  • AFK
  • Disconnecting
  • Cheating
  • Cheating
  • Exploiting
  • New Group Queue Tonnage Values:
  • The values of the new Group Tonnage system can be tuned on the live servers without the need for patches or downtime, so we can make quick changes as necessary with minimal fuss. This is an important aspect of this system, as we want it to be able to react to your feedback and metrics as the new system plays out in the wild.
  • With these changes to the Group matchmaking system you will be creating your groups based on a minimum/maximum tonnage indicator instead of the traditional weight class restrictions. This is designed to try and keep as much flexibility in your hands as possible, but also as a means to try to provide teams that may be comprised of a few separate groups extra tonnage to compensate versus an opposing team that may be comprised of just one or two large groups.
  • New 'Mechs:
  • Wolfhound (Light)
  • Designed and built by TharHes Industries at the behest of House Steiner specifically as a counter to the Panther and Jenner 'Mechs of House Kurita, the Wolfhound proved its value on the battlefields of the Inner Sphere during the Fourth Succession War. Equipped with sufficient weaponry to safely engage at-range, and with enough armor and speed to close the distance, the Wolfhound was able to distinguish itself as an effective counter against what was arguably the most potent combination of Light 'Mechs the Inner Sphere had ever seen at that time.
  • As an all-laser 'Mech with sufficient speed and armor to hound its opponents and escape intact, the Wolfhound will prove itself an excellent addition to the DropShips of the Inner Sphere.
  • Gameplay Fixes and Changes:
  • Community Warfare: O-Gen health bars are visible again, when running Clan 'Mechs.
  • A context menu has been added to allow for Friend invites, Block/Unblock Player, and Report Player functions from the Scoreboard (pre-match, in-match, and post-match).
  • A Looking For Group button has been added next to the Social button in the bottom UI bar.
  • Map Fixes and Changes:
  • Caustic Valley: Fixed an issue where DropShips would fly toward enemy spawn points and fire on enemies.
  • Caustic Valley: C5 Sector - Fixed an issue where the pipes could disappear.
  • Caustic Valley: B3 Sector - Fixed an issue where 'Mechs could get stuck on the edge of a smokestack.
  • Caustic Valley: B3/B4 Sector - Fixed an issue where 'Mechs could get stuck on a generator.
  • Caustic Valley: B3 Sector - Reminded some rocks that they should not have the power of levitation.
  • Caustic Valley: A3/A4 Sector - Fixed an issue where players could see the edge of the world when out of bounds
  • 'Mech Fixes and Changes:
  • Gargoyle: GAR-C Right Arm OmniPod now allows for the Hand and Lower Arm Actuators.
  • Crab: Fixed the placement of Hanging Cockpit Item Lights.
  • Nova: Fixed an issue with the NVA-D (L) Right Arm OmniPod that could cause severe performance issues in-game when the Nova was destroyed.
  • Nova: Fixed an issue with Jump Jet animations for all Nova variants.
  • Warhawk: WHK-C Right Torso OmniPod now provides the expected structure bonus to the Right Torso.
  • MechWarrior Academy/Tutorial Fixes and Changes:
  • Added tool-tip functionality to the Challenge Checklist and Command and Control windows while in the Field Manual (ESC) menu.
  • Improved the organization of Challenges in the Command and Control window.
  • Moved the 'Cancel Event' button to a more prominent section of the Field Manual (ESC) menu.
  • Entering a Challenge beacon will now display an informative pop-up summarizing the Challenge.
  • All non-destructible vehicles have been replaced with destructible vehicles.
  • Minor corrections to the default Keyboard reference image (F1) and Field Manual (ESC).
  • Basic Tutorial: More fixes to sound synchronization issues during the opening cinematic.
  • Basic Tutorial: If you have previously completed the Basic Tutorial you can now skip the opening cinematic by hitting Space Bar twice.
  • Basic Targeting Challenge: Fixed an issue where Captain Adams would incorrectly state you had not hit the correct target.
  • Basic Targeting Challenge: Fixed an issue where players could destroy the legs of a 'Mech before targeting it.
  • Pilot Challenge I: Fixed missing digits in the Awards screen.
  • MechWarrior Academy: Founder 'Mechs have been removed from the 'Mech Swappers.
  • MechWarrior Academy: Challenges are now triggered by hitting Space Bar while inside the Challenge beacon. Basic Tutorial Challenges still trigger automatically when stepping into their beacons.
  • MechWarrior Academy: Informative pop-ups now appear when walking over the hot and cold temperature zones.
  • MechWarrior Academy: E6 Sector - Fixed an issue where players could get stuck on a building entrance.
  • Other Fixes and Changes:
  • Fixed a crash that could occur as a result of the Nova Jump Jet animation.
  • Fixed a severe performance issue caused by the NVA-D (L) Right Arm OmniPod.
  • Known Issues:
  • Camo Spec screen: Changing the color selection filter (All/Owned/Sale) will automatically change the 'Mechs currently selected color to whichever color is highlighted, regardless of whether it is included in the filter.

New in MechWarrior Online Client Patch 1.4.13.0 (Oct 5, 2015)

  • Updated Map (Standard Queue):
  • Caustic Valley (new):
  • Caustic Valley is the third map to receive a gameplay and beautification overhaul. Along with changes to its layout and visual quality, Caustic Valley now features dynamic time of day, breakable objects, and DropShip spawn points.
  • Compared to the layout changes seen with Forest Colony players will notice that the number of changes to the general layout of Caustic Valley are not as drastic. While the caldera and its surrounding area have undergone a number of significant changes, and additional cover has been provided throughout the map, the re-designed Caustic Valley should still feel very familiar. Unlike River City and Forest Colony, Caustic Valley has not increased in size.
  • Dynamic Time of Day:
  • Time of Day on the new Caustic Valley is divided into four quadrants:
  • Dawn - 20% change of selection
  • Day - 50% chance of selection
  • Dusk - 20% chance of selection
  • Night - 10% chance of selection
  • For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  • For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  • When accessed through Testing Grounds the new Caustic Valley will cycle through all of the above cycles.
  • Breakable Objects:
  • The new Caustic Valley features the following breakable objects:
  • Small and medium trees and tree stumps
  • Stalagmites and small rock formations
  • The above items will not block or slow down 'Mechs or weapons fire.
  • Single-spawn DropShip drop zones (3 drop zones per team)
  • Players will now drop onto the new Caustic Valley from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • New 'Mechs:
  • The third of the Resistance 2 'Mechs is now available in-game for eligible Resistance 2 owners.
  • Crab (Medium):
  • Originally designed in the twilight era of the Star League, the Crab distinguished itself as an extremely reliable 'Mech capable of operating with relatively minimal maintenance. This degree of reliability, combined with its speed and lack of reliance on ammo, allowed the Crab to be utilized most effectively behind enemy lines where it could put its highly advanced communications system to good use. After the collapse of the Star League the complexity of that communications system proved to be a liability; the knowledge behind its construction and maintenance soon dwindled, and was eventually lost.
  • Unconventional appearance aside, as a low-profile 50-ton Medium 'Mech comprised almost entirely of Energy hardpoints the Crab possesses sufficient speed, power, and resilience to excel as a skirmisher over long-term engagements.
  • 'Mechs Now Available for Purchase In-Game
  • Shadow Cat:
  • SHC-Prime: 9,614,177 C-Bills
  • SHC-A: 9,838,177 C-Bills
  • SHC-B: 10,514,657 C-Bills
  • SHC-P: 8,957,177 C-Bills
  • 2015 Customer Appreciation Rewards:
  • The majority of the 2015 Customer Appreciation Rewards are being delivered to eligible players in this patch. The Top-Tier Inner Sphere and Top-Tier Clan Rewards are set for delivery on October 20th.
  • Active Player Reward:
  • 2,000,000 C-Bills
  • 1 MechBay
  • Year 2 Anniversary Cupcake Cockpit Item
  • MechWarrior Credits Reward:
  • Cicada CDA-3F Loyalty Variant (featuring a brand new Armor Style and 30% C-Bill Boost) + 1 MechBay
  • Inner Sphere Reward
  • Wolverine WVR-7D Loyalty Variant (featuring a brand new Armor Style and 30% C-Bill Boost) + 1 MechBay
  • Clan Reward
  • Nova NVA-D Loyalty Variant (featuring a brand new Armor Style and 30% C-Bill Boost) + 1 MechBay
  • Gameplay Fixes and Changes:
  • The leg orientation arrow from the Tutorial has been integrated into the rest of the game. This is on by default, and can be toggled through your game settings.
  • 3PV is now off by default.
  • Map Fixes and Changes:
  • Forest Colony: Restored the missing water sound effects.
  • 'Mech Fixes and Changes:
  • Black Knight: Hitboxes have been adjusted. A greater portion of the left and right side-facing areas of the head, neck, and back have been moved from the CT hitbox to the respective RT/LT hitboxes.
  • Black Knight: Minor animation tweaks.
  • Hellbringer: Leg texture fix.
  • MechLab Fixes and Changes:
  • The 'Mech Stats window will now display the number of user-equipped Heat Sinks and the number of Engine Heat Sinks.
  • The pop-up window that appears when hovering over a 'Mech portrait will also display the number of user-equipped Heat Sinks and Engine Heat Sinks.
  • Standard Engines now display as 'STD ###' in the 'Mech Stats and pop-up windows.
  • The pop-up window that appears when hovering over a 'Mech portrait is no longer considered a tooltip, and will not be disabled if you have selected 'Disable tooltips' in your game settings.
  • The Engine slot will now appear grayed out if no Engine is equipped.
  • Restored missing tooltips to the 'Mech Stats window.
  • Fixed an issue where Heat Sinks could have the 'swap' icon in the Warehouse even if there were available Heat Sink slots in the Engine.
  • Fixed an issue where switching to a new 'Mech after selecting an item in the Cockpit menu would carry that item text over.
  • Fixed an issue where unlocking the Master Efficiency for a 'Mech would not immediately unlock the extra Module slot until the screen is refreshed.
  • Fixed an issue where the selected button tab in the Warehouse could be slightly cut off.
  • Fixed an issue where item tooltips could be offset after selecting the Modules tab in Column view.
  • Fixed an issue where the 'Mech portrait would not immediately update when changes were saved in the Select 'Mech screen.
  • MechWarrior Academy/Tutorial Fixes and Changes:
  • Opening cinematic now features 'Mechs engaged in ground combat during the drop sequence.
  • Improved sound delay and synchronization during the opening cinematic.
  • Fixed an issue with Alpha Strike registration during the Target Practice Challenge.
  • Fixed an issue where the HUD could disappear after changing 'Mechs.
  • Fixes to the default Keyboard image (F1).
  • Fixes and additions to the Field Manual (ESC).
  • Fixed an issue with damage registration during the Rapid Fire Challenge.
  • Fixed an issue where the Bronze medal was not being awarded during Pilot Challenge 1.
  • Other Fixes and Changes:
  • New MC, C-Bill, and GXP icons have been added.
  • Screenshot file-names will now use the following format: 'MWO month.day.year-hour.minute.second.'
  • Testing Grounds: Fixed an issue where several maps only spawned the RVN-2X.
  • Fixed an issue where the auto-refill toggle for Consumables would sometimes not work.
  • Fixed an issue where selecting MSAA would prompt a warning about TXAA functionality.
  • Fixed an issue where the 'Mech filter buttons could be slightly cut off in the Select 'Mech screen.
  • Fixed an issue where Invalid banners would sometimes not immediately appear over Invalid 'Mechs when first accessing the Select 'Mech screen.
  • Fixed an issue where stripping and saving your current 'Mech within the Select 'Mech screen would not update the portrait with the Invalid banner.
  • Fixed an issue where the player would receive a Trial 'Mech edit warning when selecting a Trial 'Mech from the Home screen.
  • Fixed an issue where the CL. ERL Laser Cooldown Module text could be cut off in the Skills menu.
  • After reaching the Elite Efficiency for a 'Mech chassis, the Variants Unlocked value in the 'Mech Skill Tree menu will now only display the number of variants for that specific chassis that have reached full Elite status (instead of showing the total number of 'Mechs you have Elited in that weight class). Unlocking the Master Efficiency for a variant still only requires that you unlock full Elite Efficiency for three variants within the same weight class.
  • Removed the drop-down arrows from tabs in the Faction menu that do not have sub-tabs.
  • Fixed an issue where players were unable to see certain geometry in the main menu or during gameplay when using TXAA on a 3D-enabled monitor.
  • Fixed a Community Warfare match loading crash.
  • Known Issues:
  • Crab 'Mech: Hanging Cockpit Lights do not display correctly.
  • MechWarrior Academy: Damage to turrets does not register correctly.
  • MechWarrior Academy: Issues with non-North American keyboards.
  • MechWarrior Academy: Changing window focus during the opening cinematic causes sound sync problems
  • Caustic Valley: Wireframe is visible on the caldera lava when running MSAA or TXAA

New in MechWarrior Online Client Patch 1.4.11.0 (Sep 21, 2015)

  • New 'Mechs:
  • The second 'Mech in the Resistance 2 collection is now available in-game for eligible Resistance 2 owners.
  • Black Knight (Heavy)
  • Originally designed for the Star League Defense Force as a front-line command 'Mech capable of both delivering and sustaining heavy damage, the Black Knight was an extremely rare sight in the post-Star League era until ComStar activated their remaining units for service during the Battle of Tukayyid. The Black Knight's long period of disuse has led to many adjustments and concessions by its inheritor Factions in order to accommodate the loss of the advanced engineering capabilities that defined its creation.
  • While the Black Knight may not live up to the heights of its Star League origins, and while some pilots may deride its lack of high-mounted hardpoints, the Black Knight is an extremely formidable Inner Sphere 'Mech that should not be underestimated.
  • As a 75-ton Heavy 'Mech comprised almost entirely of Energy hardpoints, the Black Knight holds sufficient power and protection to excel at almost any range.
  • Loadout details and discussion of this new 'Mech can be found in a dedicated post here.
  • New Home Screen Information Overlays
  • Information overlays have been added to the Home Screen. Each of these overlays can be minimized, but the minimized state does not currently persist between matches.
  • Other Changes:
  • The current 'Mech model can now be rotated in the Home Screen.
  • MechWarrior Academy and Tutorial:
  • New Introductory Tutorial
  • Before being able to access the standard game modes, new pilots will first launch into an Introductory Tutorial that will guide them through the basics of piloting a BattleMech
  • Powering-up your 'Mech.
  • Field Manual and Key-Map References.
  • Basic Movement Controls.
  • Basic Weapon Controls.
  • Timed Pilot Challenge.
  • Basic Targeting and “How to kill a ‘Mech”.
  • Introduction to the MechWarrior Academy.
  • Completing various stages of the Tutorial and MechWarrior Academy will grant new and old players alike with Achievements and C-Bill Rewards!
  • The MechWarrior Academy
  • Designed to prepare new pilots for the rigors of fighting on the battlefields of the Inner Sphere, the MechWarrior Academy provides a new introductory tutorial training session for new players as well as a persistent live training and testing system that can be re-visited with any of your BattleMechs.
  • Beyond its initial release in this patch, MechWarrior Academy will continue to receive new Challenges, Persistent Features, and refinements in future updates.
  • Established pilots will have the choice of going through the Introductory Tutorial or launching directly into MechWarrior Academy from the home screen with your currently selected BattleMech.
  • Persistent Features:
  • 'Mech Swapper: Pilot any one of 11 other ‘Mechs arrayed in the MechWarrior Academy.
  • Shooting Range: Test the range limits and damage potential of your weaponry. Dummy Target Turrets display the damage done to them every 1.5 seconds.
  • Hot and Cold zones: Test the heat efficiency of your weapons under different ambient temperatures.
  • Time of Day changer: Allows you to run your Training and Challenges under different lighting conditions.
  • Challenges:
  • Pilot Challenge: Race to achieve your best time.
  • Rapid Fire: Destroy as many targets as you can before the timer expires. The targets get tougher with every round until you can’t keep up anymore.
  • Target Practice: Use your targeting data to find and exploit the weak points on dummy 'Mechs to destroy them as efficiently as possible.
  • Gauntlet: Run through way-points and survive attacks from stationary enemy BattleMechs. After each round your enemies will get tougher and more aggressive. Train your ability to torso-twist and maneuver to spread damage away from critical or otherwise damaged components.
  • Running Cored: Run the Gauntlet with a critical center torso to train your survival instincts.
  • In-Match Field Manual and Default Key-Map Reference
  • Pressing F1 will now bring up a quick-reference image showing the default Keyboard key-maps. This reference is geared toward new players, and will only display the default mappings.
  • Hitting ESC now gives the player the ability to click on any visible HUD component to access a Field Manual entry covering the details of operation for that HUD element.
  • Gameplay Fixed and Changes:
  • Added a 'Pilot Skill Rating Change' section to the End of Round Player Stats screen:
  • Green 'Up' arrow means you gained PSR value.
  • Yellow 'Equal' sign means there was no change in PSR value.
  • Red 'Down' arrow means you lost PSR value.
  • Your current PSR tier is now displayed in the Home Screen Pilot Info overlay.
  • Other Fixes and Changes:
  • A 'Latest News' pop-up will now appear upon logging-in, which can be minimized/maximized in any front-end menu screen.
  • New Basic Tutorial has been added.
  • MechWarrior Academy has been added.
  • New information overlays are now available in the Home Screen.
  • 'Mech model can now be rotated in the Home Screen.
  • Fixed an issue where breakable objects could sometimes block ballistics.
  • Fixed an issue where Select 'Mech portraits could appear translucent.
  • Select 'Mech portraits will now be captured at 1080p regardless of the current client resolution.
  • Known Issues:
  • Home Screen: Minimization of the overlays does not persist between matches or Testing Grounds.
  • Home Screen: The minimize/maximize arrow does not change its appearance.
  • Home Screen: The minimize arrow for the Currently Selected BattleMech overlay is not oriented correctly.
  • MechWarrior Academy Rapid Fire Challenge: Turrets are still target-able even after they are destroyed.
  • Tutorial: If the player unbinds the Power-Up/Down button and enters the Basic Tutorial, they will get stuck in-game and must force-quit the client.

New in MechWarrior Online Client Patch 1.4.4.0 (Sep 8, 2015)

  • New 'Mechs:
  • The first of the Resistance 2 'Mechs is now available in-game for eligible Resistance 2 owners:
  • Mauler (Assault):
  • Originally designed and manufactured by Luthien Armor Works in the year 3050, the evolution of the Mauler's basic design is a complicated one. Though it shares much in common with the Daboku, another Inner Sphere Assault 'Mech originally manufactured in the year 3038, Inner Sphere MechWarriors who are planning to pilot the Mauler will be relieved to know it does not share the same questionable design choices and manufacturing issues as its predecessor.
  • While engaging a vertical-propulsion pilot ejection system can sometimes be a thrill for pilots who appreciate a good birds-eye-view now and then, most pilots were less-than-thrilled at the Daboku's disposition towards auto-ejecting them into the bulkhead of their DropShip at the slightest hint of turbulence. Thankfully, continued research and development and a greater understanding of recovered Star League technologies has allowed for the Mauler to improve on all aspects of the Daboku's troublesome design.
  • As a 90-ton Assault 'Mech generally geared toward Ballistic or Missile-based loadouts, the Mauler excels as a long-range BattleMech with enough hardpoint diversity in its chassis variants to allow for a range of builds.
  • Release date for MC: January 5th 2016
  • Release date for C-Bills: February 2nd 2016
  • Loadout details and discussion of these new 'Mechs can be found in a dedicated post here (https://mwomercs.com/news/2015/09/1331-new-mech-details-for-09082015-patch)
  • Gameplay Fixes and Changes:
  • Community Warfare matches will no longer contribute to player PSR
  • Ballistics/PPC/Missiles will generate a new sound and visual effect when knocking down breakable objects
  • Fixed an issue where breakable objects could block the line-of-sight check and cause targeting systems to behave erratically.
  • 'Mech Fixes and Changes:
  • Stalker:
  • Cockpit grating will no longer flicker when Cockpit Glass is enabled
  • Panther and Executioner:
  • Cobra Pattern: Fixed an issue where black details on the back of these 'Mechs were not displaying correctly
  • Arctic Cheetah:
  • The following Quirks have been removed from the Arctic Cheetah OmniPods:
  • ACH-Prime:
  • Left Arm: Additional Structure +8
  • Left Torso: Additional Structure +7
  • Right Torso: Additional Structure +7
  • Right Arm: Additional Structure +8
  • ACH-A:
  • Set Bonus: Arm Movement Rate (Pitch) +5%
  • Set Bonus: Arm Movement Rate (Yaw) +5%
  • Left Torso: Arm Movement Rate (Pitch) +5%
  • Left Torso: Arm Movement Rate (Yaw) +5%
  • Right Arm: Additional Structure +8
  • ACH-B:
  • Left Arm: Additional Structure +8
  • Left Arm: Energy Heat Generation -2.5%
  • Right Arm: Additional Structure +8
  • ACH-C:
  • Left Arm: Additional Structure +8
  • Left Arm: ER Laser Duration -2.5%
  • Left Arm: Energy Duration -2.5%
  • Left Torso: Pulse Laser Heat Generation -2.5%
  • Left Torso: Energy Heat Generation -2.5%
  • Right Torso: Pulse Laser Heat Generation -2.5%
  • Right Torso: Energy Heat Generation -2.5%
  • Right Arm: Additional Structure +8
  • Right Arm: ER Laser Duration -2.5%
  • Right Arm: Energy Duration -2.5%
  • Map Fixes and Changes:
  • All Maps:
  • Improved terrain occlusion
  • Forest Colony:
  • Added bio-luminescent lighting effects:
  • Phytoplankton in ocean water
  • Spore clouds from fungus collisions
  • Fireflies around ponds
  • Static Dropships no longer float in the sky
  • Closed access to cave at river source
  • Refined collisions on small rocks, boulders, and big trees to reduce stopping or slowing at low speeds
  • Additional occluders inside stratified rocks
  • Broken trees with red leafy tops now have breakable branches
  • Fixed a cause of instancing not working properly
  • Improved and bolstered LOD count
  • Added collision meshes on the rocks in the H8 sector
  • River City:
  • Modified VisDistance for low-spec (no more disappearing buildings)
  • Improved and bolstered LOD count
  • More buildings have had their collision boxes refined to reduce stuck bugs and invisible firing-line barriers
  • Fixed an issue where 'Mechs could get stuck in C5 sector.
  • Mining Collective:
  • Fixed an issue where 'Mechs could get stuck between two buildings in E4 sector.
  • MechLab/Select 'Mech Fixes and Changes:
  • Invalid 'Mechs will now display the proper warnings in 'MechLab and Select 'Mech screen
  • 'Mech portraits will no longer flicker after refreshing data
  • Selecting 'Mechs in Select 'Mech screen will no longer cause the tile to display 'Loading Image'
  • Select 'Mech screens will now display the proper Skill tier symbol for all 'Mechs
  • Artemis upgrade cost will be properly removed if player switches back to a non-missile component
  • Removed the purchase prompt on the Select 'Mech > Modify Consumable screen
  • Fixed an issue where a player may be unable to equip available armor if they are low on C-Bills
  • Dragging an XL engine off a 'Mech will now show the proper 12 slot size instead of 6 slots
  • Inventory 'Mech thumbnails will now reflect Camo changes
  • Player will no longer able to spin their 'Mech in the background when using Expanded layout in the Loadout screen
  • 'Mech XP digits now have proper comma separations in the Efficiency Level detail box in 'Mech Trees screen
  • Various tool tip bug fixes
  • Other Fixes and Changes:
  • Scrolling in the Camo Spec screen will no longer cause patterns to flicker
  • Player badges will no longer flicker in Private lobby or Community Warfare lobby
  • Map image will no longer flicker in the Private lobby
  • Fixed an issue where 'Leaving Lobby' is displayed when a player clicks 'No' on leave lobby confirmation

