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		<title>MechWarrior: Living Legends Wiki - User contributions [en]</title>
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		<updated>2026-04-30T05:52:31Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=8316</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=8316"/>
				<updated>2019-09-06T14:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: variant G now only has SRMs not DSRMs (thank god)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.jpg&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 43 000&lt;br /&gt;
| ArmorT C = 18 124&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 37 100&lt;br /&gt;
| ArmorT D = 16 745&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 37 500&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 42 000&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.&lt;br /&gt;
&lt;br /&gt;
''The unique feature of Harasser is it's speed - unlike any other unit Harasser &amp;quot;boost&amp;quot; function does not create additional heat, giving it one additional ''gear''. This was made for easier control of this speed beast, as players were known to have difficult times controlling Harasser with its speed set to current boost level. Because of this player can move up to 116km/h of regular speed, and up to 163km/h with the ''6th gear'' for the cost of reduced turning rate. Careful use of the boost function can allow Harasser pilots to drive up extremely steep terrain.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Sparkle&amp;quot;''===&lt;br /&gt;
The  &amp;quot;'''''Sparkle'''''&amp;quot;, is essentially a poor man's [[Epona]]. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 [[SXPL]]s firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with [[GECM]], and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
The [[Harasser]] D &amp;quot;'''''Mr. Toast &amp;amp; Go'''''&amp;quot; comes with more high-risk than other variants because it mounts 6 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its [[GECM]] often leaves precious little warning of its approach.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The Harasser E is a low budget early game supporting brawling unit, which is best used in conjunction with teammates. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] along with [[EOptics|Enhanced Optics]] allows it to pepper foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continous laser fire. Keeping the laser focused on one spot will surely inflick massive amounts of damage, but beware of your tempreture as it is very easy to generate dangerous heat levels with sustained firing.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
One of the earliest [[NARC]] assets that you can bring into the field, it's potential is only limited by the lack of [[LRM]]s in the early game. However, with a bit of coordination, this can turn into a more or less viable tactic. During the later parts of the battle, it is still a viable choice for [[NARC]]ing target; however, by then, there are better vehicles available to offer guidance support for you LRM boats.&lt;br /&gt;
Alas, [[TBolt5]]'s steering is so slow, one almost cannot make use of the [[NARC]], making this a rather odd choice of weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This variant is the embodiment of the 'Glass Cannon' ethos, sacrificing the typical [[GECM]] to mount two [[SRM6]]s. This loadout brings a comical amount of firepower to the field, earning it a spot amongst the highest burst-damage assets in the game. With the capacity to launch 24 limb-removing salvos from 2 [[Free tons | Tons]] of ammunition; its deadly if ignored during a fight. Whether you are facing early light mechs or removing armor from heavies- your satisfaction level increased tenfold at every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Tickets&amp;diff=5385</id>
		<title>Tickets</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Tickets&amp;diff=5385"/>
				<updated>2019-02-12T23:36:55Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tickets''' is one of the two possible winning conditions, the other being [[Score]].&amp;lt;br&amp;gt;&lt;br /&gt;
Tickets are divided into two different types: '''team tickets''' and '''player tickets'''&lt;br /&gt;
&lt;br /&gt;
===Team Tickets===&lt;br /&gt;
Team tickets are only relevant in team based game modes.&amp;lt;br&amp;gt;&lt;br /&gt;
In '''team ticket''' mode both teams start out with a predefined amount of tickets in their team ticket pool, shown at the top of the screen, next to the remaining game time.&amp;lt;br&amp;gt;&lt;br /&gt;
Every time an asset of any type gets destroyed, a set amount of tickets is deducted from the ticket pool of the team that built said asset. The amount depends on the asset in question. (E.g.: losing an [[Owens]] costs 2 tickets, losing a [[Fafnir]] costs 15).&lt;br /&gt;
Dying inside of a vehicle will only incur a ticket penalty equal to the value of the piloted asset, but an empty asset will still cost tickets if destroyed.  Since [[Battle Armor]] has its own ticket cost when destroyed, ejecting from a vehicle and then dying will cost a player two more tickets than if they'd died within the asset.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should the tickets of a team drop to zero a two minute timer appears, during which the team has the chance to drop the enemy team to zero tickets, enforcing a draw. If it does not enforce a draw before the timer runs out it has lost the round.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, players of a team that has no tickets left will be unable to respawn. If a team has no tickets left and all its players died it has also lost the round.&lt;br /&gt;
&lt;br /&gt;
If a player steals an enemy asset, and that asset is destroyed, the current owner's team will lose tickets for it, not necessarily the original team that owned it.&lt;br /&gt;
&lt;br /&gt;
===Player Tickets===&lt;br /&gt;
Player tickets are mostly only relevant in organized play.&amp;lt;br&amp;gt;&lt;br /&gt;
If player tickets are enabled every player has only a limited amount of lives, usually limited to one.&amp;lt;br&amp;gt;&lt;br /&gt;
Each death of the individual player will deduct two tickets from his personal ticket pool, and a player who has run out of tickets will find him/herself unable to respawn.&amp;lt;br&amp;gt;&lt;br /&gt;
If the current [[:Category:Game Modes|game mode]] is a free for all mode then a player who has run out of tickets will be declared a loser of this round and will have to watch the remainder of this round from the sidelines.&amp;lt;br&amp;gt;&lt;br /&gt;
If the current [[:Category:Game Modes|game mode]] is team based and one of the teams has run out of players that still have tickets left, it will be declared the loser of this round and the round will end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asset Ticket Values==&lt;br /&gt;
When a mech, tank, aerospace, or any other kind of asset is destroyed, the owning team looses tickets based on that asset's base chassis ticket value, as detailed in the chart below. However, it should be noted that when a player dies while piloting an asset, only that asset's ticket value will be deducted, and not that of both the pilot and asset. When not piloting an asset, player death always counts for two tickets.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;float:left; margin-right: 50px; text-align:center; background:#101010&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_gray&amp;quot;&lt;br /&gt;
|- class=&amp;quot;gray&lt;br /&gt;
! Tickets&lt;br /&gt;
!&lt;br /&gt;
! Clan&lt;br /&gt;
! Inner Sphere&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Harasser]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| [[APC]]&amp;lt;br&amp;gt;[[Elemental]]&amp;lt;br&amp;gt;[[Hephaestus]]&amp;lt;br&amp;gt;[[Solitaire]]&amp;lt;br&amp;gt;[[Uller]]&lt;br /&gt;
| [[APC]]&amp;lt;br&amp;gt;[[Chevalier]]&amp;lt;br&amp;gt;[[Longinus]]&amp;lt;br&amp;gt;[[Sparrowhawk]]&amp;lt;br&amp;gt;[[Mithras]]&amp;lt;br&amp;gt;[[Osiris]]&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| [[Ares]]&lt;br /&gt;
| [[Owens]]&amp;lt;br&amp;gt;[[Anubis]]&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
| [[Avar]]&lt;br /&gt;
| [[Chimera]]&amp;lt;br&amp;gt;[[Partisan]]&amp;lt;br&amp;gt;[[Raven]]&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| [[Cougar]]&amp;lt;br&amp;gt;[[Donar]]&amp;lt;br&amp;gt;[[Puma]]&amp;lt;br&amp;gt;[[Regulator]]&lt;br /&gt;
| [[Goblin]]&amp;lt;br&amp;gt;[[Hawkmoth]]&amp;lt;br&amp;gt;[[Hollander]]&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|&lt;br /&gt;
| [[Sulla]]&lt;br /&gt;
| [[Epona]]&amp;lt;br&amp;gt;[[Corsair]]&amp;lt;br&amp;gt;[[Uziel]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|&lt;br /&gt;
| [[Oro]]&lt;br /&gt;
| [[Catapult]]&amp;lt;br&amp;gt;[[Rifleman]]&amp;lt;br&amp;gt;[[Rommel]]&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
| [[Black Lanner]]&amp;lt;br&amp;gt;[[Shadowcat]]&amp;lt;br&amp;gt;[[Visigoth]]&lt;br /&gt;
| [[Argus]]&amp;lt;br&amp;gt;[[Bushwacker]]&amp;lt;br&amp;gt;[[Warhammer]]&amp;lt;br&amp;gt;[[Rusalka]]&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|&lt;br /&gt;
| [[Huitzilopochtli]]&amp;lt;br&amp;gt;[[Vulture]]&amp;lt;br&amp;gt;[[Loki]]&lt;br /&gt;
| [[Avatar]]&amp;lt;br&amp;gt;[[Demolisher]]&amp;lt;br&amp;gt;[[Long Tom Artillery]]&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| [[Cauldron Born]]&amp;lt;br&amp;gt;[[Novacat]]&amp;lt;br&amp;gt;[[Thor]]&amp;lt;br&amp;gt;[[Ryoken]]&lt;br /&gt;
| [[Thanatos]]&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
|&lt;br /&gt;
