MECHWARRIOR ONLINE
CHANGES
WEAPONS BALANCE CHANGES PASS 1
Prior to this patch, the last gameplay balance adjustments that were applied to MWO took place with the introduction of the Dervish in the June 2019 patch. For this first gameplay balance pass in over a year and a half, we wanted to go big with the limited resources we had available to us, and shake things up in a way that will be seen as a more aggressive change than we have typically made in the past. Due to the nature of such changes, we will be monitoring performance metrics, and getting direct feedback from you as to how these changes are affecting the game, and how they're being received by the player base. We'll then bring these metrics, plus the gathered feedback, back to the community to discuss and begin establishing objectives for upcoming Weapon Balance iterations.
ENERGY
We're playing with the PPC lineup in a way that gives us more overall design space to find a niche for the many PPC sub-types in the game, as well as promote different overall battlefield roles. To this end, we are providing the baseline PPC a 20% boost to the up-front damage, at the expense of 20% less overall DPS with different sub-types of the weapon having variations on this change.
The ultimate goal is to better reward the PPC players that successfully play to their weapon strength, but also open them up to a bit more natural counter-play when pressed by more close range-focused 'Mechs.
PPC
- Damage Increased to 12 (from 10)
- Heat Increased to 11 (from 9.5)
- Cooldown Increased to 6 (from 4.5)
- Velocity Increased to 1400 (from 1200)
ER PPC
- Damage Increased to 12 (from 10)
- Heat Increased to 14.5 (from 13.5)
- Cooldown Increased to 6 (from 4.5)
- Velocity Increased to 2200 (from 1900)
LIGHT PPC
- Damage Increased to 7 (from 5)
- Heat Increased to 7 (from 5)
- Cooldown Increased to 7.25 (from 4.5)
- Velocity Increased to 1400 (from 1200)
HEAVY PPC
- Damage Increased to 17 (from 15)
- Heat Increased to 16.25 (from 14.5)
- Cooldown Increased to 7 (from 5)
- Velocity Increased to 1400 (from 1200)
SNUBNOSED PPC
- Damage Increased to 12 (from 10)
- Heat Increased to 11 (from 9.5)
- Cooldown Increased to 6 (from 4.5)
- Velocity Increased to 1700 (from 1200)
CLAN ER PPC
- Damage Increased to 12 (from 10)
- Splash Damage Increased to 6 (from 5)
- Heat Increased to 15.75 (from 14.5)
- Cooldown Increased to 7 (from 5)
BALLISTICS
With the reinforcing of the PPCs role, we wanted to apply similar changes to the Gauss Rifle, and help the Light Gauss Rifle to better compete in this space.
GAUSS RIFLE
- Damage Increased to 17 (from 15)
- Heat Increased to 1.2 (from 1)
- Cooldown Increased to 7 (from 5)
- Health Increase to 12 (from 10)
LIGHT GAUSS RIFLE
- Damage Increased to 11 (from 8)
- Heat Increased to .75 (from 0.55)
- Cooldown Increased to 5.25 (from 2.6)
HEAVY GAUSS RIFLE
- Health Increased to 17.5 (from 15)
CLAN GAUSS RIFLE
- Damage Increased to 17 (from 15)
- Heat Increased to 1.2 (from 1)
- Cooldown Increased to 7 (from 5)
AUTOCANNON 2 (ALL)
- Velocity Increased to 2000 (from 1800)
AUTOCANNON 5 (ALL)
- Velocity Increased to 1500 (from 1300)
AUTOCANNON 10 (ALL)
- Velocity Increased to 1300 (from 1100)
AUTOCANNON 20 (INNER SPHERE)
- Velocity Increased to 750 (from 650)
AUTOCANNON 20 (CLAN)
- Velocity Increased to 800 (from 750)
MISSILE
MRM 10
- Spread Decreased to 4.1 (from 4.3)
- Missile Health Increased to 0.75 (from 0.6)
MRM 20
- Missile Health Increased to 0.625 (from 0.5)
MRM 30
- Missile Health Increased to 0.5 (from 0.4)
MRM 40
- Missile Health Increased to 0.375 (from 0.3)
EQUIPMENT
MASC
In the early days of MASC, due to technical limitations at the time, it was initially introduced as more of a raw mobility boost, as opposed to a pure speed boost. We have decided to tune this piece of equipment to be more focused on the sprint speed boost, rather than a global mobility boost, and provide a significant increase to the amount of time that players can leverage the equipment boost before you take damage. Give the new MASC settings a try, and let us know what you think!