New in MechWarrior Online Client Patch 1.4.3.0 (Aug 18, 2015)

  • New Map (Standard Queue):
  • Forest Colony (new):
  • Following in the steps of River City, Forest Colony is the latest map to undergo a complete gameplay and beautification overhaul.
  • As part of the beautification pass, the new Forest Colony features dynamic time of day, breakable objects, and DropShip spawn points.
  • Beyond the addition of those features, Forest Colony has otherwise undergone drastic changes to its layout and appearance. Some of the landmarks and familiar sights from the original Forest Colony still exist, but with a four-fold increase in map size there are many new landmarks to discover and wide swaths of entirely new terrain to navigate.
  • Featuring 5300 breakable trees, numerous snaking paths and river channels, and large, distinctive rock formations, the new Forest Colony is a massive and diverse addition to the battlefields of the Inner Sphere.
  • Dynamic Time of Day:
  • Time of Day on the new Forest Colony is divided into four quadrants:
  • Dawn - 20% chance of selection
  • Day - 50% chance of selection
  • Dusk - 20% chance of selection
  • Night - 10% chance of selection
  • For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  • For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  • When accessed through Testing Grounds the new Forest Colony will currently cycle through all of the above cycles.
  • Breakable Objects:
  • The new Forest Colony features an array of breakable, mostly natural objects:
  • Small Trees - can be knocked over by 'Mech and projectile collisions
  • Medium Trees - branches can be broken off by 'Mech and projectile collisions
  • Antennae - can be knocked over by 'Mech and projectile collisions
  • hese objects will not block or slow down 'Mechs or weapons fire.
  • Single-spawn DropShip drop zones (3 drop zones per team)
  • Players will now drop onto the new Forest Colony from one of three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • Pilot Skill Rating - The Elo Replacement:
  • The purpose of the new Pilot Skill Rating (PSR) system is to make your pilot skill values based more on individual performance, rather than the binary win or loss outcome of a match. This new PSR system will effectively remove the current Elo system from the game and the matchmaker.
  • The best way to explain how the PSR system works and why it is being implemented is to first explain the shortcomings of the Elo system in relation to its use for MechWarrior Online.
  • Elo was originally developed for measuring the relative skill levels of competitive chess players, but over time its use has expanded to an array of other competitive games from football to collectable card games. A players’ Elo score is derived from their win/loss rate, and is compared against their opponents' Elo score to determine which of the two scores should rise and which should fall after the match has reached a conclusion.
  • Therein lies the critical failure point when using the Elo scoring system for MWO.
  • MWO is not a 1v1 game. It is, currently, a 12v12 team-based game. Beyond your own performance, the outcome of a match is fundamentally reliant on the performance of your teammates. Their level of skill or experience would have a significant impact on determining whether your Elo would rise or fall after a match had concluded.
  • One of the impacts of this was that organized and effective teams could potentially carry a player to an Elo score well beyond what may befit their actual skill level. In this way and others, the Elo system caused all sorts of issues with the matchmaker in both solo and group queues, and would never accurately reflect how a player may perform on a personal basis.
  • To correct this problem, we have implemented a new scoring system based primarily on your individual performance within a match.
  • Any player action in the game that triggers a C-Bill or XP reward (such as kills, assists, or damage done) now applies to this scoring system. Skill rating in MWO is no longer determined solely by your win/loss rate. The Match Score displayed at the End of Round screen is now the primary metric that will determine a player’s skill rating.
  • We use the action triggers in a weighted formula that employs multipliers to place greater emphasis on certain actions over others. We have also added more action triggers to the tracking system to take into account other types of gameplay aside from just kills and damage done. Actions such as flanking an enemy, using a UAV to spot targets, or using TAG/NARC/BAP to mark targets, are now all part of this formula. These and other actions are weighted in such a way that promotes effective team play.
  • Essentially, the weighting system and new action triggers allow for a player who may excel in a scouting or support role to be just as well-rated as a player who excels at securing kills and dealing heavy damage.
  • How does this new system work in terms or raising or lowering skill ratings?
  • First off, the win/loss condition plays a much smaller role compared to the current Elo system.
  • With the new PSR system:
  • If a players' team wins, and the player did well during the match (achieving a high Match Score), the player will rise in skill rating.
  • If a players' team wins, but the player did not perform well (achieving a low Match Score), the player will not move in terms of skill rating.
  • If a players' team loses, but the player does exceptionally well (achieving a very high Match Score), the player will go up slightly in skill rating.
  • If a players' team loses, but the player performed well (achieving a high Match Score), the player will not move in skill rating.
  • If the players' team loses, and the player performed poorly (achieving a low Match Score), they will drop in skill rating.
  • PSR and Skill Tiers:
  • With the new PSR system in place we are now able to put players into Skill Tiers.
  • There are 5 Skill Tiers in which a pilot can be ranked: Tier 1 being comprised of the best-rated players in the game, and Tier 5 being comprised of pilots who are in dire need of additional training. That being said, we now have much more control over who plays against whom, without the presence of the ‘release valves’ that were in place under the original system.
  • The original Elo system for MWO employed these release valves to allow the matchmaker to relax restrictions in an effort to start games faster. This could result in top-tier players being matched with newer or lower-skilled players. With the release of PSR, that system is now gone.
  • A Tier 1 player will never play against a Tier 4 or Tier 5 player.
  • New players are automatically seeded into the mid-to-high range of Tier 4.
  • All current players will be seeded into whichever Skill Tier best aligns with the historical data already present in their account. The historical data pool used for generating your Tier placement goes back until January 2015.
  • The weighted formula and action triggers will not be released publicly. However, we are currently debating the merits of making all players’ respective Skill Tier levels publicly accessible. Part of this potential public Skill Tier listing is the possibility for opting-in or opting-out of listing your Skill Tier publicly. Tina will likely be putting up a poll to gather feedback about which option the community feels would be the best choice for handling public Skill Tiers.
  • 'Mech Fixes and Changes:
  • Camo Patterns:
  • UrbanMech now has support for Faction Patterns
  • The Rasalhague pattern for the Panther, Grasshopper, UrbanMech, Zeus and Enforcer has been adjusted to reflect the Rasalhague King Crab's appearance. Where the primary color was very glossy before, it will now appear matte
  • Gameplay Fixes and Changes:
  • A weight system has been added to the Dynamic Time of Day selection ratio (currently only implemented for River City and Forest Colony)
  • 50% chance of getting Day
  • 20% chance of getting Dusk
  • 20% chance of getting Dawn
  • 10% chance of getting Night
  • Select 'Mech Menu Fixes and Changes:
  • Selected filters will now persist when returning from a match, the Testing Grounds, and between client sessions
  • The number of portraits displayed per row in resolutions above 1280x720 have been reduced by 1 to allow for better views of the selected 'Mech model
  • 'Mech Stats window now displays your equipped Cockpit Items and Engine
  • XL Engines will display as "XL ###" / Standard Engines will display as "###"
  • A STD indicator will be added to Standard Engines in the next patch
  • The number of equipped Heat Sinks will be added in the next patch
  • 'Mech portrait hover-over window now displays your equipped Modules, Cockpit Items, and Engine
  • XL Engines will display as "XL ###" / Standard Engines will display as "###"
  • A STD indicator will be added to Standard Engines in the next patch
  • The number of equipped Heat Sinks will be added in the next patch
  • Known Issue: the hover-over window will not appear if you have Disabled Tool Tips in your Settings > Game menu
  • New Select 'Mech screen is now available in the Private Lobby interface
  • Other Fixes and Changes:
  • Fixed the sorting issues inside the MechLab Warehouse
  • Ammo, Equipment, Engines, and Modules will now be sorted correctly and in ascending order
  • Possible fix for an issue where the Community Warfare map was not rendering correctly
  • Fixed several crashes players may have experienced in the front end
  • Fixed several crashes players may have experienced during a match
  • Fixed an issue where ALT + Tabbing or recreating the render device could crash the game in DirectX9
  • Fixed an issue where certain machine configurations were experiencing longer client boot-up times
  • Fixed an issue where Private Lobby creators may have been unable to launch the match if they had switched themselves from being a spectator to a player
  • Fixed an issue where the ping value bars were missing from the Group Launch button
  • Fixed an issue where certain characters in the save path resulted in the inability to save screenshots or 'Mech portraits
  • 'Mechs Available for Purchase In-Game:
  • Ebon Jaguar:
  • EBJ-Prime - 4930 MC
  • EBJ-A - 5260 MC
  • EBJ-B - 5330 MC
  • EBJ-C - 4970 MC
  • C-Bill availability release date: September 15th
  • Loadout details for the Ebon Jaguar can be found in the June 16 patch notes.
  • Enforcer:
  • ENF-4P
  • 1,635 MC
  • 4,080,698 C-Bills
  • Grasshopper:
  • GHR-5P
  • 2,620 MC
  • 6,542,003 C-Bills
  • Panther:
  • PNT-10P
  • 1,710 MC
  • 4,264,458 C-Bills
  • Zeus:
  • ZEU-5S
  • 2,985 MC
  • 7,461,534 C-Bills
  • Loadout details for these 'Mechs can be found in this post.
  • Known Issues in this patch:
  • Possible crash when using the Team Speak 3 Overlay. We are working with Team Speak to try and get this issue resolved
  • The 'Mech portrait hover-over window will not appear if you have Disabled Tool Tips in your Settings > Game menu
  • Standard Engines do not display the 'STD' indicator inside the 'Mech Stats and the hover-over window 'quick-info' sections
  • 'Mech portraits may appear blurry if the client was running below 1080p resolution when the portrait was saved
  • Forest Colony: Shadows may flicker at a distance
  • Forest Colony: Static DropShips are visible in all game modes in this map

New in MechWarrior Online Client Patch 1.3.416.0 (Aug 5, 2015)

  • Updated Champion 'Mechs:
  • After a round of Community submissions and votes, 24 Inner Sphere Champion 'Mechs have had their loadouts re-designed! All eight of the current Inner Sphere Trial 'Mechs are included in this loadout re-design pass. As the prices for Champion 'Mechs are derived as a percentage of the standard price for the non-Champion variants they are based on, the prices of the re-designed Champion 'Mechs have not been changed from their original values.
  • This patch also sees the release of the first Clan Champion 'Mech, based on the TBR-C!
  • The following Inner Sphere 'Mechs have undergone a loadout change to varying degrees:
  • Trial Champions:
  • Banshee BNC-3M (C)
  • Griffin GRF-1S (C)
  • Quickdraw QKD-4G (C)
  • Raven RVN-3L (C)
  • Spider SDR-5K (C)
  • Thunderbolt TDR-9SE (C)
  • Trebuchet TBT-7M (C)
  • Victor VTR-9S (C)
  • Non-Trial Champions:
  • Atlas AS7-RS (C)
  • Cataphract CTF-3D (C)
  • Catapult CPLT-A1 (C)
  • Centurion CN9-A (C)
  • Cicada CDA-2A (C)
  • Dragon DRG-5N (C)
  • Firestarter FS9-S (C)
  • Highlander HGN-733C (C)
  • Hunchback HBK-4P (C)
  • JagerMech JM6-A (C)
  • Jenner JR7-F (C)
  • Kintaro KTO-18 (C)
  • Orion ON1-K (C)
  • Shadow Hawk SHD-2H (C)
  • Stalker STK-3F (C)
  • Wolverine WVR-6K (C)
  • The following Champion 'Mechs have been added to the game:
  • New Champions:
  • Enforcer ENF-4R (C)
  • MC price: 1,915
  • Timber Wolf TBR-C (C)
  • MC price: 7,590
  • Specific Loadout details for all the above Champion 'Mechs can be found in a dedicated post here.
  • Spectator Tool:
  • This patch introduces the first set of player-oriented tools to be added to the current Spectator capabilities of MechWarrior Online. You've likely seen the the original spectator tool in-use before in videos from NGNG, through the creations of select members in the MWO community, and in our own promotional material. The original spectator tool was actually a provisional, developer-oriented system that was only made available to certain community members who met a series of strict prerequisites.
  • As of today's patch, anyone who uses the Private Match functionality of MWO will now have access to a brand new Spectator tool designed with streamers, content creators, and tournament administrators in mind.
  • Upon the creation of a Private Lobby you will notice the presence of two new 'spectator slots' in the Private Lobby settings area. These two slots can be occupied by anyone who has entered the Private Lobby; the creator of the Private Lobby simply needs to drag a player from the player list over to one of the available spectator slots. If a player is in a spectator slot, they will be placed directly into Spectator Mode when the match begins. These spectators can now essentially act as your referees, broadcasters, or camera person. Any players listed in the spectator slots will be seen by both teams. There are no hidden spectators.
  • Once in the match, the spectators will have a full set of new keyboard controls available to them. These controls will allow spectator's to perform the following actions:
  • Quickly selecting players on each team via the 1-0 number keys (or the - and = keys).
  • To select players on the opposite team, press Left Shift in combination with one of those above keys.
  • Toggle player names/'Mech Chassis information on and off.
  • Toggle dead player identifiers on and off.
  • Toggle Team Composition/Status overlays on and off.
  • Toggle outlines around 'Mechs so they're easier to see.
  • Toggle the mouse pointer on/off so individual 'Mechs can be selected.
  • Toggle the display of the Score and Timer header.
  • Toggle the display of detailed 'Mech information of the selected 'Mech.
  • Toggle to switch from spectator free cam to 1PV of a selected player.
  • Toggle the Battle Grid on and off.
  • Toggle 'Mech location indicators.
  • Move the camera quickly using digital inputs.
  • Crane the camera up and down.
  • For a more detailed write-up on camera functionality and keymaps, we've put together this PDF instruction manual for your use.
  • If you want to take full advantage of the spectator tool we highly recommend the use of a gamepad controller such as the MS 360 Controller for Windows. Using a gamepad instead of a keyboard and mouse will allow you to achieve nice, smooth camera movements. The keyboard and mouse work just fine if you don't have a gamepad available, but you won't be able to achieve the same level of analog control.
  • This is the first implementation of the player-accessible spectator tool, but the tool will be getting more features and tuning as time allows.
  • Spectators and Elevated Private Lobby Features
  • When using the Spectator Tool to spectate Private Matches, any Spectator's with Active Premium Time will count toward the Premium Time requirement for unlocking the elevated features of Private Lobbies:
  • 1 player (Spectator or otherwise) in the Lobby with Active Premium Time unlocks: Tonnage rules, Match Time, View Mode
  • 2 players (Spectators or otherwise, any combination) in the Lobby with Active Premium Time unlocks: Full Teams
  • New Select 'Mech Menu:
  • Directly informed by feedback received during the new MechLab PTS session back in May, the new Select 'Mech screen releasing in this patch patch features an array of significant changes and improvements over its previous form. From dynamic 'Mech portraits that will reflect your current loadout and applied camo to a complete re-design of the 'Mech Stats window, the new Select 'Mech screen is designed to provide you with greater control and insight into the organization and details of your 'Mech collection.
  • 'Mech Stats window:
  • The 'Mech Stats window has been re-designed to provide you with faster and more detailed insight into the most vital aspects of your selected 'Mech.
  • An Interactive 'Mech 'paperdoll' will now allow you to highlight specific components to quickly view which weapons and equipment you have equipped and where they are located
  • Collapsible tabs are now in place to provide you with greater control over the display of whichever information you need most
  • Hardpoints
  • Modules/Consumables
  • Quirks
  • Performance graphs
  • Filtering and Sorting:
  • The filtering and sorting options in the Select 'Mech screen have been greatly expanded, providing you with greater control over how your 'Mechs are displayed.
  • Display your 'Mechs by Class or Chassis, in Ascending or Descending order
  • Filter your displayed 'Mechs by Class, Clan/IS, and Owned/Trial
  • Buttons to Show All/Expand All/Collapse All currently filtered 'Mechs
  • Dynamic 'Mech Portraits:
  • Any time you save the loadout or camo spec for a 'Mech its portrait will update to reflect your changes
  • Please note: 'Mechs which already have custom camo applied prior to this patch will not show their custom appearance until you save loadout/camo spec for that 'Mech after patch
  • There are some additional features and fixes for the new 'Mech Select screen that are tentatively scheduled to roll out on August 18th:
  • Filter persistence:
  • In the current release your previously-selected filters in the Select 'Mech screen will not persist across client sessions, after returning from a match, or after returning from a Testing Grounds session.
  • Private Matches and Community Warfare:
  • The new Select 'Mech screen is not yet available for Private Matches or Drop Deck management in Community Warfare.
  • Cockpit Items in the 'Mech Stats window
  • The new 'Mech Stats screen does not currently display which of your Cockpit Items you have equipped on your selected 'Mech.
  • Beyond August 18th we're planning to roll out further improvements for different aspects of the Select 'Mech screen, so keep an eye out for future updates!
  • Oceanic Servers:
  • Oceanic regional servers are going live in this patch! The activation of these servers should have a significant impact on the playing experience for players in the Oceanic region, with reductions in server latency (ping) and a consequent impact in critical areas such as hit registration and player input responsiveness.
  • By default the Oceanic servers will not be selected upon your first login, but the server selection window will appear automatically upon your first login. Be sure to check the box if you want to join the Oceanic pool!
  • Connections to the Oceanic servers originating from the West Coast of North America should be strong enough for effective play, so we recommend that players in NA West region include the Oceanic region in their server selection window.
  • For other players outside the Oceanic region, we recommend that you run a match or two on the Oceanic servers to determine the quality of your connection in a live match.
  • As part of this final phase in our recent regional server expansions, we have also added ping indicators to the Server Selection window and Play Now statistics window.
  • The ping value and strength distributions are as follows:
  • Green status: 1-100 ping
  • Yellow status: 101-200 ping
  • Red status: 201+ ping
  • New Items:
  • Camo Patterns:
  • Gargoyle now has full Pattern functionality
  • Grasshopper now has full Pattern functionality
  • Panther now has full Pattern functionality
  • Zeus now has full Pattern functionality
  • Enforcer now has full Pattern functionality
  • Cockpit Glass:
  • All 'Mechs have new Cockpit glass
  • Cockpit glass can still be toggled On/Off through the Settings > Game menu
  • Gameplay Fixes and Changes:
  • Updated the crosshair feedback behavior
  • Crosshair no longer flashes yellow for one frame
  • Crosshair flashes will fade out much quicker
  • Multiple hits will appear as distinct flashes more consistently
  • The collision changes rolled out in the July 21st patch have been reverted
  • This reversion will remove the collision leg damage and obstruction issues introduced in the July 21st patch
  • Your current ping value will now be displayed through the in-match F9 statistics overlay
  • Modified the 'Mech SFX collision events
  • The Premium Time requirements for elevated Private Match features have been adjusted
  • 1 player (Spectator or otherwise) in the Lobby with Active Premium Time unlocks: Tonnage rules, Match Time, View Mode
  • 2 players (Spectators or otherwise, any combination) in the Lobby with Active Premium Time unlocks: Full Teams
  • Map Fixes and Changes:
  • Canyon Network: Fixed a shadowing issue around a set of rocks in the stream in E5 sector
  • Canyon Network: Fixed a shadowing issue in the water in B5 sector
  • Canyon Network: Fixed a shadowing issue with submerged rocks in C5 sector
  • Caustic Valley: Fixed invisible geometry in D4 sector
  • River City: The planet has been removed from the skybox, pending a visual beautification pass
  • River City: Fixed an issue where jet streams were not attached to the jets
  • River City: Fixed a 'Mech obstruction issue in F5 sector
  • River City: Fixed a 'Mech obstruction issue where tall 'Mechs walking at slow speed would collide with overhead pipes
  • Tourmaline Desert: The collision meshes have been globally reworked
  • Viridian Bog: Fixed a 'Mech obstruction issue in D4 sector
  • Viridian Bog: Fixed a 'Mech obstruction issue in B5 sector
  • Vitric Forge: The gate ramp has been raised slightly above the ground in F5 sector
  • Vitric Forge: Invisible walls have been fixed around the cables coming from the Omega turret in E3/E4 sector
  • Vitric Forge: Starfield is no longer visible through the blue giant
  • 'Mech Fixes and Changes:
  • Arctic Cheetah
  • Fixed a minor UV/texture issue on both arms
  • Ebon Jaguar
  • Fixed an issue where the smoke effects from overheating would not appear
  • UrbanMech
  • The Secondary and Tertiary channels of the Kurita Pattern have been swapped to their proper locations. The Dragon detail is now mapped to the Tertiary channel.
  • Other Fixes and Changes:
  • Ping indicators have been added to the Server Selection/Play Now pop-up windows
  • The Select 'Mech screen will now provide you with same options when accessed through the Home and MechLab menu's (loadout, camo spec, etc)
  • Fixed an issue where the Gamma and Brightness sliders were not functioning
  • Fixed the wireframe issue for users running MSAA/TXAA
  • Fixed an issue where Liao gate banners were missing textures on one side for all CW maps
  • Fixed an issue where the Plasma Ball Standing Cockpit Item would appear as a white square under Thermal Vision
  • Resolved several crashes users could experience in the front end
  • Resolved several crashes users could experience in a match
  • Resolved several crashes when users were loading into the front end or a match
  • Change to improve x64 bit client performance
  • 'Mechs Now Available for Purchase In-Game:
  • Loadout details for this 'Mech can be found in the June 16th Patch Notes.
  • Executioner:
  • EXE-D
  • MC price: 7,005
  • EXE-B
  • MC price: 7,280
  • EXE-A
  • MC price: 7,170
  • EXE-PRIME
  • MC price: 7,070
  • C-Bill availability release date: September 1st
  • Known Issues in this patch:
  • Select 'Mech:
  • Through MechLab > Select 'Mech: Selecting a Trial 'Mech and then selecting any other 'Mech will prompt you with a 'Changes will be lost' message
  • Saving a camo spec or loadout change while inside the Select 'Mech screen may not update the portrait until you leave the Select 'Mech screen
  • Spectator Mode:
  • Vision mode carries over to Spectate free-cam if the previously spectated player had engaged Thermal or Night Vision
  • Returning to free-cam after spectating a player may cause the spectator to hear a constant engine idle noise
  • Creating a Private Lobby, assigning yourself as a Spectator, and then switching back to being a regular player prevent you from being able to Launch the match
  • Community Warfare:
  • 'Mech images inside the Scoreboard screen may appear enlarged if selected or highlighted repeatedly

New in MechWarrior Online Client Patch 1.3.413 (Jul 22, 2015)

