Greetings MechWarriors,





UPDATE 04/26/2016

Two additional items have been added to this hot fix:

• DropDecks: Fixed an issue where clicking a 'Mech portrait would revert your Ready status when Grouped

• Leaderboards: Fixed an issue where the Leaderboards would not function at certain resolutions.







We will be rolling out a hot-fix, tentatively scheduled for Thursday April 28th at 3:00 PM PDT [10PM UTC], with the following changes:





Quick Play • River City: Fixed an issue with the Skirmish Game Mode.





Faction Play • DropDecks: Fixed additional issues that could cause slots to revert to Trial 'Mechs.



• Solo and Unit Queues have been merged. More information regarding this change can be found in a dedicated section of this post.



• As a result of the Queue merge, Solo Loyalists can now join Faction Play Groups. All Group members must still be aligned to the same Faction, either by Contract or by Loyalty.

• Long-Tom Artillery Strike: Visual effect now renders correctly over ocean water.







Planet Value System (Faction Play)

After receiving your feedback and evaluating the metrics of planet ownership through the first week of release, we are going to be increasing the amounts of MC used for the various aspects of the Planet Value system in Faction Play. • Any planet under a Unit’s control will now generate 15 MC per attack cycle (up from the original 5 MC).

• The maximum amount of MC a Unit can generate per attack cycle has been increased to 90 MC (up from 30 MC).

• The total amount of MC available from a planet over the total duration of its contest period has been increased to 540 MC for normal planets (up from 180 MC), and 1080 MC for capital planets (up from 360 MC). With these changes, a Unit can receive a total daily income of 270 MC if they maintain control over no less than 6 planets through the course of the day.





Regarding the decision to merge of Solo and Unit Queues

Splitting the Faction Play Queue into Solo and Unit Queues was something we had received a lot of requests for since Faction Play was first introduced. The intention behind its release with Phase 3 on April 19th was to provide a more even playing field for players who were not part of an organized Unit.



However, after monitoring the population of the two Queues through the week since its release we are going to be merging the Solo and Unit Faction Play Queues back into a single Queue. While the 4v4 structure of Scouting worked reasonably well in the Solo Queue for certain Factions, there were simply not enough Invasion matches kicking off in Solo.

We are going to continue exploring new features and enhancements for Faction Play to help improve the overall experience for players of all types. For now we feel this represents the best overall option for ensuring players who want to participate in Faction Play can do so reliably, with minimal waiting, and with access to all of its game modes.



