Patch情報過去ログ

Last-modified: 2013-02-20 (水) 14:58:57
 

2013/01/23 Open Beta Update #9

和約

GENERAL(新しいヒーローメック)

  • “The Death’s Knell” COM-TDK
    • Base Mech: Commando
    • Tonnage: 25
    • Top Speed: 113.4 kph
    • Armor: 176
    • Weapons & Equipment:
    • Left Arm: 2 Medium Lasers
    • Right Arm: 2 Medium Lasers
    • Hardpoints:
      • Left Arm: 2 Energy
      • Right Torso: 1 AMS
      • Right Arm: 2 Energy
    • Internal Structure: Standard
    • Heat Sinks: 11 Double
    • Jump Jets: n/a
    • ECM Capable?: No
    • Module Slots: 2
    • 30% C-Bill Bonus

新しいトライアルメック

  • Spider SDR-5V
  • Hunchback HBK-4SP
  • Cataphract CTF-3D
  • Awesome AWS-8V

ゲームプレイ

  • 試合開始時のアニメーションの追加
  • ゲーム中の動力オン/オフのアニメーションの追加
  • オーバーライド中の手動シャットダウンが可能に

動力システム(メックの起動/シャットダウン)

  • 熱量超過中にメックを起動/シャットダウンさせるための動力のシステムに大きな変化が加わりました
    • 「P」キーを押すことで、熱量超過によるシャットダウン中を含め、いつでもメックの起動/シャットダウンを行うことができます
    • 「O」キーを押すことで、熱量超過時にシャットダウンすることを防ぐことができます
  • つまり以下のようになります
    • 「O」キーは熱量が超過する前に押しておくことで、押してから5秒間の自動シャットダウンを予防することになります(熱量が超過した場合、自動的にオーバーライドします)。5秒以内に熱量が超過しなかった場合、自動オーバーライドはキャンセルされ、また予防したい場合は、もう一度「O」キーを押す必要があります
    • もし5秒以内に熱量超過した場合、自動シャットダウンが発生せず、熱量超過状態でメックは動き続けますが、その間、メックの内部構造はダメージを受け続けます
    • 「P」キーはどのような状況にあるかにかかわらず、メックの起動/シャットダウンを制御します。従って、熱量超過によるシャットダウン時に「P」キーを使用すれば、メックは起動します(従来のオーバーライドと同じ)が、メックが十分に冷えるまでは、メックの内部構造はダメージを受け続けます

パフォーマンス

  • 「Low」設定時にはアンチエイリアスはデフォルトでオフに
  • 垂直同期はデフォルトでオフに
  • 視界を最適化

バグフィックス

  • CryEngineの問題を修正
  • メモリリークの問題を修正
  • More fixes done to the FE(訳注:原文まま。FEってなんでしょうか?)
  • EoR画面でNARC/TAGによる報酬を表示
  • コクピットアイテムに関するテクスチャーのLODを修正
  • 移動に関するバグの修正と、改善

原文

Open Beta Update #9

Upcoming Patch - Wednesday Jan. 23rd @ 10AM – 1PM PDT

Patch Number:

Change Log

________________________________________

UPDATE

Greetings MechWarriors.

Death's Knell is here! With a 30% C-Bill boost that lets you make money while dancing around Atlai burning their armour off with four medium pulse lasers. You know you will look good because this BattleMech has possibly the coolest Hero skin yet!

All Systems are… Nominal? (we're getting there!) Finally! the Bitching Betty start up sequence is in game! If this doesn’t give you warm nostalgic feelings, then you my friend, are dead inside. There are also some additional animations and functionality for overheat and shutdown.

Some nice bug fixes round out the rest of this patch. Thanks for your help in tracking down and squashing them!

See you on the Battlefield,

Matt Newman

GENERAL

“The Death’s Knell” COM-TDK

 - Base Mech: Commando
 - Tonnage: 25
 - Top Speed: 113.4 kph
 - Armor: 176
 - Weapons & Equipment:
 - Left Arm: 2 Medium Lasers
 - Right Arm: 2 Medium Lasers

 - Hardpoints:
 - Left Arm: 2 Energy
 - Right Torso: 1 AMS
 - Right Arm: 2 Energy

 - Internal Structure: Standard
 - Heat Sinks: 11 Double
 - Jump Jets: n/a
 - ECM Capable?: No
 - Module Slots: 2
 - 30% C-Bill Bonus

New Trial Mechs:

 - Spider SDR-5V
 - Hunchback HBK-4SP
 - Cataphract CTF-3D
 - Awesome AWS-8V

Gameplay:

 - Start-up animation at the beginning of the match.
 - Normal power on/offs during gameplay now have animations.
 - Now able to manually shutdown during an override

Power System: (Powering on and off the Mech):

 - There has been a significant change in how the power system works in regards to powering on and off your Mech and when overheating.

 - Pressing the ‘P’ key will always turn on / off your Mech even if your Mech is shutdown from overheating.
 - Pressing the ‘O’ key will temporarily prevent the shutdown of your Mech due to overheat.

What does this mean exactly?

Pressing the "O" key just prior to overheating will temporarily disable the overheat Mechanic for the next 5 seconds. If you do not overheat in those 5 seconds, the override is cancelled and will need to be toggled the next time you wish to engage it.

If your Mech DOES overheat within that 5 second buffer, your Mech will continue to operate but will cause you to start taking damage to your internals.

Pressing the "P" key now powers your Mech on/off no matter what state you are in. Hence, if you press the "P" key while you are overheated, your Mech will power up but you will start to take damage to your internals until you have cooled off sufficiently.

Performance:

 - Anti Aliasing is Disabled by default for low specs.
 - VSync off by default.
 - Optimized visibility checks.

Bug Fixes:

 - Fixed some issues with CryEngine.
 - Fixed a few memory leaks.
 - More fixes done to the FE.
 - NARC/TAG reward now shows up in the EoR screen.
 - Fixed texture LOD issue with the cockpit items.
 - Additional movement code bug fixes and improvements

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

The MechWarrior® Online™ Team

 

2013/01/15 Open Beta Update #8

和約

 冒頭の挨拶で、近いうちに新マップ「Alpine」が来ること、それが高低差のあるマップであること、また現状ネットコードに問題があることなどが言及されています。

新しいバトルメック

  • Spider SDR-5D
    • Tonnage: 30
    • Top Speed: 129.6
    • Armor: 112
    • Weapons & Equipment:
    • Center Torso: 1 Medium Laser
    • Right Arm: 1 Flamer
    • Hardpoints:
    • Left Torso: 1 AMS
    • Center Torso: 1 Energy
    • Right Arm: 2 Energy
    • Jump Jets: 8 (8 Max)
    • ECM Capable?: Yes
    • Module Slots: 2
       
  • Spider SDR-5K
    • Tonnage: 30
    • Top Speed: 129.6
    • Armor: 112
    • Weapons & Equipment:
    • Left Arm: 1 Machine Gun
    • Center Torso: 1 Medium Laser
    • Right Arm: 1 Machine Gun
    • Hardpoints:
    • Left Arm: 2 Ballistic
    • Left Torso: 1 AMS
    • Center Torso: 1 Energy
    • Right Arm: 2 Ballistic
    • Jump Jets: 6 (6 Max)
    • ECM Capable?: No
    • Module Slots: 2
       
  • Spider SDR-5V
    • Tonnage: 30
    • Top Speed: 129.6
    • Armor: 112
    • Weapons & Equipment:
    • Center Torso: 2 Medium Laser
    • Hardpoints:
    • Left Torso: 1 AMS
    • Center Torso: 2 Energy
    • Jump Jets: 8 (12 Max)
    • ECM Capable?: No
    • Module Slots: 3

※いくつかの限定された状況で、Spiderが前進後退を繰り返して見える(rubberbanding)現象を認識しています。この現象があまりにもひどい場合には、それが修正されるまでSpiderの最高速度を制限するか、Spiderを一時使用不可能にするつもりです。

新しいモジュール

  • Target Decay:Target Decayはターゲットしていた敵メックが視線から外れたときに、ターゲットを失うまでの時間を延長します。通常2秒で失うところを…
    • Target DecayのRank 1: 2.75秒に延長します。コストは5000 XP
    • Target DecayのRank 2: 3.5秒に延長します。コストは7500 XP
  • Sensor Rangeに上位ランクを追加しました
    • Sensor RangeのRank 2: センサーの探査範囲を25%増加させます(Rank 1は15%)。コストは7500 XP.

