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Author: Spectral Jester

ROADMAP FOR JANUARY, FEBRUARY, AND BEYOND


Patch Date: January 24th

Releasing in the January patch

Bushwacker (Inner Sphere Medium)

Balance Adjustments
January will see a number of balance-related adjustments, including a fix for AMS not reacting correctly to certain angles of incoming fire, quirk adjustments for 7 IS ‘Mechs and 6 Clan ‘Mechs – the details of which will be provided in full with the January patch notes – along with a reduction to Clan XL Engine Cooling Efficiency in the event of Side Torso destruction; bringing the total efficiency penalty from its current 20% up to 40%.
In regards to the Clan XL change, the balance dynamic between Inner Sphere and Clans is something that we have and will continue to evaluate heavily. This adjustment to Clan XL cooling efficiency is a step in that process, making the loss of a Side Torso more impactful on the performance of Clan ‘Mechs.

Beyond this change we have identified some larger balance points that we will be pushing after the release of the Skill Tree system, which will see some critical changes to the overall Clan vs. IS dynamic. More details will be provided about these changes after the release of the new Skill Tree, within the new context of balance introduced by the release of that feature.

We will continue to heavily examine the overall balance between the Inner Sphere and Clan factions through 2017, and adjust as needed.

GROUP QUEUE TONNAGE CHANGES

Greetings MechWarriors,

Tonnage values for the Group Queue have been adjusted as of this morning.

The Maximum Tonnage available for Group sets between 3-10 players has been lowered, while an effort has been made to keep a closer average tonnage per player as Group sizes increase. For Group sets of 7-10 players, the Minimum available Group Tonnage has also been lowered.

There were a few goals behind these changes:

  • Most simply, to reduce the amount of tonnage on the battlefield for groups of 3-10 players.
    • To keep the tonnage ratio closer together as the Group increases in size.
    • To keep 2-player Groups as the most versatile and least restricted.
    • To evaluate the results of these changes, in the wild, on the resulting amount of overall firepower and its effect on matches.

This is the first Group Tonnage change in some time, but we will monitor the results of these latest changes and adjust if needed.

Stop “echoing” in-game

When talking in-game to that one random guy that is not in the TeamSpeak often your teammates hear you twice, both in-game and on the TeamSpeak. To avoid this from happening we need to make 2 bindings to mute the microphone.

  1. In TeamSpeak3 press [ALT]+[P] to enter the “Options” window
  2. Navigate to “Hotkeys” in the left menu
  3. Press “Add” to made a new binding and set the command “Toggle Microphone Mute” “On key down” and press your in-game voice button (I use “G”), press “Ok” to confirm
  4. Now add one more binding, the same as the previous one but now select “On key release” instead of “On key down”. This will unmute the microphone whenever the key is released

Now whenever “G” is pressed (down) the microphone in TeamSpeak is muted and will be unmuted when the key is released.

12 days of ‘mechmas!

Blatantly stolen:

On the Twelfth day of Christmas my light lance gave to meeeeee……

12 Ravens hopping
11 Cheetahs sniping
10 Legged mechs limping
9 Locusts dancing
8 Lurm mechs milking
7 Clan mechs winning
6 Dragons slaying
5 E…C…Ms!
4 Russian hacks
3 King Crabs
2 Dire Whales
And a legged Urbie with an AC

Escort Mode Thoughts

From the forums:

if you are attacking, its pretty much skirmish, smash all the mechs. the only difference with skirmish actual is there is a shorter window of opportunity to work. its actually more effective to target the defenders rather than the vip, then while the enemy is weak move in for the kill. also more points that way.