| [[Awesome]]&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|&lt;br /&gt;
| [[Masakari]]&amp;lt;br&amp;gt;[[Morrigu]]&lt;br /&gt;
| [[Mauler]]&amp;lt;br&amp;gt;[[Shiva]]&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|&lt;br /&gt;
| [[Madcat]]&amp;lt;br&amp;gt;[[Xerxes]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
|&lt;br /&gt;
| [[Madcat MKII]]&lt;br /&gt;
| [[Atlas]]&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| &lt;br /&gt;
| [[Blood Asp]]&lt;br /&gt;
| [[Fafnir]]&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
|&lt;br /&gt;
| [[Daishi]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-align:center; background:#101010&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_gray&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! Clan&lt;br /&gt;
! Inner Sphere&lt;br /&gt;
|- class=&amp;quot;gray&amp;quot;&lt;br /&gt;
| Lights&lt;br /&gt;
|&lt;br /&gt;
| [[Cougar]] 5&amp;lt;br&amp;gt;[[Puma]] 5&amp;lt;br&amp;gt;[[Solitaire]] 2&amp;lt;br&amp;gt;[[Uller]] 2&lt;br /&gt;
| [[Osiris]] 2&amp;lt;br&amp;gt;[[Owens]] 3&amp;lt;br&amp;gt;[[Raven]] 4&amp;lt;br&amp;gt;[[Anubis]] 3&lt;br /&gt;
|-&lt;br /&gt;
| Mediums&lt;br /&gt;
|&lt;br /&gt;
| [[Black Lanner]] 8&amp;lt;br&amp;gt;[[Ryoken]] 10&amp;lt;br&amp;gt; [[Shadowcat]] 8&lt;br /&gt;
| [[Bushwacker]] 8&amp;lt;br&amp;gt;[[Chimera]] 5&amp;lt;br&amp;gt;[[Hollander II]] 5&amp;lt;br&amp;gt;[[Uziel]] 6&lt;br /&gt;
|-&lt;br /&gt;
| Heavies&lt;br /&gt;
|&lt;br /&gt;
| [[Cauldron-Born]] 10&amp;lt;br&amp;gt;[[Madcat]] 13&amp;lt;br&amp;gt;[[Loki]] 9&amp;lt;br&amp;gt;[[Thor]] 10&amp;lt;br&amp;gt;[[Novacat]] 10&amp;lt;br&amp;gt;[[Vulture]] 9&amp;lt;br&amp;gt;&lt;br /&gt;
| [[Argus]] 8&amp;lt;br&amp;gt;[[Avatar]] 9&amp;lt;br&amp;gt;[[Catapult]] 7&amp;lt;br&amp;gt;[[Rifleman]] 7&amp;lt;br&amp;gt;[[Thanatos]] 10&amp;lt;br&amp;gt;[[Warhammer]] 8&lt;br /&gt;
|-&lt;br /&gt;
| Assaults&lt;br /&gt;
|&lt;br /&gt;
| [[Blood Asp]] 16&amp;lt;br&amp;gt;[[Daishi]] 17&amp;lt;br&amp;gt;[[Madcat MKII]] 14&amp;lt;br&amp;gt;[[Masakari]] 12&lt;br /&gt;
| [[Atlas]] 14&amp;lt;br&amp;gt;[[Awesome]] 11&amp;lt;br&amp;gt;[[Fafnir]] 16&amp;lt;br&amp;gt;[[Mauler]] 12&lt;br /&gt;
|-&lt;br /&gt;
| Aerospace &lt;br /&gt;
|&lt;br /&gt;
| [[Avar]] 4&amp;lt;br&amp;gt;[[Sulla]] 6&amp;lt;br&amp;gt;[[Visigoth]] 8&amp;lt;br&amp;gt;[[Xerxes]] 13&lt;br /&gt;
| [[Corsair]] 6&amp;lt;br&amp;gt;[[SparrowHawk]] 2&amp;lt;br&amp;gt;[[Shiva]] 12&amp;lt;br&amp;gt;[[Rusalka]] 8&lt;br /&gt;
|-&lt;br /&gt;
| VTOLs &lt;br /&gt;
|&lt;br /&gt;
| [[Donar]] 5&lt;br /&gt;
| [[Hawkmoth]] 5&lt;br /&gt;
|-&lt;br /&gt;
| Tanks&lt;br /&gt;
|&lt;br /&gt;
| [[Ares]] 3&amp;lt;br&amp;gt;[[Huitzilopochtli]] 9&amp;lt;br&amp;gt;[[Morrigu]] 12&amp;lt;br&amp;gt;[[Oro]] 7&amp;lt;br&amp;gt;[[Mithras]] 2&lt;br /&gt;
| [[Chevalier]] 2&amp;lt;br&amp;gt;[[Demolisher]] 9&amp;lt;br&amp;gt;[[Long Tom Artillery]] 9&amp;lt;br&amp;gt;[[Partisan]] 4&amp;lt;br&amp;gt;[[Rommel]] 7&lt;br /&gt;
|-&lt;br /&gt;
| Hovercrafts&lt;br /&gt;
|&lt;br /&gt;
| [[Epona]] 6&amp;lt;br&amp;gt;[[Hephaestus]] 2&lt;br /&gt;
| [[Harasser]] 1&amp;lt;br&amp;gt;[[Regulator]] 6&lt;br /&gt;
|-&lt;br /&gt;
| APC &lt;br /&gt;
|&lt;br /&gt;
| [[APC]] 2&lt;br /&gt;
| [[APC]] 2&lt;br /&gt;
|-&lt;br /&gt;
| Battle Armor&lt;br /&gt;
| &lt;br /&gt;
| [[Elemental]] 2&lt;br /&gt;
| [[Longinus]] 2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Gameplay Concepts}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ryoken&amp;diff=5384</id>
		<title>Ryoken</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ryoken&amp;diff=5384"/>
				<updated>2019-02-12T23:36:15Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:StormCrow.jpg&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 10&lt;br /&gt;
| Tonnage =  55&lt;br /&gt;
| Speed = 96&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 82 500&lt;br /&gt;
| ArmorT Prime = 53 864&lt;br /&gt;
| Engine Prime = Fusion 330 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;10 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 89 500&lt;br /&gt;
| ArmorT A = 53 864&lt;br /&gt;
| Engine A = Fusion 330 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 76 000&lt;br /&gt;
| ArmorT B = 51 935&lt;br /&gt;
| Engine B = Fusion 330 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 79 900&lt;br /&gt;
| ArmorT C = 53 864&lt;br /&gt;
| Engine C = Fusion 330 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 89 600&lt;br /&gt;
| ArmorT D = 53 864&lt;br /&gt;
| Engine D = Fusion 330 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#High_Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CHLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 73 800&lt;br /&gt;
| ArmorT E = 51 935&lt;br /&gt;
| Engine E = Fusion 330 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 76 700&lt;br /&gt;
| ArmorT F = 51 935&lt;br /&gt;
| Engine F = Fusion 330 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM12#Extended Range|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 80 200&lt;br /&gt;
| ArmorT G = 51 935&lt;br /&gt;
| Engine G = Fusion 330 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERMBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5112&lt;br /&gt;
| Armor CT = 7865&lt;br /&gt;
| Armor B = 4719&lt;br /&gt;
| Armor LRA = 4522&lt;br /&gt;
| Armor INT = 3610&lt;br /&gt;
| Armor LRL = 6016&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Stats current for 0.10.3&lt;br /&gt;
Fluff current for 0.10.3 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ryoken''' (Clan designation '''Storm Crow''') is a wide-spread, second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Storm Crow was especially common during the Clan Invasion and was codenamed the Ryoken by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations, the Storm Crow is a feared opponent on the battlefield.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Bringing a bevy of lasers to bear on Innersphere enemies, the Ryoken Prime is a powerful long-range attacker, using its high speed to maintain range from opponents while striking them with maximum pin-point damage using two [[CERLBL]]s and 3 [[CERMBL]]s. 10 [[Double Heat Sinks|double heat sinks]] allow a decent volume of long range accurate fire aided by [[eoptics]].&lt;br /&gt;
This unit's selling points are it's independence of ammo resupply in the first place and devastating pinpoint accuracy across any engagement distance.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Ryoken A is a powerful close-range brawler, quickly wittling away at enemy armor with four [[CMPL|Clan medium pulse lasers]], while a [[CDSRM6|dual SRM6]] allows a powerful blow to damaged components. A single [[CLRM10]] allows some opening volleys while the A variant closes in on opponents, and [[GECM]] keeps its presence hidden from enemy radars while it moves in for the kill.&lt;br /&gt;
The pilot intending to brawl in this unit should have in mind that the [[CLRM10|Long Range Missiles]] while quite useful at opening shots, will come in  handy to both close quarter hits and finishing blows to an enemy attending to &amp;quot;live and tell&amp;quot;. In either case the spare ammo bins are best to be filled with spare rations for the ever hungry [[CDSRM6|Short Range Missiles Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Simple and to-the-point, the Ryoken B offers pilots a devastating [[CUAC20]] fed by a single ton of ammo to pummel opponents of all sizes into submission in short order. This is backed up by three [[CERMBL]] which allow the B variant to get shots in before the massive cannon comes into play. 4 [[DHS]] can manage the autocannon's heat, but pilots have to be careful of the heat spike its lasers generate. At all costs, Mechwarriors must shield the autocannon from as much return fire as possible by torso twisting the vulnerable arm away from enemies. Using terrain or even other  friendly mechs as cover while closing the distance to its prey can be the decisive tactical move to unleash the Ryoken B's full potential.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant is apparently best suited as a mid-range support Mech, relying on its dual [[ATM9|ATM9s]] to cripple opponents and keeping out of brawling range with its speed. A pair of [[cERMBL]] and a quad array of [[cERSBL]] for point defense complete the loadout with additional firepower, though pilots should take care not to overburden the few heatsinks this variant carries.&lt;br /&gt;
Once a Mechwarrior realizes that each [[cERSBL]] dishes out just as much damage over time as a standard [[MBL]] and that it's single full burn is only mere 1/8 weaker in armor down-whittling, the battery of four just doesn't look so weak anymore. The [[cERMBL]] are obviously to be sparingly used when the mighty [[ATM9]] pair is taxing the unit's mere 3 [[DHS| Double Heatsinks]]. Try not forget to buy reloads!&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
This variants 'D' is for &amp;quot;decisions&amp;quot; and quite a few to make there:&amp;lt;br&amp;gt;&lt;br /&gt;
[[cHLL]] will tax the most on it's 7 [[DHS]] but it is twice as damage efficient than the twice cooler to shoot [[cERPPC]], which will just the same yield a shot about seven times in a minute as well. The dreading two [[ATM6|ATM6 (HE)]] are to be fired in succession and they just might be ready in between the fore mentioned two weapons - or even more often so (9 shots/min each!) for half the heath of each [[cERPPC]]'s jolt.&amp;lt;br&amp;gt;&lt;br /&gt;
