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.

* Projectile Speed value only affects the visual behavior of the machine gun bullet particle effect, and has no impact on the mechanics of the weapon.



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



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



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.

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



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.

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 weighs half as much as its standard counterpart, but provides smaller boosts to associated attributes.

The Clans now have access to Laser AMS. While Laser AMS does not rely on ammunition like its standard counterpart, it does generate Heat while responding to incoming enemy missile fire; the system will deactivate automatically and cease generating additional Heat if there are no valid missile targets incoming within its range.

However, manually deactivating Laser AMS to manage your Heat buildup while taking Missile fire will be vital for using it expertly. AMS can be toggled using the tilde (~) key by default, or by deactivating it in your Weapon Group interface.

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

* Projectile Speed value only affects the visual behavior of the AMS fire particle effect, and has no impact on the mechanics of the weapon.

The following 'Mechs however do support the distinct visuals of new weaponry in this patch:

The following 'Mechs however do support the distinct visuals of new weaponry in this 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.

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 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 starting in August.

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 starting in August.







Civil War Hero variants

Civil War Store Page





Uziel Release Dates MC Release Date: September 5th 2017 C-Bill Release Date: October 3rd 2017





Cougar Release Dates MC Release Date: October 3rd 2017 C-Bill Release Date: November 7th 2017





Annihilator Release Dates MC Release Date: November 7th 2017 C-Bill Release Date: December 5th 2017





Mad Cat MKII Release Dates MC Release Date: January 9th 2018 C-Bill Release Date: February 6th 2018

You can check out the Quirk information for all these new Civil War 'Mechs as part of our Countdown to Civil War post here .

These new 'Mechs also bring with them a total of 12 new Colours for purchase with MC in-game. Early Adopters of a Civil War 'Mech Pack receive their associated colours for free.





















Coinciding with the release of new technology, a number of value changes have been implemented for existing technology. These adjustments, outlined below in full, are also reflected within the reference tables located in the previous New Tech section of these notes.

This patch also sees minor additions and changes to the Skill Tree.

Aside from the new Quirks applied to the Civil War 'Mechs, there are no Quirk adjustments in this patch.













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







Firepower





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.



These Nodes provide the following benefits:

• UAC Jam Duration -7.5% per Node • RAC Jam Gauge Dissipation -7.5% per Node

'Mechs which already had the previous UAC Jam Chance Node(s) unlocked will automatically have the new Enhanced UAC/RAC Nodes unlocked. Any Skill Points previously assigned to the UAC Jame Chance Node(s) will instead be assigned to the new Enhanced UAC/RAC Node(s).

Enhanced UAC/RAC Design Notes: The previous UAC Jam Chance Nodes placed us in a spot where the initial test values were impacting the upfront, sustained DPS of UAC weaponry a bit too much; leading us into a position where we could not provide the Node with significantly more value than what it was previously tuned for without adversely affecting weapon balance. As an alternative, we have changed the functionality for UACs to provide a percentile reduction to Jam Duration, rather than Jam Chance. This allows us to provide a more significant benefit without impacting the upfront DPS of the weapon. Instead, we are simply enabling a reduction to the recovery time needed before getting back into the fight.



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

Increase to Gauss Charge Nodes The benefit provided from Gauss Charge Nodes has been increased to 0.75 (from 0.25).

Survival

AMS Overload The benefit provided from AMS Overload Nodes has been decreased to 0.75 (from 1.25).

AMS Overload Design Notes: We're happy to see AMS effectively utilized, but feel that the previous 71% damage uptick provided a bit too much of a boost to the equipment, particularly in light of recent baseline changes to AMS. We have therefore chosen to reduce the value provided from the AMS Overload nodes to instead provide a total boost of 41% to AMS damage when both nodes are applied.







Sensors





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.





Auxiliary





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

Enhanced Coolshot Design Notes: With the original Enhanced Coolshot providing a bit too much in the realm of benefit when it came down to cost-benefit ratio, this change aims to bring the skill investment a bit more in line with the node count cost needed to max out Coolshot-based skills.















• Clan and IS UAC Weaponry: Fixed an issue where weapon jams could occur when holding down the fire button.







Inner Sphere AC10

• Added Heat Penalty when firing more than 3 AC 10 weapons simultaneously.

• AC10 Heat Penalty group is now linked with new IS UAC10.







Inner Sphere AC20

• AC20 Heat Penalty group is now linked with new IS UAC 20.