  • New 'Mechs:
  • The final two Clan Wave 3 'Mechs are now available in-game for eligible Wave 3 owners:
  • Arctic Cheetah / Hankyu (Light):
  • Originally designed and manufactured by Clan Ice Hellion in the year 3037, Clan Smoke Jaguar's subsequent conquest of the manufacturing facility on planet Foster allowed the Jaguars to add this formidable Light 'Mech to its own arsenal. Under their banner the Arctic Cheetah first saw combat against the Inner Sphere at the Battle of Luthien, where it was dubbed the Hankyu ("short bow") by the forces of the Draconis Combine.
  • As an ECM-capable Light 'Mech with a stock speed of 129.6kph and enough firepower potential to stack up against the strongest Light 'Mechs of the Inner Sphere, the Arctic Cheetah excels as a medium-range offensive scout.
  • Release date for MC: September 15th
  • Release date for C-Bills: October 20th
  • Shadow Cat (Medium):
  • Preparations for the Clan's 'Operation Revival' were long underway prior to the initial invasion in the year 3049, and it was with this in mind that Clan Nova Cat started rolling Shadow Cat's off the production line in the year 3003. Even before the invasion the MASC-equipped Shadow Cat easily distinguished itself on the battlefields of the Clan Homeworlds as a highly-maneuverable and well-armed Medium 'Mech.
  • As with the Arctic Cheetah, the Shadow Cat first saw combat against Inner Sphere forces during the Battle of Luthien. However, unlike the Arctic Cheetah/Hankyu, no Inner Sphere pilots managed to survive an encounter with the Shadow Cat until its appearance at the Battle of Tukayyid four months later. This grim distinction contributed to the Shadow Cat being one of the first Clan 'Mechs not to receive a unique designation from Inner Sphere pilots.
  • As an ECM-capable Medium 'Mech with fixed MASC and tonnage to spare, the Shadow Cat excels due to its excellent scouting capabilities and capacity to equip a wide range of weaponry.
  • Release date for MC: September 1st
  • Release date for C-Bills: October 6th
  • Read the complete patch notes by following this link http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.3.410 (Jul 10, 2015)

  • New Map (Standard Queue):
  • River City (new):
  • Along with a complete overhaul of its layout and composition, the new River City map contains three new features currently unique to River City. These features will roll out to other maps in future updates.
  • Dynamic Time of Day:
  • Time of Day on the new River City is chosen at random, and is divided into four quadrants:
  • Dawn
  • Day
  • Dusk
  • Night
  • For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
  • For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
  • When accessed through Testing Grounds the new River City will currently run through all of the above cycles once, from Dawn to Night.
  • Breakable Objects:
  • The new River City features an array of interactive/breakable objects:
  • Trees - can be knocked over by 'Mech and projectile collisions
  • Statues - can be knocked over by 'Mech and projectile collisions
  • Street lights - can be knocked over by 'Mech and projectile collisions; the light will go out when knocked over
  • Flood lights - can be shot out with projectiles; the light will go out when shot
  • Fences - can be knocked over by 'Mech and projectile collisions
  • Antennae - can be knocked over by 'Mech and projectile collisions
  • These objects will not block or slow down 'Mechs or weapons fire.
  • Single-spawn DropShip drop zones:
  • Players will now drop onto the new River City from one of three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.
  • New Hero 'Mechs:
  • Thunderbolt "Top Dog" TDR-5S-T:
  • Price: 4,875 MC
  • Tonnage: 65
  • Engine: 260 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 315
  • Torso Movement:
  • 80 degrees to each side
  • 20 degrees up and down
  • Arm Movement:
  • 20 degrees to each side
  • 30 degrees up and down
  • Armor: 416 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Heat Sink
  • Left Torso: Medium Laser x4, Heat Sink x3
  • Center Torso: Heat Sink x2, Engine
  • Right Torso: Medium Laser x4, Heat Sink x3
  • Right Arm: Large Laser
  • Left Leg: Heat Sink x2
  • Right Leg: Heat Sink x2
  • Hardpoints:
  • Left Torso: 4 Energy
  • Right Torso: 4 Energy, 1 AMS
  • Right Arm: 1 Energy
  • Heat Sinks: 23 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Acceleration Rate (Low, Med, & High Speeds): +10%
  • Deceleration Rate (Low, Med, & High Speeds): +10%
  • Turn Rate (Low, Med. & High Speeds): +10%
  • Armor Strength (Full Body): +12.5%
  • Structure Strength (Full Body): +12.5%
  • Torso Turn Angle (Yaw): +9
  • Torso Turn Rate (Yaw): +10%
  • Energy Range +5%
  • 30% C-Bill bonus
  • Wolverine "Quarantine" WVR-Q:
  • Price: 4,125 MC
  • Tonnage: 55
  • Engine: 275 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 125 degrees to each side
  • 30 degrees up and down
  • Arm Movement:
  • 30 degrees to each side
  • 35 degrees up and down
  • Armor: 368 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: Jump Jet
  • Center Torso: AC/5 Ammo, SRM Ammo, Engine
  • Right Torso: SRM 6 x2, Jump Jet x2, Double Heat Sink
  • Right Arm: AC/5, Medium Laser x3
  • Left Leg: AC/5 Ammo, SRM Ammo
  • Right Leg: AC/5 Ammo, SRM Ammo
  • Hardpoints:
  • Right Torso: 2 Missile, 1 AMS
  • Right Arm: 1 Ballistic, 3 Energy
  • Heat Sinks: 12 Double
  • Jump Jets: 3 (7 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Acceleration Rate (Low, Med, & High Speeds): +5%
  • Deceleration Rate (Low, Med, & High Speeds): +5%
  • Turn Rate (Low, Med. & High Speeds): +5%
  • Additional Armor (CT): +9
  • Additional Armor (RT): +13
  • Additional Armor (RA): +18
  • Torso Turn Angle (Yaw): +6
  • Torso Turn Rate (Yaw): +5%
  • Ballistic Velocity: +10%
  • Ballistic Cooldown: +10%
  • Laser Duration: -10%
  • Missile Velocity: +10%
  • 30% C-Bill bonus
  • Gameplay:
  • Assault Game Mode:
  • Turrets have been removed
  • Ballistic Weaponry:
  • Inner Sphere Autocannon/10 - Ammunition per ton increased from 15 to 20
  • Clan Autocannons and Clan Ultra Autocannons have had their number of projectiles per volley reduced:
  • Clan-AC/2 reduced from 2 rounds per volley to 1, damage is now 2.0 per round
  • Clan-AC/5 reduced from 3 rounds per volley to 2, damage is now 2.5 per round
  • Clan-AC/10 reduced from 4 rounds per volley to 3, damage is now 3.3333 per round
  • Clan-AC/20 reduced from 5 rounds per volley to 4, damage is now 5 per round
  • To compensate for the above changes, adjustments have been made to Clan AC/UAC/LB-X(Slug) ammo counts:
  • Clan-AC/2 ammo per ton reduced from 150 down to 75 (1/2 ton = 37)
  • Clan-AC/5 ammo per ton reduced from 90 down to 60 (1/2 ton = 30)
  • Clan-AC/10 ammo per ton 60 matches IS AC/10 change (1/2 ton = 30)
  • Clan-AC/20 ammo per ton reduced from 35 down to 28 (1/2 ton = 14)
  • Energy Weaponry:
  • PPC velocity increased to 1100, up from 950
  • ER-PPC velocity increased to 1200, up from 1050
  • Clan ER-PPC velocity increased to 1200, up from 1050
  • Jump Jets:
  • Class I Jump Jets:
  • Initial boost off the ground increased from 158 to 220
  • In-air thrust increased from 50 to 68
  • Duration of burn (fuel amount) reduced from 4.9 to 4.1
  • Class III Jump Jets:
  • Duration of burn (fuel amount) increased from 3.2 to 3.75
  • Class IV Jump Jets:
  • Duration of burn (fuel amount) increased from 3.2 to 3.75
  • 'Mech Mobility:
  • When a leg is destroyed on a 'Mech, the 'Mech will slow down to 15km/h before being able to slowly regain speed back to 40km/h max
  • Additional hits to a legged 'Mech will no longer slow it back down to 15km/h
  • 'Mech Fixes and Changes:
  • Awesome
  • Weapon visualization passes
  • Banshee BNC-3M Champion:
  • Fixed an issue where this Champion was providing Bonus C-Bills instead of Bonus XP
  • Centurion:
  • Ballistic weaponry has been remodeled
  • Cicada:
  • Weapon visualization passes
  • Commando:
  • Weapon visualization passes
  • Dragon:
  • Weapon visualization passes
  • Ebon Jaguar:
  • Fixed minor cockpit clipping issues
  • Fixed an issue where the 'Mech would spin non-stop after death
  • Executioner:
  • Fixed minor cockpit clipping issues
  • Hellbringer:
  • Phranken pattern improved
  • JagerMech:
  • Fixed a cockpit texture issue
  • Spider:
  • Leg hit meshes have been fixed
  • Quirk Changes:
  • Timber Wolf:
  • TBR-Prime:
  • Left Arm and Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  • Left Torso: Removed +3% Laser Duration and -3% Energy Cooldown
  • TBR-A:
  • Left Arm, Center Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  • Left Torso: Reduced Laser Duration from +12% to +8% and Energy Cooldown from -12% to -8%
  • TBR-C:
  • Left Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  • Center Torso: Removed +3% Laser Duration and -3% Energy Cooldown quirks
  • TBR-D:
  • Left Arm, Center Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  • TBR-S:
  • Left Arm and Right Torso: Removed +3% Laser Duration and -3% Energy Cooldown
  • Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  • Stormcrow:
  • SCR-Prime:
  • Head: Removed +3% Laser Duration and -3% Energy Cooldown
  • Left Arm and Right Arm: Reduced Laser Duration from +6% to +4% and Energy Cooldown from -6% to -4%
  • SCR-A:
  • Left Arm: Reduced Laser Duration from +9% to +6% and Energy Cooldown from -9% to -6%
  • SCR-B:
  • Head: Removed +3% Laser Duration and -3% Energy Cooldown
  • Left Arm: Removed +6% Laser Duration and -6% Energy Cooldown
  • Right Arm: Reduced Laser Duration from +9% to +8% and Energy Cooldown from -9% to -8%
  • SCR-C:
  • Left Torso, Right Torso, and Right Arm: Removed +3% Laser Duration and -3% Energy Cooldown
  • SCR-D:
  • No changes
  • MechLab:
  • 'Expanded' View resolution support:
  • The minimum supported resolution for 'Expanded' view is now 1280x720
  • The Warehouse and 'Mech Stats windows are now exposed through roll-out tabs when running 'Expanded' layout at resolutions from 1280x720 to 1440x900
  • Host State Rewind Fixes and Improvements:
  • HSR algorithm now rewinds animation state when compensating for ping
  • Fixed some issues with the HSR algorithm that would contribute to missed shots
  • Optimizations:
  • Reduced client upstream bandwidth usage by approximately 40-45%
  • Reduced client downstream bandwidth usage by approximately 20-25%
  • General Fixes and Changes:
  • Fixed an issue where 'Mechs could sometimes be seen through walls under Thermal Vision
  • Fixed an issue where lighting under DX11 was slightly darker with MSAA/TXAA on
  • Fixed SLI issues under DX11. DX9 SLI profile fixes are pending work from NVIDIA
  • Fixed an issue where the 'With Premium Time Enabled' box in the End of Round Player Stats summary was not displaying the correct XP value
  • Fixed an issue where the Spider Mastery Bundle could not be purchased from the Store if the player had no empty Mech Bays
  • Fixed an issue where a 'Mech could power-up prematurely after firing a large number of PPCs
  • 'Mechs now display sparks or collision particles when colliding with geometry
  • 'Mechs now generate audio effects when colliding with geometry
  • With the introduction of the new River City, the old River City and River City Night maps are no longer available for Public, Private, or Testing Grounds sessions

New in MechWarrior Online Client Patch 1.3.405.0 (Jun 16, 2015)

  • New 'Mechs:
  • Ebon Jaguar:
  • This 'Mech is currently only available to eligible Wave 3 owners
  • Release date for MC: August 18th
  • Release date for C-Bills: September 15th
  • Base Loadout details:
  • Tonnage: 65
  • Engine: 325 XL
  • Top Speed: 81 kph
  • Armor Type: Ferro-Fibrous
  • Internal Structure: Endo-Steel
  • Fixed Weapons & Equipment:
  • Head: Fixed Armor Slot
  • Left Arm: Fixed Armor Slot x2
  • Left Torso: Fixed Armor Slot, Fixed Structure Slot
  • Center Torso: Engine, Fixed Armor Slot, Fixed Structure Slot
  • Right Torso: Fixed Structure Slot
  • Right Arm: Fixed Armor Slot x2
  • Left Leg: Fixed Structure Slot x2
  • Right Leg: Fixed Structure Slot x2
  • Heat Sinks: 13 Double
  • Jump Jets: 0 (0 Max)
  • Movement Archetype: Medium
  • EBJ-Prime(I):
  • Torso Movement:
  • 90 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 364
  • Weapons & Equipment:
  • Left Arm: LB 5-X AC, LB 5-X AC Ammo x2
  • Left Torso: LRM 10, ER Medium Laser, LRM Ammo x2
  • Right Torso: SRM 2, SRM Ammo, Gauss Ammo x2
  • Right Arm: Gauss Rifle
  • OmniPod Hardpoints:
  • Left Arm: 1 Ballistic
  • Lower Arm Actuator: Not Allowed
  • Hand Actuator: Not Allowed
  • Left Torso: 1 Energy, 1 Missile
  • Right Torso: 1 Missile, 1 AMS
  • Right Arm: 1 Ballistic
  • Lower Arm Actuator: Not Allowed
  • Hand Actuator: Not 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
  • 30% C-Bill Bonus
  • Read the complete changelog here http://mwomercs.com/game/patch-notes

New in MechWarrior Online Client Patch 1.3.400 (Jun 2, 2015)

  • The Improved MechLab:
  • New methods of viewing and customizing the loadout of your BattleMechs
  • A more intuitive interface
  • Easier indications of which equipment can go where
  • More detailed information for each item in the MechLab
  • A new Select 'Mech window, featuring the ability to filter by Clan and Inner Sphere 'Mechs
  • Additional features and changes, informed by community feedback
  • The new Select 'Mech window that you'll see in this release is the same system that was shown during the MechLab PTS session. We know there was a lot of feedback about this change in particular, and future adjustments to the new Select 'Mech window are being evaluated.
  • The Expanded view allows you to view and customize nearly all aspects of your 'Mech loadout in a single screen, without having to view by individual components.
  • To use the Expanded view, select it from the Layout dropdown inside the Warehouse window
  • Please note that the Expanded view of MechLab requires a minimum resolution of 1600x900
  • New 'Mechs:
  • Panther PNT-10P:
  • This 'Mech is currently only available to eligible players as part of the Irresistible Resistance promotion.
  • Release date for purchase through the Gift Store: July 7th
  • Release date for purchase with MC and C-Bills: August 4th
  • MC price (when available): TBA
  • C-Bill Price (when available): TBA
  • Loadout details:
  • Tonnage: 35
  • Engine: 175 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 300
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 208 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: SRM Ammo, Double Heat Sink x2
  • Center Torso: Engine, SRM 2
  • Right Torso: AC/2 Ammo, Double Heat Sink
  • Right Arm: AC/2 x2
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 2 Missile
  • Right Arm: 2 Ballistic
  • Heat Sinks: 10 Double
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Additional Armor (CT) +11
  • Additional Armor (LT/RT) +8
  • Additional Armor (LA/RA) +6
  • Additional Armor (LL/RL) +8
  • Additional Structure (CT) +6
  • Additional Structure (LT/RT) +4
  • Additional Structure (LA/RA) +3
  • Additional Structure (LL/RL) +4
  • Ballistic Range +10%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +25%
  • Missile Range +10%
  • Missile Velocity +10%
  • Missile Cooldown +10%
  • SRM Spread -5%
  • Enforcer ENF-4P:
  • This 'Mech is currently only available to eligible players as part of the Irresistible Resistance promotion.
  • Release date for purchase through the Gift Store: July 7th
  • Release date for purchase with MC and C-Bills: August 4th
  • MC price (when available): TBA
  • C-Bill Price (when available): TBA
  • Loadout details:
  • Tonnage: 50
  • Engine: 250 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 350
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 10 degrees to each side.
  • 30 degrees up and down.
  • Armor: 304 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Medium Laser x2
  • Left Torso: Small Laser, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: AC/20 Ammo x3
  • Right Arm: AC/20
  • Hardpoints:
  • Left Arm: 2 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 11 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Acceleration Rate (All Speeds) +10%
  • Deceleration Rate (All Speeds) +10%
  • Turn Rate (All Speeds) +10%
  • Additional Armor (CT) +10
  • Additional Armor (LT/RT) +7
  • Additional Armor (LA/RA) +5
  • Additional Armor (LL/RL) +7
  • Additional Structure (CT) +5
  • Additional Structure (LT/RT) +7
  • Additional Structure (LA/RA) +2
  • Additional Structure (LL/RL) +7
  • Torso Turn Rate (Yaw) +10%
  • Ballistic Range +10%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +5%
  • Energy Range +10%
  • Grasshopper GHR-5P:
  • This 'Mech is currently only available to eligible players as part of the Irresistible Resistance promotion.
  • Release date for purchase through the Gift Store: July 7th
  • Release date for purchase with MC and C-Bills: August 4th
  • MC price (when available): TBA
  • C-Bill Price (when available): TBA
  • Loadout details:
  • 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: 432 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Head: Medium Laser
  • Left Arm: Double Heat Sink
  • Left Torso: PPC, Medium Pulse Laser, Double Heat Sink x2
  • Center Torso: Engine, Medium Laser
  • Right Torso: PPC, Medium Pulse Laser, Double Heat Sink x2
  • Right Arm: Double Heat Sink
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Head: 1 Energy
  • Left Torso: 3 Energy, 1 AMS
  • Center Torso: 1 Energy
  • Right Torso: 3 Energy
  • Heat Sinks: 17 Double
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Huge
  • Minimum Slope Slowdown Angle: 25 degrees (equivalent to Large archetype)
  • Quirks:
  • Additional Armor (CT) +13
  • Additional Armor (LT/RT) +9
  • Additional Armor (LA/RA) +7
  • Additional Armor (LL/RL) +9
  • Additional Structure (CT) +7
  • Additional Structure (LT/RT) +5
  • Additional Structure (LA/RA) +3
  • Additional Structure (LL/RL) +5
  • Energy Range +5%
  • Laser Duration -10%
  • Zeus ZEU-5S:
  • This 'Mech is currently only available to eligible players as part of the Irresistible Resistance promotion.
  • Release date for purchase through the Gift Store: July 7th
  • Release date for purchase with MC and C-Bills: August 4th
  • MC price (when available): TBA
  • C-Bill Price (when available): TBA
  • Loadout details:
  • 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: Ultra AC/5, Ultra AC/5 Ammo x2
  • Left Torso: ER Large Laser, Medium Laser, Double Heat Sink
  • Center Torso: Engine, Medium Laser
  • Right Torso: Double Heat Sink, LRM Artemis Ammo
  • Right Arm: LRM 15 w/ Artemis IV FCS
  • Hardpoints:
  • Left Arm: 1 Ballistic
  • Left Torso: 2 Energy
  • Center Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 3 Missile
  • Heat Sinks: 14 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
  • Acceleration Rate (All Speeds) +10%
  • Deceleration Rate (All Speeds) +10%
  • Turn Rate (All Speeds) +10%
  • Additional Armor (CT) +20
  • Additional Armor (LT/RT) +13
  • Additional Armor (LA/RA) +10
  • Additional Armor (LL/RL) +13
  • Additional Structure (CT) +10
  • Additional Structure (LT/RT) +7
  • Additional Structure (LA/RA) +5
  • Additional Structure (LL/RL) +7
  • Torso Turn Rate (Yaw) +10%
  • Ballistic Velocity +5%
  • Ballistic Cooldown +5%
  • Energy Range +5%
  • Missile Velocity +5%
  • LRM Spread -5%
  • UAC/5 Jam Chance -30%
  • Gameplay:
  • Clan AC and Clan UAC - Reduction in volley delay
  • The delay between each projectile being fired in a single volley has been reduced for Clan Autocannons and Clan Ultra Autocannons. Both the C-AC and the C-UAC use the same values.
  • C-AC2/C-UAC2: 0.11s (reduced from 0.14s)
  • C-AC5/C-UAC5: 0.11s (reduced from 0.15s)
  • C-AC10/C-UAC10: 0.11s (reduced from 0.16s)
  • C-AC20/C-UAC20: 0.11s (reduced from 0.17s)
  • UI:
  • First-Person Field of View Slider has been added to the Game Settings menu.
  • Cockpit Glass toggle has been added to the Game Settings menu.
  • Tooltips have been added to most buttons throughout the client.
  • The 'Redeem Item' window will now provide a complete list of all items that have been redeemed.
  • Bug Fixes:
  • Fixed an issue where 'Mechs would appear as 'Invalid' after returning from a match.
  • Fixed an issue where all the items in a player’s redemption queue would not fully redeem after the initial login.