新しいスキン

  • Woodland Patternを追加しました

パフォーマンス

  • River Cityを改善しました

バグ修正

  • Tag/NarcのXPとCBillsボーナスを修正
    • Assaultモードの場合、2,500 CBills, 25XP
    • Conquestモードの場合、1,250 CBills, 25XP
  • 公式Webサイトで設定した勢力の画像が正しくUI上で表示されるように修正
  • いくつかのUI上のバグの修正
  • ユーザーのディスコネクトによってゲームが正しく終了しないバグの修正
  • ディスコネクト後にメックが撃破された場合、StatsにDeathとしてカウントされるように修正
  • Frozen CityとForest Colonyの気温による熱の影響を再び有効化
  • River Cityのミニマップを作り直し、正しく戦闘エリアの境界を表示するように修正

パッチャーの修正

  • レイアウトを一新
    • カルーセルパネルのサイズを変更、新しいボタンの追加、進行状況メッセージの表示位置の変更、新しい画像の追加、RSSフィードの追加
  • RSSフィードの追加
    • 公式のMWOMercs Live Feedが埋め込まれました
  • オートパッチオプション
    • 新しいパッチがきた時にこのオプションが有効であれば、パッチャーを起動すると同時にパッチが当たり始めます。
    • これはオプションメニューから設定することが可能です(オプションメニューはパッチャーウィンドウ右上、最大化/最小化ボタンの隣にある「歯車」マークのボタンから変更できます)
  • パッチタイプの統合(ゲーム内パッチの廃止)
    • ゲーム内パッチはそのパフォーマンスに悪影響を与えていたので、パッチャーのパッチとゲーム内パッチを統合し、単一系統にしました
  • その他バグ修正

原文

Open Beta Update #8

Upcoming Patch - Tuesday Jan. 15th @ 10AM – 1PM PDT

Patch Number: 1.2.177

Change Log

________________________________________

UPDATE

Greetings MechWarriors!

Say hello to the Spider! The spider doesn't pack a big punch, but man he can run and jump! We have been having a blast play testing the Spider on one of our upcoming maps “Alpine” where we managed to fly higher than anything we have seen before. We hope you enjoy the variety that the Spider brings to the battlefield. It should be noted that some people may notice warping with the Spider when they have high ping. We are rolling out new networking code over the next month to improve your gameplay performance. For More details see this post. http://mwomercs.com/forums/topic/77907-net-code-roadmap/page__p__1740750#entry1740750

We have added a few new Modules to boost your Target information that I am sure will be popular, Target Decay Rank 1 and 2, as well as Sensor Range Rank 2. A must for those LRM boats still feeling the pain from ECM.

My personal favourite pattern is in this patch, Woodland pattern for all Mechs! You can really make some interesting looks when you play with the colour choices. If you use Whites and Greys you can make a really cool winter Camo.

Enjoy this patch and we will see you next week.

Matt Newman

GENERAL

NEW BattleMechs

 - Spider SDR-5D

 - Tonnage: 30
 - Top Speed: 129.6
 - Armor: 112
 - Weapons & Equipment:
 - Center Torso: 1 Medium Laser
 - Right Arm: 1 Flamer
 - Hardpoints:
 - Left Torso: 1 AMS
 - Center Torso: 1 Energy
 - Right Arm: 2 Energy
 - Jump Jets: 8 (8 Max)
 - ECM Capable?: Yes
 - Module Slots: 2
 
 - Spider SDR-5K

 - Tonnage: 30
 - Top Speed: 129.6
 - Armor: 112
 - Weapons & Equipment:
 - Left Arm: 1 Machine Gun
 - Center Torso: 1 Medium Laser
 - Right Arm: 1 Machine Gun
 - Hardpoints:
 - Left Arm: 2 Ballistic
 - Left Torso: 1 AMS
 - Center Torso: 1 Energy
 - Right Arm: 2 Ballistic
 - Jump Jets: 6 (6 Max)
 - ECM Capable?: No
 - Module Slots: 2

 - Spider SDR-5V

 - Tonnage: 30
 - Top Speed: 129.6
 - Armor: 112
 - Weapons & Equipment:
 - Center Torso: 2 Medium Laser
 - Hardpoints:
 - Left Torso: 1 AMS
 - Center Torso: 2 Energy
 - Jump Jets: 8 (12 Max)
 - ECM Capable?: No
 - Module Slots: 3

NOTE: We have noticed in testing some isolated cases of the Spider rubberbanding. If it appears on the live servers to an extreme level, we will either limit the speeds the Spider is capable of or pull the Spider until a fix for it is in place.

New Modules:

 - New Pilot Module: Target Decay. Target Decay increases the time it takes to lose a target once line of sight is lost. Default time is 2 seconds.
 - Rank 1: Increases target decay time to 2.75 seconds. Costs 5000 XP.
 - Rank 2: Increases target decay time to 3.5 seconds. Costs 7500 XP.
 - Adding a new rank to the Sensor Range Pilot Module
 - Rank 2: Increases the boost to sensor range from 15% to 25%. Costs 7500 XP.

New Skin Package:

 - Woodland Pattern Added for all mechs.

Performance:

 - River City has had a performance pass.

Bug Fixes:

 - Tag/Narc XP and CBills Bonus
 - Assault 2,500 CBills, 25XP
 - Conquest 1,250 CBills, 25XP
 - When you pick a faction on the website the image in the front end will match the correct faction.
 - Numerous front end bug fixes.
 - Fixed an issue where the match wouldn't end if a user disconnected.
 - Users that disconnect and die afterwards will now get a death counted towards their stats.
 - Re-enable ambient temperature in Frozen City and Forest Colony.
 - Create new mini map for River City, shows the correct out of bounds now.
 

Patcher:

 - New layout
 - Carousel re-sized, new buttons added, progress messages relocated, new art in places, and RSS feed added.
 - RSS Feed
 - The official MWOMercs Live Feed is now embedded into the patcher.
 - Option to auto-patch
 - If a new patch is found and this option is enabled, patching will start as soon as the patcher is opened.
Can be enabled in the options menu (accessed via the little "gears" button on the top right, next to the close/minimize buttons).
 - Combined patch types (no in-game)
 - In-game patches were performing terribly due to the overhead of the game itself, so patcher and in-game patches have been combined into a single patch type.
 - General bug fixes

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

The MechWarrior® Online™ Team

 

2013/01/08 Open Beta Update #7

和約

 ※年末休みの影響で内容は少なめです

Conquestモード

  • リソースの増加速度が2秒毎から1.7秒毎に上がりました
  • 回収したリソースあたりの報酬が25から50に増加しました

パフォーマンス

  • さらにFPSを改善しました
    • 多くのスペックのユーザーにとって改善となったと思いますが、一部のユーザーには対応できていません。常に調査を続け、改善をし続けていきます

ゲームプレイ

  • TAGやNARCを使用することによる報酬の追加
    • この報酬は、TAGやNARCを敵メックに使用し、その敵メックが他の味方メックに攻撃された際に与えられます。1機の敵メックにつき、1回までの報酬となります

移動

  • ジャンプジェット中の「snapping(※注:表示が飛び飛びになって判定と視覚がずれることでしょうか?)」を改善しました
  • 移動中全般の「snapping(※注:表示が飛び飛びになって判定と視覚がずれることでしょうか?)」を改善しました
  • もはや敵メックがパワーダウンしたりシャットダウンした地点よりも前方を狙う必要はなくなりました

ファクションアイコン(既知の問題点)

  • ウェブサイトで選択したファクションアイコンが、ゲームインターフェース上で正しく反映されないという問題があります

多数のフロントエンドのバグ修正

様々なゲーム内のバグ修正

  • 弾丸は物体を貫通したり、2度爆発したりすることはなくなりました
  • 低スペックのマシンの低FPS環境下においてコクピットないの表示が明滅して見えることはなくなりました
  • ウェポンベイドアの光処理が復帰しました

原文

Open Beta Update #7

Upcoming Patch - Tuesday Jan. 08th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Greetings MechWarriors!

And… we’re back! We hope everyone had a safe and fun holiday season full of BattleMech Combat. The content of this patch was work that was started shortly before the holiday break and there was a focus on getting some quality fixes and improvements. We wanted to start the New Year on the right - giant metallic stomping - foot so to speak!

Included in the patch are movement fixes, animation fixes, and some rewards for using equipment Like NARC, because everybody loves NARC right? There are more fixes in there as well so read on.

Most importantly we want you guys to know how excited we are. We have been plotting out this year’s content and feature schedule and it’s going to be a big year. Stick with us and you will be able to say “I remember when…”. So strap in, initiate your start up sequence, and get ready to drop.