A scalpel ([[HLL]]) a shovel ([[cERPPC]]) and two sacks of gravel ([[ATM6|ATM6 pair]])- quite a tool chest for the savvy warrior to pick from - pinpoint a weak spot, deny damage spreading or outright bombarding the target into shreds. Not for the faint of heart, or those who are still mastering their firing discipline. Comes equipped with a [[B-Pod]] should a stray Battle Armor or infantry platoon wade beneath your feet.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A jack of all trades at a discount price, the Ryoken E is not a real heavy hitter compared to the other variants. Instead, it relies on its speed to selectively enter and exit engagements at will. At 700m out, a pair of [[cERMBL]]s accurately pokes holes at its targets while the [[LBX10]] peppers enemies, its shots getting more and more focused as the enemy enters into close range only to get pounded by a pair of fast firing [[cSSRM4]]s with an effective range of 350m. Its 2 [[DHS]] can manage the heat of its energy weapons and cool autocannon at mid range, but the extra heat generated by firing its missiles, hurts the Ryoken E's sustainability in close range engagements. Still, they are unavoidable for pilots who want to maximize the asset's already stretched thin damage potential, although care must be taken to soften specialized close ranged enemies at distance before charging in, and even with 2 [[Free tons | Free tons]] ammo runs after every few engagements are to be expected if the user doesn't want to be left dry in the middle of a firefight. The [[B-Pod]] this variant equips will damage nearby units if fired, up to 15 meters afar, including any stray Battle Armor or infantry squad.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Ryoken F is equipped for extreme range engagements with [[EOptics]] and anti-air missile strikes. Its main weapon is a pair of [[ATM#Extended Range|Extended Range ATM12]], reaching out to 1250m against targets in the air or the ground with speedy and manoeuvrable missiles. A weak munition compared to other ATM loads, the barrage of 24 missiles is the largest any unit is capable of and more than makes up for it. Its point defence of four [[cSPL]] is paltry compared to its main weapon, but adequate considering the Ryoken's natural agility and armor. Unfortunately the large size of the missile launchers makes them ammo hungry and an extra [[Free tons | Free ton]] for each won't last them long while a single [[DHS]] will force pilots to take breaks to cool down after a few strikes.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This is a story of synergy, disparate leading and a case of IS-like loadout on and otherwise signature Clan mech and Clan Tech. The [[cERLBL]] and [[cGauss]] could live in a happy marriage where they only shot at slow targets up to 900m out. But as the current state of affairs has it, they will be most likely used against nearby flying or fast moving targets and such, so those two will have to be dispensed in separate shots. While the Gauss will require some leading and yields quite a punch, the Large Laser will deliver about half the damage requiring no lead bit still demanding to follow the target for the while of the full burn.&amp;lt;br&amp;gt;&lt;br /&gt;
The two feeble yet trusty [[LRM5|Clan LRM5]] will not only reliably home in to locked on targets, but provide valuable fire support up to the hugging distance due to not only lacking security fuse lock for minimal distances but also missing the ballistic lobe their Inner Sphere counterparts use to deny terrain obstacles to a great degree.&amp;lt;br&amp;gt;&lt;br /&gt;
Should all else fail, there is the additional [[cERMBL]] adding not only insult to injury, but doing so at avid 700m out, effectively reaching into long range to augment the only other laser for targets that are trying to threaten this unit with skirmisher warfare.&lt;br /&gt;
Selling point? That's a tough one, but no other Ryoken we can think of has a Gauss, so there goes that.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Ryoken ‘Mech stands as one of the longest “in-development” assets for MWLL, having been in some form or other of development, re-development and being passed amongst at least 4 different developers over the past 2+ years.  The '''Ryoken''' was released with 0.6.0. &lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Ryoken was originally designed by Clan Hell's Horses, but Clan Ghost Bear conquered the planet on which the Ryoken was developed.&lt;br /&gt;
The Stormcrow is a wide-spread, second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Stormcrow was especially common during the Clan Invasion and was codenamed the Ryoken(a misspelling of ryoken - hunting dog) by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations, the Stormcrow is a feared opponent on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Note: Despite the characteristic missile launchers on top of its hull, the standard variant of the Ryoken was armed only with lasers - three [[ERMBL|ER Medium Lasers]] and two [[ERLBL|Large Lasers]].&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ryoken BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Controls&amp;diff=5361</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Controls&amp;diff=5361"/>
				<updated>2019-01-31T10:36:28Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all default MWLL '''Controls'''. Controls, unlike in original Crysis, can be edited only through [[Actionmapper]], an external application included with [[MWLL]].&lt;br /&gt;
&lt;br /&gt;
[[File:UserControlMap.png|1200px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:MWLL]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Movement&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Aim&lt;br /&gt;
| Mouse&lt;br /&gt;
|-&lt;br /&gt;
| Accelerate&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| Decelerate&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left&lt;br /&gt;
| A&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right&lt;br /&gt;
| D&lt;br /&gt;
|-&lt;br /&gt;
| Set throttle&lt;br /&gt;
| Numpad 0-9&amp;lt;br&amp;gt;Numpad +&lt;br /&gt;
|- &lt;br /&gt;
| Brake&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
| Switch between Ramping (Mech-style)&amp;lt;br&amp;gt; and instant (VTOL-style) throttle&lt;br /&gt;
| K&lt;br /&gt;
|-&lt;br /&gt;
| Boost / Sprint / MASC / Afterburner /&amp;lt;br&amp;gt;VTOL vector thrust forward&lt;br /&gt;
| Left Shift&lt;br /&gt;
|-&lt;br /&gt;
| Jump Jets&lt;br /&gt;
| Space&lt;br /&gt;
|-&lt;br /&gt;
| Level out (Aero)&lt;br /&gt;
| Left Alt&lt;br /&gt;
|-&lt;br /&gt;
| Center torso with turret (only works when floating reticle is disabled)&lt;br /&gt;
| Right Alt&lt;br /&gt;
|-&lt;br /&gt;
| Deploy / Crouch&lt;br /&gt;
| Left Ctrl&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(while standing still)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Enter unit / Eject / Exit /&amp;lt;br&amp;gt;Pick up BA weapon&lt;br /&gt;
| F&lt;br /&gt;
|-&lt;br /&gt;
| Power Up / Down&lt;br /&gt;
| P&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Combat&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Enable / Disable Mech Floating Reticle&lt;br /&gt;
| F1&lt;br /&gt;
|-&lt;br /&gt;
| Couple / Decouple Mech Floating Reticle&lt;br /&gt;
| F2&lt;br /&gt;
|-&lt;br /&gt;
| Select weapon group&lt;br /&gt;
| Left / Right Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Select weapon&lt;br /&gt;
| Up / Down Arrow&lt;br /&gt;
|- &lt;br /&gt;
| Activate / Deactivate weapon &amp;lt;br&amp;gt;in current group&lt;br /&gt;
| Right CTRL&lt;br /&gt;
|-&lt;br /&gt;
| Fire group 1&lt;br /&gt;
| Mouse Left Button or 1&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 2&lt;br /&gt;
| Mouse Right Button or 2&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 3&lt;br /&gt;
| Mousewheel Button or 3&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 4&lt;br /&gt;
| Mouse button 4 or 4&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 5&lt;br /&gt;
| Mouse button 5 or 5&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 6&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Group / Chain fire&lt;br /&gt;
| Backspace&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Radar: Active / Passive&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| Target:&amp;lt;br&amp;gt; - Nearest enemy&lt;br /&gt;
| &amp;lt;br&amp;gt;E&lt;br /&gt;
|-&lt;br /&gt;
| - Entity under crosshair&lt;br /&gt;
| Q&lt;br /&gt;
|- &lt;br /&gt;
| - Next enemy&lt;br /&gt;
| T&lt;br /&gt;
|-&lt;br /&gt;
| - Previous enemy&lt;br /&gt;
| G&lt;br /&gt;
|-&lt;br /&gt;
| - Next Friendly&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| - Previous Friendly&lt;br /&gt;
| V&lt;br /&gt;
|-&lt;br /&gt;
| Strategical Map&lt;br /&gt;
| M&lt;br /&gt;
|-&lt;br /&gt;
| Flush coolant&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
| Override shutdown&lt;br /&gt;
| H&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Night Vision&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Search Light&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| Zoom&lt;br /&gt;
| Z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Battle Armor&lt;br /&gt;
|- &lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Fire current weapon&lt;br /&gt;
| 1st Mouse Button&lt;br /&gt;
|-&lt;br /&gt;
| Switch weapon&lt;br /&gt;
| Mouse wheel up / down&lt;br /&gt;
|-&lt;br /&gt;
| Select / Cycle main weapons&lt;br /&gt;
| 2 / Mouse Button 4&lt;br /&gt;
|-&lt;br /&gt;
| Select SRM2&lt;br /&gt;
| 3 / Mouse Button 5&lt;br /&gt;
|-&lt;br /&gt;
| Throw grenade&lt;br /&gt;
| Right Mouse Button&lt;br /&gt;
|-&lt;br /&gt;
| Cycle grenade type&lt;br /&gt;
| Mousewheel Button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Money &amp;amp; related&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Buy Menu&lt;br /&gt;
| , (comma)&lt;br /&gt;
|-&lt;br /&gt;
