A tactical BattleMech simulation set in 3050 AD. As a pilot known as a "MechWarrior", you are about to take control of the most powerful mechanical battle units the universe has ever seen, and fight other Mechs in random matches & play with friends. Currently there are no private servers.

Post news Report RSS Feb 4th Patch Notes: UI 2.0 Is Here - Patch #10

long list of bug fixes, new trail mechs and UI2.0 is out.

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Greetings MechWarriors

The day is upon us! UI 2.0 is here and it is glorious! Cue dramatic music! ... Hold on just a minute.
Yes UI 2.0 is here and that is a good thing however It isn't perfect. It almost wasn't shipped today due to some issues we discovered at the last minute.
So I need to tell you about these issues and what we are doing to fix them.

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(see this thread for more information on the UI2.0 features)

First - We have a log in issue that can affect a low percentage of users. If you are hit with this issue please be patient as you can restart the client and attempt another log in do this until you succeed. Skipping the video intros with the ESC key also seems to lower the chance.

Second We have an issue with consumables that are used during a match not being unequipped, yet they are not valid for the next match. You can avoid this bug by not leaving matches early or equipping modules for the time being.

Third - Activate BANKED premium time currently doesn't work- so if you have banked time and you were going to activate it today you're going to have to wait for the HOT FIX!

Fourth - we have an issue with Camo Spec not showing up correctly . This is fairly minor so just leave the screen and return and it should be fine.

Did you say HOT FIX? Yes I did. The team has been burning the midnight oil to get UI 2.0 out to you, and while it isn't perfect, it is a step in the right direction. The above issues are our number one priority to get fixed asap. We're going to address the most critical issues in a hot fix once we have confirmed fixes.

There are some other cool things in this patch so let's talk about those.

Firestarter hero ‘Mech Ember is here. As Doge would say! WOW, SUCH HARDPOINTS! MUCH POTENTIAL, VERY 30% C-BILLS. I don't pilot light myself but this mech has converted me. I MUST MASTER THIS MECH!

2 maps have been updated with Turrets in assault mode. Crimson Straight and River City so when you play there maps watch out. We're going to watch the match data and looking for your constructive feedback on the current implementation before we move ahead placing these turrets in other maps.

Finally Tier 1 Weapon Modules are here! These modules affect range and should make for an interesting tradeoff for certain types of builds. Again were going to be watching the data and listening to feedback.

This is the start of UI2.0 and its only going to get better. See you on the Battlefield.

Matt Newman

Content

New Hero Mech - Ember (FS9-E)

Tonnage: 35
Engine: 210 Standard
Top Speed: 97.2 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: 176 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: Flamer x2
Left Torso: Machine Gun x2
Right Torso: Machine Gun x2
Right Arm: Flamer x2

Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Ballistic
Right Torso: 2 Ballistic, 1 AMS
Right Arm: 2 Energy
Heat Sinks: 11 Double
Jump Jets: 5 (6 Max)
ECM Capable?: No
Module Slots: 2
Movement Archetype: Small
30% C-Bill Bonus

New Trial Champion Mech - Stalker STK-3F©

Tonnage: 85
Engine: 310 XL
Top Speed: 59.1 kph
Max Engine Rating: 310
Torso Movement:
85 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
30 degrees up and down.
Armor: 512 (Standard)
Internal Structure: Endo-Steel
Weapons & Equipment:
Left Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
Left Torso: LRM 15 w/ Artemis IV FCS, TAG
Right Torso: LRM 15 w/ Artemis IV FCS
Right Arm: LRM 15 w/ Artemis IV FCS, Medium Laser x2
Hardpoints:
Left Arm: 1 Missile, 2 Energy
Left Torso: 1 Missile, 1 Energy
Right Torso: 1 Missile, 1 Energy, 1 AMS
Right Torso: 1 Missile, 2 Energy
Heat Sinks: 13 Double
Jump Jets: 0 (0 Max)
ECM Capable?: No
Module Slots: 1
Movement Archetype: Large

Front End

UI 2.0

Key Features:

Re-engineered from the ground up to be more stable and flexible.
New look and feel.
Improved representation of what is being viewed at any given moment.
Improved new player experience.
Store functionality.
Improves turn around time on new implementation of UI features and updates.
Is the gateway for the big upcoming features of Community Warfare and Clan Tech.

Gameplay

Assault w/Defense Turrets

Two maps have had defensive turrets added to them in Assault mode.
River City (Day)
Crimson Straight

These two maps will provide a benchmark on the overall tuning of turrets in the mode. After we find out how the mode plays with turrets, we will finalize tuning and add them to all maps in Assault mode.

