Upcoming Patch - March 15th 2016 from 10AM – 1PM PDT

Patch Number: 1.4.59.0

Patch Size: 6.6 GB

Greetings MechWarriors,

Starting with the release of the Marauder last year, we have had the immense pleasure of reintroducing some of the most iconic and classic BattleMechs in BattleTech history back into the world of modern MechWarrior. As of this patch the Archer is once again stomping onto the battlegrounds of the Inner Sphere, rounding out a lance of Classic Inner Sphere Heavies already comprised of the Marauder , Warhammer , and Rifleman .

One of the primary motivators for the introduction of the Map and Game Mode voting system in last years November 3rd patch was to allow for the addition of new Game Modes to MechWarrior Online, without splitting the matchmaking pool. This patch now sees the release of Domination, the first new Game Mode for Quick Play in MWO since the introduction of Skirmish back in 2013. Full details regarding the rules of Domination can be found in the dedicated section later in these patch notes.

This patch also sees the release of Grim Plexus, a new map for Quick Play Game Modes. Thematically based on the Grim Portico map from Faction Play, pilots can expect long sight-lines and widely accessible terrain with copious hiding spots and ambush points. The size and character of the map can be most closely compared to Tourmaline Desert.

A new assortment of Champion 'Mechs have been added to the game based on player-recommended loadouts, and with their introduction the stock of available Trial 'Mechs have also been updated. As a result of these new Trial 'Mechs, the default Faction Play DropDecks have also been updated.

If you follow our Instagram you may have already caught an early glimpse at this new addition, but this patch sees the official release of a brand new Pilot Model. Future plans are to introduce a female model for selection, distinct uniforms for Clan and Inner Sphere, and the ability to customize color channels.

With over 60 unique 'Mech chassis now available in-game, and over 200 distinct variants, texture resolutions have varied chassis-to-chassis, most often in accordance with the physical size of the 'Mech. Some of our more recent and larger 'Mechs were thus released with a maximum texture resolution of 2048x2048 (2k). With these high resolution 'Mech textures starting to appear more often on the battlefield, the lower resolution textures found on many of our older 'Mechs started to become more apparent.

To help bring all 'Mechs up to the same visual standard, this patch includes a game-wide normalization of a maximum texture resolution of 2048x2048 for all 'Mechs in the game. Your personal Texture Quality settings will still determine your in-game texture fidelity, but this sweeping upgrade will have visual benefits at every level.

As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, this patch will be significantly larger than our usual patches, weighing in just under 7GB. We apologize for any frustration this patch size may cause, but we believe the end result will be worth it.

Finally, this patch also features spawn location changes for Alpine Peaks, changes to the Conquest Game Mode, improvements to the visual feedback for the status of Flamer heat generation, changes to the Map and Game Mode voting screen, the addition of a Server Status marquee to the front-end menu's, a fix for a long-standing Warhorn audio issue, the introduction of a penalty system for Team Kills and Team Damage, and much more.

Read on for all the details, and we'll see you on the battlefield!

- The MechWarrior Team

Change Log

New Map (Quick Play)





Grim Plexus

Veterans of the ongoing war for control of the Inner Sphere in the Faction Play Game Mode will have the benefit of experience fighting among the monolithic towers of bismuth that impose over this battlefield. Grim Plexus combines long sight-lines and widely accessible terrain with copious hiding spots and ambush points in a vast and wildly undulating hilltop, fringed with a labyrinth of tall crystals. The size and character of the map can be most closely compared to Tourmaline Desert.

Dynamic Time of Day

There is no dynamic time of day sequence for this map.

Breakable Objects

There are no breakable environmental objects on this map.

Single-spawn DropShip Drop Zones (3 Drop Zones per team)

Players will drop onto Grim Plexus from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.

New Game Mode (Quick Play)





Domination

The primary goal of Domination is to claim control of the central Communications Beacon.

Each team will start a game of Domination with a team countdown timer set at 1 minute. To complete the objective and emerge victorious your team must hold the Comms Beacon for a total duration of 1 minute throughout the course of the match. The first team to reach 0:00 will be the victor.

To initiate the countdown of your teams timer, three conditions must be met:

At least one member of your team must stand uncontested within a 400m radius around the Comms Beacon. This team member must not be taking fire from the enemy. There must be no enemy 'Mechs present within the 400m radius around the Comms Beacon.

Once all three conditions are met the Comms Beacon will enter the tracking phase; it is this tracking phase that runs down your timer. If you lose active control of the Comms Beacon by failing to meet any of the three conditions, the tracking phase will cease and your timer will stop counting down.

To indicate whether your team satisfies the conditions necessary to initiate tracking there are 3 new HUD indicators:





When all 3 of these indicators are green your team's timer will begin to count down.