| Buy Ammo &amp;lt;small&amp;gt;(first reloads all, then buys&amp;lt;br&amp;gt;extra tons for ''the currently selected weapon'')&amp;lt;/small&amp;gt;&lt;br /&gt;
| . (period)&lt;br /&gt;
|-&lt;br /&gt;
| Sell unit / Drop BA weapon&lt;br /&gt;
| J&lt;br /&gt;
|-&lt;br /&gt;
| Send money&lt;br /&gt;
| Right shift,&amp;lt;br&amp;gt;then use arrows to pick.&amp;lt;br&amp;gt;Enter to confirm,&amp;lt;br&amp;gt;Esc to abort&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Communications&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Chat&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| Team Chat &lt;br /&gt;
| U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Generic&lt;br /&gt;
|- &lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Map&lt;br /&gt;
| M&lt;br /&gt;
|-&lt;br /&gt;
| Score Board&lt;br /&gt;
| Tab&lt;br /&gt;
|-&lt;br /&gt;
| Game Menu&lt;br /&gt;
| Esc&lt;br /&gt;
|-&lt;br /&gt;
| Console&lt;br /&gt;
| ~&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Controls&amp;diff=5360</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Controls&amp;diff=5360"/>
				<updated>2019-01-31T10:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: removed link to mwll keymaps google doc; replaced with inline of keymap diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all default MWLL '''Controls'''. Controls, unlike in original Crysis, can be edited only through [[Actionmapper]], an external application included with [[MWLL]].&lt;br /&gt;
&lt;br /&gt;
[[File:UserControlMap.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:MWLL]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Movement&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Aim&lt;br /&gt;
| Mouse&lt;br /&gt;
|-&lt;br /&gt;
| Accelerate&lt;br /&gt;
| W&lt;br /&gt;
|-&lt;br /&gt;
| Decelerate&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left&lt;br /&gt;
| A&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right&lt;br /&gt;
| D&lt;br /&gt;
|-&lt;br /&gt;
| Set throttle&lt;br /&gt;
| Numpad 0-9&amp;lt;br&amp;gt;Numpad +&lt;br /&gt;
|- &lt;br /&gt;
| Brake&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
| Switch between Ramping (Mech-style)&amp;lt;br&amp;gt; and instant (VTOL-style) throttle&lt;br /&gt;
| K&lt;br /&gt;
|-&lt;br /&gt;
| Boost / Sprint / MASC / Afterburner /&amp;lt;br&amp;gt;VTOL vector thrust forward&lt;br /&gt;
| Left Shift&lt;br /&gt;
|-&lt;br /&gt;
| Jump Jets&lt;br /&gt;
| Space&lt;br /&gt;
|-&lt;br /&gt;
| Level out (Aero)&lt;br /&gt;
| Left Alt&lt;br /&gt;
|-&lt;br /&gt;
| Center torso with turret (only works when floating reticle is disabled)&lt;br /&gt;
| Right Alt&lt;br /&gt;
|-&lt;br /&gt;
| Deploy / Crouch&lt;br /&gt;
| Left Ctrl&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(while standing still)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Enter unit / Eject / Exit /&amp;lt;br&amp;gt;Pick up BA weapon&lt;br /&gt;
| F&lt;br /&gt;
|-&lt;br /&gt;
| Power Up / Down&lt;br /&gt;
| P&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Combat&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Enable / Disable Mech Floating Reticle&lt;br /&gt;
| F1&lt;br /&gt;
|-&lt;br /&gt;
| Couple / Decouple Mech Floating Reticle&lt;br /&gt;
| F2&lt;br /&gt;
|-&lt;br /&gt;
| Select weapon group&lt;br /&gt;
| Left / Right Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Select weapon&lt;br /&gt;
| Up / Down Arrow&lt;br /&gt;
|- &lt;br /&gt;
| Activate / Deactivate weapon &amp;lt;br&amp;gt;in current group&lt;br /&gt;
| Right CTRL&lt;br /&gt;
|-&lt;br /&gt;
| Fire group 1&lt;br /&gt;
| Mouse Left Button or 1&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 2&lt;br /&gt;
| Mouse Right Button or 2&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 3&lt;br /&gt;
| Mousewheel Button or 3&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 4&lt;br /&gt;
| Mouse button 4 or 4&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 5&lt;br /&gt;
| Mouse button 5 or 5&lt;br /&gt;
|- &lt;br /&gt;
| Fire group 6&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Group / Chain fire&lt;br /&gt;
| Backspace&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Radar: Active / Passive&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| Target:&amp;lt;br&amp;gt; - Nearest enemy&lt;br /&gt;
| &amp;lt;br&amp;gt;E&lt;br /&gt;
|-&lt;br /&gt;
| - Entity under crosshair&lt;br /&gt;
| Q&lt;br /&gt;
|- &lt;br /&gt;
| - Next enemy&lt;br /&gt;
| T&lt;br /&gt;
|-&lt;br /&gt;
| - Previous enemy&lt;br /&gt;
| G&lt;br /&gt;
|-&lt;br /&gt;
| - Next Friendly&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| - Previous Friendly&lt;br /&gt;
| V&lt;br /&gt;
|-&lt;br /&gt;
| Strategical Map&lt;br /&gt;
| M&lt;br /&gt;
|-&lt;br /&gt;
| Flush coolant&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
| Override shutdown&lt;br /&gt;
| H&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Night Vision&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Search Light&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| Zoom&lt;br /&gt;
| Z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Battle Armor&lt;br /&gt;
|- &lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Fire current weapon&lt;br /&gt;
| 1st Mouse Button&lt;br /&gt;
|-&lt;br /&gt;
| Switch weapon&lt;br /&gt;
| Mouse wheel up / down&lt;br /&gt;
|-&lt;br /&gt;
| Select / Cycle main weapons&lt;br /&gt;
| 2 / Mouse Button 4&lt;br /&gt;
|-&lt;br /&gt;
| Select SRM2&lt;br /&gt;
| 3 / Mouse Button 5&lt;br /&gt;
|-&lt;br /&gt;
| Throw grenade&lt;br /&gt;
| Right Mouse Button&lt;br /&gt;
|-&lt;br /&gt;
| Cycle grenade type&lt;br /&gt;
| Mousewheel Button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Money &amp;amp; related&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Buy Menu&lt;br /&gt;
| , (comma)&lt;br /&gt;
|-&lt;br /&gt;
| Buy Ammo &amp;lt;small&amp;gt;(first reloads all, then buys&amp;lt;br&amp;gt;extra tons for ''the currently selected weapon'')&amp;lt;/small&amp;gt;&lt;br /&gt;
| . (period)&lt;br /&gt;
|-&lt;br /&gt;
| Sell unit / Drop BA weapon&lt;br /&gt;
| J&lt;br /&gt;
|-&lt;br /&gt;
| Send money&lt;br /&gt;
| Right shift,&amp;lt;br&amp;gt;then use arrows to pick.&amp;lt;br&amp;gt;Enter to confirm,&amp;lt;br&amp;gt;Esc to abort&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Communications&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Chat&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| Team Chat &lt;br /&gt;
| U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=4 class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=2 | Generic&lt;br /&gt;
|- &lt;br /&gt;
! Action&lt;br /&gt;
! Key&lt;br /&gt;
|-&lt;br /&gt;
| Map&lt;br /&gt;
| M&lt;br /&gt;
|-&lt;br /&gt;
| Score Board&lt;br /&gt;
| Tab&lt;br /&gt;
|-&lt;br /&gt;
| Game Menu&lt;br /&gt;
| Esc&lt;br /&gt;
|-&lt;br /&gt;
| Console&lt;br /&gt;
| ~&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Whm&amp;diff=5237</id>
		<title>Whm</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Whm&amp;diff=5237"/>
				<updated>2019-01-26T05:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Warhammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Warhammer]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions&amp;diff=5211</id>
		<title>Mechwarrior: Living Legends/Versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions&amp;diff=5211"/>
				<updated>2019-01-12T04:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: 10.3 hotfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mechwarrior: Living Legends''' was first released on 27 December 2009. Since then several versions were released. This page covers the Mod changelogs for each release.&lt;br /&gt;
&lt;br /&gt;
==Versions history==&lt;br /&gt;
===0.10.3===&lt;br /&gt;
'''Release date:''' 8 January 2019&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.10.3&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
--------- KNOWN ISSUES - 0.10.3 ---------&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- Air LBX does not collide with mechlegs&lt;br /&gt;
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.&lt;br /&gt;
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)&lt;br /&gt;
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected&lt;br /&gt;
- BA arm remains in position when hardmount MG is expended - weapon switch clears it&lt;br /&gt;
- BA hardmount MG triggers &amp;quot;reloading&amp;quot; state on one of the SRM indicators when they are selected&lt;br /&gt;
- BA hardmount MG is not yet textured. &lt;br /&gt;
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. &lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
&lt;br /&gt;
- TC_Palisades: Both ASF factories will only build one ASF at a time.&lt;br /&gt;
&lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once&lt;br /&gt;
&lt;br /&gt;
------ CONTROLS -------&lt;br /&gt;
&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
------------- HOTFIX  0.10.3 ------------&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
- Prevented special characters from being used in player nicknames&lt;br /&gt;
	- This is needed to fix a known crash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===0.10.2===&lt;br /&gt;
'''Release date:''' 5 January 2019&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.10.2&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
--------- KNOWN ISSUES - 0.10.2 ---------&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
 &lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
 &lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- Air LBX does not collide with mechlegs&lt;br /&gt;
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.&lt;br /&gt;
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)&lt;br /&gt;