3050 is the year of MechWarrior Online.

 - Matt Newman

Conquest:

 - Changed it so you now get a resource every 1.7 seconds instead of 2 seconds.
 - Increased the reward for collected resources from 25 per resource to 50 per resource.

Performance:

 - More FPS improvements
 We have seen an increase in performance for the majority for all specs, however there maybe a handful of users that may notice a performance drop. As always we are continuing to investigate and improve on the performance for all specs.

Gameplay:

 - XP and C-Bills Rewards for using TAG and NARC
 This reward is given to pilots that are TAG/NARC'ing a hostile and that hostile takes damage from other friendlies. Given once per hostile mech per match.

Movement:

 - Reduced/improved snapping when jump jetting
 - Reduced/improved movement snapping in general
 - You should no longer need to fire ahead of where a mech powers down or shuts down in order to hit them

Faction Icon (Known Issue)

 - Changing your website faction icon may not be accurately reflected in the game interface.

Numerous Front End bug fixes.

Various In Game bug fixes.

 - Bullets will no longer pass through things and explode twice
 - Cockpit light will no longer flicker at the lowest setting at low fps (<20)
 - Weapon Bay Door lights are back.

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

The MechWarrior® Online™ Team

 

2012/12/18 Open Beta Update #6

和約

 ※以下のトピックス以外に、序文で来年1月にネットコードの改善をすることなどが言及されています。

新しいバトルメック

  • Stalker STK-3F
    • 重量: 85
    • 最高速度: 48.6 kph
    • 装甲: 432
    • 装備: 
      • 左腕: 2 Medium Lasers, 1 LRM 10
      • 左胴: 1 Large Laser, 1 SRM 6
      • 右胴: 1 Large Laser, 1 SRM 6
      • 右腕: 2 Medium Lasers, 1 LRM 10
    • ハードポイント: 
      • 左腕: 2 Energy, 1 Missile
      • 左胴: 1 Energy, 1 Missile
      • 右胴: 1 Energy, 1 Missile, 1 AMS
      • 右腕: 2 Energy, 1 Missile
      • ジャンプジェット: n/a
  • Stalker STK-3H
    • 重量: 85
    • 最高速度: 48.6 kph
    • 装甲: 432
    • 装備: 
      • 左腕: 2 Medium Lasers, 1 LRM 20
      • 左胴: 1 SRM 6
      • 右胴: 1 SRM 6
      • 右腕: 2 Medium Lasers, 1 LRM 20
    • ハードポイント: 
      • 左腕: 2 Energy, 1 Missile
      • 左胴: 1 Missile
      • 右胴: 1 Missile, 1 AMS
      • 右腕: 2 Energy, 1 Missile
      • ジャンプジェット: n/a
  • Stalker STK-4N
    • 重量: 85
    • 最高速度: 48.6 kph
    • 装甲: 432
    • 装備: 
      • 左腕: 2 Medium Lasers
      • 左胴: 1 Large Laser, 1 SRM 6
      • 右胴: 1 Large Laser, 1 SRM 6
      • 右腕: 2 Medium Lasers, 1 LRM 10
    • ハードポイント: 
      • 左腕: 2 Energy
      • 左胴: 1 Energy, 1 Missile
      • 右胴: 1 Energy, 1 Missile, 1 AMS
      • 右腕: 2 Energy, 1 Missile
      • ジャンプジェット: n/a
  • Stalker STK-5M
    • 重量: 85
    • 最高速度: 48.6 kph
    • 装甲: 464
    • 装備: 
      • 左腕: 2 Medium Lasers, 1 LRM 10
      • 左胴: 1 Narc, 1 SRM 6
      • 胴中央: 1 ER Large Laser
      • 右胴: 1 SRM 6
      • 右腕: 2 Medium Lasers, 1 LRM 10
    • ハードポイント: 
      • 左腕: 2 Energy, 1 Missile
      • 左胴: 2 Missile
      • 胴中央: 1 Energy
      • 右胴: 1 Missile, 1 AMS
      • 右腕: 2 Energy, 1 Missile
      • ジャンプジェット: n/a
  • Stalker STK-5S
    • 重量: 85
    • 最高速度: 48.6 kph
    • 装甲: 432
    • 装備: 
      • 左腕: 2 Medium Lasers, 1 LRM 10
      • 左胴: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
      • 右胴: 1 Large Pulse Laser, 1 SRM 6
      • 右腕: 2 Medium Lasers, 1 LRM 10
    • ハードポイント: 
      • 左腕: 2 Energy, 1 Missile
      • 左胴: 1 Energy, 1 Missile, 1 AMS
      • 右胴: 1 Energy, 1 Missile, 1 AMS
      • 右腕: 2 Energy, 1 Missile
      • ジャンプジェット: n/a

新しいヒーローメック

  • "Fang" DRG-FANG
    • シャシー: Dragon
    • 重量: 60
    • 最高速度: 81 kph
    • 装甲: 320
    • 装備: 
      • 左腕: 1 Medium Laser
      • 左胴: 1 Medium Laser
      • 胴中央: 1 SRM 6
      • 右腕: 1 Autocannon/10
    • ハードポイント: 
      • 左腕: 2 Energy
      • 左胴: 1 Energy
      • 胴中央: 1 Missile
      • 右胴: 1 AMS
      • 右腕: 2 Ballistic
      • ジャンプジェット: n/a
    • Internal Structure: Endo Steel
    • 30% C-Bill bonus
  • "Flame" DRG-FLAME
    • シャシー: Dragon
    • 重量: 60
    • 最高速度: 81 kph
    • 装甲: 320
    • 装備: 
      • 左腕: 1 Medium Laser
      • 左胴: 1 Autocannon/2
      • 胴中央: 1 LRM 5
      • 右腕: 1 ER Large Laser
    • ハードポイント: 
      • 左腕: 2 Energy
      • 左胴: 1 Ballistic
      • 胴中央: 1 Missile
      • 右胴: 1 AMS
      • 右腕: 2 Energy
      • ジャンプジェット: n/a
      • Internal Structure: Endo Steel
      • 30% C-Bill bonus

新しいマップ

  • RiverCity Night Map

新しいゲームモード

  • Conquestモード
    • (註:詳細はConquestを参照してください)

新しいニューイヤーコクピットアイテム

  • 3050 Balloons
  • 3050 Banner
  • Ice bucket with Champagne
  • Classy Mech
  • Holo '3050' Year
  • Champagne Glass
  • Top Hat

バナーの追加

  • 公式イベント「Piranha Hunt」の勝者には「Killed a Dev」のバナーが送られます。おめでとう!

新しい報酬システム

 報酬システムは鋭意改善中です。修理費と補給費をゲームから取り除き、どれだけのC-Billを皆さんが稼ぐかのバランス取りを再度行います。同時に、戦闘で得られる報酬は減らしました。ゲームに参加していない(AFKer等)人が得られるC-Billは、非常に少なくなるようにしました。つまり、チームのためにちゃんとプレイをすれば、報酬は上がっていくということになります。
 以下が新しい報酬システムの詳細です。

  • すべてのメックは試合後に無料で完全に修理/補給されます
  • トライアルメックでもC-BillとXPを通常通り受け取ることができます
  • Cadet Bonus(メック候補生ボーナス)の追加
    • このボーナスは、ゲームを始めてから25試合以内の新しいプレイヤーに与えられます
    • 計算式: log10(gamesremaining) * 300,000 CBills
    • この結果、最初の試合では424,492 C-Billを受け取ることになり、25試合目まで徐々に目減りしていきます
    • 25試合目を経ると、合計で7,981,686 C-Billを得る計算になります
    • このパッチの時点ですでに25試合以上をこなしているプレイヤーには、7,981,686 C-Billが与えられます
    • 1試合以上25試合未満の人には、こなした試合数分のC-Billが与えられます
  • 占領/占領アシストボーナスの廃止
  • スポットアシストボーナスは、スポットしたターゲットに味方がダメージを与えた際に発生するように変更
  • Assaultモードの報酬詳細
    • Win/Loss/Tie = 25,000
    • Team Kill = -10,000 * how many teammates you have killed
    • Component Destroyed = 2,500 * how many components you have destroyed
    • Enemy Kill = 5,000 * how many enemies you have killed
    • Enemy Kill Assist =7,500 * how many kill assists you got in the match
    • Spotting Assist = 2,500 * how many spotting assists you got in the match
    • Damage Done = 25 * how much damage you did in the match
  • Conquestモードの報酬詳細
    • Win/Loss/Tie = 25,000
    • Team Kill = -10,000 * how many teammates you have killed
    • Component Destroyed = 1,250 * how many components you have destroyed
    • Enemy Kill = 2,500 * how many enemies you have killed
    • Enemy Kill Assist = 3,750 * how many assist you got in the game
    • Spotting Assist = 1,250 * how many spotting assist you got in the game
    • Damage Done = 25 * how much damage you did in the game
    • Resource Bonus = 25 * how many resources you have collected