New in MechWarrior Online Client Patch 1.3.395 (May 17, 2015)

  • New 'Mechs
  • Cataphract CTF-0XP
  • Gift Store price: $10
  • Release date for purchase with MC and C-Bills: July 17th
  • MC price (when available): 2,585 MC
  • C-Bill price (when available): 6,458,479 C-BillsLoadout details•Tonnage: 70
  • Engine: 280 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 340
  • 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: 384 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Heat Sink
  • Left Arm: Medium Laser
  • Left Torso: Guardian ECM, Beagle Active Probe
  • Center Torso: Engine
  • Right Torso: AC/5, AC/5 Ammo x3
  • Right Arm: PPC, Medium Laser
  • Hardpoints:
  • Left Arm: 2 Energy
  • Left Torso: 1 ECM, 1 AMS
  • Right Torso: 1 Ballistic
  • Right Arm: 2 Energy
  • Heat Sinks: 16 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: Yes
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Acceleration Rate (All Speeds) +12%
  • Deceleration Rate (All Speeds) +12%
  • Turn Rate (All Speeds) +12%
  • Additional Armor (CT) +13
  • Additional Armor (LT/RT) +9
  • Additional Armor (LA/RA) +7
  • Additional Armor (LL/RL) +9
  • Additional Structure (CT) +7
  • Additional Structure (LT/RT) +5
  • Additional Structure (LA/RA) +3
  • Additional Structure (LL/RL) +5
  • Torso Turn Rate (Yaw) +12%
  • Ballistic Range: +5%
  • Ballistic Velocity: +5%
  • Energy Range: +5%
  • Laser Duration: -5%
  • BattleMaster BLR-2C
  • Gift Store price: $14
  • Release date for purchase with MC and C-Bills: July 17th
  • MC price (when available): 3,720 MC
  • C-Bill price (when available): 9,292,709 C-Bills
  • Loadout details:
  • 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:
  • Head: Command Console
  • Left Arm: AMS
  • Left Torso: SRM 6, Medium Laser x2, SRM Ammo, AMS Ammo, Heat Sink
  • Center Torso: Engine, Beagle Active Probe
  • Right Torso: Medium Laser x2, Heat Sink
  • Right Arm: ER PPC
  • Hardpoints:
  • Left Arm: 1 AMS
  • Left Torso: 3 Energy, 2 Missile
  • Right Torso: 2 Energy, 1 AMS
  • Right Arm: 1 Energy
  • Heat Sinks: 17 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Huge
  • Quirks:
  • Acceleration Rate (All Speeds) +16%
  • Deceleration Rate (All Speeds) +16%
  • Turn Rate (All Speeds) +16%
  • Additional Armor (CT) +19
  • Additional Armor (LT/RT) +13
  • Additional Armor (LA/RA) +10
  • Additional Armor (LL/RL) +13
  • Additional Structure (CT) +10
  • Additional Structure (LT/RT) +6
  • Additional Structure (LA/RA) +5
  • Additional Structure (LL/RL) +6
  • Torso Turn Rate (Yaw) +16%
  • Energy Range: +5%
  • Laser Duration: -5%
  • Missile Range: +5%
  • Missile Velocity: +5%
  • LRM 5/10/15/20 Spread: -5%
  • SRM 2/4/6 Spread: -5%
  • Gameplay:
  • Added the ability to communicate in Faction Chat, Unit Chat, and Officer Chat from within the Community Warfare Lobby screen.
  • Adjusted the TeamSpeak SDK VoIP codec to improve audio quality.
  • Launching a Group Match within a Public Group will place you directly into the Public queue.
  • Creation of Private Group matches has been moved to the Social window.
  • Mech Fixes:
  • Dire Wolf animation tweaks
  • fixed knee misalignment when running
  • vertical translation/'bounce' has been reduced when running backwards
  • Warhawk animation tweaks
  • fixed knee misalignment when running
  • vertical translation/'bounce' has been reduced when running or walking
  • fixed torso wobble when going uphill or downhill
  • fixed misaligned clavicles
  • Adder animation tweaks
  • added foot talon animation
  • Map Fixes:
  • Vitric Forge: The blue giant will now appear correctly under Thermal Vision.
  • Emerald Taiga: Adjusted terrain in front of the side O-Gens so that they cannot be attacked from outside the gates.
  • Viridian Bog and Grim Portico: Slight lighting normalization between different system specs.
  • Grim Portico: Fixed an issue that caused dead 'Mechs to fall through the ice.
  • Other Fixes:
  • Various particle effects, such as smoke and fire, will no longer show up as green under Thermal Vision when running DirectX 9.
  • Fixed an issue where coverage buffer occlusion culling was not functioning correctly under DirectX 11. As a result, players might see performance gains under DX11.
  • The Targeting Reticle and Target Info Box will now appear on the correct depth plane when using Advanced Zoom in NVIDIA 3D Vision.
  • Minor bug fix and adjustment made to the Mad Dog Raider Skin.
  • Minor bug fix and adjustment made to the Stormcrow Crusader Skin.
  • Fixed an issue with the Fractal Camo Pattern that unintentionally changed how weapons were shaded.
  • Quirk Changes:
  • The following 'Mechs are receiving Quirk changes. Details on these Quirks can be found in this dedicated post.
  • Firestarter
  • FS9-A
  • FS9-H
  • FS8-S
  • Raven
  • RVN-2X
  • Stalker
  • STK-4N
  • Stormcrow
  • SCR-Prime OmniPods
  • SCR-A OmniPods
  • SCR-B OmniPods
  • SCR-C OmniPods
  • SCR-D OmniPods
  • Timber Wolf
  • TBR-Prime OmniPods
  • TBR-A OmniPods
  • TBR-C OmniPods
  • TBR-D OmniPods
  • TBR-S OmniPods

New in MechWarrior Online Client Patch 1.3.391 (May 5, 2015)

  • New Community Warfare Map:
  • Vitric Forge:
  • The superstition associated with the main-sequence blue giant that looms at the center of this system is as ancient and convoluted as its debris ring, through which the orbit of this planet intersects.
  • Mythos from Cthugha to Odin has been attributed to this system since before the Inner Sphere was imagined; the scorched orb of blood-red corundum on which the SDS base is located has done much to encourage them.
  • The only thing keeping the planet from cometary armageddon is the eccentricity of its 1700-year orbit, which at present is entering its apogee. In the interim, the extremely thin atmosphere present here is just enough to disintegrate the relatively minor peripheral debris. By that virtue at least, the SDS will be under little threat of natural bombardment for several centuries.
  • Attacking forces will find this mission most challenging, as the terrain is devoid of obvious approach-paths and provides only sparse cover inside the many craters scarring its surface.
  • Focused teamwork and measured approaches with 'Fire & Maneuver' and 'Leapfrogging' tactics are paramount on this battleground, as there is no hope of advancement without exposure. Coordination and adaptability will be the most valuable tactics for disrupting enemy cohesion.
  • New Champion 'Mech:
  • JagerMech JM6-A(C):
  • Tonnage: 65
  • Engine: 260 XL:
  • Top Speed: 64.8 kph
  • Max Engine Rating: 315
  • Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 35 degrees up and down.
  • Armor: 304 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: SRM 6 x2, Ultra AC/5
  • Left Torso: SRM Ammo x2, Ultra AC/5 Ammo x2, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: SRM Ammo x2, Ultra AC/5 Ammo, Double Heat Sink
  • Right Arm: SRM 6 x2, Ultra AC/5
  • Hardpoints:
  • Left Arm: 1 Ballistic, 2 Missile
  • Left Torso: 1 Energy, 1 AMS
  • Right Torso: 1 Energy
  • Right Arm: 1 Ballistic, 2 Missile
  • Heat Sinks: 12 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LT) +7
  • Additional Structure (RT) +7
  • Ballistic Range +20%
  • Ballistic Velocity +10%
  • Laser Duration -10%
  • Missile Cooldown +20%
  • Missile Heat Generation -10%
  • 30% XP bonus when used.
  • 'Mech Changes:
  • Adder now has animated talons.
  • Gameplay:
  • A new Community Warfare map has been added: "Vitric Forge"
  • Changes to the behaviour of the 'Play Now' button on the main screen:
  • Pressing 'Play Now' will no longer ask the player what type of game they wish to create (Public or Private).
  • Players will now be added to the Public matchmaking queue by default.
  • Creation of Private matches has been moved to the Social window.
  • New NARC HUD element:
  • When your 'Mech has been tagged with a NARC Beacon, a new HUD element will appear in the bottom left corner of your View Square. This is the same area in which the View Zoom Magnification level is displayed.
  • The HUD element will stay on-screen for as long as the NARC Beacon is active.
  • Bug Fixes:
  • Re-factored the crosshair and targeting displays for NVIDIA 3D Vision:
  • Crosshair, Weapon Group, Distance Finder, and Targeting Box are all now on the same depth plane.
  • The line that connects the arm and torso crosshairs now works correctly.
  • The targeting reticle and target info box will now appear on the correct depth plane when using Advanced Zoom.
  • Fixed an issue where you would see both the normal crosshair and the red crosshair when damaging a game object.
  • Thermal Vision brightness levels have been adjusted for several 'Mechs.
  • All weapons with a Max Range over 1500m will now register their damage correctly.
  • Clan Large Pulse Laser Range Module 5 tooltip now displays the correct percentage.
  • Fixed an issue where committing Drop Deck changes in a Community Warfare queue screen would not save correctly.
  • Spamming the 'Click To Spectate' button will no longer cause the transition animation to repeat.
  • Fixed an issue where the HUD text for Consumable Modules could be grayed out.
  • Fixed an issue where the UAV icon would display briefly on the HUD when any Cool Shot consumable was used.
  • Fixed an issue where the O-GEN would sometimes not be labelled on the HUD as 'Destroyed' after being destroyed.
  • Fixed an issue where the total rewards on the End of Round screen were not displaying correctly when receiving the 'First Capture' reward.
  • Players can now delete an existing key-binding in the Keyboard Settings screen by clicking the 'X' icon that will appear when hovering over the current binding.
  • Long Device names will no longer be cut off in the VoIP Settings screen.
  • Added numerical references for all sliders in Settings.
  • Updated all Ghost Bear Faction Patterns with improved material.
  • Game client will now launch in 64-bit mode by default on 64-bit systems.
  • Increased fidelity to collisions on HPG Manifold buildings. More to come...
  • Patcher/Repair Tool:
  • Downloading a file will now prompt for retry when the downloaded bytes don't match the expected size (MD5 error).
  • Repair Tool will now create error logs in the output window when encountering fatal exceptions.
  • Patcher checks for existence of temp directory and creates it if needed.
  • Fixed a Patcher crash under Windows XP.

New in MechWarrior Online Client Patch 1.3.388 (Apr 21, 2015)

  • Wolverine WVR-6K(C) Tonnage:
  • 55Engine: 275 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 375
  • Torso Movement:
  • 125 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 30 degrees to each side.
  • 35 degrees up and down.
  • Armor: 368 (Standard)Internal Structure:
  • Endo-SteelWeapons & Equipment:
  • Head: Medium Laser
  • Left Torso: SRM 6, SRM Ammo x2, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: AMS, AMS Ammo, Double Heat Sink x2
  • Right Arm: Large Laser x3
  • Hardpoints:
  • Head: 1 Energy
  • Left Torso: 1 Missile
  • Right Torso: 1 AMS
  • Right Arm: 4 Energy
  • Heat Sinks: 14 DoubleJump Jets: 0 (0 Max)ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: MediumQuirks:
  • Additional Structure (RA) +18
  • Torso Turn Rate (Yaw) +25%
  • Energy Range +12.5%
  • Energy Cooldown +15%
  • Energy Heat Generation -12.5%
  • Laser Duration -15%
  • Missile Cooldown +15%
  • Large Laser Range +12.5%
  • Large Laser Heat Generation -12.5%
  • 30% XP bonus when used.
  • New 'Mechs for MC and C-Bills:
  • The Atlas AS7-S is now available in-game for MC and C-Bills
  • The Centurion CN9-AH is now available in-game for MC and C-Bills
  • New Reinforcement 'Mechs:
  • 10 new Reinforcement Variants have been released into the Gift Store.
  • Inner Sphere 'Mechs:
  • Griffin GRF-2N
  • Highlander HGN-732B
  • Locust LCT-3VClan 'Mechs:
  • Direwolf DWF-W
  • Gargoyle GAR-B
  • Ice Ferret IFR-B
  • Myst Lynx MLX-D
  • Nova NVA-C
  • Stormcrow SCR-B
  • Timberwolf TBR-A
  • Original Reinforcement 'Mechs:
  • The previous stock of Clan Reinforcements are now available in-game for MC and C-Bills.
  • The OmniPods from those original Clan Reinforcement 'Mechs are also now available for direct purchase in-game.
  • Clan Faction Pattern Retrofits:
  • All remaining Clan 'Mechs have undergone a retrofit to support the Clan Faction Patterns*.
  • The color channels for all Clan Faction Patterns have been unlocked.
  • Excluding the Prime 'Invasion' Variants.
  • 'Mech Changes:
  • Kit Fox now has animated talons.
  • Kit Fox no longer has a misaligned left clavicle.
  • Gameplay:
  • Changed the game mode selection behaviour for Community Warfare matches:
  • A planet will no longer fall back to switching to an Invasion when the next match should be a Counter Attack or vice versa. This issue was occurring if one of the invader or defenders queues did not have enough players to form a strike team.
  • A planet will now always alternate between Invasion (i.e. the Invaders have an opportunity to capture territory) and Counter Attack (i.e. the Defenders have an opportunity to recapture lost territory) matches, regardless of queue sizes
  • As a result of the above change, there are two new "autowin" cases:
  • The next match on a planet needs to be an Invasion match. There are enough defenders, but there are not enough invaders.
  • The next match on a planet needs to be a Counter Attack match. There are enough invaders, but there are not enough defenders.
  • In these "autowin" cases, a new game mode is launched (see below)This change prevents a large queue from having the advantage of consistently generating matches that always fight to capture territory.
  • Added the Uncontested Defense game mode:
  • If defenders queue for a Counter Attack or Invasion and no attackers respond, an Uncontested Defense will be initiated.
  • Defenders must eliminate the attacker Drop Beacons before the match timer expires.
  • If successful, control over the contested territory will be given to the defenders.
  • The cooldown period after initiating a Contract-break in Community Warfare is now 3 days.
  • Bug Fixes:
  • Fixed an issue where players would get a Pure Function Call crash.
  • Matchmaking Status percentages will now update properly when players are grouped.
  • Removed some invisible blockers in Community Warfare maps in non-Counter Attack game modes (capture point collision was not being cleaned up properly).
  • Fixed an issue where the Warhawk cockpit glass was not being affected by the 'ShowCockpitGlass' string in custom user.cfg files.
  • Fixed an issue where Faction icons were not updating properly for players joining a Group through LFG.
  • Fixed an issue where the Chat window scroll-bar would extend beyond the size of the window.
  • The client now remembers which Chat windows were open prior to loading into a match.
  • The Chat input field will retain focus after closing another Chat window or re-sizing the Chat box.
  • Fixed an issue where the Chat input field would drift up after the Chat window is re-sized.
  • New Chat windows are always given visual priority once they are created.
  • The Friends list in the Social window will no longer move focus to a player on that list when their status has changed.
  • Fixed an issue where blocking a Friend through your Social window would create a second 'Blocked' entry for that player instead of replacing the existing 'Friend' entry.
  • Error messages now correctly state why you cannot add a Blocked player as a Friend.
  • The 'Lobby Invite By Player Name' button will no longer be displayed in a full Community Warfare lobby.
  • Players who have crashed or forcibly terminated the client will now be shown as Offline after a private lobby invite to them has failed.
  • Fixed an issue where players in a Unit had the option to join a Community Warfare Unit Group when that group were actually in a Standard Group.
  • Fixed an issue where Defense Turret pedestals were missing in Hellebore Springs during the Invasion game mode.
  • Fixed an issue where the Warhawk Prime Right Arm OmniPod was reporting an 'Additional Structure +21' Quirk to the Right Leg instead of the Right Arm.
  • Catapult CPLT-A1(C) Quirks have been corrected to match its non-Champion Variant.

New in MechWarrior Online Client Patch 1.3.386 (Apr 8, 2015)

  • New Community Warfare Map:
  • Emerald Taiga:
  • A misleading serenity exists in this region during the summer, as renewed vegetation buds vibrantly against the perpetually snow-capped cordillera. The sky warms and turns amber during these months, calming the biting mountain winds and suggesting the ice-carved moissanite terrain might be hospitable at times. The myriad of poisonous flora, steep cliffs, and insurmountable topography still remain to affirm the opposite.
  • The planet is home to several valuable research facilities and is covetously protected by an advanced Space Defense System. The only suitable drop location near this particular SDS gauss cannon lies much further south where the mountains open up and the terrain slopes toward the sea. Incoming forces will find their freedom to maneuver quickly restricted by the tall cliff faces that serve to funnel invaders into the base’s two narrow entrances.
  • The rolling hills stretching out from the base are spacious and provide ample high ground, contrasting the tight spires and structures within.
  • The steel husks of defeated warriors will take their rest alongside the timeless conifers of this world, awaiting the icy return of winter.
  • Looking For Group:
  • The new Looking for Group feature (LFG) allows players to easily create groups and find people to help fill out a 12-player strike team for Public Matches and Community Warfare alike.
  • Essentially, the LFG system is comprised of players and groups who are actively looking for potential members and fellow players to drop with.
  • The LFG feature can be accessed via two methods:
  • Method 1 - As a solo player:Solo players can enter the LFG menu by clicking the Social menu, found at the bottom of the screen, and selecting the LFG tab.
  • The player then clicks the "Add me to the looking for group queue" button.
  • A new dialog will appear asking the player if they want to enter the Public LFG queue or the Community Warfare LFG queue. Note: Players can only be in one queue, not both.
  • Once players enter a queue, they will see a list of all players/groups who are looking for more players to join them.
  • To join a group, simply select the player or group with the left mouse button and a small menu will appear that will allow players to join the selected group.
  • Method 2 - As a group:
  • When creating a group, the group creator is prompted to create either a Public Group or a Community Warfare Group.
  • Once the appropriate group has been created, the group leader can click the LFG tab in the Social menu.
  • The group leader then clicks the "Add me to the looking for group queue" button.
  • The group leader now has the choice to enter the LFG listings by one of two sub-options:
  • The group leader can make their group "Open", which means anyone who sees their group can freely join it without being invited.
  • The group leader can make their group "Invite Only", which means only players who are manually invited from the LFG listing can join the group.
  • New 'Mechs:
  • A new engine has been added to the game to go in the UrbanMech's default loadout. Due to the manner in which we've reconfigured the weight of engines and other items in the 'Mechs, this engine has negative tonnage.
  • This engine can only be equipped on the UrbanMech.
  • Name: Standard Fusion 60
  • Mass: -2.5 tons
  • UrbanMech UM-R63 and UM-R63(S):
  • Tonnage: 30
  • Engine: 60 Standard
  • Top Speed: 32.4 kph
  • Max Engine Rating: 180 (cannot equip an engine with a 65 - 95 rating)
  • Torso Movement:
  • 360 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 192 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Heat Sink
  • Left Arm: Small Laser
  • Left Torso: Small Pulse Laser, Heat Sink x2
  • Center Torso: Jump Jet x2, Engine
  • Right Torso: Heat Sink x2, LB 10-X Ammo
  • Right Arm: LB 10-X AC
  • Left Leg: Heat Sink x2
  • Right Leg: Heat Sink x2
  • Hardpoints:
  • Left Arm: 1 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 3 Ballistic
  • Heat Sinks: 11 Single
  • Jump Jets: 2 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Tiny
  • Quirks:
  • Reverse Speed +10%
  • Additional Structure (LA) +10
  • Additional Structure (RA) +10
  • Additional Structure (LL) +7
  • Additional Structure (RL) +7
  • Torso Turn Rate (Pitch) +15%
  • Torso Turn Rate (Yaw) +15%
  • Ballistic Velocity +15%
  • Ballistic Cooldown +15%
  • Ballistic Heat Generation -15%
  • Energy Cooldown +15%
  • 30% C-Bill bonus on the UM-R63(S)
  • UrbanMech UM-R60:
  • Tonnage: 30
  • Engine: 60 Standard
  • Top Speed: 32.4 kph
  • Max Engine Rating: 180 (cannot equip an engine with a 65 - 95 rating)
  • Torso Movement:
  • 360 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 192 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Heat Sink
  • Left Arm: Small Laser
  • Left Torso: Heat Sink x2
  • Center Torso: Jump Jet x2, Engine
  • Right Torso: Heat Sink x2, AC/10 Ammo
  • Right Arm: AC/10
  • Left Leg: Heat Sink x2
  • Right Leg: Heat Sink x2
  • Hardpoints:
  • Left Arm: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 4 Ballistic
  • Heat Sinks: 11 Single
  • Jump Jets: 2 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Tiny
  • Quirks:
  • Reverse Speed +10%
  • Additional Structure (LA) +10
  • Additional Structure (RA) +10
  • Additional Structure (LL) +7
  • Additional Structure (RL) +7
  • Torso Turn Rate (Pitch) +15%
  • Torso Turn Rate (Yaw) +15%
  • Ballistic Range +15%
  • Ballistic Velocity +15%
  • Energy Cooldown +15%
  • Machine Gun ROF +7.5%
  • UrbanMech UM-R60L:
  • Tonnage: 30
  • Engine: 60 Standard
  • Top Speed: 32.4 kph
  • Max Engine Rating: 180 (cannot equip an engine with a 65 - 95 rating)
  • Torso Movement:
  • 360 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 128 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Heat Sink
  • Left Arm: Small Laser
  • Left Torso: Heat Sink x2
  • Center Torso: Jump Jet x2, Engine
  • Right Torso: Heat Sink x2, AC/20 Ammo
  • Right Arm: AC/20
  • Left Leg: Heat Sink x2
  • Right Leg: Heat Sink x2
  • Hardpoints:
  • Left Arm: 4 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 11 Single
  • Jump Jets: 2 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Tiny
  • Quirks:
  • Reverse Speed +10%
  • Additional Structure (LA) +10
  • Additional Structure (RA) +10
  • Additional Structure (LL) +7
  • Additional Structure (RL) +7
  • Torso Turn Rate (Pitch) +15%
  • Torso Turn Rate (Yaw) +15%
  • Ballistic Range +10%
  • Ballistic Velocity +10%
  • Energy Range +15%
  • Energy Heat Generation -15%
  • AC/20 Range +10%
  • AC/20 Velocity +10%
  • Small Laser/Small Pulse Laser Range +15%
  • Gameplay:
  • A "Looking For Group" feature has been added.
  • A new Community Warfare map has been added: "Emerald Taiga"
  • Community Warfare Maps are now available in Testing Grounds.
  • In Community Warfare, players can now see what map they are dropping into once the 1-minute countdown begins.
  • In Community Warfare, the save loadout button will be greyed out during the last 10 seconds of the countdown.
  • In Community Warfare, in IS vs IS or IS vs CLAN matches, IS dropdecks will always have tonnage limits of 160-250.
  • In Community Warfare, in CLAN vs CLAN or CLAN vs IS matches, CLAN dropdecks will always have tonnage limits of 160-240.
  • FXAA has been added to the anti-aliasing options.
  • Quirks:
  • Today's patch continues the new iterative Quirk process. A couple of Quirk systems were targeted for this pass as follows.
  • Inner Sphere 'Mechs that equip NARC in their stock loadouts have had these NARC Quirks applied:
  • RVN-3L/3L(C): NARC Beacon Range +50m, NARC Beacon Effect +10s
  • TBT-7M/7M(C): NARC Beacon Range +50m, NARC Beacon Effect +10s
  • KTO-19: NARC Beacon Range +50m, NARC Beacon Effect +10s
  • ON1-M: NARC Beacon Range +50m, NARC Beacon Effect +10s
  • STK-5M: NARC Beacon Range +50m, NARC Beacon Effect +10s
  • The UAC Jam Chance Quirk was miscalculated in the previous patch. These Quirks have been adjusted so that they have the intended result:
  • CDA-3M: UAC Jam Chance -30%
  • DRG-5N/5N(C): UAC Jam Chance -30%
  • JM6-DD: UAC Jam Chance -30%
  • CTF-3D/3D(C): UAC Jam Chance -20%
  • ENF-5P: UAC Jam Chance -30%
  • The following Quirk was missed in the last patch and has been added:
  • ENF-5D/5D(R): LBX Spread -10%
  • Clan OmniPod Quirks continue to be added and evolve. The following OmniPods have had a full pass of new Quirks applied:
  • Mist Lynx
  • Kit Fox
  • Nova
  • Warhawk
  • The following Clan OmniPod Quirks have been revised:
  • Adder
  • Ice Ferret
  • Summoner
  • Gargoyle
  • Bug Fixes:
  • Jump Jet animations have been tuned for the Firestarter, Victor, Enforcer, and Timber Wolf.
  • Cataphract hit-boxes have been tuned.
  • Gauss explosions are protected by CASE again.
  • Reduced the amount of blur that would occur when being hit by missiles, strikes, and weapon/ammo explosions.
  • Fixed an issue where destroyed components could remain floating on the battlefield.
  • Fixed an issue where players who were chatting while dead were not showing up as dead.
  • Several collision ("invisible wall") improvements in multiple maps.
  • Fixed a crash that was occurring in the CryEngine Occlusion code.
  • Fixed a crash that was occurring in the CryEngine render mesh garbage collection code.
  • The steam particle effect will now only spawn from the center torso, and only when heat levels reach or exceed 65%.
  • Fixed an issue where occlusion culling would cause geometry to disappear in tunnels, depending on the player position.
  • Fixed situations where the Community Warfare planet selection algorithm would sometimes not select valid attack lanes for every border.
  • Disconnecting audio devices will no longer trigger a saving error in the Settings screen.
  • All 'Mechs now cast correct shadows in first person view. To this end, the following 'Mechs have been fixed:
  • Adder
  • Dragon
  • Highlander
  • Ice Ferret
  • JagerMech
  • Locust
  • Mist Lynx
  • Panther
  • Raven
  • Stalker
  • Vindicator

New in MechWarrior Online Client Patch 1.3.43 (Mar 18, 2015)

