















New additions are in bold . Existing weapon variants are listed for reference.















The Clans now have access to the Light Machine Gun and Heavy Machine Gun.



Though certain values differ, these new Machine Gun Types are also available to the Inner Sphere.

Light Machine Gun Machine Gun Heavy Machine Gun Slots 1 1 1 Tons 0.25 0.25 0.5 DMG 0.60/s 0.95/s 1.50/s Max Range 480 240 160 Optimal Range 240 120 80 Projectile Speed 100 100 100 Missile Speed 0.2 0.6 1.1 Health 3.5 3.5 3.5 Shots Per Ton 2000 2000 1000













The Clans now have access to the ER Micro Laser; a unique addition for the Clan arsenal of ER Lasers.





ER Micro Laser ER Small Laser ER Med Laser ER Lrg Laser Slots 1 1 1 1 Tons 0.25 0.5 1 4 DMG 2.6 5 7 11 Heat 1.7 3 6 10 Cooldown 2.25 2.75 3.5 3.75 Duration 0.75 1.1 1.25 1.35 Max Range 300 360 688 1480 Optimal Range 150 200 405 740 Health 3.75 5 5 6













The Clans now have access to the Micro Pulse Laser; a unique addition for the Clan arsenal of Pulse Lasers.





Micro Pulse Laser Small Pulse Laser Med Pulse Laser Lrg Pulse Laser Slots 1 1 1 2 Tons 0.5 1 2 6 DMG 3 4 7.5 12 Heat 1.7 2.7 5 10 Cooldown 1.9 2 3 3.2 Duration 0.5 0.6 0.9 1.09 Max Range 180 297 561 840 Optimal Range 90 165 330 600 Health 3.75 5 5 7.5











The Clans now have access to Heavy Lasers; these are an entirely new type of Laser weapon unique to the Clan arsenal.



Heavy Lasers are distinguished by their potential for extremely high up-front damage potential at relatively low Tonnage requirements, but at the cost of high Heat and long Cooldown duration.



Heavy Small Laser Heavy Medium Laser Heavy Large Laser Slots 1 2 3 Tons 0.5 1 4 DMG 6 10 16 Heat 4.25 8 17 Cooldown 3.75 5 6 Duration 1.35 1.6 1.7 Max Range 180 540 900 Optimal Range 100 270 450 Health 3.75 5 6











The Clans now have access to Light TAG; a new type of TAG unique to the Clans.





Light TAG TAG Slots 1 1 Tons 0.5 1 Max Range 450 750 Optimal Range 450 750 Health 7.5 7.5













The Clans now have access to Advanced Tactical Missiles (ATM); an entirely new class of Missile weapons unique to the Clans.



ATMs are guided Missiles with range-based damage potential, dealing higher amounts of damage at close-range but lower amounts of damage at long range.

ATM 3 ATM 6 ATM 9 ATM 12 Slots 2 3 4 5 Tons 1.5 3.5 5 7 DMG 9 18 27 36 Heat 2.5 4.5 7 9 Cooldown 4 5 5 5 Max Range 1100 1100 1100 1100 Optimal Range 270 270 270 270 Projectile Speed 160 160 160 160 Missile Spread 4.2 4.2 5.2 5.2 Health 3.5 3.5 3.5 3.5 Shots Per Ton 72













New additions are in bold . Existing equipment variants are listed for reference.















The Clans now have access to the Light Active Probe; a new type of Active Probe unique to the Clans. The Light Active Probe takes up no Slots, but has a shorter range than the standard Active Probe.



Light Active Probe Active Probe Slots 0 1 Tons 1 1 Health 5 5













The Clans now have access to Laser AMS.

Though certain values differ, this new Laser AMS equipment is also available to the Inner Sphere.



Laser AMS AMS Slots 1 1 Tons 1 0.5 DMG 105/s 105/s Heat 4 0 Max Range 250 250 Optimal Range 165 165 Projectile Speed 100 100 Health 7.5 7.5 Ammo Required No Yes









With the release of new technology and equipment, the Skill Tree has received a handful of low-impact changes and additions.