MECHLABの変更

  • ダブルヒートシンクの装備時には、購入時のメック詳細画面と所持しているメック詳細画面の双方に、「ダブルヒートシンク」と表示がされるように変更
  • 購入時のメックリストは重量階級別に表示されるように変更
  • ジャンプジェットの変更
    • ジャンプジェットの過積載の削除(実際のジャンプジェットの装備制限を反映)
    • ジャンプジェットの現在の装備数と、最大装備可能数を強調して表示
    • ジャンプジェットの飛距離が表示されるバーを追加(そのメックがジャンプジェットを装備可能な場合)
    • ジャンプジェットが何基搭載されているかが、正しく高度/飛距離に影響するように修正
    • プレイヤーがジャンプの起動を把握できるように修正。これは今後のパッチで調整される予定
  • モジュールの変更
    • 購入時のメック詳細画面にモジュールの積載数を表示するように修正
    • 所持しているメック詳細画面にモジュールの積載数と、搭載しているモジュールを表示するように修正
    • これらの表示の値は、Masterスキルでモジュールスロットが増えた際に自動的に変動する

ゲームプレイ

  • ECMは最も近い敵メックに対してしかCounter効果を発揮しない
  • コクピットカメラの揺れ効果の調整(揺れの度合い=ダメージ*衝撃力)
  • マシンガンやフレイマーによるダメージが一定のダメージを越えた際に、不自然にHUDが明滅することがなくなりました
  • コクピット内で明るさの調整を[.]キーを押すことで行えるようになりました
  • 試合終了時に、「End of Round」スクリーンが出る前に3秒の遅延を持たせました

武器の調整

  • オートキャノンの修正
    • AC/20の弾速を900m/sに (750m/sから)
    • AC/10の弾速を1100m/sに (850m/sから)
    • UAC/5の弾速を1300m/sに (900m/sから)
    • AC/5の弾速を1300m/sに (900m/sから)
    • LBX/10の弾速を1100m/sに (850m/sから)
  • NARC BEACONの修正
    • NARCの持続時間を20秒に延長 (15秒から)
  • TAGの修正
    • TAGの射程距離を750mに延長 (450mから)
  • PPCの修正
    • PPCの弾速を2000m/sに (AC/2と同等) (1200m/sから)
    • ERPPCの弾速を2000m/sに (1200m/sから)
  • ARTEMISの修正
    • ARTEMISは視界が通っていないと機能しなくなります。間接照準ではその利点を得られません

パフォーマンスの改善

 重要:もし設定を最低にし、V-Syncも切っても、FPSの問題が改善されない場合、最新のグラフィックカードドライバーにアップデートすることを忘れないでください。

  • レイトレーシングを10%高速に
  • メックの要求するクライアント側のレイトレーシングを軽減
  • Low設定で影の効果をオフに
  • Medium設定で木の葉のゆれをオフに

バグフィックス

  • 所持メックの変更があった時にはMechTreeのカテゴリー表示が最新に
  • XPからGXPへの変換が大なわれた時にはPilotTreeの表示が最新に
  • ウェポンベイドアのトグルエフェクトはウェポンベイのないメックでは発生しないように修正
  • 地形を貫通してLRMが飛んでいくことを修正
  • ジャンプジェットの噴射エフェクトが空中に取り残されることを修正
  • ウェポンベイが空中に取り残されることを修正
  • ヒットエフェクトが空中に取り残されることを修正
  • 弾丸が地形で跳ね回り続けることを修正
  • CPLT-A1の購入時に「LRM15*6」と表示されることを修正
  • 7.1chオーディオの問題を修正
  • River Cityのビジュアルを改善
  • Forest ColonyとFrozen Cityにおける衝突のバグを修正
  • CTD (Crash to Desktop) を修正

原文

Patch Notes December 18th, 2012

Open Beta Update #6

Upcoming Patch - Tuesday Dec. 18th @ 10AM – 1PM PDT

Change Log

________________________________________

Update

Ho! Ho! Ho! MechWarriors. Have you been a good or naughty pilot this year?...Trick Question! It doesn’t matter because everyone gets the same patch!

On the first day of Patch-mas my true love gave to me, CONQUEST MODE! Dun, Dun, DUN! That’s right a new game mode available on every map. You can explore new strategies on this mode over the holidays and let us know what you think. We will be looking to tune it in the new year based on your feedback and the data we will collect. We know you are going to want to try it right away so we added mode selection, allowing you to choose which game type you want to play.

On the second day of Patch-mas, a new economy! Heads up we’ve changed up the way you earn C-bills. First we have taken Repair and Rearm out of the equation. We did this to eliminate people dropping with BattleMechs that are not 100 % health, potentially harming their team. Then we redistributed the way you earn C-bills, because you no longer have to repair and rearm, you keep what you earn. BE WARNED you have to contribute to your team to earn C-bills. We also changed Trial BattleMechs to earn 100% C-Bills and Mech XP. Lastly, There is no better time to invite your friends to play, we added the Cadet bonus for the first 25 matches to accelerate a new players ability to buy their first BattleMech.

Speaking of BattleMechs! Get ready for the triple threat! The new, Twin Dragon Hero BattleMechs, Flame and Fang, with patterns that send fear into the heart of your enemy and a C-bill boost that will send you laughing all the way to the bank. Wait, we didn’t stop there! Introducing The Stalker. Here is what Kyle L. had to say about this Assault class BattleMech. “It’s the blimp ‘o’ death bro!... It’s like the Hindenburg except everyone else is going down in flames!”. Well put my friend...well put. You can also take a look at the latest BattleMech patterns. We have expanded the options and the Phranken is sure to please.

Get ready to battle in River City night version. I mentioned it earlier and we delivered! Finally a night map where night vision is effective!
I love this map and I know you will too.

Finally, ring in 3050 with some entertaining new cockpit customization items. The holographic displays are very cool and, for me, the Urbanmech is a must buy!
We hope you notice we have taken your feedback on pricing and offered the new year’s items at a variety of price points!

We also addressed some key performance and stability issues this patch and we are testing new networking code over the holidays that we are looking to release in January. During test some users noted much improved performance with latest graphics drivers so please if you experience performance issues ensure you are running the latest graphics drivers for your card. Also there is a suspected issue with the patcher we are continuing to investigate where performance for some users is lower when patching vs. a fresh re-install if you suffer from low fps and new drivers don't resolve the issue please try a fresh install as a workaround for now.

So have a safe and Happy Holidays and as always, MechWarriors, see you on the battlefield!

Matt Newman

P.S. This is our last planned patch this year so we will resume our “normal” patch schedule in January

GENERAL

NEW BattleMechs

Stalker STK-3F

 * Tonnage: 85
 * Top Speed: 48.6 kph
 * Armor: 432
 * Weapons & Equipment:
 * Left Arm: 2 Medium Lasers, 1 LRM 10
 * Left Torso: 1 Large Laser, 1 SRM 6
 * Right Torso: 1 Large Laser, 1 SRM 6
 * Right Arm: 2 Medium Lasers, 1 LRM 10
 * Hardpoints:
 * Left Arm: 2 Energy, 1 Missile
 * Left Torso: 1 Energy, 1 Missile
 * Right Torso: 1 Energy, 1 Missile, 1 AMS
 * Right Arm: 2 Energy, 1 Missile
 * Jump Jets: n/a

Stalker STK-3H

 * Tonnage: 85
 * Top Speed: 48.6 kph
 * Armor: 432
 * Weapons & Equipment:
 * Left Arm: 2 Medium Lasers, 1 LRM 20
 * Left Torso: 1 SRM 6
 * Right Torso: 1 SRM 6
 * Right Arm: 2 Medium Lasers, 1 LRM 20
 * Hardpoints:
 * Left Arm: 2 Energy, 1 Missile
 * Left Torso: 1 Missile
 * Right Torso: 1 Missile, 1 AMS
 * Right Arm: 2 Energy, 1 Missile
 * Jump Jets: n/a