  • Content:
  • 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
  • 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

New in MechWarrior Online Client Patch 1.3.376 (Mar 5, 2015)

  • New Champion 'Mech:
  • Griffin GRF-1S(C):
  • Tonnage: 55
  • Engine: 275 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 130 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 320 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: SRM 6, SRM 4, SRM Ammo, Jump Jet x2, Double Heat Sink x2
  • Center Torso: Engine, Jump Jet
  • Right Torso: SRM Ammo, Jump Jet x2, Double Heat Sink x3
  • Right Arm: Medium Laser x4, Double Heat Sink
  • Hardpoints:
  • Left Torso: 2 Missile
  • Right Torso: 1 AMS
  • Right Arm: 4 Energy
  • Heat Sinks: 17 Double
  • Jump Jets: 5 (7 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • +9 Additional Structure (RA)
  • +10% Torso Turn Rate (Yaw)
  • +12.5% Energy Range
  • +7.5% Energy Cooldown
  • -12.5% Laser Duration
  • +12.5% Missile Cooldown
  • +7.5% Medium Laser Cooldown
  • 30% XP bonus when owned.
  • Resistance Mechs:
  • Added special geometry for the Resistance [R] Variant of the Panther and Enforcer.
  • Tuning:
  • Inner Sphere dropdeck tonnage limit has been increased to 250 tonnes when fighting against Clans in Community Warfare. IS vs. IS matches will have the standard 240 tonnage limit.
  • Gameplay:
  • VoIP speaker icon in the Scoreboard and pre-match screens now indicate when a player is talking.
  • Clicking on the VoIP speaker icon in the Scoreboard and pre-match screens will now mute that player. The original mute player menu has been removed.
  • Increased the volume for Clan Warhorns and the ComStar Warhorn.
  • Increased the number of Warhorns that can play at the same time.
  • Added another music track for the Inner Sphere Map.
  • Reduced the SFX volume for Dropships.
  • Clan Collection Badges are more visually distinct.
  • Optimization to the 'Mech BattleGrid.
  • Optimization to the Lance Information Panel.
  • Optimization to the 'Mech Target System.
  • Optimization to the 'Mech Loadout Panel.
  • The available Trial 'Mechs have changed:
  • Inner Sphere:
  • Raven RVN-3L(C)
  • Spider SDR-5K(C)
  • Griffin GRF-1S(C)
  • Trebuchet TBT-7M(C)
  • Quickdraw QKD-4G(C)
  • Thunderbolt TDR-9SE(C)
  • Banshee BNC-3M(C)
  • Victor VTR-9S(C)
  • Clans:
  • Mist Lynx MLX-Prime
  • Kit Fox KFX-C*
  • Ice Ferret IFR-Prime
  • Stormcrow SCR-C
  • Hellbringer HBR-Prime
  • Mad Dog MDD-Prime
  • Gargoyle GAR-Prime
  • Dire Wolf DWF-B
  • As a result, the default Community Warfare dropdecks have also changed.
  • Inner Sphere:
  • Raven RVN-3L(C)
  • Quickdraw QKD-4G(C)
  • Thunderbolt TDR-9SE(C)
  • Victor VTR-9S(C)
  • Clans:
  • Kit Fox KFX-C*
  • Ice Ferret IFR-Prime
  • Hellbringer HBR-Prime
  • Dire Wolf DWF-B
  • * The KFX-C is part of the Clan Reinforcement Collection, and is the only Trial 'Mech that can not yet be purchased in-game. All Reinforcement 'Mechs will be available in-game for MC and C-Bills on April 21st.
  • Bug Fixes:
  • Fixed a TeamSpeak crash.
  • Fixed a crash in Flash that some players would experience when joining or exiting a match.
  • Possible fix for the graphical freezes that some players were experiencing. The Mining Collective has been tentatively restored to the rotation queue.
  • Fixed an issue where the Group window was not refreshing properly after returning from a Group match.
  • Fixed the remaining issues with 'Mech centering.
  • Fixed an issue where UAV's were not rendering properly after a certain distance.
  • Fixed an issue where damage texture and damage glow were not showing correctly when playing the game in 3D Vision.
  • Fixed an issue where players sometimes wouldn't see the loadout of the targeted 'Mech.
  • Fixed an issue where the Clan ER PPC was not dealing its splash damage to the rear center torso when fired at the rear right torso.
  • Fixed an issue where a Gauss Rifle explosion was listed as "Ammo Explosion" on the death screen. It now registers as a "Weapon Explosion".
  • A component that has been destroyed from overheating will now show as destroyed in the 'Mech paperdoll/component display.
  • Fixed an issue where the cursor would move without any mouse input when using TrackIR and Advanced Zoom.
  • Fixed an issue where the first slot in the lance window would always display "No player" when spectating.
  • Fixed an issue where the camera would stay focused on the dead 'Mech instead of switching to the next live teammate when spectating.
  • Fixed an issue where 'Mech targeting information was not updating correctly when spectating.
  • Pressing ESC while loading a Testing Grounds session no longer causes a loss of input functionality.
  • Fixed an issue where the default Badge was appearing behind Badges in Private and Faction lobbies.
  • Known Issues:
  • After performing and saving changes multiple times through the in-game video settings, the 'Mech shadow may sometimes flicker while in the frontend menu.

New in MechWarrior Online Client 1.7.7.0 Client (Patch 1.3.373) (Feb 18, 2015)

  • 'Mechs:
  • Panther PNT-10K(R):
  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 208 (Standard)
  • Internal Structure: Endo Steel
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Artemis Ammo, CASE
  • Center Torso: SRM 4 w/ Artemis IV FCS, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: ER PPC
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 2 Missile
  • Right Torso: 1 AMS
  • Right Arm: 2 Energy
  • Heat Sinks: 13 Single
  • Jump Jets: 4 (8 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Cooldown +12.5%
  • Energy Heat Generation -12.5%
  • Missile Range +15%
  • Missile Cooldown +15%
  • ER PPC Velocity +40%
  • ER PPC Cooldown +12.5%
  • ER PPC Heat Generation -12.5%
  • 30% C-Bill bonus
  • Panther PNT-8Z:
  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 238 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Ammo
  • Center Torso: SRM 4, Heat Sink, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: Large Laser
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 2 Missile
  • Right Arm: 3 Energy
  • Heat Sinks: 14 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Range +12.5%
  • Energy Cooldown +12.5%
  • Laser Duration -12.5%
  • Missile Cooldown +15%
  • Large Laser Range +12.5%
  • Large Laser Cooldown +12.5%
  • Large Laser Duration -12.5%
  • Panther PNT-9R:
  • Tonnage: 35
  • Engine: 140 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 208 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: Heat Sink x4, SRM Ammo
  • Center Torso: SRM 4, Engine
  • Right Torso: Heat Sink x4
  • Right Arm: PPC
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Torso: 1 AMS
  • Center Torso: 1 Missile
  • Right Arm: 4 Energy
  • Heat Sinks: 13 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • Acceleration Rate (Low, Med, High) +15%
  • Deceleration Rate (Low, Med, High) +15%
  • Turn Rate (Low, Med, High) +10%
  • Additional Structure (RA) +12
  • Additional Structure (LL) +6
  • Additional Structure (RL) +6
  • Energy Range +15%
  • Energy Cooldown +15%
  • Energy Heat Generation -15%
  • Laser Duration -15%
  • Missile Range +15%
  • Missile Cooldown +15%
  • PPC Velocity +40%
  • Enforcer ENF-5D(R):
  • Tonnage: 50
  • Engine: 250 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 325
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 322 (Ferro-Fibrous)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: ER Large Laser
  • Left Torso: Small Laser, Jump Jet x2
  • Center Torso: Jump Jet, Engine
  • Right Torso: Jump Jet x2, LB 10-X AC Ammo, CASE
  • Right Arm: LB 10-X AC
  • Left Leg: Heat Sink
  • Right Leg: Heat Sink
  • Hardpoints:
  • Left Arm: 1 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 12 Single
  • Jump Jets: 5 (5 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Range +10%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +10%
  • Laser Duration -12.5%
  • LB 10-X Range +10%
  • LB 10-X Velocity +10%
  • LB 10-X Cooldown +10%
  • 30% C-Bill bonus
  • Enforcer ENF-4R:
  • Tonnage: 50
  • Engine: 200 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 260
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 288 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Large Laser
  • Left Torso: Small Laser, Heat Sink x2
  • Center Torso: Engine
  • Right Torso: Heat Sink x2, AC/10 Ammo
  • Right Arm: AC/10
  • Left Leg: Jump Jet x2
  • Right Leg: Jump Jet x2
  • Hardpoints:
  • Left Arm: 3 Energy
  • Left Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 1 Ballistic
  • Heat Sinks: 12 Single
  • Jump Jets: 4 (4 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Cooldown +10%
  • Energy Range +12.5%
  • Energy Cooldown +10%
  • Energy Heat Generation -12.5%
  • Laser Duration -12.5%
  • AC/10 Cooldown +10%
  • Large Laser Cooldown +10%
  • Enforcer ENF-5P:
  • Tonnage: 50
  • Engine: 250 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 325
  • Torso Movement:
  • 125 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 288 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Ultra AC/5
  • Left Torso: Small Laser, Jump Jet, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: Jump Jet, Ultra AC/5 Ammo, Double Heat Sink
  • Right Arm: Ultra AC/5
  • Hardpoints:
  • Left Arm: 2 Ballistic
  • Left Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 12 Double
  • Jump Jets: 2 (2 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Additional Structure (LA) +8
  • Additional Structure (RA) +8
  • Additional Structure (LL) +12
  • Additional Structure (RL) +12
  • Torso Turn Rate (Yaw) +25%
  • Ballistic Velocity +10%
  • Ballistic Cooldown +10%
  • Ballistic Heat Generation -10%
  • Laser Duration -12.5%
  • Ultra AC/5 Velocity +10%
  • Ultra AC/5 Cooldown +10%
  • Ultra AC/5 Heat Generation -10%
  • Gameplay:
  • Faction Chat: The new Faction Chat feature will allow players in the same Faction to communicate with each other in a Faction-wide Chat window. We believe that the introduction of this system, along with the below improvements to all Social Chat systems, will significantly streamline the formation of groups and speed up the process for getting a 12-player strike-team ready to drop.
  • Faction Chat is on by default. To de-activate Faction Chat you'll need to go to your in-game Settings and de-select the checkbox next to "Enable Faction Chat".
  • When necessary, you are able to report other players for violations of the Code of Conduct while in Faction Chat by accessing the left-click context menu over their name. This reporting feature is currently only available in Faction Chat.
  • Please note that Faction Chat is mainly intended for intra-Faction communication and organization. Trolling, heated arguments, and general spam, such as unsolicited Unit recruitment messages, are reportable and may be subject to moderation action. To make the most of this feature, communications should be on-topic and civil.
  • We have also implemented a number of new user-end features to all other Social Chat windows*.
  • Players can now left-click on another player name in any Social Chat window to bring up a set of options that will allow you to quickly:
  • invite that player to your Group or Unit
  • send a friend invite
  • send a private message
  • block a player
  • We are planning to implement these new features to the in-match Chat system at a future date.
  • Voice over IP: Built using the TeamSpeak 3 SDK, the new in-game VoIP feature will allow players on the same team to easily communicate with each other without having to coordinate through a standalone TeamSpeak client or other 3rd-party VoIP system.
  • We believe that integrating VoIP functionality directly into MechWarrior Online has the potential to greatly improve the ability for teams to coordinate strategy and quickly relay information, particularly when a team may be comprised of multiple groups and solo players.
  • The VoIP feature is on by default. To de-activate VoIP you'll need to go to your in-game Settings and de-select the checkbox next to "Enable VOIP".
  • The VoIP feature operates solely under a push-to-talk system, and is mapped to the CAPS LOCK key by default. This mapping can be changed through your in-game Keyboard settings.
  • When necessary, you are of course able to mute or un-mute individual players by clicking on that player through either the pre-match ready screen or the in-match scoreboard. Under the current implementation muting a player is only applied per-match. Running into a previously muted player in another match will require that you mute them again, if necessary.
  • We have taken particular care in ensuring that the VoIP feature has as minimal an impact on game performance as possible.
  • Bug Fixes:
  • Fixed an issue where the targeting box would stay on-screen
  • Optimization in the way we send data to the target 'Mech information panel
  • Victor VTR-9B Laser Duration changed to -7.5% (was +7.5%)
  • Mech XP now correctly updates after unlocking skills in ‘Mech trees
  • Players no longer need to re-log their client after receiving clan variant ‘Mechs to unlock their skill trees
  • Fixed a crash users may have experienced when loading into a match
  • Main Skill tree medallion will no longer default to the skill level of the first variant
  • Known Issues:
  • Players running on low-spec machines may wish to disable VoIP, as its utilization of CPU time might impact their game performance.

New in MechWarrior Online Client Patch 1.3.367 (Feb 4, 2015)

  • Change Log:
  • Content:
  • Revisions:
  • Weapons Rescaling:
  • The AC/20 and AC/10 have been globally resized (scaled up) to fit a more pleasing aesthetic. This will be most noticeable on the Centurion. Please note though, they haven't been scaled up so much as to match the original size (portrayed originally on the Centurion) in order to maintain a standardized look and feel across all platforms, regardless of class.
  • 'Mechs:
  • New Champion 'Mech:
  • Banshee BNC-3M(C) :
  • Tonnage: 95
  • Engine: 380 XL
  • Top Speed: 64.8 kph
  • Max Engine Rating: 400
  • 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: 432 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: Large Pulse Laser x3, Double Heat Sink
  • Center Torso: Engine
  • Right Torso: Large Pulse Laser x3, Double Heat Sink
  • Hardpoints:
  • Head: 1 Energy
  • Left Torso: 3 Energy
  • Center Torso: 1 AMS
  • Right Torso: 4 Energy
  • Heat Sinks: 17 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Huge
  • Quirks:
  • +7.5% Energy Range
  • -7.5% Energy Heat Generation
  • -10% Laser Duration
  • +7.5% Large Pulse Laser Range
  • -7.5% Large Pulse Laser Heat Generation
  • 30% XP bonus when owned.
  • New Standard 'Mechs:
  • Atlas AS7-S (MC only Feb 3rd, C-bills Feb 17th):
  • Tonnage: 100
  • Engine: 300 Standard
  • Top Speed: 48.6 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 75 degrees to each side.
  • 16 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 608 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Medium Laser, Double Heat Sink x2
  • Left Torso: LRM 20, SRM 6, Streak SRM 2 x2, LRM Ammo x2, SRM Ammo
  • Center Torso: Medium Laser x2
  • Right Torso: AC/20, AC/20 Ammo x2
  • Right Arm: Medium Laser, Double Heat Sink
  • Left Leg: Streak SRM Ammo
  • Right Leg: AC/20 Ammo
  • Hardpoints:
  • Left Arm: 1 Energy, 1 AMS
  • Left Torso: 4 Missile
  • Center Torso: 2 Energy
  • Right Torso: 1 Ballistic
  • Right Arm: 1 Energy
  • Heat Sinks: 15 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 2
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Huge
  • Quirks:
  • +11 Additional Structure (LT)
  • +11 Additional Structure (RT)
  • +7.5% Ballistic Velocity
  • -10% Laser Duration
  • +7.5% Missile Cooldown
  • +7.5% AC/20 Velocity
  • +7.5% SRM 4 Cooldown
  • Centurion CN9-AH (MC only Feb 3rd, C-bills Feb 17th):
  • Tonnage: 50
  • Engine: 200 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 275
  • Torso Movement:
  • 110 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 35 degrees up and down.
  • Armor: 272 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: LRM 10, LRM Ammo x2
  • Right Torso: AC/20 Ammo x2
  • Right Arm: AC/20
  • Left Leg: Heat Sink
  • Right Leg: Heat Sink
  • Hardpoints:
  • Left Torso: 3 Missile
  • Right Torso: 1 AMS
  • Right Arm: 3 Ballistic
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Deceleration Rate: +10%
  • Turn Rate: +10%
  • +16 Additional Armor (LA)
  • +16 Additional Structure(RA)
  • Torso Turn Rate (Yaw): +35%
  • +10% Ballistic Velocity
  • +10% Ballistic Cooldown
  • +12.5% Missile Range
  • +12.5% Missile Cooldown
  • +10% AC/20 Velocity
  • +10% AC/20 Cooldown
  • New Bundles:
  • Raven Mastery Bundle 5362 MC:
  • 3 x 'Mech Bays
  • RVN-H Huggin
  • RVN-3L(C)
  • RVN-4X
  • Raven Standing Item Statue
  • 30 Days Premium Time
  • ShadowHawk Mastery Bundle 5750 MC:
  • 3 x 'Mech Bays
  • SHD-GD The Gray Death
  • SHD-2H(C)
  • SHD-2D2
  • 30 Days Premium Time
  • Gameplay:
  • Queue info screen: Not sure why it’s taking so long to find a match in CW? Wonder no more! We’re giving you the information to see where your best chance to find a match will be. Click on a planet and check out the queuing information to see the number of full strike-team Dropships waiting in orbit to do battle, as well as the number and size of the groups waiting to form a team.
  • Once your full strike-team has formed, you’ll know exactly where you are in the queue and how many teams are lined up on the other side. While you’re waiting to drop the sector map now shows how many battles are being fought and roughly how long they’ve been fighting for, so you’ll have a better idea of how long the wait will be.
  • We’re also working on a system to further support player grouping. We’ll provide more details on this in the next couple of weeks.
  • Titles: Any title earned in-game can now be displayed above your ‘Mech. You can choose which title you want to display through the options menu.
  • Hellebore Springs: The highly-anticipated third CW map has arrived!
  • Originally home to only a small pocket of hardy colonists, this arid planet has become a valuable prize due to an abundance of easy to reach hydrocarbons. An ancient, yet still active Space Defense System ensures attacking forces must first disable the waiting anti-orbital gauss cannon before proceeding towards any industrial centers.
  • A small embankment to the rear of the primary SDS battery provides the surest approach and offers attackers two routes towards their objective. Once past the gate attackers will have to quickly identify cover as the vantage points afforded by the terraced canyon walls make them highly effective defensive positions.
  • Once home to a sprawling ancient marshland, the fossils found along the canyon walls give clues to the lush ecosystems that have long since disappeared. During the short wet season fragile flowering plants and lichens spring to life, accenting the usual red stone with their bright purple tones. The blooms, whilst beautiful, are poisonous and provide no nourishment to those living amongst the desperate surroundings.
  • Counter Attack game mode: Upon counter-attacking, players will now arrive at the base with the gates open and the orbital defense cannon destroyed. As with Skirmish, players fight head-to-head to get the highest score. The difference is that attackers must also destroy the mobile field base; defenders must protect it, and if the base is still up at the end of the match, they win.
  • Ceasefire notifications: Players can see when a ceasefire is in effect. Both the planet finder and planet information screens will display the notice “Ceasefire in Effect” along with the time remaining until the next planetary invasion window.
  • General:
  • The loyalty reward versions of the AS7-S and CN9-AH have been renamed AS7-S(L) and CN9-AH(L)
  • The CN9-AH(L) now has mounting bracket geometry on its left torso.
  • The CN9-AH(L)'s MechLab icon has been re-rendered to reflect this.
  • Myst Lynx standard variants are now available for CB
  • Hellbringer standard variants are now available for MC
  • Bug Fixes :
  • Terrain now casts shadows in most maps, eliminating floating 'Mech shadows
  • Performance optimizations for jumpjets and missile flames
  • Fixed the Battlegrid Map alignment in Boreal Vault
  • Small Battlegrid UI fixes for Community Warfare
  • Optimization to the HUD targeting system
  • Various text fixes
  • Various rendering fixes
  • Graphics fixes
  • Various 'stuck in geometry' bug fixes
  • Notification will no longer say "Unknown has killed player" once a user dies due to an ammo explosion
  • Players will no longer be charged CB/MC when using 'auto refill' on consumables they already own
  • Bitching Betty now properly announces "target destroyed" when killing the last enemy 'Mech
  • Call to Arms notifications should no longer appear during ceasefire
  • Players should no longer receive Unknown Failure errors when attempting to redeem items
  • ALT+ENTER is now functional under all resolutions when running DirectX 11
  • Known Issues:
  • In the titles UI, the small scale versions of the Clan Badges will be updated to more legible versions in the next patch
  • Rarely, the targeting box will stay on-screen
  • Skill trees for Clan Reinforcement 'Mechs are in a locked condition until the player first drops into a Testing Grounds session with any 'Mech

New in MechWarrior Online Client Patch 1.3.363 (Jan 21, 2015)

  • Power/Override Behavior Changes:
  • Override ('O') can now be toggled on and off with no time limit (previously would only toggle on for 5 seconds).
  • Manually powering up and down ('P') will disable override.
  • Disabling override while overheating will re-engage the safety and shut down your 'Mech.
  • Override can be toggled while shut down, and will power up the 'Mech.
  • General Changes:
  • Enemy ECM no longer affects turrets.
  • Call to Arms notifications will now indicate how close the pending match is to launching as 12 v 0.
  • Default game save folder changed to C:\Users\[username]\Saved Games directory
  • Faction Grouping:
  • Group leaders can now invite any player who is part of their Faction (Unit membership restriction is no longer in-game).
  • For this initial release of the Faction Grouping system, players must still be on the group leader’s Friend list. Allowing group leaders to invite players not on their Friend list will be addressed in a later patch.
  • Players who are either not currently in the same Faction (or whose previous contract with that Faction has expired) cannot be invited.
  • Players who enter an invalid state (ie. expired contract) while in a group will cause the group to not be able to launch until this issue is resolved by the player or group leader.
  • Bug Fixes:
  • Invasion corridor selection algorithm has been adjusted to fix several issues.
  • Logging in during a ceasefire will no longer erroneously show planets as attack-able or defend-able in the planet info panel.
  • Call to Arms notifications are now only issued when an opposing team cannot be located within 20 seconds.
  • Fixed a rare issue where the player would see the wrong reward screen when returning to the front-end after a Community Warfare match.
  • If a player dies from being out of bounds, the death screen will now show 'Destroyed by Out of Bounds'.
  • Bunch of localization bugs fixed.
  • The 'Subtotal' entry in the End of Round screen now reflects the pre-bonus reward value.
  • User should no longer see the error message "Unknown Failure" when redeeming item(s) upon logging in.
  • Users can no longer tilt their ‘Mech’s body before a full power-up
  • Dropdown arrows will no longer overlap text on the faction screen
  • The Exchange XP slider now accurately reflects the XP conversion
  • Faction loyalty achievement text now accurately reflects the updated required LP
  • When a planet is at 100% the % symbol is no longer cut off
  • When reconnecting to the Drop Preparation screen the time remaining is now displayed correctly
  • When rejoining a CW match the camera will now correctly display the inside of the cockpit
  • When spectating a dead ‘Mech (no live ‘Mechs left) placeholder text will no longer be displayed on screen
  • IS borders will now properly display in 3D vision
  • Players will now correctly receive Unit Invitations without having to re-log
  • Ready / Not Ready buttons will no longer remain after leaving a unit group
  • The DropShip will no longer overlap with the store interface
  • Upon leaving a Private Lobby the camera will no longer face the pilot
  • Clan UAC range modules now correctly describe them as Clan
  • The Hellbringer now leaves footprints
  • User is no longer able to receive unit invites from a blocked user

New in MechWarrior Online Client Patch 1.3.358.0 (Dec 12, 2014)