Tier 1 Weapon Modules Group 1

Small Laser Range 1: Increase the long range of a Small Laser by [2] meters, increase heat output by [0.04], increase maximum range by [4] meters.
Small Laser Range 2: Increase the long range of a Small Laser by [4] meters, increase heat output by [0.08], increase maximum range by [8] meters.
Medium Laser Range 1: Increase the long range of a Medium Laser by [5.4] meters, increase heat output by [0.08], increase maximum range by [10.8] meters.
Medium Laser Range 2: Increase the long range of a Medium Laser by [10.8] meters, increase heat output by [0.16], increase maximum range by [21.6] meters.
Large Laser Range 1: Increase the long range of a Large Laser by [10] meters, increase heat output by [0.14], increase maximum range by [20] meters.
Large Laser Range 2: Increase the long range of a Large Laser by [20] meters, increase heat output by [0.28], increase maximum range by [40] meters.
SRM 6 Range 1: Increase the long range of a SRM 6 by [6] meters, increase heat output for SRM 6 by [0.08], increase maximum range by [6] meters.
SRM 6 Range 2: Increase the long range of a SRM 6 by [12] meters, increase heat output for SRM 6 by [0.16], increase maximum range by [12] meters.
SRM 2 Range 1: Increase the long range of a SRM 2 by [6] meters, increase heat output for SRM 2 by [0.04], increase maximum range by [6] meters.
SRM 2 Range 2: Increase the long range of a SRM 2 by [12] meters, increase heat output for SRM 2 by [0.08], increase maximum range by [12] meters.
SRM 4 Range 1: Increase the long range of a SRM 4 by [6] meters, increase heat output for SRM 4 by [0.06], increase maximum range by [6] meters.
SRM 4 Range 2: Increase the long range of a SRM 4 by [12] meters, increase heat output for SRM 4 by [0.12], increase maximum range by [12] meters.
Streak SRM 2 Range 1: Increase the long range of a Streak SRM 2 by [6] meters, decrease rate of fire by [0.04], increase maximum range by [6] meters.
Streak SRM 2 Range 2: Increase the long range of a Streak SRM 2 by [12] meters, decrease rate of fire by [0.08], increase maximum range by [12] meters.
L. Pulse Laser Range 1: Increase the long range of a Large Pulse Laser by [6.6] meters, increase heat output by [0.15], increase maximum range by [13.2] meters.
L. Pulse Laser Range 2: Increase the long range of a Large Pulse Laser by [13.2] meters, increase heat output by [0.3], increase maximum range by [26.4] meters.
M. Pulse Laser Range 1: Increase the long range of a Medium Pulse Laser by [4] meters, increase heat output by [0.1], increase maximum range by [8] meters.
M. Pulse Laser Range 2: Increase the long range of a Medium Pulse Laser by [8] meters, increase heat output by [0.2], increase maximum range by [16] meters.
S. Pulse Laser Range 1: Increase the long range of a Small Pulse Laser by [2] meters, increase heat output by [0.048], increase maximum range by [4] meters.
S. Pulse Laser Range 2: Increase the long range of a Small Pulse Laser by [4] meters, increase heat output by [0.096], increase maximum range by [8] meters.
AC/10 Range 1: Increase the long range of a AC/10 by [9.5] meters, increase heat output by [0.06], increase maximum range by [28.5] meters.
AC/10 Range 2: Increase the long range of a AC/10 by [19] meters, increase heat output by [0.12], increase maximum range by [57] meters.
AC/5 Range 1: Increase the long range of a AC/5 by [13] meters, increase heat output by [0.02], increase maximum range by [39] meters.
AC/5 Range 2: Increase the long range of a AC/5 by [26] meters, increase heat output by [0.04], increase maximum range by [78] meters.
AC/2 Range 1: Increase the long range of a AC/2 by [15] meters, increase heat output by [0.02], increase maximum range by [45] meters.
AC/2 Range 2: Increase the long range of a AC/2 by [30] meters, increase heat output by [0.04], increase maximum range by [90] meters.
AC/20 Range 1: Increase the long range of a AC/20 by [5.4] meters, increase heat output by [0.12], increase maximum range by [16.2] meters.
AC/20 Range 2: Increase the long range of a AC/20 by [10.8] meters, increase heat output by [0.24], increase maximum range by [32.4] meters.
Flamer Range 1: Increase the long range of a Flamer by [1] meters, increase heat output by [0.01], increase maximum range by [1] meters.
Flamer Range 2: Increase the long range of a Flamer by [2] meters, increase heat output by [0.02], increase maximum range by [2] meters.
AMS Range 1: Increase the long range of a AMS by [4] meters, increase maximum range by [8] meters.
AMS Range 2: Increase the long range of a AMS by [8] meters, increase maximum range by [16] meters.
LB 10-X AC Range 1: Increase the long range of a LB 10-X AC by [11] meters, increase heat output by [0.04], increase maximum range by [33] meters.
LB 10-X AC Range 2: Increase the long range of a LB 10-X AC by [22] meters, increase heat output by [0.08], increase maximum range by [66] meters.
Machine Gun Range 1: Increase the long range of a Machine Gun by [2.6] meters, increase maximum range by [5.2] meters.
Machine Gun Range 2: Increase the long range of a Machine Gun by [5.2] meters, increase maximum range by [10.4] meters.

General

Normalizing glass visibility by lowering lighting intensity in River City, Forest Colony Day, and Tourmaline Desert, and increasing in HPG Manifold.

Lowered opacity of front "clear" glass areas globally.

Mechs

The Founders' Atlas now has the same level of weapon customization as the other Atlas variants.

Known Issues under immediate investigation

The following issues are under investigation for a potential hot-fix later this week

Players may on occasion become stuck shortly after login with a 'Connecting' message displayed onscreen. This issue will normally manifest if the client was closed immediately after changing the selected `Mech. Attempting to log in again will normally resolve this issue.
The Activate Button for Banked Premium Time is currently non-functional. A fix is in place that will be deployed at the earliest opportunity.
Used consumables may rarely behave as if they were not consumed within the UI after a leaving a match. When attempting to re-equip a consumable module in this condition, a error message will be presented. This issue can sometimes result from quitting matches before they have concluded. In testing this issue does not present itself if the player observed the match end. Current workaround - log out and log back in again to ensure correct consumable module behavior. Alternately, play through a second match and the Mechlab should behave normally.

We thank you for your patience and we look forward to seeing you on the battlefield!

- The MechWarrior® OnlineTM Team

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