Stalker STK-4N

 * Tonnage: 85
 * Top Speed: 48.6 kph
 * Armor: 432
 * Weapons & Equipment:
 * Left Arm: 2 Medium Lasers
 * Left Torso: 1 Large Laser, 1 SRM 6
 * Right Torso: 1 Large Laser, 1 SRM 6
 * Right Arm: 2 Medium Lasers, 1 LRM 10
 * Hardpoints:
 * Left Arm: 2 Energy
 * Left Torso: 1 Energy, 1 Missile
 * Right Torso: 1 Energy, 1 Missile, 1 AMS
 * Right Arm: 2 Energy, 1 Missile
 * Jump Jets: n/a

Stalker STK-5M

 * Tonnage: 85
 * Top Speed: 48.6 kph
 * Armor: 464
 * Weapons & Equipment:
 * Left Arm: 2 Medium Lasers, 1 LRM 10
 * Left Torso: 1 Narc, 1 SRM 6
 * Center Torso: 1 ER Large Laser
 * Right Torso: 1 SRM 6
 * Right Arm: 2 Medium Lasers, 1 LRM 10
 * Hardpoints:
 * Left Arm: 2 Energy, 1 Missile
 * Left Torso: 2 Missile
 * Center Torso: 1 Energy
 * Right Torso: 1 Missile, 1 AMS
 * Right Arm: 2 Energy, 1 Missile
 * Jump Jets: n/a

Stalker STK-5S

 * Tonnage: 85
 * Top Speed: 48.6 kph
 * Armor: 432
 * Weapons & Equipment:
 * Left Arm: 2 Medium Lasers, 1 LRM 10
 * Left Torso: 1 Large Pulse Laser, 1 SRM 6, 1 AMS
 * Right Torso: 1 Large Pulse Laser, 1 SRM 6
 * Right Arm: 2 Medium Lasers, 1 LRM 10
 * Hardpoints:
 * Left Arm: 2 Energy, 1 Missile
 * Left Torso: 1 Energy, 1 Missile, 1 AMS
 * Right Torso: 1 Energy, 1 Missile, 1 AMS
 * Right Arm: 2 Energy, 1 Missile
 * Jump Jets: n/a
 
NEW HERO BattleMechs

"Fang" DRG-FANG

 * Base Mech: Dragon
 * Tonnage: 60
 * Top Speed: 81 kph
 * Armor: 320
 * Weapons & Equipment:
 * Left Arm: 1 Medium Laser
 * Left Torso: 1 Medium Laser
 * Center Torso: 1 SRM 6
 * Right Arm: 1 Autocannon/10
 * Hardpoints:
 * Left Arm: 2 Energy
 * Left Torso: 1 Energy
 * Center Torso: 1 Missile
 * Right Torso: 1 AMS
 * Right Arm: 2 Ballistic
 * Jump Jets: n/a
 * Internal Structure: Endo Steel
 * 30% C-Bill bonus

"Flame" DRG-FLAME

 * Base Mech: Dragon
 * Tonnage: 60
 * Top Speed: 81 kph
 * Armor: 320
 * Weapons & Equipment:
 * Left Arm: 1 Medium Laser
 * Left Torso: 1 Autocannon/2
 * Center Torso: 1 LRM 5
 * Right Arm: 1 ER Large Laser
 * Hardpoints:
 * Left Arm: 2 Energy
 * Left Torso: 1 Ballistic
 * Center Torso: 1 Missile
 * Right Torso: 1 AMS
 * Right Arm: 2 Energy
 * Jump Jets: n/a
 * Internal Structure: Endo Steel
 * 30% C-Bill bonus

NEW MAP

 * RiverCity Night Map
 * RiverCity Night map enabled.

NEW GAME MODE

 Conquest

 With the rumblings and rumors of activity, along the Periphery of the InnerSphere, all factions have begun amassing large amounts of Germanium. Germanium is used in the jump drives of the large jump capable ships that transport Mechs over long distances. The unsettling atmosphere that has permeated throughout the InnerSphere has Germanium at an all time high in terms of demand. It is now time that all MechWarriors pitch in to help in this cause.

 * Conquest Mode enabled.
 * Gather resources by capturing resource extractor points.
 * 5 extractor points per map.
 * Each team starts with 1 extractor in their possession.
 * The more extractor points owned by a team, the faster resources are accumulated.
 * Once a team reaches 750 resources, they will win the match.
 * A team can still win by destroying all enemy Mechs.
 * Win or Lose, each team will receive 25 C-Bills per resource they've gathered. (e.g. if your team gathered 750 resources, you will get an end of match bonus of 18,750 C-Bills).

NEW NEW YEARS COCKPIT ITEMS

 * 3050 Balloons
 * 3050 Banner
 * Ice bucket with Champagne
 * Classy Mech
 * Holo '3050' Year
 * Champagne Glass
 * Top Hat

BANNER ADDED

 * Piranha Hunt 'Killed a Dev' banners have been added to the winner's accounts - congratulations!

NEW REWARD SYSTEM

  The reward system has gone under a serious revamp. We are removing the Repair and Rearm costs from the game and rebalancing how many C-Bills you will be earning. We are also reducing the amount of C-Bills you earn by default for a win/loss/tie. Non-participation in matches will result in very low C-Bill income. That being said, your participation in matches and playing as a team will now payout at a higher rate.

  Below is a detailed summary of the changes to the reward system:

 * All mechs will be fully repaired and rearmed after every match at no cost.
 * Trial mechs get the same rewards as normal mechs (even mech XP)
 * New Bonus called Cadet Bonus: this bonus is rewarded to new users for 25 games. The math is calculated by: log10(gamesremaining) * 300,000 CBills

 * This means you will receive 424,492 C-Bills after your first match, decreasing each game until you've played 25.
 * After 25 matches you will have received a total of 7,981,686 additional C-Bills.
 * If you have already played more than 25 matches, you will be given those 7,981,686 C-Bills as a lump sum (Happy Holidays!) If you've played under it, you'll be given the amount equal to the games you've played.

 * Removed Capture Win/Assist CBills Bonus
 * Spotting Assists will now only be given if spotted target takes damage from allies

  Assault Rewards:

 * Win/Loss/Tie = 25,000
 * Team Kill = -10,000 * how many teammates you have killed
 * Component Destroyed = 2,500 * how many components you have destroyed
 * Enemy Kill = 5,000 * how many enemies you have killed
 * Enemy Kill Assist =7,500 * how many kill assists you got in the match
 * Spotting Assist = 2,500 * how many spotting assists you got in the match
 * Damage Done = 25 * how much damage you did in the match

Conquest Rewards:

 * Win/Loss/Tie = 25,000
 * Team Kill = -10,000 * how many teammates you have killed
 * Component Destroyed = 1,250 * how many components you have destroyed
 * Enemy Kill = 2,500 * how many enemies you have killed
 * Enemy Kill Assist = 3,750 * how many assist you got in the game
 * Spotting Assist = 1,250 * how many spotting assist you got in the game
 * Damage Done = 25 * how much damage you did in the game
 * Resource Bonus = 25 * how many resources you have collected

MECHLAB IMPROVEMENTS

 * Heat sink entry in both new Mech detail panel and current Mech detail panel now shows Dbl Heat Sinks when double heat sinks are equipped
 * New BattleMech list now organized by class (Hero, Light, Medium, Heavy, Assault)

Jump Jets:

 * Removing Jump jet override (now using actual jump jet loadout restrictions)
 * Now enforcing and showing maximum number of jump jets as well as current number equipped on a Mech chassis.
 * Added Jump jet bar showing maximum jump distance for current configuration (if a Mech is capable of using jump jets)
 * What this all boils down to is that the number of Jump Jets on a Mech will now properly affect jump height/distance.
 * Players will notice a change in the overall jump trajectory. This will be tuned in future patches.

Modules:

 * Now showing how many modules the BattleMech is capable of in the new Mech detail panel
 * Now showing module slots available and currently equipped modules in the current Mech detail panel
 * Both of the above automatically adjust when Master status is achieved (extra slot is added)

GAMEPLAY

 * ECM will now fully counter only the closest enemy Mech.
 * Cockpit Camera shake intensity adjusted to be more realistic (Shake = Damage * Impulse)
 * HUD will no longer flicker unnaturally when shot with machine gun fire and flamers beyond a certain damage threshold
 * Player can now control the brightness in the cockpit using (.) period.
 * There is now a 3 second delay at the end of the match before the End of Round Screen shows.

