MP4 Changes:
Damage Transfer (something with damage transfer) Fire control Targeting Systems (some guidance systems) Directional Jumpjets MASC Multiplayer Skins (in multiplayer skins are allowed, gee ...) Singleplayer Campaign Update (MekTek Mechs!) Data structure of player profiles (somehow improving pilot profiles) Radar and Thermal Signatures (some special radar and acne signatures? ..) Radar Detection (something with radar serifs) Seismic sensors Legged mech - special update Mechlab fixes Heat override Ams ammo Overheat death timer Varying damage from hitting ground (getting damage from landing from a height) Print screen changes Critical slot update Camera update Heat Control update (something with acne control) Armor update Music updates (for intense battles) Blueshield Ruined City Map update C3 slave Ppc distribution ECM effectiveness (they will do something with ECM) Artemis subsystem Mech3 Free Reticle (maybe!) New map cg New map the chasm New map dead city No longer 100% accuracy, but a spread based on movement of both parties, size of the target, range, radar and sensor equipment No more omniscient radar. Standard radar mirrors the geographical features of the map and enemies YOU SEE. Electronic warfare is in. Light Mechs will be useful because of the introduction of C3 mechanics, proper BAPs, proper ECMs, and new sensory equipment. When counting together all the MekTek mechs added by then, over double the number of Mechs compared to vanilla Mercs. More tricksy weapons. More balance between Mechs and weight classes. Now scouting is the main element of battle. Night equipment needs to be taken separately again, and apparently so do sniper scopes (just like in Heavy Gear 2). Apparently Light Amplification can now lead to blind green wall a lot more easily. Critical Hits are back in full force. Internal parts are back. Improved cockpit skeleton mechanics, meaning that the viewpoint is where the Mech's cockpit actually is.
types of armor currently implemented 1) FF. You know what this is. A damage sponge. 30 pts per ton 2) Reactive / Reflective. These take off 50% of the ballistic / energy damage. 20 pts per ton 3) (new) Standard armor. This takes off 25% of damage from all weapons. 20 pts per ton 4) (new) Hardened armor. This takes off 25% (or is it 33% not in front of machine to recall) of damage from all weapons (just like standard). 10 pts per ton. 5) (new) Stealth armor. This behaves like FF, but the more coverage you have, the less of a radar signal you have on the mech. This uses up heat when active. I think this is 30 pts per ton (I forget at the moment what it is) In addition, each armor type has a DAMAGE REDUCTION amount. This is a fundamental change in the way armor works. So, a weapon (any type) has it attack strength reduced by the DR BEFORE other modifiers are applied. So, for example, a mech with a DR of 7 would be impervious to ERLLs (7 - 7 = 0). Each section has its own DR. DR is proportional the amount of armor present minus an armor type dependent offset. So, DR can be reduced to zero through enough damage taken to the section. OK, in simple terms, DR = (armor value) / (armor per ton) - offset. Off the top of my head I think the offsets are like this: DR Offset: Ff = 1.0 Std / refl / reac = 0.5 Hardened = 0.0 Stealth is a special case, it NEVER has a DR value.[12:32 AM]DR=Damage reduction