  • New Community Warfare Maps (X2):
  • Boreal Vault:
  • “The Boreal Vault is a polar base protecting a massive double-barreled anti-orbital gauss rifle. As long as the rifle remains active, high capacity drop ships are inhibited from entering the Arctic Circle's Airspace.”
  • Noble Ruler: Baron Sandra Vinterk
  • Star Type (Recharge Time): F4V, yellow-white (175 Hours)
  • Position in System: 2
  • Time to Jump Point: 16.10 days
  • Number of Satellites: None
  • Surface Gravity: .9
  • Atm. Pressure: Thin (Breathable)
  • Equatorial Temperature: -10° C (Arctic)
  • Surface Water: 55 percent
  • Recharging Station: Zenith
  • HPG Class Type: B
  • Highest Native Life: None
  • Population: 1,238,559,000
  • Socio-Industrial Levels: B-C-C-C-B
  • This rugged planet had seemingly lost all strategic value decades ago when its military facilities were shuttered at the conclusion of the Succession Wars. The Clan Invasion has however thrust it back into the spotlight as a crucial stepping stone and resupply depot to neighboring systems.
  • Due to the large volcanic hills and valleys that run along the planet’s northern hemisphere many installations are accessible only aboard dropship. Large Naval Gauss batteries key to preventing landfall by large scale invasion forces. These massive guns are a rare sight and often the first target for strike units aboard more agile dropships.
  • Invading ground units are forced to land some distance to the south and move along the twin roads that lead to the outpost’s two points of egress. The early stages of the invasion saw controlling forces litter this exposed flank in haste using any obstacle that could be cobbled together. Once at their doorstep invaders must contend with an array of defensive turrets and leverage the available high ground to disable the defender’s power generators and breach the massive blast doors.
  • Sustained warfare has left the terrain scarred, evidence of the almost insurmountable odds stacked against would-be attackers
  • Sulfurous Rift:
  • “The Sulfurous Rift is an equatorial base protecting a massive double-barreled anti-orbital gauss rifle. As long as the rifle remains active, high capacity drop ships are inhibited from entering this equatorial quarter.”
  • Noble Ruler: Duchess Samantha Dolfid
  • Star Type (Recharge Time): G2V, yellow (183 Hours)
  • Position in System: 3
  • Time to Jump Point: 9.12 days
  • Number of Satellites: 1 (Dugenia)

  • Surface Gravity: 1.0
  • Atm. Pressure: Standard (Tainted)
  • Equatorial Temperature: 35° C (High)
  • Surface Water: 68 percent
  • Recharging Station: Zenith
  • HPG Class Type: B
  • Highest Native Life: Microbes
  • Population: 1,002,738,000
  • Socio-Industrial Levels: A-C-B-C-B
  • The acrid atmosphere of this world forms lakes of sulfuric acid that dot its unforgiving surface. Colonists would have been completely disinterested in the world if not for its abundance of easy to reach minerals. Refineries and strip mines are common sights across its landscape and are the most likely targets for a conquering force.
  • Rarely seen Space Defense Systems have been installed to defend against direct attack from high capacity dropships. Units must utilize speedy aerodyne dropships if they hope to land near enough to mount an effective attack. The gun’s placement amongst important structures has the added benefit of making the site too valuable to be the target of orbital bombardment.
  • Fortifying the location has proven difficult due to the porous nature of the area. Three clear channels have been eaten into the surrounding rock providing attackers with multiple fronts to engage. Gaps in the eroded cliff faces offer shortcuts and vantage points for jump capable ‘mechs. Pathways spill into an eventual opening walled behind three large perimeter gates. The small size of the compound can make it an easily defensible position for well-trained units and a killing ground for the unprepared.
  • Gameplay:
  • Added a new client cvar, 'gp_default_cockpit_light', configurable from within user.cfg, which controls the initial light level for the first person cockpit (between 0 and 5).
  • If you are in a unit, you will need to wait for your unit leader to re-select the unit's faction
  • As part of this update we will also be clearing all of the currently 'Disbanded' Units in the database. Details on this can be found in a dedicated news post, arriving shortly.
  • Bug Fixes:
  • Fixed the Polygon skins for Gargoyle 'Mechs
  • The final team score or resources is now displayed at the End of Round screen of all game modes.
  • Fixed issue where large groups would erroneously be broken up between lances.
  • Fixed thermal vision on DirectX 11 when any form of anti-aliasing was enabled.
  • Reduced lag on in-game chat when large numbers of messages were received by the server simultaneously.
  • Improved several issues relating to popping in the terrain LOD system.
  • Fixed 'Mechs occasionally floating in the air when their ground contacts were suddenly removed.
  • Known Issues:
  • Faction achievements do not grant titles and other related rewards – this will come in the new year with new title functionality to allow titles to display in-game.
  • Sulfurous Rift: large spheres around the Gamma Gate contain invisible walls
  • Sulfurous Rift: when a player enters the internal out of bounds areas they will not get a warning countdown or die
  • When the DropShip animation plays, the King Crab’s claws appear to detach from the ‘Mech
  • Unit coffer may not update properly upon donating – relogging will fix this issue
  • Unit members that are given 'manage contract privileges' are not able to break a contract
  • Creating multiple ranks with the same name causes all but one to be deleted
  • Going from dropdeck selection to the store causes the dropdeck to overlap with the dropdowns. To fix this, you will need to relog
  • If a member of a Unit Group enters the store, their status in the social window may display “store” – this is a visual issue only, and will not affect actual status or gameplay
  • When your contract ends, you will be abruptly taken back to the Faction selection screen
  • Rarely, a users Faction icon may change to match other users Factions in the same Lance
  • Ready/Not Ready buttons remain after leaving a Unit Group – to fix this select the same planet again and to switch back to the correct attack/defend buttons
  • When selecting a permanent contract, the 'Time Left on contract' or 'Attack Phase' notification is missing from the upper left of the Faction screen - to fix this navigate away from the Faction tab and back again
  • The Loyalty Points on the planet info will change to 0 when selecting to attack/defend while in a Unit Group - however, this is just a UI issue and you can see your correct loyalty points at the end of the match if you win
  • Rarely, the user will not see the rewards screen when returning to the Front End after the end of an invasion match
  • Rarely, upon conclusion of a match, you will see the incorrect contract results screen. Please note you will get the proper rewards, regardless of the screen's message
  • Rarely, users will not be disconnected at the end of round screen - if this happens, hit the exit match button
  • Selecting a random map in a private match may launch the match with an invasion map - if this happens, either play it out as a death match or just re-launch a private match

New in MechWarrior Online Client Patch 1.3.354.0 (Dec 10, 2014)

  • This patch contains the King Crab reward ‘Mech and all the remaining Wave 2 Content for those with eligible pre-orders.

New in MechWarrior Online Client Patch 1.3.352 (Nov 29, 2014)

  • New 'Mechs:
  • Hellbringer - Base:
  • Tonnage: 65
  • Engine: 325 XL
  • Top Speed: 81 kph
  • Armor Type: Standard
  • Internal Structure: Standard
  • Fixed Weapons & Equipment:
  • Center Torso: Engine
  • Heat Sinks: 13 Double
  • Jump Jets: 0 (0 Max)
  • Movement Archetype: Large
  • HBR-Prime(I):
  • Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side with 2 Lower Arm Actuators.
  • 10 degrees to each side with 1 Lower Arm Actuator.
  • 0 degrees to each side with 0 Lower Arm Actuators.
  • 30 degrees up and down.
  • Armor: 320
  • Weapons & Equipment:
  • Head: AMS
  • Left Arm: ER PPC
  • Left Torso: ER Medium Laser x3, Active Probe, ECM Suite, Targeting Computer Mk III:
  • Center Torso: AMS Ammo
  • Right Torso: Streak SRM 6, Machine Gun x2, Streak SRM Ammo, Machine Gun Ammo (1/2 ton):
  • Right Arm: ER PPC
  • OmniPod Hardpoints:
  • Head: 1 AMS
  • Left Arm: 1 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Left Torso: 3 Energy, 1 ECM
  • Right Torso: 1 Missile, 2 Ballistic
  • Right Arm: 1 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: Yes
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • OmniPod Quirks (not reflected in above values):
  • Set Bonus: +2.5% XP Bonus
  • Left Arm: +10% Armor Strength (LA)
  • 30% C-Bill Bonus
  • HBR-Prime:
  • Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side with 2 Lower Arm Actuators.
  • 10 degrees to each side with 1 Lower Arm Actuator.
  • 0 degrees to each side with 0 Lower Arm Actuators.
  • 30 degrees up and down.
  • Armor: 320
  • Weapons & Equipment:
  • Head: AMS
  • Left Arm: ER PPC
  • Left Torso: ER Medium Laser x3, Active Probe, ECM Suite, Targeting Computer Mk III
  • Center Torso: AMS Ammo
  • Right Torso: Streak SRM 6, Machine Gun x2, Streak SRM Ammo, Machine Gun Ammo (1/2 ton)
  • Right Arm: ER PPC
  • OmniPod Hardpoints:
  • Head: 1 AMS
  • Left Arm: 1 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Left Torso: 3 Energy, 1 ECM
  • Right Torso: 1 Missile, 2 Ballistic
  • Right Arm: 1 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: Yes
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • OmniPod Quirks (not reflected in above values):
  • Set Bonus: +2.5% XP Bonus
  • Left Arm: +10% Armor Strength (LA)
  • HBR-A:
  • Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side with 2 Lower Arm Actuators.
  • 10 degrees to each side with 1 Lower Arm Actuator.
  • 0 degrees to each side with 0 Lower Arm Actuators.
  • 30 degrees up and down.
  • Armor: 256
  • Weapons & Equipment:
  • Head: ER Medium Laser
  • Left Arm: ER Large Laser x2
  • Left Torso: Narc, Active Probe, Narc Ammo
  • Center Torso: Machine Gun Ammo
  • Right Torso: LRM 20, Machine Gun x2, LRM Ammo
  • Right Arm: Ultra AC/5, Ultra AC/5 Ammo
  • OmniPod Hardpoints:
  • Head: 1 Energy
  • Left Arm: 2 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Left Torso: 1 Missile
  • Right Torso: 1 Missile, 2 Ballistic
  • Right Arm: 1 Ballistic
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not 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 Angle (Yaw)
  • HBR-B:
  • Torso Movement:
  • 90 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side with 2 Lower Arm Actuators.
  • 10 degrees to each side with 1 Lower Arm Actuator.
  • 0 degrees to each side with 0 Lower Arm Actuators.
  • 30 degrees up and down
  • Armor: 256
  • Weapons & Equipment:
  • Left Arm: LB 5-X AC, LB 5-X Ammo
  • Left Torso: ER Small Laser
  • Right Torso: SRM 6 w/ Artemis IV FCS x2, SRM Artemis Ammo x2
  • Right Arm: Gauss Rifle, Gauss Ammo
  • OmniPod Hardpoints:
  • Left Arm: 1 Ballistic
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not Allowed
  • Left Torso: 1 Energy
  • Right Torso: 2 Missile
  • Right Arm: 1 Ballistic
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Not 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
  • Head: +20% Armor Strength (HD)
  • Left Arm: +10% Armor Strength (LA)
  • Left Torso: +10 Torso Turn Angle (Yaw)
  • Right Torso: +5 Torso Turn Angle (Yaw)
  • New Champion 'Mech:
  • Raven RVN-3L(C):
  • Tonnage: 35
  • Engine: 295 XL
  • Top Speed: 136.5 kph
  • Max Engine Rating: 295
  • Torso Movement:
  • 120 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 161 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: SRM 4
  • Left Torso: Guardian ECM Suite, AMS, AMS Ammo (1/2 ton)
  • Right Torso: Medium Laser, SRM 6, SRM Ammo x2
  • Right Arm: Medium Laser x2
  • Hardpoints:
  • Left Arm: 1 Missile
  • Left Torso: 1 AMS, 1 ECM
  • Right Torso: 1 Missile, 1 Energy
  • Right Arm: 2 Energy
  • Heat Sinks: 11 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: Yes
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Small
  • Quirks:
  • +4 Additional Structure (LL)
  • +4 Additional Structure (RL)
  • -5% Laser Duration
  • -5% Medium Laser Duration
  • 30% XP bonus when owned.
  • Gameplay:
  • BAP ECM Counter range decreased from 360m to 240m.
  • Toned down fog effects in the Viridian Bog map.

New in MechWarrior Online Client Patch 1.3.350 (Nov 19, 2014)

  • Today we visit a bold new world, previously referred to as the "Swamp" map, the Viridian Bog map is now available for players to explore and conquer.
  • Of each map released, this is the most alien yet, with the battlefield littered in the remains of giant insects offering a different kind of cover to combatants.
  • Joining on this new adventure is the Mist Lynx. This 25 ton Clan 'Mech and all three of its variants are only available at this time to those who order them through Clan Wave II Collections and A-La-Carte.
  • A two-hit combo of Hero 'Mechs also hits the scene with this patch, available in-game for :
  • Out on the Periphery, there aren't always Atlas scout lances to protect you. The Pirates' Bane Locust fields small lasers and machine guns to cut down the scurvy curs who mean to plunder you!
  • For those who seek a 'Mech with a legacy, the Gray Death has also crept onto our battlefield. This multi-role Shadow Hawk was once piloted by the renowned Grayson Carlyle of the Gray Death Legion, as well as his father, Durant Carlyle of Carlyle's Commandos.
  • The store has also had a new Atlas bundle added, as well as a number of cockpit items. We highly recommend the strawberry waffles!
  • We have expanded our Trial 'Mech library to a total of 16 'Mechs: 2 'Mechs per Weight Class for both the Inner Sphere and Clans.
  • A number of bug fixes have also made it in; one of these includes a reset to weapon groups. Please check out the notes below for more details on these as well as the new 'Mechs!
  • New Map
  • Viridian Bog
  • On back-water planets, taxes alone usually are not enough to pay for the armour, ammo, and repairs, let alone food and equipment for the soldiers they employ. In the midst of war and its mounting costs many local governments have begun to look to more creative means of securing their much needed funding.
  • A solid allelochemical compound is found in the storage sacks along the malpighian tubule system within the giant arthropods native to this region of the planet. Easily harvested and cheaply refined, this substance makes for a particularly potent form of drug that has a very high return on the black market. As an invaluable source of income for its neighbouring worlds, the bog has become a common battleground for competing mercenary groups looking for their share of the profits.
  • The terrain and dense foliage within the sinkhole provide natural defenses that make identifying and dislodging enemy elements particularly difficult. The travertine terrace formations however, provide ideal positions for scouts to gain insight on enemy movements. Below the forest canopy, offworld invaders can easily hide from view and shelter themselves using the massive trees or even the immense molted carapaces of the valuable invertebrates.
  • Stepping out of or ejecting from a ‘Mech in this environment is not recommended as the swamp itself teems with swarms of bugs and predators big or voracious enough to view anything as vulnerable as a pilot, as edible.
  • New 'Mechs:
  • Mist Lynx:
  • Tonnage: 25
  • Engine: 175 XL
  • Top Speed: 113.4 kph
  • Armor Type: Ferro-Fibrous
  • Internal Structure: Endo-Steel
  • Fixed Weapons & Equipment:
  • Head: Active Probe
  • Left Arm: Fixed Armor Slot
  • Left Torso: Double Heat Sink x2, Jump Jet x3, Fixed Structure Slot, Fixed Armor Slot x2
  • Center Torso: Engine, Fixed Structure Slot, Fixed Armor Slot
  • Right Torso: Double Heat Sink, Jump Jet x3, Fixed Structure Slot, Fixed Armor Slot x2
  • Right Arm: Fixed Structure Slot, Fixed Armor Slot
  • Left Leg: Fixed Structure Slot
  • Right Leg: Fixed Structure Slot
  • Heat Sinks: 10 Double
  • Jump Jets: 6 (6 Max)
  • Movement Archetype: Tiny
  • MLX-Prime(I):
  • Torso Movement:
  • 120 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side.
  • 30 degrees up and down.
  • Armor: 134
  • Weapons & Equipment:
  • Left Arm: LRM 10, LRM Ammo
  • Right Arm: Streak SRM 4, Machine Gun x2, Streak SRM Ammo, Machine Gun Ammo (1/2 ton)
  • OmniPod Hardpoints:
  • Left Arm: 1 Missile
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Right Arm: 2 Ballistic, 1 Missile
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: +0 (6 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 Cooldown
  • Left Torso: +10% Torso Turn Rate (Yaw)
  • Right Torso: +10% Torso Turn Rate (Yaw)
  • Left Leg: +0.6 Additional Structure (LL)
  • Right Leg: +0.6 Additional Structure (RL)
  • 30% C-Bill Bonus
  • MLX-Prime:
  • Torso Movement:
  • 120 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side.
  • 30 degrees up and down.
  • Armor: 134
  • Weapons & Equipment:
  • Left Arm: LRM 10, LRM Ammo
  • Right Arm: Streak SRM 4, Machine Gun x2, Streak SRM Ammo, Machine Gun Ammo (1/2 ton)
  • OmniPod Hardpoints:
  • Left Arm: 1 Missile
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Right Arm: 2 Ballistic, 1 Missile
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: +0 (6 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 Cooldown
  • Left Torso: +10% Torso Turn Rate (Yaw)
  • Right Torso: +10% Torso Turn Rate (Yaw)
  • Left Leg: +0.6 Additional Structure (LL)
  • Right Leg: +0.6 Additional Structure (RL)
  • MLX-B:
  • Torso Movement:
  • 120 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side.
  • 30 degrees up and down.
  • Armor: 134
  • Weapons & Equipment:
  • Left Arm: ER Medium Laser x2
  • Right Arm: SRM 6 x2, ER Small Laser, SRM Ammo x2
  • OmniPod Hardpoints:
  • Left Arm: 2 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Right Arm: 2 Missile, 1 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: +0 (6 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: +20% Armor Strength (LT)
  • Right Torso: +20% Armor Strength (RT)
  • Left Leg: +0.6 Additional Structure (LL)
  • Right Leg: +0.6 Additional Structure (RL)
  • MLX-C:
  • Torso Movement:
  • 120 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side.
  • 30 degrees up and down.
  • Armor: 134
  • Weapons & Equipment:
  • Left Arm: AMS, ECM Suite, AMS Ammo
  • Right Arm: ER Large Laser, ER Medium Laser
  • OmniPod Hardpoints:
  • Left Arm: 1 AMS, 1 ECM
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Right Arm: 2 Energy
  • Lower Arm Actuator: Allowed
  • Hand Actuator: Allowed
  • Heat Sinks: +0 Double
  • Jump Jets: +0 (6 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: +7.5 Torso Turn Angle (Yaw)
  • Right Torso: +7.5 Torso Turn Angle (Yaw)
  • Right Arm: -5% Energy Heat Generation
  • Left Leg: +0.6 Additional Structure (LL)
  • Right Leg: +0.6 Additional Structure (RL)
  • New Hero 'Mechs:
  • Pirates' Bane" LCT-PB:
  • Tonnage: 20
  • Engine: 190 XL
  • Top Speed: 153.9 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 120 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 128(Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: Small Laser x2, Guardian ECM Suite, Double Heat Sink, Machine Gun Ammo (1/2 ton)
  • Center Torso: Engine, Machine Gun x2
  • Right Torso: Small Laser x2, Double Heat Sink x2, Machine Gun Ammo
  • Hardpoints:
  • Left Torso: 2 Energy, 1 ECM
  • Center Torso: 2 Ballistic
  • Right Torso: 2 Energy, 1 AMS
  • Heat Sinks: 10 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: Yes
  • Module Slots:
  • Mech: 2
  • Consumable: 2
  • Weapon: 3
  • Movement Archetype: Tiny
  • Quirks:
  • Acceleration Rate +25%
  • Deceleration Rate +50%
  • Armor Strength (LA) +50%
  • Armor Strength (RA) +50%
  • Additional Structure (LL) +8
  • Additional Structure (RL) +8
  • Ballistic Range +10%
  • Energy Range +10%
  • Energy Cooldown +10%
  • Machine Gun Range +10%
  • Small Laser Range +10%
  • Small Laser Cooldown +10%
  • 30% C-Bill Bonus
  • "The Gray Death" SHD-GD:
  • Tonnage: 55
  • Engine: 275 XL
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 90 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 336 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Head: SRM 2
  • Left Arm: Medium Laser x2
  • Left Torso: AC/10, Jump Jet, AC/10 Ammo
  • Center Torso: Engine, Jump Jet, SRM Ammo
  • Right Torso: LRM 5, Double Heat Sink, Jump Jet, LRM Ammo, AC/10 Ammo
  • Right Arm: Medium Laser x2, Double Heat Sink
  • Hardpoints:
  • Head: 1 Missile
  • Left Arm: 2 Energy
  • Left Torso: 1 Ballistic, 1 AMS
  • Right Torso: 1 Missile
  • 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:
  • Turn Rate +5%
  • Torso Turn Rate (Yaw) +25%
  • Laser Duration -7.5%
  • 30% C-Bill Bonus
  • New Atlas Mastery Bundle added to the Store:
  • New Cockpit Items:
  • Hanging:
  • Parking Permit Sign
  • Standing:
  • Sparkling Wine bottle
  • Lucky Cat
  • Luminglass
  • Strawberry Waffles
  • Trial 'Mechs:
  • Added additional Trial 'Mechs to bring the total to 16:
  • 8 Inner Sphere Champions 'Mechs (Two per weight class)
  • 8 Clan 'Mechs (Two per weight class)
  • Bug Fixes:
  • Fixed the issue where the Heat Management meter will display incorrect data in MechLab when a weapon module was equipped.
  • Fixed the issue where the client will display an incorrect range for the Master slotted weapon module if a 'Mech has more than 6 module slots.
  • The social icon will no longer flash when a group/unit member joins/leaves.
  • Weapon groups should no longer be shared between 'Mechs.
  • Tag Kill, Tag Damage and Narc Kill rewards will now apply to streak weapons too.
  • Ultra AC/5s equipped to the SHD-2H (including Champion and Phoenix versions) will now always display the proper weapon model.
  • Fixed the shape of the footprints of the Mad Dog.
  • We thank you for your patience and we look forward to seeing you on the battlefield!