Weapons Tunning:

 AUTOCANNON UPDATE:

 * AC/20 projectile set to 900m/s (750m/s previous)
 * AC/10 projectile set to 1100m/s (850m/s previous)
 * UAC/5 projectile set to 1300m/s (900m/s previous)
 * AC/5 projectile set to 1300m/s (900m/s previous)
 * LBX/10 projectile set to 1100m/s (850m/s previous)

 NARC BEACON UPDATE:

 * NARC lifespan increased to 20 seconds (15 seconds previously)

 TAG UPDATE:

 * TAG range increased to 750m (450m previously)

 PPC UPDATE:

 * PPC projectile speed increased to 2000m/s (matches AC/2) (1200m/s previous)
 * ERPPC projectile speed matched to regular PPC (2000m/s) (1200m/s previous)

 ARTEMIS UPDATE:

 * Artemis now requires line of sight to function. In-direct fire will not benefit from Artemis.

PERFORMANCE FIXES

IMPORTANT: Please remember to update to the latest graphics drivers if you are having FPS issues and ensure that you are running low settings with V-Sync disabled and if that doesn't work try a fresh re-install.

 * 10% faster ray traces
 * Reduced number of client side ray traces Mechs require
 * Shadows disabled for low settings
 * Foliage swaying disabled for low and medium settings

BUG FIXES

 * Refresh MechTree Categories whenever mech ownership changes
 * Refresh PilotTalents when GXP Changes via MXP conversion
 * Weapon bay door toggle SFX will no longer play when a mech does not have weapon bay doors
 * Fixes most issues with penetrating LRM’s (projectiles in general) through static meshes
 * Jump Jet effects will no longer float around unattached
 * Weapon Bay doors will no longer float unattached
 * Mech damage effects will no longer float around unattached
 * Bullets will no longer tumble after grazing a static mesh
 * CPLT-A1 no longer says that it comes with 6 LRM 15s when purchasing it
 * 7.1 Audio issue fixed.
 * Visual improvements to ancillary props in River City (Solar panels, billboards, AC units, etc…)
 * Fixed minor collision bugs in Forest Colony and Frozen City
 * CTD (Crash to Desktop) fixes

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

The MechWarrior® Online™ Team

 

2012/12/04 Open Beta Update #5

和約

 ※以下のトピックス以外に、序文で8プレイヤーグループの導入について述べられています。

ELECTRONIC COUNTER MEASURES (ECM) の導入

  • 主な要素
    • いくつかの限られたメックの派生型だけがECMを装備できます。現在は以下の4つのみです
      • Commando COM-2D
      • Raven RVN-3L
      • Cicada CDA-3M
      • Atlas AS7-D-DC
    • ECMには「Disrupt」モードと、「Counter」モードという、2つの異なったモードがあります(モードの切り替えはデフォルトで[J]キーです)
  • Disruptionモード
    • 180メートル以内の味方メックを「クローク」させます(ターゲットされる距離を通常の1/4にします)
      • 訳注:通常800メートルでターゲットできる場合、200メートル以内までは敵にターゲットされなくなる、という事だと思います
    • Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
    • 敵のNARCを阻害します
    • 効果範囲内の味方に対する敵のTAGを阻害します。ただしTAGをECMの範囲外から照射した場合、TAGによって敵をターゲット可能にすることができます
    • ロックオン時間を25%遅くします
    • ターゲット情報の取得時間を25%遅くします
    • ECMを装備したメックに対してBAPは効果がありません
  • Counterモード
    • 範囲内の1体の敵メックのECMを無効化します

(管理人注:ECMについてのパッチノートの記述は不足が多いです。その他のECMの項目が正しいと思います。参照ください)

NEW SEASONAL COCKPIT ITEMS(新しい季節のコクピットアイテム)

  • Santa (Standing)
  • Snowman (Standing)
  • Xmas Tree (Standing)
  • Xmas Elf (Standing)
  • Xmas Lights (Hanging)
  • Gift Boxes (Standing)
  • Lump of Coal (Standing)
  • Xmas Wreath (Mounted)

NEW HERO MECH(新しいヒーローメック)

  • "Ilya Muromets CTF-IM"
    • シャシー: Cataphract
    • 重量: 70 tons
    • 最高速度: 64.8 kph
    • 装甲: 432 points
    • 武装: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser
    • Hardpoints:
      • Left Arm: 1 Ballistic
      • Left Torso: 1 Energy, 1 AMS
      • Right Torso: 1 Energy, 1 Ballistic
      • Right Arm: 1 Energy, 1 Ballistic
      • Jump Jets: n/a
    • 30% C-Bill bonus

GENERAL

  • Weapon loadoutの画面にECMのステータス(モード)と効果範囲が、UIの下部に表示されるようになります
  • HUDの中央部右側に、ECMの効果範囲下にあるかどうかのステータスが表示されるようになります
  • ECMターゲット情報が追加されます
  • 味方がECMの効果範囲下にあるかどうかの表示がされます
  • 敵メックがECMを積んでいるか、それがCounterされているかの表示がされます

GAMEPLAY

  • Damage Resistance Systemをアップグレードし、より精密にしました(現在はWeapon Doorsだけです)
    • 訳注:つまりどういうことでしょう?
  • AC/20以外のオートキャノンの衝撃力(敵コクピットを揺らす量)を低減しました
  • ジャンプジェットの噴射エフェクトの数を、破壊されたジャンプジェットのぶんだけ、故障した状態のエフェクトに変わるようにしました
  • 新しいシステムの準備のため、フロントエンドからエンジン音を取り除きました
  • Gauss Rifleのヒットポイントを3にしました
  • Gauss Rifleが破壊された場合、90%の確率で爆発するようにしました

PERFORMANCE FIXES(パフォーマンス改善)

  • HUDのバグを修正し、コクピット画面の描画命令を低減しました
  • Forest ColonyとForest Colony Snowの地形の問題を修正しました
  • 音声の最適化を行いました

BUG FIXES(バグ修正)

  • メックのカスタム中のキャンセルボタンが機能しない場合があったバグを修正
  • ダイナミックコクピット画面でのヒートシンク数の表示を修正
  • Fix bug where purchase for 0 MC fails if not having purchased MC before.
  • コクピットアイテムを購入した場合、即座にそれが装備されるように修正
  • 購入しようとしたコクピットアイテムをすでに装備している場合、購入時に確認画面が出るように修正
  • Gauss Rifleが正しく爆発しない原因を修正

KNOWN ISSUES(既知の問題)

  • 7.1チャンネルのサラウンドを使用しても、5.1chサラウンド以下で再生されてしまいます

原文

Patch Notes December 4th, 2012

Open Beta Update #5

Upcoming Patch - Tuesday Dec. 4th @ 10AM – 1PM PDT

UPDATE

Happy Holidays MechWarriors! Open beta update 5 is inbound!

‘Tis the season to Deck your Mech with holiday themed Items! These Items are here for a limited time and are sure to please the misses’. “Look honey I hung the Xmas lights”. For some added tactical options you can also turn your Xmas lights on and off. Oddly enough powering down your BattleMech does not affect the Xmas lights, they are powered by holiday spirit!

ECM is here and personally I can’t wait to ruin some streak cats day with this excellent piece of equipment. I am going to be honest with you ECM is a game changer so let us know how you feel about ECM on the forums because lately I think you guys have been holding back and not telling us how you really feel.

The Cataphract Hero Mech “Ilya Muromets” is in this patch with an excellent skin by our man Hayden. What can I say about this Mech? “Ilya?.. More Like Kill ya!” is how our tools programmer Kyle L put it and I have to agree.

I can’t remember but I think you guys wanted 8-player groups too right? Well those are in there too. You choose “8-Player Required” when creating a group. You will require 8-players to launch and your groups will only be matched against other 8-player groups.

Once again I want to remind you we have people 100% focused on performance and networking and we are making headway. The people making these above features are separate group of resources.

Until next patch.

  • Matt Newman!