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected&lt;br /&gt;
- BA arm remains in position when hardmount MG is expended - weapon switch clears it&lt;br /&gt;
- BA hardmount MG triggers &amp;quot;reloading&amp;quot; state on one of the SRM indicators when they are selected&lt;br /&gt;
- BA hardmount MG is not yet textured. &lt;br /&gt;
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. &lt;br /&gt;
 &lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
 &lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
 &lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
 &lt;br /&gt;
- TC_Palisades: Both ASF factories will only build one ASF at a time.&lt;br /&gt;
 &lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
 &lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once&lt;br /&gt;
 &lt;br /&gt;
------ CONTROLS -------&lt;br /&gt;
 &lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-----------------------------------------&lt;br /&gt;
------------- VERSION 0.10.2 ------------&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
 &lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
 &lt;br /&gt;
- Fixed a crash caused by the chat system&lt;br /&gt;
- Madcat Prime now recieves its two free tons from previous CLRM build rule changes.&lt;br /&gt;
- Fix for missing textures on Vulture torso. &lt;br /&gt;
- Fix for BA SRMs rarely registering hits, they should now always hit reliably. &lt;br /&gt;
- Fix for RearFiringLaser visual beam not reaching to its full 500m.&lt;br /&gt;
 &lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
 &lt;br /&gt;
- Hatch escape timer globally reduced from 3.5 seconds to 2 seconds.&lt;br /&gt;
- Hatch escape timer has been removed from the APC.&lt;br /&gt;
- Select Mech variants now have B-Pod Anti Battle-Armor equipment. These are mounted on the mech's hips and release an explosive when fired (default key 6) which will cripple or heavily damage any BA in a radius around the mech. Note that the damage is not great enough to kill a BA from full health.&lt;br /&gt;
- Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button).&lt;br /&gt;
- Activated BA spawning onto infantry bays for the Hephaestus and Goblin.&lt;br /&gt;
 &lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
 &lt;br /&gt;
- AC2 moved to AP ammo to match the other standard ACs.&lt;br /&gt;
- ATM [HE] lock time reduced to 0.6 from 1 second.&lt;br /&gt;
- Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy.&lt;br /&gt;
- BA Recoilless Rifle animation sped up to more closely match mPPC raise time. &lt;br /&gt;
 &lt;br /&gt;
- The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows:&lt;br /&gt;
 &lt;br /&gt;
	- Tanks: 2.25x against side armor&lt;br /&gt;
		- 3x against back armor&lt;br /&gt;
		- 1.5x against turret armor&lt;br /&gt;
 &lt;br /&gt;
	- Hovercraft: 1.3x against side armor&lt;br /&gt;
		- 1.6x against back armor&lt;br /&gt;
		- 1.15x against turret armor&lt;br /&gt;
 &lt;br /&gt;
	- The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected.&lt;br /&gt;
 &lt;br /&gt;
	- Vtols: 1.6x&lt;br /&gt;
 &lt;br /&gt;
	- ASF: &lt;br /&gt;
		- Light 1.75x&lt;br /&gt;
		- Medium 2x&lt;br /&gt;
		- Heavy 2.25x&lt;br /&gt;
		- Assault 2.5x&lt;br /&gt;
 &lt;br /&gt;
- Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly.&lt;br /&gt;
- Restored full explosive area of Air_MRMs to match ground MRMs.&lt;br /&gt;
- Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade.&lt;br /&gt;
- Slightly improved the agility of MRM tracking.&lt;br /&gt;
- Reworked BA Small Pulse laser to continuously fire, also reworked damage.&lt;br /&gt;
- Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x&lt;br /&gt;
- Reduced Mgunammo mass so they don't push hovers as much&lt;br /&gt;
- Increased TAG range from 1300m to 1350m.&lt;br /&gt;
- Decreased HAG range from 1250m to 1200m.&lt;br /&gt;
- Increased Light Gauss range from 1200m to 1250m.&lt;br /&gt;
- Increased MRM damage from 78 to 82.&lt;br /&gt;
- BA armor regen delay increased to 5 seconds from 3.&lt;br /&gt;
- Moved some armor from Cauldron-Born Externals to its Side torsos.&lt;br /&gt;
- Moved some armor from Argus side torsos onto its Arms.&lt;br /&gt;
- Improved the turning ability of the Bushwacker.&lt;br /&gt;
- Reduced cost of BASRM ammo from 2k to 1k.&lt;br /&gt;
- Reduced BA health and Armor regeneration rate by 25%&lt;br /&gt;
 &lt;br /&gt;
- Thanatos Build rules tweaks: &lt;br /&gt;
	- Thanatos now received free hard mounted GECM. &lt;br /&gt;
	- Standard and Improved Jump Jets prices and tonnages halved for the Thanatos.&lt;br /&gt;
 &lt;br /&gt;
- Enabled equipment for the LongTom. The standard now comes with one PDS and one LAMS, the short with two PDS, the long with two LAMS.&lt;br /&gt;
 &lt;br /&gt;
- Ryoken Build rules tweaks:&lt;br /&gt;
	- Fix for missing internal tonnage in build rules which resulted in an extra ton of podspace. (was counting as 45 tons rather than 55 tons)&lt;br /&gt;
	- Ryoken now no longer recieves a free heatsink.&lt;br /&gt;
	- Ryoken now counts as 10 tickets from 11.&lt;br /&gt;
 &lt;br /&gt;
- Ryoken &lt;br /&gt;
	- adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy).&lt;br /&gt;
 &lt;br /&gt;
- Hawkmoth Build rules tweak:	&lt;br /&gt;
	- Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine.&lt;br /&gt;
	- Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar.&lt;br /&gt;
	&lt;br /&gt;
- Huit:&lt;br /&gt;
	- Moved to Clan FF armor from standard armor to improve its durability.&lt;br /&gt;
	- Increased base chassis price by 6k. &lt;br /&gt;
	- Redistrubuted armor to areas more likely to be hit.&lt;br /&gt;
 &lt;br /&gt;
- Mauler:&lt;br /&gt;
	- Base chassis price decreased by 3k.&lt;br /&gt;
	- Improved the max yaw from 90 degrees to 135 &lt;br /&gt;
	- Increased armor on CT slightly.&lt;br /&gt;
 &lt;br /&gt;
---- AUDIO CHANGES ----&lt;br /&gt;
 &lt;br /&gt;
- Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage.&lt;br /&gt;
 &lt;br /&gt;
- ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth&lt;br /&gt;
 &lt;br /&gt;
- Heavy Small and Heavy Medium Laser play charge sounds again &lt;br /&gt;
 &lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
 &lt;br /&gt;
- TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended)&lt;br /&gt;
 &lt;br /&gt;
--------- VFX ---------&lt;br /&gt;
 &lt;br /&gt;
- Adjusted BASRM missile particles to look more like SRMs and less like Tbolts. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.10.1===&lt;br /&gt;
'''Release date:''' 27 October 2018&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.10.1&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES - 0.10.1 ---&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- Air LBX does not collide with mechlegs&lt;br /&gt;
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.&lt;br /&gt;
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
&lt;br /&gt;
TC_Palisades: Both ASF factories will only build one ASF at a time.&lt;br /&gt;
&lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once&lt;br /&gt;
&lt;br /&gt;
------ CONTROLS -------&lt;br /&gt;
&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
------------- VERSION 0.10.1 ------------&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
- Possible fix for slowed economy&lt;br /&gt;
- Removed melee attack from BA Recoilles Rifle and from BA MP-PPC (caused a crash when used)&lt;br /&gt;
- Fixed Hollander unable to buy Thunderbolt 5 ammo&lt;br /&gt;
- Fixed Rusalka F not able to buy bomb reloads&lt;br /&gt;
- Fixed Rusalka B being able to buy bomb reloads (was not intended)&lt;br /&gt;
- Fixed all aircraft exiting / ejecting issues&lt;br /&gt;
- Fixed incorrectly reported BHP / BAP equipment on the HUD&lt;br /&gt;
- Fixed overheat/ low charge alarm for weapons not playing&lt;br /&gt;
- Fixed not being able to buy ammo from forward bases&lt;br /&gt;
- Fixed Goblin spawning underground when bought in a forward base&lt;br /&gt;
- Fixed BAP/BHP showing up wrong in the HUD&lt;br /&gt;
- Really fixed flame daisy chain from damaged turrets&lt;br /&gt;
&lt;br /&gt;
- TC_Palisades: &lt;br /&gt;
	- Fixed an issue where BA could not capture a base&lt;br /&gt;
	- Fixed runway repair bugs &lt;br /&gt;
	- Fixed IS VTOL spawn-in-hangar bug&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- New server cvar: sv_stats_logfile (default value: 1)&lt;br /&gt;
	- This cvar, when set to 1, will make the server produce an XML logfile containing game stats in Documents/My Games/Crysis Wars/MWLL/Stats/ after a game ends&lt;br /&gt;
	- Setting it to 0 will make the server stop writing stat logfiles&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- Increased safe explosion distance for BA SRMs&lt;br /&gt;
	- This reduces likeliness of BA killing themselves when firing their own SRMs&lt;br /&gt;
	&lt;br /&gt;
- BA Recoilless rifle balance tweak&lt;br /&gt;
	- Increased rate of fire by 50%&lt;br /&gt;
	- Decreased damage by 50%&lt;br /&gt;
	- Decreased bullet speed by 33% (900 to 600 m/s)&lt;br /&gt;
&lt;br /&gt;
- BA MP-PPC balance tweak&lt;br /&gt;
	- Increased rate of fire by 38%&lt;br /&gt;
	- Decreased damage by 38%&lt;br /&gt;
&lt;br /&gt;
- Override is now a switch and can be enabled / disabled any time&lt;br /&gt;
- Overheat movement penalties are now applied to the actual max speed of the asset, not to the throttle&lt;br /&gt;
	- This will prevent overheat penalties to mess with the current throttle value&lt;br /&gt;
&lt;br /&gt;
- Overheat penalties timer reduced from 4 to 2 seconds&lt;br /&gt;
&lt;br /&gt;
---- AUDIO CHANGES ----&lt;br /&gt;
&lt;br /&gt;
- Added new overheat alarm sound&lt;br /&gt;
- Added new overheat warning message when reaching the yellow zone on the heat indicator&lt;br /&gt;
