







Upcoming Patch - Tuesday, March 21st @ 10AM – 1PM PDT

Patch Number: 1.4.107

Standalone Client Patch Size: ~570 MB

Steam Client Patch Size: TBA

Please note that due to compression differences the Steam patch size may be larger than the standalone client patch size.





Quick Links

Assassin

New Champion and Trial 'Mechs

New Items, Titles, Badges, and Decals

Gameplay

• Component Health/Critical Hit Changes

• Weapon Changes

• Clan Targeting Computer Changes

Other Fixes and Changes

Patch Files (Direct Download)





Greetings MechWarriors,





The Assassin has arrived, and is now en-route to the MechBays of eligible MechWarriors.

In addition to the usual new items and 'Mech-associated content this patch features the release of eight new Champion 'Mechs built by and voted for by members of the community, including a fresh slate of Trial 'Mechs.





This patch also includes a few of the balance-related changes previously seen in the Skill Tree PTS. While many of the changes seen during the Skill Tree PTS relied on the context of the new Skill Tree, others did not. We feel the specific changes to Component Health, Critical Hits, Targeting Computers, and certain Weaponry changes are positive improvements to overall balance regardless of the Skill Tree, and we have included those changes in this patch.





While the Skill Tree is no longer active on PTS, the feature is still very much in development. You can check out our latest Skill Tree Status Update for more details.

Up next on the PTS slate we'll be running a future public test of the all-new Incursion Game Mode, so keep an eye out for more details soon.





A new era of 'Mech warfare also approaches, with the recent announcement and detailing of future weapon and equipment technology planned for release this July. Check out more details on the upcoming technology here , and head over to the associated Civil War 'Mech pack for a collection of Clan and Inner Sphere 'Mech pre-orders set for simultaneous release on July 18th.





In the meantime, read on for all the details for the March patch, and we'll see you on the battlefield!





- The MechWarrior Team

















Assassin (Medium) Store Page

Release Date for MC: June 6th 2017 Release Date for C-Bills: July 4th 2017

Assassin 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 the Master Skill tier for that variant)

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.































Along with their complementary delivery to eligible Assassin owners, the following Cockpit Items are also now available for purchase in-game:



Assassin Katar (Assassin Standing Cockpit Item): 750 MC



Assassin Garotte (Assassin Hanging Cockpit Item): 500 MC



Assassin Blades (Assassin Warhorn): 750 MC



Assassin Pushdagger (Assassin Early Adopter Hanging Cockpit Item): 750 MC













Assassin Standard Pack (and Collector Pack)

"The Hitman"

Assassin Collector Pack

"The Professional"

These Titles and Badges are only available through their associated Assassin Pack. The Collector Pack comes with both.













Only two new Decals are arriving in this patch, releasing as part of the arrival of the Assassin. Sincere apologies again to everyone looking for a slew of new Decals to accommodate the many requests; we promise that future patches this year will see more substantial Decal additions!

• Assassin Bug (Assassin Decal) • Assassin Katar (Assassin Decal)













The recent Skill Tree Public Test Session included a number of additional balance and gameplay-related changes. While many of these changes relied on the context of the new Skill Tree, others did not. We feel the changes to Component Health, Targeting Computers, and certain Weaponry changes are positive improvements to overall balance regardless of the Skill Tree. Those changes have been included with this patch, and are outlined below. Note that if you previously read about these changes in the initial Skill Tree PTS announcement, the Design Notes are much the same as they were in that announcement.

Component Health and Critical Hits

Inner Sphere and Clan baseline balance continues to be a high priority for us. As indicated back in January, we have identified a series of core imbalances that we will be attempting to evaluate further and address in the future, while still attempting to maintain distinct differences between the two technology bases.

The first of the changes you'll see as a result of this review is to address the Critical Hit system and the faction-level imbalances present within it. The previous Critical Hit system was globally too lax in its distribution of health and damage, leading to Critical Hits rarely occurring unless it was directly the result of Critical Hits from high-damage weaponry - primarily PPC and Gauss. This resulted in minimal concern being paid to Critical Hits, even when receiving damage from weaponry with boosted Critical Chances or damage bonuses.

We've gone through all of the equipment currently in the game, and have taken a pass at giving each Component its own unique Critical Health value.

On the Inner Sphere side, smaller/lighter Components will see their health reduced. Mid-sized components will stay where they are, while large components will see a health increase. The overall aim here is to increase the threat of Component destruction from a Critical hit when Structure is exposed. We have also made a few weapon and equipment changes to further support this system.

When it came to the Critical Hit system for Clans, we've identified that this was a fundamental point of imbalance. Due to the fact that Inner Sphere Components are larger and heavier, Inner Sphere Components were much more prone to being critted out directly because they had less overall Component Health to 'pad' the crit damage in comparison to their Clan counterparts. This resulted in Inner Sphere 'Mechs suffering much more from Critical hits than the Clans, who can pack their 'Mechs with more Components of equal health.