Each team also has control over two Mobile Field Bases, which can be destroyed by enemy forces. Destroying an MFB will result in a 15-second penalty being added to your opponents timer. Timers cannot exceed 1:00 in duration, so destroying an MFB while the match is already well underway will maximize the potential advantage gained from destroying them.

In the event that the match timer runs out before either team can bring their team timer to zero, the team with the lowest duration of time remaining on their timer will win the match.

New 'Mech





Pictured variant: ARC-5S with standard Loadout and a customized House Davion Pattern

Archer (Heavy)

First produced in 2474, the Archer was designed as a long-range fire-support BattleMech that would harass an enemy at range while also causing significant damage in the process. It brought a successful mix of paired Doombud LRM 20s with a bevy of Diverse Optics medium lasers as backup weaponry for close-in work. The Archer was not only a mainstay of the Star League Defense Force, but most of the Successor States produced a variety of variants, building on the impressive original platform.

Release date for MC: June 7th 2016

Release date for C-Bills: July 5th 2016

Loadout details and discussion of this 'Mech can be found in a dedicated post here.

New Cockpit Items

• Green Beer (Standing Item): 500 MC

• Easter Egg in a Basket (Standing Item): 500 MC

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

• Phoenix Silver (Archer Hanging Item): 750 MC

• Phoenix Silver (Archer Standing Item): 500 MC

• Phoenix Silver (Archer Warhorn): 750 MC

• Phantom (Archer Early Adopter Hanging Item): 750 MC

New Badges and Titles

Archer Standard Pack (and Collector Pack)



The Bolt

Archer Collector Pack





The Bowman

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

' Mechs Now Available for MC

Marauder

• MAD-3R: 2,640 MC

• MAD-5D: 4,370 MC

• MAD-5M: 4,315 MC

• MAD-BH2: 5,625 MC

'Mechs Now Available for C-Bills



Orion IIC

• ON1-IIC: 7,694,819 C-Bills

• ON1-IIC-A: 7,849,879 C-Bills

• ON1-IIC-B: 11,265,639 C-Bills

• ON1-IIC-C: 11,286,759 C-Bills

New Mastery Bundles Available



Five new Mastery Bundles have been added to the in-game store and the online Gift Store.

Locust Mastery Bundle

Price: 3,185 MC

• LCT-3M w/ Mech Bay

• LCT-PB Pirates' Bane w/ Mech Bay

• LCT-1E [C] w/ Mech Bay

• 30 Days of Active Premium Time

Commando Mastery Bundle

Price: 3,810 MC

• COM-2D w/ Mech Bay

• COM-TDK The Death's Knell w/ Mech Bay

• COM-1D [C] w/ Mech Bay

• 30 Days of Active Premium Time

• Commando Statue Standing Cockpit Item

Vindicator Mastery Bundle

Price: 4,990 MC

• VND-1X w/ Mech Bay

• VND-1SIB St. Ives' Blues w/ Mech Bay

• VND-1AA [C] w/ Mech Bay

• 30 Days of Active Premium Time

Awesome Mastery Bundle

Price: 9,285 MC

• AWS-8Q w/ Mech Bay

• AWS-PB Pretty Baby w/ Mech Bay

• AWS-9M [C] w/ Mech Bay

• 30 Days of Active Premium Time

• Awesome Statue Standing Cockpit Item

Battlemaster Mastery Bundle

Price: 8,705 MC

• BLR-1S w/ Mech Bay

• BLR-1GHE Hellslinger w/ Mech Bay

• BLR-2C [C] w/ Mech Bay

• 30 Days of Active Premium Time

New Champion 'Mechs

• Locust LCT-1E [C]

• Vindicator VND-1AA [C]

• Battlemaster BLR-2C [C]

• Awesome AWS-9M [C]

• Commando COM-1D [C]

• Mist Lynx MLX-Prime [C]

• Shadow Cat SHC-Prime [C]

• Ebon Jaguar EBJ-Prime [C]

• Warhawk WHK-C [C]

Loadout details for these new Champion 'Mechs can be found in a dedicated post here.

New Trial 'Mechs

The following 'Mechs now comprise the current stock of available Trial 'Mechs. New additions to the stock of Trial 'Mechs are in italics.