Inner Sphere and Clan Standard Machine Gun

• Damage increased to 1/s (from .95/s).



• Optimal Range increased to 130 (from 120).



• Max Range increased to 260 (from 240).







Machine Gun Design Notes: With the introduction of two new Machine Guns for both Inner Sphere and Clan, we wish to both level out the damage of the standard MG and provide it with a slight Range boost to better align it against its new counterparts.





Inner Sphere and Clan Standard Gauss Rifle

• Heat Penalty group is now linked with PPC.





Gauss Rifle Design Notes: For some time now, Gauss/PPC combinations have skewed much higher than nearly every other weapon combination when it came to pure pinpoint damage and kill potential. As a result, we've had to balance all Gauss and PPC weaponry changes around that combination, rather than what was best for the weapons individually. This was a mentality we carried with us into the New Tech PTS testing, attempting to preserve the weapon combo. That testing showed the various Gauss/PPC combinations provided with the release of new tech reliably outperformed nearly everything else on the PTS; when taken outside the combinations however, the individual weapons vastly under-performed from where we wanted them to be.

As a result, and with the current behavior of the combinations prior to the release of new tech also in mind, we have re-evaluated our stance on the combinations. This change will link Gauss and PPC weaponry together for the purpose of scaling Heat penalties. This will allow us to better balance the individual weapons as needed in the future, both within the existing lineup of weaponry, and with the new weapon types introduced in this patch.













Inner Sphere Small Laser

• Damage increased to 3.25 (from 3).



• Heat decreased to 1.5 (from 1.7).







Small Laser Design Notes: A few changes to IS Small Lasers in this patch, as part of continued refinements to the recent Energy weapon re-balance. These changes bring the IS Small Laser better in line with the newly introduced IS ER Small Lasers.





Inner Sphere Small Pulse Laser

• Heat decreased to 1.7 (from 2).

• Cooldown duration reduced to 1.9 (from 2).





Clan Small Pulse Laser

• Heat decreased to 2.4 (from 2.7).



• Cooldown duration reduced to 1.9 (from 2).







Small Pulse Laser Design Notes: The recent changes to Small Pulse Lasers have brought them into much better alignment with the rest of the weapon lineup around their size, but we feel we can nudge them a bit more in their Heat and Cooldown properties to provide with a tiny bit more DPS, while also have a bit more sustainability to play into their overall role.





Clan ER Small Laser

• Heat increased to 3.5 (from 3).



• Cooldown duration increased to 3.2 (from 2.7).



• Max Range increased to 400 (from 360).







Clan ER Medium Laser

• Heat increased to 6.3 (from 6).



• Cooldown duration increased to 3.75 (from 3.5).



• Optimal Range decreased to 400 (from 405).



• Max Range increased to 800 (from 688).







Clan ER Laser Design Notes: With the recent PTS we tested IS ER Lasers at double the Range to see how the dynamic held up for the their intended roles. We were satisfied with the results, so we wish to shift a similar design mentality over to the Clan side, providing them with increased Max Ranges to bring them in better parity with the new IS ER Lasers, and additionally, to further tune their overall performance against the rest of the lineup.





Clan Medium Pulse Laser

• Damage decreased to 7 (from 7.5).



• Heat decreased to 4.75 (from 5).







Clan Medium Pulse Laser Design Notes: We're implementing further tuning to the C-MPL to account for the ER Medium Laser changes, and in light of recent tuning implementation for this weapon coming up a bit short of where we wish the weapon land in the context of the recent Energy weapon balance pass.





Inner Sphere Medium Laser, Medium Pulse Laser, and ER Medium Lasers



• The standard, Pulse, and ER Medium Laser types now share a linked Heat Penalty group.







Inner Sphere Large Pulse Laser

• Heat increased to 7.25 (from 7).







Large Pulse Laser Design Notes: The Large Pulse Laser is still skewing a bit too high compared to its counterparts in the Large Laser family. We are nudging its overall Damage Per Heat ratio down slightly.





Inner Sphere ER PPC

• Velocity increased to 1900 (from 1300).







Clan ER PPC

• Heat increased to 14.5 (from 14)

• Velocity increased to 1500 (from 1300).







ER PPC Design Notes: As mentioned in the earlier entry for Gauss Rifles, we previously balance the ER PPC around their combination potential with Gauss. With the weapons now linked to the Gauss Rifles, it affords us the ability to boost the velocity of these weapons to make them better at longer-ranged trades. The Clan ER PPC pays for this increased Velocity with a bit more Heat given its existing solo-weapon potency.

