New in MechWarrior Online Client 1.7.6.0 (Sep 11, 2014)

  • New Hero Mech:
  • "Sparky" GRF-1E:
  • Tonnage: 55
  • Engine: 275 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 130 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 336 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Medium Laser x2
  • Left Torso: Medium Laser
  • Right Torso: Medium Laser
  • Right Arm: PPC, Medium Laser
  • Hardpoints:
  • Left Arm: 2 Energy
  • Left Torso: 1 Energy, 1 AMS
  • Right Torso: 1 Energy
  • Right Arm: 2 Energy
  • Heat Sinks: 13 Single
  • Jump Jets: 5 (7 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso Turn Rate (Yaw): +10%
  • 30% C-Bill Bonus
  • New Champion Mech (Also available as a Trial Mech.):
  • Quickdraw QKD-4G(C):
  • Tonnage: 60
  • Engine: 300 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 100 degrees to each side.
  • 25 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 40 degrees up and down.
  • Armor: 358 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Medium Laser
  • Right Torso: PPC x2
  • Right Arm: Medium Laser
  • Hardpoints:
  • Left Arm: 1 Energy
  • Left Torso: 1 Missile, 1 AMS
  • Center Torso: 1 Missile
  • Right Torso: 2 Energy
  • Right Arm: 1 Energy
  • Heat Sinks: 14 Double
  • Jump Jets: 2 (7 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
  • Arm Movement Rate (Yaw): +33.3%
  • Arm Movement Rate (Pitch): +33.3%
  • 10% XP bonus when owned (No bonus as a trial Mech.)
  • Content Unlocked for purchase:
  • Clan Adder available for MC
  • Clan Summoner available for CB
  • Envious EarDrum Warhorn available for MC
  • New Weapon Modules:
  • Weapon modules are now separated into different categories in the front end.
  • Categories are: All, Range, Cooldown, and Miscellaneous.
  • Weapons cooldown modules added (up to Rank 5)
  • Reduces the cooldown effect of weapons before they are able to fire again
  • UI update:
  • In-game ALL chat is disabled by default. ALL chat is now an opt-in option.
  • ALL chat can be re-enabled in the Options screen.
  • The Option to turn all in-game chats on/off on a per channel basis is now supported.
  • By default, ALL chat is off, Team chat is on, Lance chat is on.
  • AMS can now be toggled on the weapon group interface.
  • ECM can now be toggled on the weapon group interface.
  • Gameplay:
  • Greater visual weapon customization for the Raven variants. Their appearance will better reflect the weapons that have been equipped on them.
  • Bug Fixes:
  • ER Large Laser duration has been corrected. It is now 1.25 seconds instead of 1.5 seconds.

New in MechWarrior Online Client 1.4.317 (Aug 20, 2014)

  • Content:
  • Vindicator St. Ives' Blue VND-1SIB:
  • Tonnage: 45
  • Engine: 180 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 250
  • Torso Movement:
  • 125 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 288 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: Medium Laser
  • Left Arm: Small Laser
  • Left Torso: LRM 10
  • Right Arm: Large Laser
  • Hardpoints:
  • Head: 1 Energy
  • Left Arm: 1 Energy
  • Left Torso: 2 Missile
  • Right Torso: 1 AMS
  • Right Arm: 1 Energy
  • Heat Sinks: 15 Single
  • Jump Jets: 4 (5 Max)
  • ECM Capable?: No
  • Module Slots:
  • Mech: 1
  • Consumable: 2
  • Weapon: 2
  • Movement Archetype: Medium
  • Quirks:
  • Heat Generation (Energy): -5%
  • Heat Generation (Missile): -5%
  • 30% C-Bill Bonus
  • New Skins:
  • Skins added for Nova Mechs.
  • New Cockpit Item:
  • Mounted Type
  • Classic Isobaric Speaker (Warhorn)
  • Gameplay:
  • Module changes
  • Mastery module slot is switched to a hybrid module slot, that can hold both weapon and Mech modules.
  • Players must now choose between Air Strikes and Artillery Strikes.
  • A 'Mech cannot equip both Air Strikes and Artillery Strikes.
  • A 'Mech can only equip one Air Strike or one Artillery Strike.
  • Spawn points no longer random in training grounds.
  • Performance:
  • Optimizations to the amount of bandwidth between server and client have been worked on.
  • Players should notice more stable gameplay and fewer disconnects.
  • Bug Fixes:
  • Fixed an issue where the client will soft-lock when there's a price change from the back-end.
  • Fixed an issue where the client will sometimes get stuck on the 'Connecting' overlay.
  • Resolved an issue where some players were unable to reconnect after closing through Alt-F4.
  • Resolved an issue where some players were stuck saving, purchasing or connecting indefinitely.
  • Fixed an issue where players would sometimes spawn in spectator camera.
  • Fixed Missing Laser and PPC textures on the Kit Fox right arm.
  • Updated Trebuchet Machine gun Models to Inner-Sphere style.
  • Updated Spider Machine gun Models to Inner-Sphere style.

New in MechWarrior Online Client 1.4.307 (Jul 30, 2014)

  • Front EndL
  • Module Slot System:
  • Modules and module slots are now sorted into three categories:
  • Weapon Modules
  • Mech Modules
  • Consumables
  • Every 'Mech has these module slots. While the standard configuration is 2 weapon module slots, 1 'Mech module slot, and 2 consumable slots, some 'Mechs might have a different number of slots. You can find a list of these 'Mechs below.
  • Once you mastered a 'Mech you will gain an extra 'Mech module slot.
  • Controls for Consumable Module Slot 1 and 2 can be assigned in the settings menu.
  • Modules are now sorted into the categories of 'Mech, weapon, and consumable as well to make it easier for you to equip your 'Mech.
  • Auto Refill:
  • With consumables, you now have the option to automatically refill once used by checking AUTO REFILL. This will automatically refill used consumables, provided that you have enough funds in your account to buy the consumable. You will receive a warning if this is not the case and will have the chance to restock before entering your next match.
  • Clan Weapon Modules - Range:
  • Clan SP-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.034
  • Clan SP-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.068
  • Clan MP-Laser Range 1 - long range = +5.6 / max. range = +11.2 / heat = +0.07
  • Clan MP-Laser Range 2 - long range = +11.2 / max. range = +22.4 / heat = +0.14
  • Clan LP-Laser Range 1 - long range = +8.4 / max. range = +16.8 / heat = +0.112
  • Clan LP-Laser Range 2 - long range = +16.8 / max. range = +33.6 / heat = +0.224
  • Clan ERS-Laser Range 1 - long range = +2.5 / max. range = +5 / heat = +0.028
  • Clan ERS-Laser Range 2 - long range = +5 / max. range = +10 / heat = +0.056
  • Clan ERM-Laser Range 1 - long range = +6.3 / max. range = +12.3 / heat = +0.07
  • Clan ERM-Laser Range 2 - long range = +12.6 / max. range = +24.6 / heat = +0.14
  • Clan ERL-Laser Range 1 - long range = +12.4 / max. range = +24.8 / heat = +0.119
  • Clan ERL-Laser Range 2 - long range = +24.8 / max. range = +49.6 / heat = +0.236
  • Clan SRM 2 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.028
  • Clan SRM 2 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.056
  • Clan SRM 4 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
  • Clan SRM 4 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
  • Clan SRM 6 Range 1 - long range = +3.78 / max. range = +3.78 / heat = +0.042
  • Clan SRM 6 Range 2 - long range = +7.56 / max. range = +7.56 / heat = +0.084
  • Clan S-SRM 6 Range 1 - long range = +5 / max. range = +5 / heat = +0.028
  • Clan S-SRM 6 Range 2 - long range = +10 / max. range = +10 / heat = +0.056
  • Clan UAC/2 Range 1 - long range = +11.3 / max. range = +22.6 / heat = +0.014
  • Clan UAC/2 Range 2 - long range = +22.6 / max. range = +45.2 / heat = +0.028
  • Clan UAC/5 Range 1 - long range = +8.8 / max. range = +17.6 / heat = +0.014
  • Clan UAC/5 Range 2 - long range = +17.6 / max. range = +35.2 / heat = +0.028
  • Clan UAC/10 Range 1 - long range = +7.5 / max. range = +15 / heat = +0.042
  • Clan UAC/10 Range 2 - long range = +15 / max. range = +30 / heat = +0.084
  • Clan UAC/20 Range 1 - long range = +5 / max. range = +10 / heat = +0.1
  • Clan UAC/20 Range 2 - long range = +10 / max. range = +10 / heat = +0.2
  • Clan Flamer Range 1 - long range = +2 / max. range = +4 / heat = +0.014
  • Clan Flamer Range 2 - long range = +4 / max. range = +8 / heat = +0.028
  • Clan AMS Range 1 - long range = +1.68 / max. range = +3.36
  • Clan AMS Range 2 - long range = +3.36 / max. range = +6.72
  • Clan MG Range 1 - long range = +1.68 / max. range = +3.36
  • Clan MG Range 2 - long range = +3.36 / max. range = +6.72
  • Clan LB 10-X AC Range 1 - long range = +7.5 / max. range = +15 / heat = +0.028
  • Clan LB 10-X AC Range 2 - long range = +15 / max. range = +30 / heat = +0.056
  • Gameplay:
  • Fall Damage Balancing:
  • While in the past 'Mechs started taking fall at 30m/s fall speed across all classes, this is now separated into different values for different classes.
  • Light 'Mechs start taking damage at 37 m/s
  • Medium 'Mechs start taking damage at 34 m/s
  • Heavy 'Mechs start taking damage at 32 m/s
  • Assault 'Mechs start taking damage at 30 m/s
  • 'Mech Quirks:
  • Converted all the existing Inner Sphere 'Mech quirks into the new quirks system, so they’ll appear in the 'MechLab when you mouse over a 'Mech.
  • All Centurions:
  • +10 armor in the Left Arm.
  • All Hunchbacks:
  • +10 internal structure in the Right Torso
  • All Awesomes:
  • -12.5% heat generated by energy weapons
  • +10% faster heat loss
  • +17% Center Torso (front) armor
  • All Dragons:
  • -5% ballistic cool-down rate (re-fire rate)
  • -5% heat generated by ballistic weapons
  • +10% torso twist yaw speed
  • Arm Lock feature to be able to bound to a button hold OR toggle:
  • Arm Lock can be bound to a press and hold key function.
  • Default assigned key is [Left Shift]
  • Pressing and holding a key will engage Arm Lock
  • Releasing the key will disengage Arm Lock
  • Arm Lock can be bound to a toggle function.
  • Pressing the key once turns Arm Lock ON
  • Pressing the same key again turns Arm Lock OFF
  • Gameplay:
  • New Player Elo level has been reduced and will remain locked for their first 25 matches.
  • Tied matches now reward players with 100 XP
  • All LRM launchers have had their impulse (screen shake) values reduced from 0.4 to 0.3.
  • Performance:
  • Recompiled Scaleform Libraries for better performance
  • Added SLI Support
  • Enabled 3D Vision support
  • Implemented working support for Crosshair, Weapon Group Indicators and Target Boxes in Stereo Mode
  • Known Issues:
  • There's a typo for the Clan S-SRM 6 Range 1 and Range 2 Modules in the frontend:
  • Range 1 = The maximum range increase is 5m instead of 10m
  • Range 2 = The maximum range increase is 10m instead of 20m
  • Bug Fixes:
  • Significantly improved server slow down issues caused by simultaneously firing large numbers of Machine Guns and Energy Weapons.
  • Undersides of destroyed turrets are no longer see-through.
  • Changed ft/s fall speed indicator to read in m/s
  • Friendly ECM no longer affected by Disconnected players equipped with BAP.
  • Fixed an issue where user can purchase the content of a Mech by saving the Mech Details of any Mech in the purchasable filter

New in MechWarrior Online Client 1.4.306 (Jul 16, 2014)

  • Front End:
  • Added "Rejoin" functionality
  • Players are now able to rejoin back to their match if they have been disconnected.
  • If the player rejoins within 2 minutes of when they disconnected from the match, their rewards will not be affected.
  • If the player rejoins after 2 minutes of when they disconnected from the the match, they will not receive any rewards.
  • If the player died in the match before the disconnect occured, rewards will be given regardless of the 2 minute timer.
  • Added "Play Now" Options Menu
  • Game Modes selections are now stored locally on the client PC.
  • Every time the player clicks 'Play Now' will automatically launch with the selected game mode choices in the game configuration drop down.
  • Gameplay:
  • ALL LRMs and StreakSRMs now have the same on collision behavior treatment that the SRMs recently have had.
  • LRMs and Streaks will now deal direct pinpoint damage to the component they come in contact with without splashing neighboring components.
  • Clan LRMs now have no minimum range
  • all Clan LRM weapons to deal an exponential amount of damage from 0 -> 100% damage between 0 -> 180 meters respectively. This means that the closer you are to the target, the more reduction in damage you will be dealing.
  • RANGE DAMAGE %
  • 180+ meters - 100% damage
  • 160 meters - 79% damage
  • 140 meters - 60.5% damage
  • 120 meters - 56% damage
  • 100 meters - 30.8% damage
  • 90 meters - 25% damage
  • 60 meters - 11% damage
  • 30 meters - 2% damage
  • Jump-Jets heat enabled
  • Heat increases on a linear scale with each additional Jump-Jet.
  • Classic Clan Faction thumbnails and avatars voted for by the Community now replace the Re-imagined logos.
  • Settings / Controls:
  • Mouse wheel binding now works correctly
  • Arm lock is now a true toggle
  • Turning and Throttle controls are now possible when using the Battlegrid
  • Any Turning/Throttle controls that have been rebound from the defaults will need to be rebound to allow movement in the Battlegrid screen. This is due to the introduction of a new action map for the Battlegrid and is unavoidable.
  • Absolute Inputs are now available for Joystick players (cl_joystick_absolute_inputs=1 in user.cfg)
  • Deadzone for Rudder and Joystick separated (cl_joystick_deadzone and now cl_rudder_deadzone)
  • MatchMaker Improvements:
  • Improvements to the matchmaker to better balance team sizes in group games
  • More robust group matching rules, including group size handicaps
  • Improved internal monitoring and configuration tools
  • Changes to how lances are assigned in public games
  • Improved tonnage matching for solo games
  • Patcher:
  • The MWO Repair Tool is now being shipped with the game. It is available through the patcher via the options button (top-right, next to the minimize & close buttons).
  • Known Issues:
  • Quitting on the Death Screen and rejoining may sometimes cause the player to be stuck in a static death cam upon rejoining and spectating.
  • Rejoining in front of a turret will either force the turret to be non-visible (if alive) or appear as active (if destroyed)
  • Players with limited bandwidth may be unable to rejoin a match in progress.
  • If disconnecting while targetting an enemy, that enemy will not be targetable upon rejoin until you target another enemy.
  • Component destruction VFX triggers upon rejoining a match.
  • Bug Fixes:
  • Battlegrid now works correctly in Testing Grounds.
  • The shadow of the player's mech no longer appears cast within the cockpit.
  • Raven Cockpit Glass has had it's texture fixed.
  • Corrected a text issue where player's could highlight lance names in the Mission Summary screen.
  • Corrected a similar text issue where the "You Have Been Destroyed" text can be highlighted.
  • Fixed the Front-End activity spinner overlay from appearing behind open prompts rather than on top of.
  • Removed the overlap of the Group Chat window over the Social Drop Down Options in 1024x768 resolution.
  • Adjusted the misplaced mouse-over highlight for friend options on the Social Tab.
  • Added the mouse-over highlight for the Add Friend button on the Social Tab.
  • Convinced the MechLab to visually factor in weapon modules for Heat Management values.
  • Downsized the upper screens in the Cicada Cockpit.

New in MechWarrior Online Client 1.3.358 (Jun 4, 2014)

  • New Hero Mech:
  • "The Arrow" BJ-A
  • Tonnage: 45
  • Engine: 235 Standard
  • Top Speed: 84.6 kph
  • Max Engine Rating: 235
  • Torso Movement:
  • 90 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 30 degrees up and down.
  • Armor: 304 (Ferro-Fibrous)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Machine Gun x3
  • Left Torso: Medium Laser
  • Center Torso: Large Pulse Laser
  • Right Torso: Medium Laser
  • Right Arm: Machine Gun x3
  • Hardpoints:
  • Left Arm: 3 Ballistic
  • Left Torso: 1 Energy, 1 AMS
  • Center Torso: 1 Energy
  • Right Torso: 1 Energy
  • Right Arm: 3 Ballistic
  • Heat Sinks: 11 Double
  • Jump Jets: 2 (4 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso turn speed (yaw): 25% above default.
  • 30% C-Bill Bonus
  • New Trial Champion Mech:
  • Shadow Hawk SHD-2H(C)
  • Tonnage: 55
  • Engine: 255 XL
  • Top Speed: 75.1 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 90 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 336 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Torso: AC/5 x2
  • Right Arm: PPC
  • Hardpoints:
  • Head: 1 Missile
  • Left Torso: 3 Ballistic, 1 AMS
  • Right Torso: 2 Missile
  • Right Arm: 1 Energy
  • Heat Sinks: 10 Double
  • Jump Jets: 2 (3 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso turn speed (yaw): 25% above default.
  • Turn rate: 5% above default.
  • Front End:
  • Performance:
  • Weapon Tuning:
  • AutoCannons reduced max range to 2X
  • SRM impulse (camera shake) made equal to 0.11 for all SRM launchers
  • Air/Artillery damage reduced to 35 (down from 40)
  • Artillery AOE effect increased to 75m (up from 60)
  • Air Strike shell spacing increased 20%
  • SRM2 – Damage up from 2.0 to 2.15 – Spread from 6 to 4.8
  • SRM4 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.2
  • SRM6 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.7
  • UAC/5 – Max range reduced from 1800 to 1200m
  • Small Laser – Min range increased from 90 to 100m and Max range out to 200m
  • Small Pulse Laser – Min range increased from 90 to 100m and Max range out to 200m
  • Medium Pulse Laser – Min range increased from 200 to 220m and Max range out to 440m – Heat decreased from 5 to 4.6
  • Gameplay:
  • Enables full 6 degrees of freedom support for TrackIR
  • Supports TrackIR 3, 4, and 5
  • Increased the amount of trial 'Mechs to twelve.
  • Bug Fixes:
  • Fixed an issue where the Battlegrid displays will be shifted down when opening it after viewing the scoreboard in 3PV
  • Fixed an issue where the Battlegrid will appears for a split second when transitioning from 3PV to 1PV after using battlegrid
  • Fixed an issue where the Group Error message will overlap with the Redeem Achievements pop up after a match if user is kicked out of a group
  • Mechs in the Purchaseable filter will now show the sale banner when 'Mechs are on sale.
  • Clicking on a color after scrolling will no longer automatically place the select color to the rightmost location
  • Fixed an issue where users are able to launch with a Mech locked in a match by selecting a different Mech in the purchasable filter.
  • Removed an issue where the connecting overlay appeared and remains visible in the Training Grounds.
  • Interface medallion thumbnails have been updated.
  • Terran cockpit flags now hang in the proper direction.

New in MechWarrior Online Client 1.3.294 (May 21, 2014)

  • New Hero Mech:
  • "Loup de Guerre" TBT-LG
  • Tonnage: 50
  • Engine: 325 XL
  • Top Speed: 105.3 kph
  • Max Engine Rating: 325
  • Torso Movement:
  • 90 degrees to each side.
  • 35 degrees up and down.
  • Arm Movement:
  • 15 degrees to each side.
  • 40 degrees up and down.
  • Armor: 320 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Medium Pulse Laser, SRM 4
  • Left Torso: Streak SRM 2, Beagle Active Probe
  • Right Torso: Streak SRM 2, AMS
  • Right Arm: Medium Pulse Laser, SRM 4
  • Hardpoints:
  • Left Arm: 1 Energy, 1 Missile
  • Left Torso: 1 Missile
  • Right Torso: 1 Missile, 1 AMS
  • Right Arm: 1 Energy, 1 Missile
  • Heat Sinks: 10 Double
  • Jump Jets: 3 (5 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso turn speed (yaw): 25% above default.
  • 30% C-Bill Bonus
  • New Trial Champion Mech:
  • Firestarter FS9-S(C)
  • Tonnage: 35
  • Engine: 295 XL
  • Top Speed: 136.5 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: 238 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Medium Laser x2
  • Left Torso: AMS
  • Center Torso: Medium Laser
  • Right Torso: AMS
  • Right Arm: Medium Laser x2
  • Hardpoints:
  • Left Arm: 2 Energy
  • Left Torso: 1 AMS
  • Center Torso: 2 Energy
  • Right Torso: 1 Energy, 1 AMS
  • Right Arm: 2 Energy
  • Heat Sinks: 12 Double
  • Jump Jets: 1 (6 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Small
  • Bundles:
  • Light Mastery bundle (Firestarter)
  • 1x FS9-E (2625 MC value)
  • 1x FS9-S(C) (1620 MC value)
  • 1x FS9-H (1055 MC value)
  • 30x Premium time Days, activated (2500 MC value)
  • 3x Mech bay, for included Mechs (900 MC value)
  • SubTotal (before rebate): 8700 MC
  • Rebate 50%: -4350 MC
  • Total: 4350 MC
  • Medium Mastery bundle (Centurion)
  • 1x CN9-YLW (3750 MC value)
  • 1x CN9-A(C) (1850 MC value)
  • 1x CN9-D (3265 MC value)
  • 1x Centurion statue (750 MC value)
  • 30x Premium time Days, activated (2500 MC value)
  • 3x Mech bay, for included Mechs (900 MC value)
  • SubTotal (before rebate) 13015 MC
  • Rebate 50%: -6515 MC
  • Total: 6500 MC
  • Heavy Mastery bundle (Cataphract)
  • 1x CTF-IM (5250 MC value)
  • 1x CTF-3D(C) (4945 MC value)
  • 1x CTF-4X (2095 MC value)
  • 1x Cataphract statue (750 MC value)
  • 30x Premium time Days, activated (2500 MC value)
  • 3x Mech bay, for included Mechs (900 MC value)
  • SubTotal (before rebate): 16440 MC
  • Rebate 50%: -8220 MC
  • Total: 8220 MC
  • Assault Mastery bundle (Stalker)
  • 1x STK-M (6375 MC value)
  • 1x STK-3F(C) (3815 MC value)
  • 1x STK-5M (3230 MC value)
  • 1x Stalker statue (750 MC value)
  • 30x Premium time Days, activated (2500 MC value)
  • 3x Mech bay, for included Mechs (900 MC value)
  • Total in MC (before rebate) 17570 MC
  • Rebate 50%: -8785 MC
  • Total: 8785 MC
  • Cockpit Items:
  • Standing:
  • Australia Flag
  • Austria Flag
  • Belgium Flag
  • Brazil Flag
  • Canada Flag
  • China Flag
  • Czech Flag
  • Denmark Flag
  • England Flag
  • Europe Flag
  • France Flag
  • Germany Flag
  • Greece Flag
  • Hong Kong Flag
  • Iceland Flag
  • India Flag
  • Ireland Flag
  • Italy Flag
  • Japan Flag
  • Mexico Flag
  • Netherlands Flag
  • New Zealand Flag
  • Norway Flag
  • Poland Flag
  • Portugal Flag
  • Russia Flag
  • Scotland Flag
  • Slovakia Flag
  • Korea Flag
  • Spain Flag
  • Sweden Flag
  • Switzerland Flag
  • United Kingdom Flag
  • Ukraine Flag
  • United States of America Flag
  • Hanging:
  • Bear Claw
  • Rabbit's Foot
  • Shark Tooth
  • Wish Bone
  • Four Leaf Clover
  • Front End:
  • Players will now be able to see which Mechs are already owned when purchasing via the Mechlab.
  • Cart Total window no longer appears under Mech Details unless changes have been made.
  • Added the ability to check the matchmaking queue status.
  • Hover over the Launch button and a popup will show the matchmaking queue status for each weight class and will suggest a weight class to play for faster searching.
  • Bug Fixes:
  • Resolved a glitch where the yellow selection highlight in the Mechlab remained stuck to previously selected objects.
  • Fixed a glitch in the Mechlab where NaN is displayed on info bars when no Engine is equipped.
  • Removed a corruption glitch in the Pilot lab on horizontal scroll bars for chassis/variant selection.
  • Resolved presentation glitch in MC owned changes briefly while switching between Owned and Purchaseable Mechs
  • Corrected the displayed range of AMS as the optimal range rather than maximum.
  • Corrected rules to Liquid Metal achievement to remove instances of unlock despite being destroyed in match.
  • Resolved a series of back-end algorithm issues which were blocking further matchmaking implementations.
  • Resolved several issues relating to 3/3/3/3 and one group per team matchmaking algorithm.
  • Fixed issue in matchmaking that could result in imbalances between number of groups when one group per team is disabled
  • General:
  • Greater visual weapon customization for the Trebuchet variants. Their appearance will better reflect the weapons that have been equipped on them.
  • New MechLab icons for all Trebuchet variants.