I nner Sphere Lights

• Locust LCT-1E [C]

• Commando COM-1D [C]

Inner Sphere Mediums

• Vindicator VND-1AA [C]

• Trebuchet TBT-7M [C]

Inner Sphere Heavies

• Orion ON1-K [C]

• JagerMech JM6-A [C]

Inner Sphere Assaults

• Awesome AWS-9M [C]

• Battlemaster BLR-2C [C]

Clan Lights

• Mist Lynx MLX-Prime [C]

• Arctic Cheetah ACH-Prime [C]

Clan Mediums

• Shadow Cat SHC-Prime [C]

• Stormcrow SCR-Prime [C]

Clan Heavies

• Ebon Jaguar EBJ-Prime [C]

• Timber Wolf TBR-C [C]

Clan Assaults

• Warhawk WHK-C [C]

• Dire Wolf DWF-W [C]

New Default Faction Play DropDecks



To reflect the above changes to the stock of available Trial 'Mechs, the default Faction Play DropDecks for Inner Sphere and Clan forces are now as follows:

Inner Sphere

• Commando COM-1D [C]

• Trebuchet TBT-7M [C]

• Orion ON1-K [C]

• Battlemaster BLR-2C [C]

Clan

• Mist Lynx MLX-Prime [C]

• Shadow Cat SHC-Prime [C]

• Ebon Jaguar EBJ-Prime [C]

• Dire Wolf DWF-W [C]

The total tonnage for both of the above default DropDecks is 235 tonnes.

The order of 'Mechs in the default DropDeck in your Faction Play screen may not necessarily reflect the exact order listed above (the Trebuchet might be placed before the Commando, for example). This will only occur if you have previously modified your Faction Play DropDeck.

If your existing DropDeck contained one or more of the previous Trial 'Mechs they will be replaced with one of the new Trial 'Mechs. As a result your DropDeck might no longer fall within the Minimum/Maximum Tonnage Requirements, and will need to be manually adjusted before you can launch a Faction Play match.

New Pilot Model

An entirely new Pilot Model has been added to the game, replacing the original.

Future plans are to introduce a female model for selection, distinct uniforms for Clan and Inner Sphere, and the ability to customize color channels.

Te xture Upg rades

All 'Mechs and all Patterns that had a maximum texture resolution below 2048x2048 (2k) have been upgraded to a maximum texture resolution of 2k. As a result of this upgrade, and due to an overall adjustment in the way texture files are structured behind-the-scenes, the March 15th patch will be significantly larger than our usual patches, weighing in at approximately 7GB. We apologize for any frustration this patch size may cause, but the end result will be worth it.

This upgrade will be most noticeable for the older 'Mechs in particular, as certain newer 'Mechs, such as the Mauler, were already at a maximum texture resolution of 2k.

A comparison image has been provided below to display the specific texture resolution employed for each Quality setting, and to demonstrate the overall improvement to texture fidelity you'll see in this patch.

Map and Game Mode Voting Screen Changes

• Once you cast a vote you will now be locked in to that selection.

• Vote percentages for the Map or Game Mode will now only be revealed after you cast a vote.



Team Kill/Team Damage Penalty System

The automated penalty system releasing in this patch is intended to penalize players who consistently engage in play behavior that results in Team Kills and/or excessive amounts of Team Damage.

The following actions will trigger this penalty system:

1 Team Kill = 1 Penalty strike

x amount of Team Damage = 1 Penalty strike

The damage threshold required for receiving a Penalty strike for Team Damage will not be made public at this time.

Multiple Penalty strikes can be received in a single match.

• Example: During Match 1, 'Player A' racks up an amount of Team Damage that doubles the Penalty threshold for Team Damage. They also perpetrate 1 Team Kill. As a result of these three actions, 'Player A' will be hit with a 5 minute delay for their next matchmaking search. • Example: During Match 1, 'Player B' racks up an amount of Team Damage that triples the Penalty threshold for Team Damage. They also perpetrate 2 Team Kills. As a result of these five actions, 'Player B' will be hit with a 20 minute delay for their next matchmaking search. After waiting 20 minutes 'Player B' drops into Match 2 and perpetrates just 1 Team Kill; they do not hit the penalty threshold for Team Damage. As they are already at the Fifth Penalty strike from their previous match, and the four-hour Penalty reset has not yet occurred, they are hit with another 20 minute delay to their next matchmaking search.

The breakdown of the current penalty levels follow the same structure as the existing Disconnect Penalty system:

•

10 second delay for next matchmaking search.

•

2 minute delay for next matchmaking search.

•

5 minute delay for next matchmaking search.

•

10 minute delay for next matchmaking search.

• Fifth Penalty: 20 minute delay for next matchmaking search.

Each subsequent penalty beyond the Fifth will also enforce a 20 minute penalty.

Penalty levels reset every 4 hours.

All of the above values are tune-able, and may be subject to change depending on how the system plays out in the general population.

Along with this new Penalty System, every point of Team Damage you inflict will now incur a -21 C-Bill penalty to your End of Round rewards.

Alpine Peaks Spawn Point Changes

In an effort to revitalize gameplay on the Alpine Peaks Quick Play map, our Community Manager Tina Benoit recently canvassed the forums for input from the players. After examining all of the proposals in great depth, we have made modifications to the objective and spawn locations based most closely on input from the player "TygerLily".