- MASC Meter Fill Rate Reduced by 50% (provides a 100% boost to total MASC use time before damage is applied)
- MASC Boosts to Turn Rates Significantly Reduced (dependent upon MASC type)
The following are universal changes, affecting all MASC units:
- Gauge Fill Reduced to 0.045 (from 0.09)
- Gauge Drain Reduced to 0.0225 (from 0.045)
The following changes are specific to the following MASC units:
MASC MK 1
- Boost Deceleration Reduced to 1.2 (from 1.9)
- Boost Turn Reduced to 0 (from 0.5)
MASC MK 2
- Boost Deceleration Reduced to 1.2 (from 1.9)
- Boost Turn Reduced to -0.05 (from 0.45)
MASC MK 3
- Boost Deceleration Reduced to 1.0 (from 1.75)
- Boost Turn Reduced to -0.1 (from 0.4)
MASC MK 4
- Boost Deceleration Reduced to 1.0 (from 1.75)
- Boost Turn Reduced to -0.15 (from 0.35)
MASC MK 5
- Boost Deceleration Reduced to 1.0 (from 1.7)
- Boost Turn Reduced to -0.2 (from 0.3)
CLAN MASC MK 1
- Boost Deceleration Reduced to 1.2 (from 1.9)
- Boost Turn Reduced to -0.05 (from 0.45)
CLAN MASC MK 2
- Boost Deceleration Reduced to 1.1 (from 1.8)
- Boost Turn Reduced to -0.1 (from 0.4)
CLAN MASC MK 3
- Boost Deceleration Reduced to 1.05 (from 1.75)
- Boost Turn Reduced to -0.15 (from 0.35)
CLAN MASC MK 4
- Boost Deceleration Reduced to 1 (from 1.7)
- Boost Turn Reduced to -0.2 (from 0.3)
Now that these first Weapons and Equipment changes have been implemented, we will be engaging the community directly to determine where we go from here. Remember, the next patch is just around the corner. So get out there and try the new Weapon changes, try the new MASC settings, and most importantly give us your feedback on these changes here. Tell us what we got right, what we got wrong, and what you think we should do next. Please make your posts respectful and useful, and not just "Do everything the Gulag says" or similar sentiments. We have a lot of appreciation for the efforts of groups like the Gulag, and while we will be relying on them even more now as we begin to move deeper into the weeds of MWO development, we have many factors to take into consideration when making significant changes to the game.
NEW TRIAL 'MECHS (Images to be added Monday)
LIGHT
COM-1D (C)
JR7-F (C)
ADR-PRIME (C)
JR7-IIC (C)
MEDIUM
CRB-27B (C)
TBT-7M (C)
SCR-Prime (C)
SHC-Prime (C)
HEAVY
GHR-5H (C)
WHM-6D (C)
HBR-F (C)
ONI-IIC-A (C)
ASSAULT
MAL-MX90 (C)
STK-3F (C)
DWF-W (C)
WHK-C (C)
*Special THANK YOU to community member Jay Z for his time, and his suggestions for this month's Trial 'Mechs.
BOLT-ONS - SOME FALL OFF
The Following Bolt-ons now fall off
- Blood Asp Blades
- Jet Engines
- Helipads
- Angel Wings
- Collapsed Angel Wings
- Head Trophies
- Chainsaws
- Drills
INTRO MOVIES
Replaced the Login Opening Sequence Video and Reduced the Volume to a reasonable level, hopefully saving all of our ears.
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