Change Log

________________________________________

ELECTRONIC COUNTER MEASURES (ECM) IS NOW IN

Main Points:

Only available to specific variants. Currently, it can only be equipped on the following variants:

 ** Commando COM-2D
 ** Raven RVN-3L
 ** Cicada CDA-3M
 ** Atlas AS7-D-DC

Has two different modes. Disrupt and Counter

Disruption Mode:

 ** ‘Cloaks’ friendlies within 180 meters (reduces detection distance to 25% of normal range).
 ** Disrupts enemies sensors (targeting system), as well as targeting communication (sharing of targeting information) within 180 meters.
 ** Disables enemy NARC
 ** Disables broadcasting of TAG (if friendly is within sphere of influences); However, if you TAG a mech with ECM OUTSIDE of their sphere of influence, it allows you and your friendlies to target
 ** Slow down weapon locks by 25%
 ** Slow down target gathering by 25%
 ** Active Probes do not gain any benefits against ECM equipped enemies

Counter Mode:

 ** Neutralizes 1 nearby enemy’s ECM in Disruption mode.

NEW SEASONAL COCKPIT ITEMS

 ** Santa (Standing)
 ** Snowman (Standing)
 ** Xmas Tree (Standing)
 ** Xmas Elf (Standing)
 ** Xmas Lights (Hanging)
 ** Gift Boxes (Standing)
 ** Lump of Coal (Standing)
 ** Xmas Wreath (Mounted)

NEW HERO MECH:

"Ilya Muromets CTF-IM"

 ** Cataphract

 ** Tonnage: 70 tons
 ** Top Speed: 64.8 kph
 ** Armor: 432 points
 ** Weapons: 2 Medium Lasers, 2 AC/5s, 1 AC/10, 1 Small Laser

 ** Hardpoints:

 ** Left Arm: 1 Ballistic
 ** Left Torso: 1 Energy, 1 AMS
 ** Right Torso: 1 Energy, 1 Ballistic
 ** Right Arm: 1 Energy, 1 Ballistic
 ** Jump Jets: n/a
 ** 30% C-Bill bonus

GENERAL

 ** Weapon loadout will display ECM status( Disruption / Counter mode) and its effective range. This will appear on the bottom of the Weapon loadout UI.
 ** Added a Status bar on the Right-centre of the HUD to show if you are under the effects of friendly/enemy disruption ECM or if your ECM module is actively being countered.
 ** Added ECM Target information.
 ** Shows if friendly is under enemy/friendly ECM Disruption.
 ** If enemy has an ECM module, and if the module is actively being countered.

GAMEPLAY

 ** Damage Resistance System Upgrade (only Weapon Doors for now), now more precise
 ** Auto-cannon projectile impacts have been reduced with the only exception being the AC/20.
 ** The number of jump jets effects proportionally equal to jump jets modules get replaced by damaged effects when jump jets get destroyed
 ** Removed the engine sounds from the Front End to prepare a new system.
 ** Set the health of the Gauss rifle to 3 points
 ** Set the chance that the destruction of a Gauss rifle will cause it to explode to 90%

PERFORMANCE FIXES

 ** Bug fix for HUD to reduce number of draw calls required for cockpit monitors.
 ** Terrain fixes for Forest Colony and Forest Colony Snow.
 ** Audio optimization pass.

BUG FIXES

 ** Fixed an issue the cancel button in Mech Customization would sometimes not work.
 ** Report the accurate number of heat sinks in the dynamic cockpit screen.
 ** Fix bug where purchase for 0 MC fails if not having purchased MC before.
 ** Fixed it so newly bought Cockpit Items are now automatically equipped on Mechs.
 ** Fixed an issue where a purchase prompt would show when you equipped a cockpit item you already owned.
 ** Fixed a bug that was preventing the Gauss rifle from exploding properly

KNOWN ISSUES

 ** If you are using 7.1 you may experience sound issues. Users should play in 5.1 or lower.

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

The MechWarrior® Online™ Team

 

2012/11/27 Open Beta Update #4

和約

VISUAL CUSTOMIZATION (外観の変更)

バトルメックの外観を変更することができるようになりました。これにはパターンとそのパターンにつける色との変更が含まれます。

  • パターン(Camo Spec/Pattern) - メックにユニークな外見を与える配色(柄)です。現在すべてのバトルメックにパターンを適用できるわけではありません。下記を参照してください。
    i1rmW.jpg
  • ペイント(Camo Spec/Paint Colors) - 色はパターンに応じて複数のチャンネルに分割して適用します。すべてのパターンは1~3のチャンネルを持っています。そのパターンの持つすべてのチャンネルの色を変更可能です。
  • コクピットアイテム(Cockpit Items) - バトルメックのコクピットに置かれるアイテムを購入できるようになりました。アイテムは今後増えていく予定です。

外観の変更に関するより詳しい情報は、以下のリンクを参照してください。
http://mwomercs.com/forums/topic/76666-battlemech-visual-customization-phase-1/

これに伴って、いくつかの色が適切に表現されていないレンダリング上の問題を発見しました。これは現在修正されており、ゲーム内のメックの色彩表現は再構築されています。Founder's MechsやYen-Lo-Wangを含むあなたのメックの色彩が多少変化していることに気づくでしょう。

LEVEL

  • Frozen City Night
    • かつて栄華を誇ったシティセンターに降り立ち、予測不能な死の荒野に期待していてください。新しいFrozen Cityに降り立ってみると、オリジナルなFrozen Cityにはなかった新しいチャレンジを見つけることでしょう。すばらしいオーロラを背景にした月夜のなかでは、敵機を発見するためにはより厳重な警戒をしなければならないでしょう - Frozen Cityを覆っていた霧は消えていますが。
    • 通常のFrozen Cityと同じく、このマップも非常に低温で、メックの熱発生に影響を与えます。熱は溜まるまでに大きな時間を要し、オーバーヒートを起こす心配を普段よりもせずに戦いに集中することができるでしょう。

GENERAL

  • “Activate”ボタンがメインスクリーンに追加されました。Foundersは自身のプレミアムタイムをアクティブにすることができます。
  • 以下はFoundersアカウントにのみ適用されます
    • プレミアムタイムはゼロになります
    • もしプレミアムタイムをオープンベータ中にMCで別途購入していた場合、その分は残ります
    • 1度“Activate”ボタンが押されたら、それぞれのFounderのコースごとに与えられているプレミアムタイムが開始します
    • 繰り返しになりますが、もしプレミアムタイムをオープンベータ中にMCで別途購入していた場合、“Activate”ボタンを押すと、購入分のプレミアムタイムと、Founders分のプレミアムタイムが合算されます

WEAPONS

  • LRMのダメージが1発当たり1.7から1.8に向上します

GAMEPLAY

  • Bitching Betty v 1.0
    • メックのオンボードコンピュータが以下の状況に音声を発するようになります
      • クリティカルダメージを受けた部位
      • 破壊された部位
      • 破壊された武器
      • 弾薬数が25%を割った時
      • 弾薬がなくなった時
      • 弾薬が破壊された時
      • ヒートシンクが破壊された時
      • ジャンプジェットの燃料が25%を割った時
      • ジャンプジェットの燃料がなくなった時
      • マップの戦闘領域を逸脱した時
      • 熱蓄積量が限界に達した時
      • メックがシャットダウンした時
      • メックを強制起動した時
      • 味方基地が敵に占領された時
      • 敵基地を味方が占領した時
      • 敵メックをターゲットした時
      • ターゲットを変更した時
    • これらの音声のボリュームはオプションメニューの「Dialog Volume」で変更できます
    • いくつかの武器、弾薬のアナウンスは未実装ですが今後のパッチで実装します

MECHS

  • Cataphractの腕の左右の可動域を減少しました
  • Cataphractの後退用のモーションを追加しました
  • ジャンプジェットをする際のモーションを40フレームにしました
  • Ravenの右腕に装備された武器の数が外観に反映されるようにしました
  • Awesome、Cataphract、Cicadaの頭部の当たり判定を小さく調整しました

BUG FIXES

  • 脚が破壊された際に発生していた非同期の問題を修正しました
  • 破壊された後の観戦画面がぼやける現象を修正しました。これはミサイルによって破壊されることで発生していました
  • 複数のクライアントを同時起動できなくなりました
  • 観戦時にロックオンレティクルが表示されない問題を修正しました
  • 武器の再使用ゲージが震える問題を修正しました
  • シャットダウン中にウェポングループの変更を行えなくしました
  • いくつかの文言を修正しました
  • Fixed LOD rotation issue on certain buildings in River City
  • Forest Colonyの岩石の描画を向上させました
  • Mech Labの描画を向上させました
  • First art pass of adding buildings to crevasse in Frozen City
  • SSRMが適切な敵の位置に命中するようにターゲットの骨格を修正しました
  • Jenner/Founderのコクピットを修正しました
  • Dragonの背中の胴部のバグを修正しました

KNOWN ISSUES(既知の問題)