For Assault, the new spawns should improve balance by de-emphasizing a reliance on the large central mountain.





For Skirmish, the action has been moved entirely to the lesser-used lower regions of the map, nearer to the frozen lake than the central mountain.





For Conquest, generally seen as the favorite Game Mode for Alpine Peaks, the spawns have been moved closer together but are otherwise mostly unchanged.





Changes to Base/Capture Point Mechanics

The behavior of Base and Capture Point beams has been adjusted to provide better visual feedback on the current status of the Base or Capture Point.

• Solid Blue - Team Controlled • Blinking Blue - Team Capping • Solid Red - Enemy Controlled • Blinking Red - Enemy Capping • Solid White - Neutral • Blinking White - Capture attempt is being contested.

• Shooting an enemy 'Mech while it is attempting to capture a Base or Capture Point in the Assault, Conquest, or Domination Game Modes will now suspend its capture attempt for 5 seconds, regardless of whether or not that 'Mech has any allies within the Base or Capture Point.

• Assault Game Mode: The maximum number of 'Mechs on a team that can actively contribute to the Capture of a Base has been increased from 8 to 12.

Conquest Game Mode Changes

• All Capture Points now begin as Neutral; there is no 'team base' Capture Point.

• A Conquest Victory can no longer be achieved simply by destroying the enemy. In order to emerge victorious you must either:

• acquire the maximum number of Conquest Resource points (750) or • control the most amount of Conquest Resources when the match timer expires

• If all 'Mechs on a team are destroyed before the outcome of the match is decided, the destroyed team can still Spectate from each of the Capture Points.

Flamer Weapon Changes

Changes have been made to the Weapon Group HUD to provide players with visual feedback on their progress toward triggering the exponential heat generation when engaging Flamer weapons:

• The standard Cooldown Bar for a Flamer in the Weapon Group HUD will now gradually increase as the Flamer is engaged; the bar will appear yellow during this build-up phase.

• The Flamer Cooldown Bar will turn red when the Flamer has been engaged long enough to start generating an exponential amount of heat in the firing 'Mech.

• The Flamer Cooldown bar will revert to yellow when the Flamer has been disengaged and the bar has begun to deplete.

• Engaging a Flamer during this depletion phase will cause the gauge to start increasing again.

• The above behaviors will apply to all Flamers that are equipped, regardless of whether they are being fired.





Gameplay Fixes and Changes

• Improvements have been made to the 'Mech movement code to provide more consistent mobility over small objects or areas of a map that should be easily traversed, such as rocks or inclined terrain.

• Fixed an issue where NARC and TAG were not functional in Testing Grounds or in the MechWarrior Academy.

• Fixed an issue that could cause Heat Generation to spike if an Arm component was destroyed while it was firing a Flamer.

• Fixed an issue where the Weapon Cooldown Bar for Flamers would not turn red.

• Fixed an issue where Crit Chance percentages would decrease at each level of Targeting Computer, instead of increase.



Map Fixes and Changes

• Viridian Bog: Fixed a lighting issue with Standing Cockpit Items.

'Mech Fixes and Changes

• Adder: Fixed an issue where the Cup Of Pop Standing Item would clip through the cockpit.

• All 'Mechs: Reduced the maximum number of Cockpit Monitors to 4, and adjusted placements where necessary to prevent obstruction of the view through Cockpit.

• Black Knight: Fixed an issue where certain Cockpit Items could clip through the glass.

• Dire Wolf: Fixed an issue where certain Cockpit Items could clip with the Cockpit geometry.

• King Crab: Patched a hole in the cockpit that could be seen using free look.

• Kit Fox: Fixed an issue with the appearance of the .50 Cal Necklace Hanging Item in the Cockpit Item screen.

• Kit Fox: Fixed an issue where the cockpit would appear to tilt to the left while running.

• Mist Lynx: Fixed an issue where certain Cockpit Items could appear mostly or entirely out of view.

• Orion IIC: Fixed an issue where the Left Arm was missing a Laser lens.

• Panther PNT-10P: Fixed an issue with the display of certain Patterns over Ballistic weaponry.

• Spider: Fixed an issue where one of the Cockpit Monitors could obstruct Hanging Items.

• Stalker: Fixed an issue where destroyed Weapon Doors could float in the air for a period of time.

• Stalker: Adjusted or removed Cockpit Monitors that were oversized.

• Stalker: Fixed an issue with the appearance of Faction Warhorns.

• Summoner SMN-B: Fixed an issue where the LT OmniPod listed an Additional Structure (RT) +15% Quirk. It is now an LT Quirk.

• Warhammer: Fixed an issue with missing geometry on one of the Cockpit bars.

Other Fixes and Changes