New in MechWarrior Online Client 1.3.283 (Apr 16, 2014)

  • New Mechs:
  • BattleMaster BLR-3M:
  • 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
  • Left Torso: Medium Laser x3, SRM 6, CASE
  • Right Torso: Medium Laser x3
  • Right Arm: ER PPC
  • Hardpoints:
  • Left Arm: 1 Ballistic
  • Left Torso: 3 Energy, 1 Missile
  • Right Torso: 3 Energy, 1 AMS
  • Right Arm: 2 Energy
  • Heat Sinks: 18 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Huge
  • Quirks:
  • Torso Yaw Speed -20%
  • Torso Pitch Speed -20%
  • BattleMaster BLR-3S:
  • Tonnage: 85
  • Engine: 340 XL
  • 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: 448 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: Medium Pulse Laser x3, SRM 6, CASE
  • Right Torso: Medium Pulse Laser x3, CASE
  • Right Arm: LRM 20
  • Hardpoints:
  • Left Torso: 3 Energy, 1 Missile
  • Right Torso: 3 Energy, 1 AMS
  • Right Arm: 1 Missile
  • Heat Sinks: 22 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Huge
  • Locust LCT-1E:
  • Tonnage: 20
  • Engine: 160 Standard
  • Top Speed: 129.6 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 120 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 128 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Medium Laser, Small Laser
  • Right Arm: Medium Laser, Small Laser
  • Hardpoints:
  • Left Arm: 3 Energy
  • Right Torso: 1 AMS
  • Right Arm: 3 Energy
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • Locust LCT-1M
  • Tonnage: 20
  • Engine: 160 Standard
  • Top Speed: 129.6 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 135 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 32 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: LRM 5
  • Center Torso: Medium Laser
  • Right Arm: LRM 5
  • Hardpoints:
  • Left Arm: 1 Missile
  • Center Torso: 2 Energy
  • Right Torso: 1 AMS
  • Right Arm: 1 Missile
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • Shadow Hawk SHD-2D
  • Tonnage: 55
  • Engine: 275 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 90 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 144 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Head: SRM 2
  • Left Arm: Medium Laser
  • Left Torso: AC/5
  • Center Torso: SRM 2
  • Right Torso: LRM 5
  • Right Arm: Medium Laser
  • Hardpoints:
  • Head: 1 Missile
  • Left Arm: 2 Energy
  • Left Torso: 1 Ballistic, 1 AMS
  • Center Torso: 1 Missile
  • Right Torso: 1 Missile
  • Right Arm: 1 Energy
  • Heat Sinks: 14 Single
  • Jump Jets: 3 (3 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso Yaw Speed +25%
  • Turn Speed +5%
  • Shadow Hawk SHD-2K
  • Tonnage: 55
  • Engine: 275 Standard
  • Top Speed: 81 kph
  • Max Engine Rating: 360
  • Torso Movement:
  • 90 degrees to each side.
  • 30 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 304 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Torso: PPC
  • Right Torso: LRM 5
  • Hardpoints:
  • Left Torso: 3 Energy, 1 AMS
  • Right Torso: 3 Missile
  • Heat Sinks: 17 Single
  • Jump Jets: 3 (5 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • Quirks:
  • Torso Yaw Speed +25%
  • Turn Speed +5%
  • Weapon Balancing:
  • Autocannon/2
  • Cooldown increased to 0.669 (up from 0.520) bringing DPS to 2.99
  • Max range falloff reduced to 1440 (down from 2160).
  • Autocannon/5 and Ultra Autocannon/5
  • Projectile speed reduced to 1150 (down from 1300).
  • Cooldown increased to 1.66 (up from 1.50) bringing DPS to 3.01
  • SRM/2
  • Cooldown reduced to 2 (down from 2.5)
  • SRM/4
  • Cooldown reduced to 3 (down from 3.25)
  • Performance:
  • Projectile Explosion effects made server side authoritative
  • Fixed a problem in the host state rewinding logic where weapon traces between the server and client could occasionally desync
  • Improved framerate by removing unnecessary raycasts from turrets in Assault.
  • Optimized the function that was cooling the mech off when it was in water.
  • Disabled Mech reflections in all but very high settings to reduce number of draw calls when Mechs are around water.
  • Addressed an additional shader configuration issue to further reduce stuttering.
  • Bug Fixes:
  • Fixed an issue where the defense turret is able to lock on enemies shielded by ECM.
  • Fixed an issue where the target letter designation goes up and down during a match.
  • Previously selected game modes will now be saved between matches for solo players.
  • Group leaders will still have to pick the desired game modes each time, this will be fixed on the next patch.
  • Fixed certain weapons effects that were corrupted in DX11
  • Disabled keyboard interaction during searching for a match and various pop-ups.
  • Fixed an issue where the Group leader will get an error message when trying to immediately launches after readying up.
  • Fixed an issue where the first message received without having Social window open is not displayed
  • Fixed an issue where user names with spaces broken onto separate lines if maximum character for text is reached
  • Fixed an issue where purchasable mech remains selected when switching to the owned filter
  • Fixed an issue where users games would randomly hang
  • Fixed an issue where users would crash shortly after entering a match
  • Known Issue:
  • In Assault Mode, the turrets have no ballistic or missile weapon collision.
  • Water splash VFX from projectiles sometimes do not appear at close ranges.
  • Players who had disconnected from a group and are re-invited will be removed from the group once more after the next match.
  • Game mode selections do not carry between matches while in a group.
  • Missiles no longer explode upon reaching maximum range.
  • New Bundles:
  • Small C-Bill Bundle: 1,100,000 C-Bills for 800 MC
  • Medium C-Bills Bundle: 2,400,000 C-Bills for 1600 MC
  • Large C-Bills Bundle: 6,500,000 C-Bills for 4000 MC

New in MechWarrior Online Client 1.3.279 (Apr 2, 2014)

  • Changed up the Trial ‘Mech offerings with the addition of a Victor Champion! The Victor Champion ‘Mech with it’s 10% XP boost will be available for MC purchase on April 8th.
  • Meanwhile, in tuning: Missile speed got toned down to the sweet spot and the turrets health has been made a bit less challenging to overcome.
  • You can now select one, two, or all modes to search for when looking for a match. I personally like to keep in on All just to have the maximum surprise factor in any match-up.

New in MechWarrior Online Client 1.3.276 (Mar 19, 2014)

  • It is said that the wail of the Banshee foretells death, and that the Wolverine is known for displaying unparalleled fearlessness and aggression to predator and prey alike. Now you can do both, as Banshee and Wolverine are available for C-Bills!
  • Want to really wail on the enemy? Make your Banshee extra scary by taking part in the Banshee Customization Sale!
  • Are you howling for more? You can now see all the details on your owned Mechs from the Mech Details screen before dropping into battle. We thank all players who recommended this feature and are eager to hear back on how we can further improve the game experience.
  • Achievements Unlocked!
  • Starting today, Achievements are now available to track and collect! Your Stats are reset but you can see your archived stats in your profile.

New in MechWarrior Online Client 1.3.273 (Mar 6, 2014)

  • New Hero Mech:
  • "La Malinche" BNC-LM:
  • Tonnage: 95
  • Engine: 380 XL
  • Top Speed: 64.8 kph
  • Max Engine Rating: 400
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 20 degrees to each side.
  • 30 degrees up and down.
  • Armor: 560 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
  • Head: Small Pulse Laser
  • Left Arm: PPC
  • Left Torso: AC/10, Medium Pulse Laser
  • Right Torso: LRM 15
  • Right Arm: Large Pulse Laser
  • Hardpoints:
  • Head: 1 Energy
  • Left Arm: 1 Energy
  • Left Torso: 1 Ballistic, 1 Energy
  • Center Torso: 1 AMS
  • Right Torso: 1 Missile
  • Right Arm: 1 Energy
  • Heat Sinks: 16 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Huge
  • Quirks: 10% lower torso twist speed.
  • 30% C-Bill Bonus
  • New Trial Champion Mech:
  • Cataphract CTF-3D(C):
  • Tonnage: 70
  • Engine: 280 Standard
  • Top Speed: 64.8 kph
  • Max Engine Rating: 340
  • 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: Endo-Steel
  • Weapons & Equipment:
  • Left Arm: Medium Laser
  • Left Torso: Large Laser
  • Right Torso: Large Laser, LB 10-X AC
  • Right Arm: Medium Laser
  • Hardpoints:
  • Left Arm: 1 Energy
  • Left Torso: 1 Energy, 1 AMS
  • Right Torso: 1 Energy, 1 Ballistic
  • Right Arm: 1 Energy, 1 Ballistic
  • Heat Sinks: 16 Double
  • Jump Jets: 1 (4 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Medium
  • DX11:
  • DirectX 11 is now supported.
  • Front End:
  • Tutorial popup will trigger once per user. This is stored in the user directory and will be triggered again if the user folder was deleted or reinstalled.
  • Performance:
  • Default system setting set to Medium.
  • Please note that enabling MSAA in DX11 can drop fps by 20+ fps this is an expensive technique for high end PCs.
  • Gameplay:
  • All maps now have turrets in Assault Mode.
  • Jump Jet Fixes and Updates:
  • Jump Jets will now have slower turning rates based on the class of Jump Jets equipped and the 'Mech's base turning speed.
  • Heavies and Assaults will notice this the most as they will not be able to snap turn as fast as they used to.
  • Medium 'Mechs will barely notice the change.
  • Light 'Mechs will not notice any change.
  • There is now a significant difference between bringing full Jump Jets and 1 Jump Jet and there is a linear scale to them based on the number equipped to the 'Mech.
  • The issue of 1 Jump Jet providing nearly the same amount of thrust as 3 Jump Jets is no longer the case.
  • Bug Fixes:
  • Fixed an issue where large Friends lists took a long time to display.
  • Weapon Range Modules now affect Artemis Weapons.
  • Testing Grounds are now affected by players' Pilot Modules and Mech Efficiencies.
  • Devices now enumerate correctly on Windows 8 using DX11.
  • Window Sizes now work correctly on Windows 8 using DX11.
  • Fixed a bug in the hardware skinning shader that could impact Radeon Users.
  • Known Issues:
  • nVidia 3D Vision is not currently supported.
  • nVidia TXAA is not currently supported.

New in MechWarrior Online Client 1.3.269 (Feb 25, 2014)

  • Content:
  • Griffin 'Mech available for MC and C-Bills.
  • Pimp My Mech Content
  • New Standing Cockpit Items:
  • Disco Light, Plasma Light, Lava Lamp, Pug in a Helmet, and Oscillating Fan
  • New Hanging Cockpit Items:
  • Davion Dreamcatcher, Kurita Dreamcatcher, Liao Dreamcatcher, Marik Dreamcatcher, FRR Dreamcatcher, Steiner Dreamcatcher, and Disco Ball
  • Store Bundles
  • 4 Starter Bundles in Store:
  • Light 'Mech Starter, Medium 'Mech Starter, Heavy 'Mech Starter, and Assault 'Mech Starter
  • All Firestarter 'Mechs are available for CBills.
  • All patterns and colors are now available for the Firestarter 'Mech.
  • Front End:
  • MechBuild Warnings
  • When a Mech has been put into a state of being INVALID, an icon will appear in the bottom right corner of the 'Mech display area.
  • If the icon is red, the 'Mechcannot be launched until the critical issues are fixed.
  • E.g. Removing the 'Mech's engine will cause this to trigger.
  • E.g. Not enough heat sinks on the 'Mech will cause this to trigger.
  • If the icon is yellow, the Mech CAN be launched butyou should be very aware of the issues with the 'Mech's build.
  • E.g. Having no ammunition for a weapon system will cause this to trigger.
  • E.g. Having multiple high heat weapons, affected by heat scale, equipped will cause this to trigger.
  • Added "Strip 'Mech" function in MechLab
  • This new button will remove all items, weapons, armor and ammunition from a 'Mech leaving a bare chassis.
  • Gameplay:
  • Weapon Tuning:
  • Medium Pulse Lasers - Range increase from 180 to 200 Long Range and 360 to 400 Max Range
  • Large Pulse Lasers - Range increase from 300 to 350 Long Range and 600 to 700 Max Range, Heat decreased from 8.5 to 8.0.
  • Bug Fixes:
  • Missile Turrets will now be prohibited from firing LRMs at any targets if they within a enemy ECM field
  • Artillery and Airstrike once again produce proper SFX
  • Light on top of the Turrets has been removed
  • Mech targeting will no longer lock up when fighting lots of enemies around turrets
  • Mech alphabetical designation will no longer increment when UAV is launched
  • Fixed the issue where Camo spec would occasionally display white elements instead of colors and patterns.
  • Fixed an issue where XL engines would disregard armor and structure slots when equipped.
  • The engine SFX of the Firestarter 'Mech will no longer be heard when playing in third person view.
  • Fixed the Video option screen.

New in MechWarrior Online Client 1.2.249 (Oct 17, 2013)

  • New Mechs:
  • Locust LCT1V:
  • Tonnage: 20
  • Engine: 160 Standard
  • Top Speed: 129.6 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 130 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 128 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
  • Left Arm: Machine Gun
  • Center Torso: Medium Laser
  • Right Arm: Machine Gun
  • Hardpoints:
  • Left Arm: 2 Ballistic
  • Center Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Ballistic
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • Locust LCT3M:
  • Tonnage: 20
  • Engine: 160 Standard
  • Top Speed: 129.6 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 130 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 106 (FerroFibrous)
  • Internal Structure: Endo Steel
  • Weapons & Equipment:
  • Left Arm: Small Laser x2, AMS
  • Left Torso: CASE
  • Center Torso: Medium Laser
  • Right Arm: Small Laser x2
  • Hardpoints:
  • Left Arm: 2 Energy, 1 AMS
  • Center Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Energy
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • Locust LCT3S:
  • Tonnage: 20
  • Engine: 160 Standard
  • Top Speed: 129.6 kph
  • Max Engine Rating: 190
  • Torso Movement:
  • 130 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 0 degrees to each side.
  • 60 degrees up and down.
  • Armor: 88 (FerroFibrous)
  • Internal Structure: Endo Steel
  • Weapons & Equipment:
  • Left Arm: Streak SRM 2
  • Left Torso: CASE
  • Center Torso: Medium Laser
  • Right Arm: Streak SRM 2
  • Hardpoints:
  • Left Arm: 2 Missile
  • Center Torso: 1 Energy
  • Right Torso: 1 AMS
  • Right Arm: 2 Missile
  • Heat Sinks: 10 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • 'Mech Customization:
  • Halloween Cockpit items.
  • New Hot Rod skin.
  • Gameplay:
  • Light Mech Tuning:
  • Commando COM1B, 1D, 3A:
  • Increased maximum engine size to 240
  • Increased turning rate by 10%
  • Increased maximum reverse speed to 75% of forward speed
  • Commando COMTDK:
  • Increased maximum engine size to 240
  • Raven RVN2X, 4X:
  • Increased maximum engine size to 275
  • Increased turning rate by 10%
  • Spider SDR5K, 5K(C), 5V:
  • Increased maximum engine size to 285
  • Increased maximum reverse speed to 75% of forward speed
  • Weapons:
  • Impact shake when being hit by the following weapons has been reduced:
  • AC/5, SRM/4,SSRM/2, LB10X
  • Impact shake when being hit by the following weapons has been increased:
  • AC/20, AC/10
  • Airstrike damage per shell has been increased from 10 up to 40.
  • Artillery damage per shell has been increased from 10 up to 40.
  • Performance:
  • Remade LODs for several 'Mechs
  • Bug Fixes:
  • Atlas Founder head hitbox returned to normal size (left eye) for all weapon types.
  • Streak SRMs no longer target the Blackjack's center torso exclusively.
  • Fixed an issue where users could see out of world when using 3rd person near a vertical piece of terrain.
  • Moving the reticle away from a targeted 'Mech will decay the lockon once again.
  • Fixed a slew of map stuck bugs and visual issues.
  • Fixed an issue where certain 'Mech components would return a wrong index when they were hit with a ballistic or missiles, this would result in dealing damage to the wrong component.
  • Fixed a few collision issues on the Trebuchet and Hunchback.
  • General:
  • Updated the Match Summary screen for improved clarity & readability.
  • The First Victory of the Day XP reward is now calculated after Premium Time and `Mech bonuses are applied.

New in MechWarrior Online Client 1.2.245 (Oct 2, 2013)

  • Content:
  • New Map:
  • Crimson Strait divides two major land masses and is an exclusive economic zone that has been in ongoing dispute for many decades.
  • At its midpoint, lies a major metropolis skirted by an airport and shipping terminal, which also serves as the city’s main entry point.
  • The port is surrounded on two sides by a high cape and a steep mountain ridge. The strait gets its name from the reddish pigment in the water which is derived from the metabolizing of naphthalenes from endophytes living in marine plants; which also has a side effect of producing a slightly sweet aroma.
  • Although this large capacity transshipment port has limited storage capabilities, most goods are crossdocked and therefore a high risk hub for contraband and derivative contraband such as battletech parts, technology and chassis.
  • Along with having commercial shipping airport facilities, dignitaries and business people usually arrive here as it is deemed the securest point of entry on the northern continent.
  • Gameplay:
  • New Hero Mech:
  • "The Boar's Head" AS7BH:
  • Tonnage: 100
  • Engine: 400 XL
  • Top Speed: 64.8 kph
  • Max Engine Rating: 400
  • Torso Movement:
  • 75 degrees to each side.
  • 16 degrees up and down.
  • Arm Movement:
  • 35 degrees to each side.
  • 30 degrees up and down.
  • Armor: 592 (Standard)
  • Internal Structure: EndoSteel
  • Weapons & Equipment:
  • Left Arm: Medium Pulse Laser x3
  • Left Torso: LRM 10
  • Right Torso: AC/10
  • Right Arm: Medium Pulse Laser x3
  • Hardpoints:
  • Left Arm: 3 Energy, 1 AMS
  • Left Torso: 1 Missile
  • Right Torso: 1 Ballistic
  • Right Arm: 3 Energy
  • Heat Sinks: 20 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Huge
  • 30% CBill Bonus
  • New Trial Champion Mech:
  • Spider SDR5K(C):
  • Tonnage: 30
  • Engine: 255 XL
  • Top Speed: 137.7 kph
  • Max Engine Rating: 255
  • Torso Movement:
  • 110 degrees to each side.
  • 20 degrees up and down.
  • Arm Movement:
  • 40 degrees to each side.
  • 30 degrees up and down.
  • Armor: 210 (FerroFibrous)
  • Internal Structure: EndoSteel
  • Weapons & Equipment:
  • Left Arm: Machine Gun x2
  • Center Torso: ER Large Laser
  • Right Arm: Machine Gun x2
  • Hardpoints:
  • Left Arm: 2 Ballistic
  • Left Torso: 1 AMS
  • Center Torso: 1 Energy
  • Right Arm: 2 Ballistic
  • Heat Sinks: 10 Double
  • Jump Jets: 2 (6 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • New Trial 'Mechs:
  • Spider SDR5K(C)
  • Centurion CN9A(C)
  • Dragon DRG5N(C)
  • Atlas AS7RS(C)
  • Front End:
  • Preround screen:
  • Players can take command of company or lance.
  • Company commanders can reorganize players in the company.
  • Ready button when all players have clicked ready, the game will start, overriding the timer.
  • Performance:
  • FPS improvements when users look out at an empty horizon.
  • Gameplay:
  • Jump Jets now provide a slight forward thrust on take off. Once in the air you cannot vector off your current trajectory.
  • UAC/5 ammunition per ton now matches the AC/5 at 30 rounds per ton.
  • Bug Fixes:
  • Fixed an issue with CPU detection in CryEngine where AMD processors weren't being correctly identified while running Avast! virtualization.
  • Fixed an issue where the flamer particles were on an angle when firing from the weapon.
  • General:
  • Greater visual weapon customization for the Atlas variants. They will better visually reflect the weapons that have been equipped on them.
  • Known issue: The Founders variant does not currently have the new level of customization.
  • Known Issues:
  • Damage may not be dealt to `Mechs standing in Lava on Terra Therma. Heat is correctly applied.
  • The preround countdown may sometimes display incorrect numbers (including negative numbers) in some specific cases.
  • Audio warnings for airstrike and artillery strikes may be incorrectly heard during the prematch countdown. MechWarriors using these modules should await the ingame audio notification before attempting to unleash these weapons.

New in MechWarrior Online Client 1.2.242 (Sep 19, 2013)

  • Content:
  • Users can purchase skins for the Orion 'Mechs.
  • Orion 'Mechs can be purchased with CBills.
  • New Premium Skin Apple Jack is available for purchase.
  • New Trial 'Mechs.
  • Jenner JR7-F(C)
  • Centurion CN9-A(C)
  • Dragon DRG-5N(C)
  • Atlas AS7-RS(C)
  • Gameplay:
  • 12 players pre-made group launch is 1st Person View only.
  • Match making ELO and Weight Class thresholds narrowed down. NB: These changes will not affect 12 player groups.
  • The longer a match took to kick off, the broader the range the MM uses in terms of matching ELO and weight class.
  • This reduction means that the MM will no longer search as broad a spectrum over time (still increases but in a narrower range). It will be much more refined in terms of how much variance will be given in matching players and 'Mechs.
  • Match making timeout increased to 3 minutes.
  • This allows the MM more time to find players before terminating its search.
  • Weapons:
  • AC/2:
  • Heat scale multiplier reduced from 1.0 to 0.6.
  • UAC/5:
  • CD changed to 1.5 (same as AC/5).
  • Jam rate increased to 20% (up from 15% but still down from 25%).
  • Flamer:
  • Range increased to 90m (up from 64m).
  • Heat impulse balance so target takes more heat than player (heat generated on target increased and self generation decreased).
  • Front End:
  • Added a credits button to the login screen.
  • Bug Fixes:
  • Fixed an issue where users are experiencing severe heat from the center volcano area in Terra Therma.
  • Fixed an issue where the lava in Terra Therma is causing unintentional damage to 'Mechs.
  • Fixed a number of stuck bugs in Forest Colony, Frozen City, and Terra Therma.
  • Fixed an issue where the 3rd Person drone appears to have weapon collision to the user firing.
  • Fixed an issue where the spectator will remain in 1st person view when spectating a 'Mech in 3rd person view.
  • 3rd Person drone will no longer spawn in Testing Grounds for the dummy 'Mechs.
  • UAV should no longer interfere with the 3rd Person camera by snapping camera back and forth when launching an UAV.
  • Fixed an issue where PPC is still colored yellow when aiming at a 'Mech below 90m.
  • Gauss Rifle will no longer charge when out of ammo.
  • Fixed key hold repeat issue for Backspace in chat windows.
  • Fixed chat messages being cut off in chat windows.
  • Fixed the Hunchback Founder 'Mech colour.
  • Fixed an issue where users could not colour all three channels on the Hunchback Founder 'Mech.
  • Fixed an issue where shooting a specific point on the destroyed actuator of a Blackjack's side torso will damage the opposite side torso.
  • Fixed an issue where certain users were seeing blue tree sprites in the Forest Colony maps.
  • Fixed an issue where shadows would flicker depending on the angle of the camera.