  • MechLab
    • 新しく買ったコクピットアイテムは自動的に装備されません
      • コクピットにアクセスし、手動で装備してください
    • Commando、Hunchback、Dragon、Awesomeはデフォルトパターンの色を現在変更できません
    • MCを購入した後ログインしなおさないと、パターン/ペイントやコクピットアイテムを購入する際に「MCが足りません」というメッセージが出てしまいます
      • MCの購入後に再起動してください
    • 極まれに、試合を抜けた後にコクピットアイテムを購入するとゲームがロックされることがあります
    • ペイントのカラーパレットは、パターン変更後に色を元に戻そうとすると、変更前の色の名前が表示されてしまいます
    • コクピットの設定がセーブされる前に、あまりにもすばやくコクピットタブを選択すると、カメラがメックの外側にあるままになってしまいます
    • 購入した2つ目のメックベイは新しいメックを一時的に設置できません
      • 1つ目のメックベイから順に使用してください
  • ゲーム内
    • Bitching Bettyはいくつかのメッセージを発するべき事柄を見逃し、また“AMS ammo at 25%”を繰り返してしまいます
      • 敵にターゲットされた時、LRMやSSRMにロックオンされた時、Flamerが破壊された時、起動時、のメッセージが出ません
    • 低スペックのマシンでLow設定で遊ぶ場合、Frozen City Nightで空に赤や緑のテクスチャーが見えてしまいます

原文

Patch Notes November 27th, 2012

Open Beta Update #4

Upcoming Patch - Tuesday Nov. 27th @ 10AM – 1PM PDT

 

Change Log

________________________________________

Update

Greetings MechWarrior’s and welcome to Open Beta Update 4!

We have some exciting things to talk about in this patch, but first off, we want highlight the start of Banked Premium time button. The Community spoke and we listened! It has been a while coming, but Founder's premium time will now be reset and banked allowing you to activate it when you desire. This won’t stop you from purchasing premium time right now and activating your founders time later. Any of the bonus XP and C-bills you earned while your premium time was active are retained.

Next up we have Frozen City Night. This relight of the Frozen City map changes things up by creating long clear sightlines and some cool new effects in the sky. It may not be a night map that requires Night vision but that will be in another patch. ;)

I can’t talk about Visual Customization without giving props to Mark Hayden, aka Hayden on the forums. Mark has been customizing Mech patterns on our concept art since the beginning and now he works on the game! So if you want an idea of the kinds of skins are going to be in your future take a look at this thread. http://mwomercs.com/forums/topic/315-repainted-concept-art/ We are extremely proud that Mark has decided to join our team to give you guys the best options for customization.

It doesn’t stop there either, you have all seen the Coconut Monkey and the nVidia Dawn bobbleheads right? I now present to you HULA GIRL! Along with a bunch of other cockpit customization items and more is in the works!

Last but not least BITCHIN’ BETTY is in the game! Yes that is Carrol Ruggier’s voice, of MechWarrior 2 fame, in the game! We still have more audio to add (*cough*, start-up sequence, *cough*), and some more system refinement, but we just couldn’t make you wait any longer!

Lastly, I want to let everyone know we are working on networking, performance, and bug fixes. This is the heart of any great game and we are committed to getting the best experience we can for our players. Some things take longer to turn around.

See you on the Battlefield!

  • Matt Newman

VISUAL CUSTOMIZATION

Players will now be able to customize the outer visual looks of their BattleMechs. This includes applying patterns and adjusting the colors that make up those patterns.

 * Patterns - Patterns are made up of color elements which give them a unique look when applied to a BattleMech. Not all Mechs have skins available to them. Check out the matrix in the link below to see what is currently customizable.
 * Paint Colors - The colors that can be applied to a Pattern are broken down into channels. Each pattern has from 1 to 3 channels. Colors can be changed on any channel that is available for the chosen Pattern.
 * Cockpit Items - Items can now be purchased for the player's BattleMech cockpits. More items are being implemented and they will be coming out soon.

For more in-depth detail on Visual Customization, follow this link: http://mwomercs.com/forums/topic/76666-battlemech-visual-customization-phase-1/

With this, we found a rendering issue that would cause colors to not show up properly. This was fixed and now Mech colors are properly reproduced in the game. You will notice a slight shift in colors for your Mechs including Founder's Mechs and Yen-Lo-Wang.

LEVEL

 * Frozen City Night
 Dropped into what once was the city centre of a thriving metropolis, expect unpredictable terrain in this now lifeless wasteland. After dropping into the new frozen city environment, you will find challenges the original map did not have. From the gorgeous borealis in the background, to the moonlit night effects, you will have to be much more careful about checking for enemies; the fog has dissipated however.

As with normal frozen city, this map is very cold, and it will affect the way your mech produces heat. Heat will take much longer to buildup allowing for lengthier, more intense battles with less chance of overheating your mech.

GENERAL

 * An “Activate” button has been added to the main screen allowing Founders to activate their banked premium time.
 * The following applies to Founder's Accounts ONLY:
 * Your premium time is now zeroed out.
 * If you have purchased premium time with MC during Open Beta, that time will remain in tact.
 * Once the "Activate" button is clicked, the amount of premium time that came with your Founder's package is injected into your account.
 * Again, if you purchased premium time with MC during Open Beta, and you click the Activate button, your remaining purchase time and your Founder's time will be combined. (i.e. you will not lose any Premium Time).

WEAPONS

 * LRM damage has been increased from 1.7 to 1.8 per missile.

GAMEPLAY

 * Bitching Betty v 1.0
 * Your Mech's onboard computer will speak to tell you of the following events:
 * a location on your Mech is critically damaged
 * a location on your Mech has been destroyed
 * a weapon has been destroyed
 * a weapon's ammo is at 25%
 * a weapon's ammo is depleted
 * a weapon's ammo is destroyed
 * a heat sink has been destroyed
 * jump jet fuel is at 25%
 * jump jet fuel is empty
 * your Mech is out of bounds
 * your heat level is critical
 * your Mech has shutdown
 * you have overridden shutdown
 * your base is being captured
 * the enemy base is being captured
 * your target an enemy Mech
 * you switch to target a different enemy Mech
 * The volume of these messages is controlled by the Dialog Volume slider in the options menu
 * Some weapons/ammunition announcements are not in yet but they will be added with subsequent patches.

MECHS

 * Decreased the horizontal arm movement on the Cataphract's, to avoid clipping the torso cannon
 * Added Cataphract's walking backward animation.
 * Mechs with jump jets have their take-off animations adjusted to 40 frames.
 * The number of weapons seen on the Ravens' right arms changes to properly reflect the number of weapons equipped
 * Cockpit/head hit area tweaks: reduced for Cataphract, Cicada and the Awesome

BUG FIXES

 * Fixed a desync that could occur when a Mech had a destroyed leg.
 * Users will no longer have a blurry screen after they die. This was caused when a user would die from a missile.
 * Users will only be able to launch one game client now.
 * Fixed Lock-on reticule not showing up for spectators.
 * Cool-down bar stutter fix.
 * User can no longer change weapon groups while shut down.
 * Numerous text updates/corrections.
 * Fixed LOD rotation issue on certain buildings in River City
 * Minor visual improvements to some rock materials in Forest Colony
 * Minor visual improvements to some materials in the Mech Lab
 * First art pass of adding buildings to crevasse in Frozen City
 * Target bones updated for all Mechs to ensure that S-SRMs will hit the proper enemy locations.
 * Jenner/Founder's cockpit materials fixed
 * Rear torso hit-unregistered-bug fixes: Dragon

KNOWN ISSUES

 MechLab:

 * Newly bought Cockpit Items are not always automatically equipped on Mechs.
 * You need to re-access the cockpit and re-equip the items manually.
 * Colors cannot be changed on default patterns of the Commando, Hunchback, Dragon and Awesome for the moment.
 * After purchasing MC, you may receive a ‘Not enough MC’ message if trying to buy a Camo Spec or Cockpit Item without a previous logout/login.
 * Restart your game client after Purchasing MCs.
 * Rarely, purchasing a Cockpit Item right after exiting a match will cause the game to lock.
 * Camo Spec color palette may incorrectly display previous colors after changing patterns and coming back to re-change colors.
 * Selecting Cockpit Tab too quickly after saving Cockpit settings may lock the camera outside of the Mech.
 * The two first Mech Bays you purchase will not immediately accept new Mechs.
 * Select another working Mech Bay and then your newly purchased Mech Bay will function normally.

 Ingame:

 * Bitching Betty is missing certain prompts and repeats “AMS ammo at 25%”.
 * Targeted by enemy, Locked by LRMs or Streaks, Flamer Destroyed and Start Up Sequence are missing.
 * Frozen City Night can have red/green sky textures in low settings with certain system specs.

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

The MechWarrior® Online™ Team