- Changed Pulse Laser and XPulse Laser impacts sounds to be more in line with the general atmosphere of MWLL&lt;br /&gt;
- Heavy laser fire sound pitch brought in line more with their individual type&lt;br /&gt;
&lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
&lt;br /&gt;
TC_Palisades: &lt;br /&gt;
	- Moved western BA spawn closer to mechbays.&lt;br /&gt;
	- Added forbidden areas inside main factories for opposing teams. &lt;br /&gt;
&lt;br /&gt;
TC_IvoryTower: Fixed 4-bays factories&lt;br /&gt;
&lt;br /&gt;
TC_StoneRose: Removed duplicate spawnpoint icons&lt;br /&gt;
&lt;br /&gt;
--------- VFX ---------&lt;br /&gt;
&lt;br /&gt;
- Added trail VFX for Recoilless Rifle bullet&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.10.0===&lt;br /&gt;
'''Release date:''' 19 October 2018&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.10.0&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES - 0.10.0 ---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- Air LBX does not collide with mechlegs&lt;br /&gt;
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.&lt;br /&gt;
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
- BA SRM ammo counter does not update when SRMs are not selected&lt;br /&gt;
&lt;br /&gt;
------ CONTROLS -------&lt;br /&gt;
&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
- Battle Armor damage modifiers are correctly working now, this means machine guns do the correct amount of damage to Battle Armor&lt;br /&gt;
- Fixed SA and LMS game mode kills being always logged as teamkills when sv_logKills is set to 1&lt;br /&gt;
- Fixed an issue where the vehicle turrets (AMS were unaffected) would fire when the left mouse button is pressed&lt;br /&gt;
- Fixed 3rd person view being available in the APC passenger seat&lt;br /&gt;
- Fixed Rusalka showing outdated paperdoll&lt;br /&gt;
- Fixed Anubis cockpit hitbox not following the torso as it moves&lt;br /&gt;
- Fixed Thor and Loki not exploding and going critical on destruction&lt;br /&gt;
- Fixed Osiris explosion&lt;br /&gt;
- Fixed Chevalier turret speed&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- e_clouds setting has been locked to 1 for gameplay reasons&lt;br /&gt;
- Rangefinder max distance doubled to 3000m &lt;br /&gt;
- Both server and client will print the MWLL version and revision at startup in the log now&lt;br /&gt;
- The C-Bill donation system now prevents you from being able to donate money to a dead player, and will also show a warning on the screen.&lt;br /&gt;
- A log message will warn you when you try to change your name in a server where player renaming is disabled&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- ASF and VTOL ejector seats now actually push you out like actual ejector seats&lt;br /&gt;
&lt;br /&gt;
- We continued our work on the BA. This iteration allows us to balance the health, armor, regeneration and damage modifiers for each single BA now.&lt;br /&gt;
	- BA now have inertia, instant strafing is no longer possible&lt;br /&gt;
	- BA jumpjets use a new performance curve, jump setting side to side and forward more responsive, &lt;br /&gt;
	- BA jumpjets refuel delay reduced from 1.5 to 1 second&lt;br /&gt;
	- BA jumpjets max fuel slightly increased&lt;br /&gt;
	- Decreased air resistance and floatiness&lt;br /&gt;
	- BA SRM ammo is now limited to 8 in the players inventory + 1 loaded in each tubes (10 total)&lt;br /&gt;
	- BA grenades have been removed&lt;br /&gt;
	- Stocked BA SRM ammo will be removed when entering in a vehicle driver seat (APC is excluded from this)&lt;br /&gt;
&lt;br /&gt;
	- Weapon changes&lt;br /&gt;
		- Flamer: heat damage slightly reduced&lt;br /&gt;
&lt;br /&gt;
	- New weapons:&lt;br /&gt;
		- Light Machine Gun (replaces Bear AC)&lt;br /&gt;
		- Medium Machine Gun (replaces BA AC2)&lt;br /&gt;
		- Medium Grenade Launcher&lt;br /&gt;
		- Medium Recoilless Rifle&lt;br /&gt;
		- BA pulse laser&lt;br /&gt;
	&lt;br /&gt;
- Rework of the vehicle interaction system&lt;br /&gt;
	- Exiting from any vehicle driver's seat is not possible anymore while the vehicle's engine is running and when the related league mode option is disabled&lt;br /&gt;
	- There are 2 ways to leave a vehicle now: hatch escape and ejection sequence. Ejection sequence is available only on vehicles that come with an ejection seat. The ejection seat can only be used once.&lt;br /&gt;
		- Vehicles that come with an ejection systes are: Mechs, ASFs and VTOLs&lt;br /&gt;
		- Vehicles that DO NOT come with an ejection system are: Tracked and wheeled tanks, Hovercraft, APCs and Long Toms&lt;br /&gt;
	- By pressing the interaction (&amp;quot;F&amp;quot; by default) key while the engine is running, the ejection system will be activated, if present and not already used.&lt;br /&gt;
	- If the ejection system has already been used or it is not available, a new sequence is triggered in order to exit the vehicle: the hatch escape.&lt;br /&gt;
	- Hatch escape can be done anytime (unless league mode prevents it - in that case the vehicle would have to be shut down before), but unlike the ejection is not instant and needs 3.5 seconds in order to be completed. In this sequence, the vehicle will start the shutdown sequence and all the controls will be locked.&lt;br /&gt;
	- Shutting down will force the asset to stop, and lock all the controls for the whole duration of the sequence, which is 3 seconds&lt;br /&gt;
	- Shutting down during a jump is not possible anymore&lt;br /&gt;
&lt;br /&gt;
- We reworked the heat punishment system, in order to make the whole system easier to deal with. Note that these set of changes are not meant to make the gameplay easier, but to give the auto-shutdown meaning which just used to be a net negative by taking control from the player and still taking all the damage from the heat incurred.	&lt;br /&gt;
	- We distinguish 4 different heat levels: safe, danger and overheat and off scale&lt;br /&gt;
	- In the safe zone (below the yellow line), the mech will never shutdown nor will take any heat damage&lt;br /&gt;
	- Reaching the danger zone (between the yellow and the orange line) only heatsinks will take heat damage. If shutdown override is not engaged, heatsinks will gain a heat damage resistance bonus. It will also make the vehicle visible to enemy radars at any range (heat spike radar penalty)&lt;br /&gt;
	- Reaching the overheat zone (over the red line) will cause overheat damage, and applies a different set of penalties. They will be removed 4 seconds after leaving the red line&lt;br /&gt;
		- Max speed cut to 45%&lt;br /&gt;
		- Weapons, jump jets and MASC / boost are disabled&lt;br /&gt;
		- Override will NOT prevent the movement penalties from being applied (weapon lock will be removed if you engage override)&lt;br /&gt;
	- If the vehicle takes more than 17.5% of heat damage to its main compoment (center torso / hull), it will start the auto-shutdown sequence.&lt;br /&gt;
		- As soon as the shutdown sequence kicks in, the vehicle will gain a 65% protection against heat damage.&lt;br /&gt;
		- After an auto-shutdown the vehicle won't be able to power up for 8 seconds.&lt;br /&gt;
	- As flying assets don't have an auto shutdown system, they won't be protected by this security system.&lt;br /&gt;
	- The shutdown override can be enabled at any time (default: H key), but once enabled it stays active for 60 seconds and cannot be disengaged manually, meaning that it has to be engaged manually every 60 seconds.&lt;br /&gt;
	- Vehicle and the heatsinks will always take full damage from overheating when override is active, which can be fatal in the red zone.&lt;br /&gt;
	- Single heatsinks will sustain much more heat damage than double heatsinks&lt;br /&gt;
	- When reaching the off scale point (900 degrees) the vehicle will immediately shut down.&lt;br /&gt;
	&lt;br /&gt;
- Selling vehicles is not possible anymore in LastManStanding and SolarisArena game modes&lt;br /&gt;
- Mounted turrets now will focus the currently selected target, if it's shootable, rather than engaging the closest one&lt;br /&gt;
&lt;br /&gt;
------ NEW ASSETS ------&lt;br /&gt;
&lt;br /&gt;
- New Goblin 45 ton tracked tank with a single infantry bay. The bay has no spawn ability&lt;br /&gt;
- New slimmer torso and new arms for the Vulture as well as a new cockpit interior&lt;br /&gt;
&lt;br /&gt;
-------- ASSETS --------&lt;br /&gt;
&lt;br /&gt;
- Tier changes:&lt;br /&gt;
  Mithras: 2, Osiris: 2, Solitaire: 4, Avar: 5&lt;br /&gt;
&lt;br /&gt;
- Ticket changes:&lt;br /&gt;
  Chimera: 4, Regulator: 5, Goblin 5: (new)&lt;br /&gt;
&lt;br /&gt;
- Hephaestus got an infantry bay without spawning ability&lt;br /&gt;
- Sparrowhawk armor rules changed to avoid overly vulnerable bomber variants&lt;br /&gt;
- Fafnir armor redistributed to center, left and right torso&lt;br /&gt;
- Mithras reworked to half track, engine power increased and lateral friction decreased to improve acceleration&lt;br /&gt;
- APC passengers are shielded from damage&lt;br /&gt;
- Cauldron Born armor redistributed to side torsos (small amount)&lt;br /&gt;
- Shadowcat base chassis cost reduced by 2k&lt;br /&gt;
- Novacat Armor redistributed to arms (small amount)&lt;br /&gt;
- Partisan tank sized up to actually being 80 tons, long barrel support added&lt;br /&gt;
- Raven size significantly reduced especially the beak, hitboxes reworked, head hitbox size decreased&lt;br /&gt;
- Laser-AMS repositioned on the Awesome and on the Thanatos&lt;br /&gt;
- Huitzilopochtli mass box tweaked to alleviate sliding&lt;br /&gt;
- Ryoken hitboxes reworked, long barrels removed so that the torso is more vulnerable from the sides&lt;br /&gt;