To address this, Clan Components will see an overall reduction in Health values - excluding cases where those Components are identical to their Inner Sphere counterparts, such as Jump Jets and Actuators. While these changes may initially seem extreme when viewed in isolation, they are designed to account for the fact that Clans can typically mount more physical Equipment than their Inner Sphere counterparts. When viewed as total Component Health values against roughly equivalent Inner Sphere designs, the end result sees a much closer balance picture for total Component Health between the two tech bases.

Essentially, the bulkier, heavier Inner Sphere Equipment will typically now be more durable, while the smaller, lighter Clan equipment will allow for more equipment to be fielded overall at the cost individual equipment health.

We have provided two examples below conveying these dynamics. The first, comparing the Inner Sphere Jenner Oxide against the Clan Jenner IIC. The second, comparing the Inner Sphere Black Knight BL-7-KNT-L against the Clan Timber Wolf TBR-A. These examples are intended to showcase that while Clan tech health can be lower than Inner Sphere health, the ability for Clan 'Mechs to equip a greater amount of equipment equalizes this deficiency and puts the two sides in a more comfortable state of balance.

Jenner vs. Jenner IIC (Previous) Jenner Oxide JR7-O ( Build ) Jenner IIC JR7-IIC ( Build ) Components & Component HP Components & Component HP RT 1 LT 1 RT 5 LT 1 RT HP 15 LT HP 15 RT HP 51.6 LT HP 15 RA 4 LA 4 RA 5 LA 5 RA HP 40 LA HP 40 RA HP 50 LA HP 50 RL 5 LL 5 RL 4 LL 4 RL HP 50 LL HP 50 RL HP 40 LL HP 40 CT 4 HD 4 CT 4 HD 4 CT HP 45 HD HP 40 CT HP 45 HD HP 40 Total # 28 Total HP 265 Total # 32 Total HP 301.6

Jenner vs. Jenner IIC (New) Jenner Oxide JR7-O (Same Build) Jenner IIC JR7-IIC (Same Build) Components & Component HP Components & Component HP RT 1 LT 1 RT 5 LT 1 RT HP 15 LT HP 15 RT HP 47.5 LT HP 15 RA 4 LA 4 RA 5 LA 5 RA HP 32.5 LA HP 32.5 RA HP 32 LA HP 32 RL 5 LL 5 RL 4 LL 4 RL HP 35 LL HP 40 RL HP 30 LL HP 30 CT 4 HD 4 CT 4 HD 4 CT HP 40 HD HP 22 CT HP 32 HD HP 22 Total # 28 Total HP 202 Total # 32 Total HP 210.5

Black Knight vs. Timber Wolf (Previous) Black Knight BL-7-KNT-L ( Build ) Timber Wolf TBR-A ( Build ) Components & Component HP Components & Component HP RT 5 LT 4 RT 6 LT 5 RT HP 55 LT HP 45 RT HP 58.2 LT HP 51.6 RA 6 LA 7 RA 7 LA 8 RA HP 60 LA HP 70 RA HP 56.4 LA HP 73.2 RL 4 LL 4 RL 4 LL 4 RL HP 40 LL HP 40 RL HP 40 LL HP 40 CT 2 HD 4 CT 3 HD 3 CT HP 25 HD HP 40 CT HP 35 HD HP 30 Total # 36 Total HP 345 Total # 40 Total HP 354.4

Black Knight vs. Timber Wolf (New) Black Knight BL-7-KNT-L (Same Build)

Timber Wolf TBR-A (Same Build) Components & Component HP Components & Component HP RT 5 LT 4 RT 6 LT 5 RT HP 45 LT HP 42.5 RT HP 45 LT HP 50 RA 6 LA 7 RA 7 LA 8 RA HP 45 LA HP 55 RA HP 42.5 LA HP 47.5 RL 4 LL 4 RL 4 LL 4 RL HP 30 LL HP 30 RL HP 30 LL HP 30 CT 2 HD 4 CT 3 HD 3 CT HP 25 HD HP 19.5 CT HP 60 HD HP 12 Total # 36 Total HP 262 Total # 40 Total HP 257

These changes are only the first level of the core changes we are currently evaluating for future patches. As mentioned in the design notes for the Clan XL Engine changes from January, more details will be conveyed as we approach implementation. We want to assure everyone that core-level tech balance continues to be a priority for us as we get closer to the introduction of new tech into the game.

Clan Targeting Computers

Targeting Computer Mk 1: • 1 Crit Chance bonus reduced to 1.14% (from 5%). • 2 Crit Chance bonus reduced to 0.64% (from 2.75%). • 3 Crit Chance bonus reduced to 0.14% (from 0.55%).

Targeting Computer Mk 2: • 1 Crit Chance bonus reduced to 2.29% (from 5.50%). • 2 Crit Chance bonus reduced to 1.29% (from 3%). • 3 Crit Chance bonus reduced to 0.29% (from 0.63%).