Expansion of Eligible 'Mechs

'Mechs with a bracketed designation - such as Champion [C] or Founder [F] 'Mechs - are now eligible for use in Competitive matches as long as they have a standard, non-bracketed counterpart currently available for purchase with C-Bills. For example, the GRF-1S [C] Champion 'Mech will now be eligible for use, as the standard GRF-1S can be acquired with C-Bills.

As a result, [C], [F], [G], [I], [NCIX], [P], [R], [S], [L], and [O] 'Mechs are now eligible for use if they have a standard counterpart currently available for purchase with C-Bills. When applicable, any additional bracket designations introduced in the future will also be made eligible for use according to their release structure.

Hero 'Mechs and their OmniPods are still not eligible for use in Competitive matches, as they do not have C-Bill counterparts.

Please Note: If you are an active participant in the Competitive Mode feature and acquired a standard C-Bill variant of a non-C-Bill 'Mech already in your inventory for express use in Competitive Mode due to the previous restrictions, please contact Support services at accounts@mwomercs.com if you wish to request a full refund for whichever standard 'Mech(s) you purchased specifically due to those previous restrictions. This offer only applies to active Competitive Mode participants, and will only cover C-Bill purchases conducted between June 16th and July 18th for 'Mechs now eligible for use in Competitive Mode due to this change. If you subsequently sold your special 'bracketed' variant prior to or after acquiring its C-Bill counterpart, but would not have done so if the special variant had been eligible for use in Competitive Play, please contact Support services at accounts@mwomercs.com; they will attempt to work with you to arrive at a favorable resolution.

Other Improvements

• Floating Chat can now be accessed while waiting in the Competitive Play Launch Queue.

• Teams can now be reported for Offensive Names/Tags from within their Team Details screen. Abuse or misuse of this reporting feature may result in moderation action against you and your Team. • Clicking a player within the Global Comp Chat will now display their Competitive Team Tag in the context menu. • Visual design of the Invite Member confirmation window has been improved. • Fixed an issue where the timestamp within the Match Results screen was using colons for the date, rather than hyphens. • Fixed an issue where Comp Play Leaderboard was referring to Pilot, rather than Team. • Fixed an issue where the Comp Play Leaderboard wouldn't display all Teams until you left and re-entered the Leaderboard menu.













Tournament administrators now have access to a Competitive API system! This will enable third-party competitive leagues to easily query raw match result data for use in their own tournaments and tournament websites.

For Tournament Participants and Administrators

The End of Round screen for Private Matches now contains a 'Publish Match Stats' button. When the round is concluded, anyone in the match can click the button to the submit the data for that match to the Competitive API system.

Upon doing so you will receive a confirmation window listing the Match ID and informing you that the ID has been copied to your clipboard. Someone in the match must manually provide it to the Administrator(s) of the third-party Tournament in which you are participating, as the Administrator(s) will require the correct MatchID in order to access the match data.

If Match Stats are not submitted at the End of Round screen, or if the correct MatchID is not provided to them, the Tournament Administrator(s) will not be able to access the match data!













For Tournament Administrators

To enable access to querying the Match Data API for use in your Tournament system you will first need to generate an API Key through your MechWarrior Online Profile, located here:

https://mwomercs.com/profile/api



Once you've done that, accessing the Match Results for a specific match requires that you append its associated MatchID to the Match API URL, followed by ?api_token= and your API Key.

For example:

MatchID: 10089989298 API Key: hwkooERBhcFMyBKAkz8ypSurD1R6qsYaeyZ80cxnW1lLl15AzUCHgBZbn53Q hwkooERBhc

FMyBKAkz8ypSurD1R6qsYaeyZ80cxnW1lLl15AzUCHgBZbn53Q

Would be:

https://mwomercs.com/api/v1/matches/ 10089989298 ?api_token= hwkooERBhcFMyBKAkz8ypSurD1R6qsYaeyZ80cxnW1lLl15AzUCHgBZbn53Q hwko

oERBhcFMyBKAkz8ypSurD1R6qsYaeyZ80cxnW1lLl15AzUCHgBZbn53Q

This query will then return a JSON-formatted output of the match data for use in your tournament system. This system only allows you to access raw match data for Private Matches submitted to the Competitive API, and only if you have the associated MatchID.

Please note that this Competitive API simply enables you to access match data in its raw form; it is not a 'complete' system! You are still required to implement your own method for interpreting and displaying this data on your Tournament website!