- Rifleman build rules tweak, LAMS count at half weight for Rifleman, extra tonnage gained converted to armor&lt;br /&gt;
- Thumper Rommel moved from tank build class to artillery build class&lt;br /&gt;
- Global increase for energy and kinetic modifiers against ASF.&lt;br /&gt;
- Different numbers per size/strength of planes still. &lt;br /&gt;
- Generally, smaller and harder to hit planes got larger increases than larger, slower planes. &lt;br /&gt;
- Increased kinetic-air and kinetic on Vtols&lt;br /&gt;
- Chimera - JJs and iJJs cost one ton less on the chimera since it sits at the bottom end of the medium class.&lt;br /&gt;
- VTOL radar detection range changed to active 1200m and passive 700m&lt;br /&gt;
- Morrigu breaking power reduced to prevent violent breaking&lt;br /&gt;
- Daishi, Warhawk external holder hitboxes bloat decreased&lt;br /&gt;
- Reduced light-kinetic modifier against hovercraft from 1.5 to 1.3&lt;br /&gt;
- Cougar base chassis cost reduced by 4.3k&lt;br /&gt;
- Puma base chassis cost reduced by 350&lt;br /&gt;
- Vulture Armor redistributed from arms to torso (small amount) &lt;br /&gt;
- VTOLs damage modifiers reduced from 1.1 -&amp;gt; 1 (energy); 2.05 -&amp;gt; 1.9 (lightkinetic); 1.4 -&amp;gt; 1.2 (kinetic); 1.75 -&amp;gt; 1.2 (heavykinetic)&lt;br /&gt;
- Solitaire armor reduced by half a ton to remove the extra rmor it recieved from its unhittable(bugged) cockpit.&lt;br /&gt;
- Solitaire Backtorso armor reduced to bring it in line with the max allowed percentage present on all other mechs (0.7-&amp;gt;0.6) &lt;br /&gt;
&lt;br /&gt;
Variant tweaks by asset&lt;br /&gt;
&lt;br /&gt;
- Ares Prime&lt;br /&gt;
- Argus C&lt;br /&gt;
- Avatar D, F&lt;br /&gt;
- Atlas B&lt;br /&gt;
- Awesome A, B&lt;br /&gt;
- Blood Asp A, D, F&lt;br /&gt;
- Blacklanner E, G&lt;br /&gt;
- Bushwacker G&lt;br /&gt;
- Cauldron Born B&lt;br /&gt;
- Chevalier D&lt;br /&gt;
- Chimera B, G, E&lt;br /&gt;
- Cougar A&lt;br /&gt;
- Daishi A, B, C, G&lt;br /&gt;
- Demolisher Prime, C&lt;br /&gt;
- Donar C&lt;br /&gt;
- Epona A, C&lt;br /&gt;
- Fafnir A, C, D, E, F&lt;br /&gt;
- Harasser G&lt;br /&gt;
- Hawkmoth C&lt;br /&gt;
- Hephaestus A&lt;br /&gt;
- Hollander C&lt;br /&gt;
- Huitzilopochtli Prime&lt;br /&gt;
- Loki A&lt;br /&gt;
- Madcat Prime, D, F&lt;br /&gt;
- Madcat MKII A, F, G&lt;br /&gt;
- Masakari E&lt;br /&gt;
- Mithras C, D&lt;br /&gt;
- Morrigu Prime&lt;br /&gt;
- Novacat B&lt;br /&gt;
- Osiris B, E&lt;br /&gt;
- Partisan E&lt;br /&gt;
- Puma G&lt;br /&gt;
- Raven E&lt;br /&gt;
- Regulator Prime, A, B, C, D&lt;br /&gt;
- Rifleman Prime&lt;br /&gt;
- Rommel C&lt;br /&gt;
- Ryoken A&lt;br /&gt;
- Shadowcat B&lt;br /&gt;
- Solitaire G&lt;br /&gt;
- Sulla G&lt;br /&gt;
- Thor Prime&lt;br /&gt;
- Uller Prime, G&lt;br /&gt;
- Visigoth F&lt;br /&gt;
- Vulture Prime, C&lt;br /&gt;
- Xerxes A, G&lt;br /&gt;
&lt;br /&gt;
------ WEAPON CHANGES ------&lt;br /&gt;
&lt;br /&gt;
- ATM-Standard lockon time to 0.9/1.2/1.5/1.8 from 1/1.3/1.6/2.0 seconds&lt;br /&gt;
- UAC/10 overheat time decreased to match UAC/20 DPS&lt;br /&gt;
- UAC/10 price increased by 2k&lt;br /&gt;
- Removed impulse recoil from UAC5 to help hovercraft handling&lt;br /&gt;
&lt;br /&gt;
- Machine gun:&lt;br /&gt;
	- Damage increased from 2 to 3.5&lt;br /&gt;
	- Overheat time reduced to 8 from 12&lt;br /&gt;
	- Spread halved&lt;br /&gt;
	- Damage dropoff increased from 300m to 1.9 damage at 1600m&lt;br /&gt;
&lt;br /&gt;
- MRMs&lt;br /&gt;
	- Increased recycle time of MRM20/30/40 to match LRM10/15/20 timings. &lt;br /&gt;
	- Firerate slowed down to 1200 rpm to hopefully alliviate some hit detection issues&lt;br /&gt;
	- Normalized firing pattern among the sizes&lt;br /&gt;
&lt;br /&gt;
- ERPPC: price decreased to 8k from 9k cbills&lt;br /&gt;
&lt;br /&gt;
- Thumper:&lt;br /&gt;
	- Reduced ROF to 9 from 10&lt;br /&gt;
	- Ammo per ton reduced to 8 from 15&lt;br /&gt;
	- Price increased by 7k&lt;br /&gt;
&lt;br /&gt;
- HAG: Spread lowered (havled on the HAG/20)&lt;br /&gt;
	- Sped up recharge time on the HAG/30 by one second&lt;br /&gt;
	- Sped up recharge time on the HAG/20 by two seconds.&lt;br /&gt;
&lt;br /&gt;
- RAC/5: &lt;br /&gt;
	- Spread tightened to RAC2 levels. &lt;br /&gt;
	- Damage fall off now begins at 650 instead of 500.&lt;br /&gt;
	&lt;br /&gt;
- AC/5: moved to high explosive ammo&lt;br /&gt;
- Clan LRM 15: decreased to 5.5 tons from 6. &lt;br /&gt;
- Clan LRM 20: decreased to 7 tons from 8.&lt;br /&gt;
- Heavy Gauss (Air): charge time increased from 1 to 1.5 seconds&lt;br /&gt;
- Clan UAC2 price increased by 200&lt;br /&gt;
&lt;br /&gt;
---- NEW EQUIPMENT ----&lt;br /&gt;
&lt;br /&gt;
- New Point-Defense-System turret that shoots Battle Armors exclusively (mounted on Goblin and other tanks)&lt;br /&gt;
&lt;br /&gt;
---- AUDIO CHANGES ----&lt;br /&gt;
&lt;br /&gt;
- Betty sound &amp;quot;Shutting Down&amp;quot; is played on all the vehicles now&lt;br /&gt;
- New additions to the sound system to curb volume bloat with the exception of automatic weapons for technical reasons&lt;br /&gt;
- EQ filter removed from Clan assault mech run sound to get rid of distorted hum when many of them are close together&lt;br /&gt;
- Added pressure wave crackle to ASF engine sound&lt;br /&gt;
- Added new victory and defeat transmission for Innersphere. Clan transmissions get more variations&lt;br /&gt;
- Group fired weapons of the same type have a very subtle chorus effect applied to distinguish them from chain fired or single weapons in a group&lt;br /&gt;
- Bass boost for HVAC10, HAG30, 40 and Large, ER Large, Heavy Large and Large Pulse Lasers&lt;br /&gt;
- All Laser impacts can be now distinguished by weapon type and weapon class, works best when Laser fire sound is not audible&lt;br /&gt;
- Rear Firing Laser has a firing sound&lt;br /&gt;
- The manpack PPC has a charge sound indicating readiness&lt;br /&gt;
&lt;br /&gt;
---- VFX CHANGES ----&lt;br /&gt;
&lt;br /&gt;
Damaged turrets no longer create a trail of flames hanging in midair when moving.&lt;br /&gt;
&lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
&lt;br /&gt;
- Small update to the map view in the ASF / VTOL HUDs&lt;br /&gt;
- Added SRM ammo counter to the BA HUD&lt;br /&gt;
&lt;br /&gt;
------ NEW MAPS -------&lt;br /&gt;
&lt;br /&gt;
- New map: TC_Palisades&lt;br /&gt;
- New map: TC_Outskirts&lt;br /&gt;
- New map: added TC_StoneRose as official map&lt;br /&gt;
&lt;br /&gt;
----- MAP CHANGES -----&lt;br /&gt;
&lt;br /&gt;
- TC_ValleyForge:&lt;br /&gt;
	- Changed the location of the forward factories, &lt;br /&gt;
	- New base weight: 0.25&lt;br /&gt;
&lt;br /&gt;
- TC_Dune: &lt;br /&gt;
	- Layout changed&lt;br /&gt;
	- adjusted structures near repair bays&lt;br /&gt;
	- new minimap added&lt;br /&gt;
	&lt;br /&gt;
- TC_ThunderRift: Mechtraps removed&lt;br /&gt;
- TC_Bogs: Changed position of some objects&lt;br /&gt;
- TC_Dustbowl: Tweaked day/night cycle to be more visible at night&lt;br /&gt;
- TC_Inferno: Factories in side bases are now hardened against criticals&lt;br /&gt;
&lt;br /&gt;
------- Extras -------&lt;br /&gt;
&lt;br /&gt;
- New Shatter camo available in Special category&lt;br /&gt;
- New Ghostbear Alpha camo available in Special category&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.9.4===&lt;br /&gt;
'''Release date:''' 28 April 2018&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.9.4&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES - 0.9.4 ---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- Air LBX does not collide with mechlegs&lt;br /&gt;
- The Rear Firing Laser auto turret fires when mouse1 is pressed.&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
-------- HUD ----------&lt;br /&gt;
&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
&lt;br /&gt;
------ CONTROLS -------&lt;br /&gt;
&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
---- AUDIO ----&lt;br /&gt;
&lt;br /&gt;
- No cycle sounds for AC2 and 5, HVAC 2, Clan and IS UAC 5, 10 and 20 (will be fixed for live version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
- Pilot splat bug (when large ASF would land perfectly level but the pilot would be squashed leaving the plane intact) has been fixed on the Rusalka, Shiva, and Xerxes.&lt;br /&gt;
- Air MRMs should no longer attempt to follow tags.&lt;br /&gt;
- Added hard damage drop off at 800m on iHgauss to prevent hits past max range.&lt;br /&gt;
- Fix for Air LBX healing or instantly killing targets.&lt;br /&gt;
- The friendly fire red cross indicator won't show up anymore in spectator mode&lt;br /&gt;
&lt;br /&gt;
---- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Synchronized Voice and Chat mute&lt;br /&gt;
	- You can now mute text chat from another player by accessing the Scoreboard and using the Mute Voice Chat function or by typing &amp;quot;/mute playername&amp;quot; in the chat&lt;br /&gt;
- Refactored logging system&lt;br /&gt;
	- Tweaked the chat log (both client and server) for better readability&lt;br /&gt;
	- Added server log messages for player kills&lt;br /&gt;
	- Added server log messages for player renames (it includes also the GamespyID)&lt;br /&gt;
- New cvars: &lt;br /&gt;
	- sv_allowPlayerRenaming : Default is 1. If set to 0, players won't be able to rename themselves while playing&lt;br /&gt;
	 	- Note that players can still rename themselves by quitting the game and changing the profile name through the launcher&lt;br /&gt;
	- sv_logKills : Default is 0, if set to 1, the server will log all the player kills and deaths&lt;br /&gt;
- Reverted server tick rate to 30hz&lt;br /&gt;
	60hz stresses too much highly populated servers, forcing more updates than the engine was designed to handle. This has likely caused an increase in warping and jittering.&lt;br /&gt;
&lt;br /&gt;