New Flamer Ventilation Nodes 2 new 'Flamer Ventilation' Nodes have been added to the Firepower Tree. These Nodes have been slotted into previously empty locations. Flamer Ventilation Nodes will increase the dissipation rate for 'ramped' Heat generated when engaging Flamers.

UAC Jam Chance > Enhanced UAC / RAC UAC Jam Chance Nodes have been replaced with Enhanced UAC/RAC Nodes. Rather than reducing the chances of incurring a weapon jam, these Nodes will now instead reduce the Jam Duration for UACs and improve the dissipation rate of the Jam Gauge for RACs.



Additions to Magazine Capacity & Missile Rack Nodes Newtech Ammo and Missile types have been added to the Magazine Capacity and Missile Rack Nodes, respectively.





Enhanced ECM > Enhanced ECM Systems The Enhanced ECM Nodes have been expanded to include functionality for the new Inner Sphere Stealth Armor. In addition to the existing boost for ECM, these Nodes will also reduce the Cooldown Duration before Stealth Armor can be re-activated.





Changes to Enhanced Coolshot Boost provided from Enhanced Coolshot Nodes has been reduced to 15% per Node (down from 25%).











There are a number of known issues you are most likely to encounter or notice during your time on the New Tech Public Test client. A great deal of these have already been resolved, but were not yet completed in time for this PTS build. Remaining issues will be resolved prior to the July 18th patch.

If you encounter any issues not reported in this list we encourage you to report the issue in our PTS sub-forum!





Visual





The majority of 'Mechs have not yet been retrofitted to support the distinct visual appearance of new weaponry. For example, the Rotary Autocannon will appear as an Ultra Autocannon when equipped onto the majority of 'Mechs. Support for these new weapon visuals will be released in stages in future patches following our July Civil War Patch.

Until then, placing new weapons onto a 'Mech which does not yet support the unique visuals will cause those weapons to appear as their similar counterparts. For example, Rocket Launchers will appear as LRMs.





The following 'Mechs however will support the distinct visuals of new weaponry in the July patch, and when applicable, in this PTS:





• Black Knight



• Crab

• Enforcer • Grasshopper • King Crab



• Mauler

• Panther

• UrbanMech



• Wolfhound



• Zeus

• Annihilator (not available during PTS)



• Cougar (not available during PTS)



• Uziel (not available during PTS)

• Mad Cat MK II (not available during PTS)







• RAC weapon barrels currently do not rotate when being fired.



• When Stealth Armor is active, the associated 'Mech will not retain its environment-neutral appearance when seen at a distance under Heat Vision.



• Status Indicator HUD 'help' window - available through the ESC menu - does not include indicator for Stealth Armor status.



• Rocket Launcher Hardpoints will still appear as if they have Rockets in them after being fired when placed onto 'Mechs which do not support their visual appearance.



• Some chassis will not display weapon geometry when equipping certain weapons.







Audio





• Medium Range Missile SFX can overlap each other when fired.

• Bitching Betty refers to SRMs and LRMs when Rocket Launchers and ATMs are destroyed, respectively.



• Tapping the associated fire button several times and then holding it down can prevent the RAC barrel SFX from playing correctly.







Gameplay





• 'Mechs will sometimes fail to fire Rocket Launchers if they immediately overheat due to the firing attempt.







MechLab





• When using the Column version of MechLab at a vertical resolution below 1024, the Component tabs can extend outside the screen space.

• An over-tonnage Loadout can be saved after toggling from XL > STD Engine.

• Damage over Range graphs are not correct for some weapons.

• Switching between top tabs in the Home screen will sometimes cause the text within your currently-selected tab on the left to not appear.



• Light Ferro-Fibrous Armor text will overrun available space within the Upgrades section of a 'Mech details tooltip.



• Heat scale warning text for ATMs refers to LRMs.



• Heat scale warning text for Rocket Launchers refers to SRMs.



• When no Engine is equipped, changing the Engine type to a non-Standard Engine in the dropdown and adjusting the Engine rating will automatically revert it to a Standard Engine.

• The Engine icon will sometimes appear incorrect when dragging a Standard or Light Engine onto a 'Mech.

• The Magazine Capacity list window will be cut off at low resolutions.