Targeting Computer Mk 3: • 1 Crit Chance bonus reduced to 3.43% (from 6%). • 2 Crit Chance bonus reduced to 1.93% (from 3.25%). • 3 Crit Chance bonus reduced to .43% (from 0.7%).

Targeting Computer Mk 4: • 1 Crit Chance bonus reduced to 4.57% (from 6.5%). • 2 Crit Chance bonus reduced to 2.57% (from 3.50%). • 3 Crit Chance bonus reduced to 0.57% (from 0.78%).

Targeting Computer Mk 5: • 1 Crit Chance bonus reduced to 5.71% (from 7%). • 2 Crit Chance bonus reduced to 3.21% (from 4%). • 3 Crit Chance bonus reduced to 0.71% (from 0.85%).

Targeting Computer Mk 6: • 1 Crit Chance bonus reduced to 6.86% (from 7.5%). • 2 Crit Chance bonus reduced to 3.86% (from 4.25%). • 3 Crit Chance bonus reduced to 0.86% (from .93%).

Targeting Computer Design Notes: The Critical Chance boost provided from Targeting Computer equipment provided a disproportionate boost to the lower tiers of the equipment compared to the higher tiers. We've gone through and adjusted the distribution of Crit Chance bonuses into a more linear arrangement, based on the final Mk 7 TC, to provide a fairer distribution of the bonus through the TC line.

Ballistic Weapons

C-UAC2 • Bonuses to Crit Chance have been removed.

C-UAC2 Design Notes: In the context of the adjusted crit changes, we feel that the C-UAC2 needs a minor tweak to help better align it against the other similar AC2 class weapons with the removal of the Critical Chance bonus. In the context of other changes, we felt the C-UAC2 was outpacing Crit Damage output against more specialized weapons that are more geared toward filling that niche; particularly when looking at the dynamic between the C-LBX2 and standard C-AC2 weaponry. We're removing its bonus to focus the C-UAC2 more toward a burst DPS weapon.

Gauss Rifles (IS and Clan) • Gauss Rifles now only provide a single Critical Hit. • Critical Damage Dealt reduced by 50%.

Gauss Rifle Design Notes: Under the previous Crit system the Gauss Rifle was one of the only weapons capable of providing reliable Critical hits, and was the only weapon that could reliably Crit components with a single hit from 800+ ranges. We have made a series of changes to the Gauss Rifle to reduce its impact on the Critical Hit system and keep its primary focus on massive physical damage at a small heat cost.

As a hypersonic, solid-slug projectile that carries no explosive material, a Gauss slug would produce highly-focused kinetic damage to its impact area, rather than impacting with an explosive shell. To further play into this attribute, we are removing the ability for Gauss to inflict multiple Critical hits. Single Critical hit chances can still be boosted with the use of a Targeting Computer.

Additionally, its Critical Damage will now only be 50% of its physical Damage. This results in 7.5 Critical Damage Dealt within optimal range. Coinciding with Crit health changes, this damage output is still sufficient to take out small Components or Heat Sinks in a single hit, but will now require multiple hits to take out larger weapons and components.

These changes were made to reduce the overall impact of the weapon through the Critical system to better reward other weapons more focused toward dealing Critical damage.

Energy Weapons

PPC/ERPPC/C-ERPPC • Critical Damage Dealt reduced by 25%.

PPC Design Notes: Like with Gauss Rifle, we have reduced the reliability of the PPC line as a Crit-seeking weapon to better balance it against weapons more specialized toward Critical damage. Its Critical damage will now only be 75% of its physical damage, resulting in the same 7.5 Critical damage at optimal range as the Gauss Rifle.

Missile Weapons

SRM4 • Spread increased to 4 (from 3.5). C-SRM4 • Spread increased to 4.5 (from 4).

SRM Design Notes: When it came to SRM balance within the weapon line, the SRM 4 has always stood out as being 'just a bit better' than the alternatives, provided you had the slots. With better spread and DPS when combined with Artemis, the SRM 4 had always produced mass-concentrated firepower on single components at superior DPS, with vastly superior spread, at only a minor heat cost. While initially conceived as a new baseline for the skill tree system, after observing the weapon through the PTS’ we have decided to roll over the values from PTS to help smoothen out its balance against the other SRM launchers.

LRM5 (IS and Clan) • Spread increased to 4.2 (from 3).

LRM Design Notes: Like the SRM 4 changes, after testing these values on the PTS we have decided to roll over these changes to the main game to better balance the LRM 5 against the other launcher types. When it came to the dynamic between LRM launchers, the LRM 5 was often seen as the superior choice. This increase to LRM 5 spread has brought it in line with the LRM 10 to ensure that the LRM 5 no longer compounds its already significant DPS and tonnage benefits over larger launchers.













• 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.