------ GAMEPLAY -------&lt;br /&gt;
&lt;br /&gt;
- Normalized engine damage from back section damage on ground vehicles to 75% from 70% to match mech engine damage threshold.&lt;br /&gt;
- Speed penalties for fusion tank engines reduced to 20%/40% speed reduction from 30%/60% reduction. ICE engines reduced to 20%/30%.&lt;br /&gt;
- Clan LRM launchers on Clan combat vehicles (tanks/hovers) no longer fire forward but fire at an arc like IS lrms. Forward firing behavior makes sense for clan Mechs which use the close on taraget doctrine. It does not work for clan vehicles which were designed as fire support meant to stay at range. This allows them to fulfill that role much more efficiently.   &lt;br /&gt;
- Decreased RAC2 heat from 1.32 to 1.1&lt;br /&gt;
- Increased RFL damage to CERSL level from SL level. Increased range to 500m.&lt;br /&gt;
- Increased IS LPL shots per burst from 2 to 3 and decreased ROF by 50%. Since IS LPLs lack the range to truly snipe, they now have more frontloaded damage to trade at midrange better. &lt;br /&gt;
- Slightly increased max fuel of ATMs to allow more maneuvering&lt;br /&gt;
- Increased LPPC impact effect so it can be seen behind the tracer for better feedback on hit.&lt;br /&gt;
- Increased splash and screenshake on LPPC&lt;br /&gt;
- Increased inner splash of Longtom shots from 60% of total splash to 80% on all variants.&lt;br /&gt;
- Increased radar's target detailed information gathering range from 0.8 times the radar range to the same as the radar range&lt;br /&gt;
&lt;br /&gt;
-------- ASSETS --------&lt;br /&gt;
&lt;br /&gt;
- Chevalier -&lt;br /&gt;
Increased responsiveness of turret&lt;br /&gt;
Tightened base turn radius to allow for tighter turning at medium to low speeds.&lt;br /&gt;
&lt;br /&gt;
- Oro - &lt;br /&gt;
Increased turret yaw speed&lt;br /&gt;
Decreased turret turning pentalty for damage&lt;br /&gt;
Moved some armor from front to turret&lt;br /&gt;
&lt;br /&gt;
- Chimera - &lt;br /&gt;
Refactored armor and moved some armor from legs to toughen the chassis&lt;br /&gt;
&lt;br /&gt;
- Uller -&lt;br /&gt;
Adjusted base armor build rules to clarify how much base armor the Uller was working off of&lt;br /&gt;
Refactored armor and moved some armor from legs to toughen the chassis&lt;br /&gt;
Set logical amounts of armor to the different arm configurations&lt;br /&gt;
&lt;br /&gt;
- Mithras -&lt;br /&gt;
Adjusted suspension for slightly smoother ride&lt;br /&gt;
Decreased size of back armor hit box to prevent being damaged from the sides. &lt;br /&gt;
&lt;br /&gt;
- Osiris - &lt;br /&gt;
Toned down cockpit screen brightness&lt;br /&gt;
&lt;br /&gt;
- Rommel - &lt;br /&gt;
Halved turret yaw speed for Rommel A (Thumper) &lt;br /&gt;
&lt;br /&gt;
- Atlas -&lt;br /&gt;
New Atlas F uses STD fusion engine from XL.&lt;br /&gt;
&lt;br /&gt;
- Huit - &lt;br /&gt;
Improved huit traction to attempt to lessen sliding during turns.&lt;br /&gt;
&lt;br /&gt;
- Anubis - &lt;br /&gt;
Moved some armor from side torsos to arms&lt;br /&gt;
&lt;br /&gt;
- Thanatos - &lt;br /&gt;
Resized torso and arm geometry and hitboxes so that the thanatos is not as assault mech sized. &lt;br /&gt;
&lt;br /&gt;
---- GAMEFLOW CHANGES -----&lt;br /&gt;
&lt;br /&gt;
- Sell price increased to 65% max of asset from 50%. The hoped for economic effect of reduction to 50% was not observed.&lt;br /&gt;
- Increased vehicle refund amount (when a players vehicle is not claimed after purchase) to 100% from 75%&lt;br /&gt;
- Decreased maxmium negative score from various sources to help prevent insane negative score bugs&lt;br /&gt;
- Mithras base chassis price decreased by 1.5k&lt;br /&gt;
- Demolisher base chassis price decreased by 1.2k&lt;br /&gt;
- Anubis base chassis price decreased by 1k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- AUDIO CHANGES ----&lt;br /&gt;
&lt;br /&gt;
- AC2 and 5, HVAC 2, Clan and IS UAC 5, 10 and 20 switched to burst_fire playback, only playing one sound file instead of one file multiple times for increased fidelity and resource savings &lt;br /&gt;
- Increased volume of laser impacts. Volume of HAG impacts lowered to have them more in line with other impacts &lt;br /&gt;
- Slight Chevy engine sound volume increase and made boosting on the Chevy actually audible &lt;br /&gt;
- Sound settings of Clan light, medium, assault reactors tweaked to make the speed governed elements more audible &lt;br /&gt;
&lt;br /&gt;
-------- MAPS ---------&lt;br /&gt;
&lt;br /&gt;
- TC Oasis: lowered the hill at the IS airbase, removed repair from forward factories&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.9.3===&lt;br /&gt;
'''Release date:''' 10 March 2018&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Hotfix&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.9.3&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES - 0.9.3 ---&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- If you are unlucky, instead, when you're landing in an ASF, sometimes the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely, so you must be really unlucky for this to happen.&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- The Rear Firing Laser auto turret fires when mouse1 is pressed.&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
&lt;br /&gt;
CONTROLS&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- GAME SYSTEMS ---&lt;br /&gt;
- Reverted the network related changes made from 0.9.1 to 0.9.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.9.2===&lt;br /&gt;
'''Release date:''' 3 March 2018&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.9.2&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES ---&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)&lt;br /&gt;
- If you are unlucky, instead, when you're landing in an ASF, sometimes the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely, so you must be really unlucky for this to happen.&lt;br /&gt;
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.&lt;br /&gt;
- The Oro and Rommel cannot turn while reversing. &lt;br /&gt;
- The Rear Firing Laser auto turret fires when mouse1 is pressed.&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
- Crashes can happen. Workarounds are available in the Troubleshooting guide.&lt;br /&gt;
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
- Certain HUD elements might overlap other UI elements.&lt;br /&gt;
&lt;br /&gt;
CONTROLS&lt;br /&gt;
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- BUG FIXES ---&lt;br /&gt;
- At the first launch, the game should not give you a warning for modified files anymore. If that still happens, workaround is just to restart the game.&lt;br /&gt;
- TC_Oasis can be loaded at any graphic settings now.	&lt;br /&gt;
- Laser impact particle fixed so impact sound does now play&lt;br /&gt;
- TAG no longer plays fire sound on target of the tagging&lt;br /&gt;
- Turbine sounds on ASF no longer randomly change in pitch in cockpit but are instead bound to the throttle setting&lt;br /&gt;
- Fixed an error in an effects call in CL_Cougar_Mech.xml&lt;br /&gt;
- Atlas side torsos on XL engine models now have the correct transfer rate&lt;br /&gt;
- Fixed missing left particle bone for standard medium jumpjets&lt;br /&gt;
&lt;br /&gt;
--- GAME SYSTEMS ---&lt;br /&gt;
- Gameserver admins now will be able to add maps without having to restart the gameserver by using this console command: map_dir_rescan&lt;br /&gt;
- Improved network performance of Thumper ammo&lt;br /&gt;
- Attempt to improve general network performance and reduce rubberbanding issues&lt;br /&gt;
- Fixed 32 bit client not starting up in some cases&lt;br /&gt;
- &amp;quot;Show all objectives&amp;quot; command logic reworked&lt;br /&gt;
	- It now acts as a switch, not as a button anymore. Pressing &amp;quot;o&amp;quot; key will show / hide map objectives in the HUD&lt;br /&gt;
	- It's disabled by default, but it's possible to load a custom setting by setting &amp;quot;hud_showAllOnScreenObjectives&amp;quot; cvar in the User.cfg file.&lt;br /&gt;
- Added server log message when a team runs out of tickets&lt;br /&gt;
&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
- ASF based kinetic weapons (UAC10/ UAC5 and RAC5) moved from energy modifier to kinetic-air modifier.&lt;br /&gt;
	-These weapons now have a 1.2x modifier against tanks, 1.15x against hovercraft, 1.2x against ASF and VTOL, and 1.15x against Shiva and Xerxes&lt;br /&gt;
- 1.4x EMP damage modifier added to ASF to increase damage from PPCs&lt;br /&gt;
- Fusion engine based tanks now receive additional damage to internals from destroyed side or rear armor from 1.0x and 1.5x respectively to 1.2x and 1.6x. The Huit since it has a very small engine will only go to 1.1x and 1.5x.&lt;br /&gt;
- Hovercraft internal health increased to a factor of 645x10% tonnage from 500x10% tonnage&lt;br /&gt;
- Removed transfer rate modifier from the Front armor of Hovercraft into internals, it is now 1.0x from 1.6x&lt;br /&gt;
- ASF and Vtol hitpoints per ton of armor reduced by 5%, armor was relocated from outer parts to the body to compensate for the loss, resulting in more fragile parts.&lt;br /&gt;
- ASF damage effect changes: &lt;br /&gt;
	-Engines now no longer fail completely when destroyed but go at a fraction of the speed like ground vehicles. &lt;br /&gt;
	-All weapons and bombs attached to wings now fall off if the wing is destroyed. &lt;br /&gt;
	-Wings and Tail loss result in degrading flight performance. If the engine is lost or both wings are lost, the aircraft does not have the lift required to take off again once it lands.&lt;br /&gt;
	-Lost parts cannot be repaired.&lt;br /&gt;
- All Mech Pelvises now count as Left and Right leg hitboxes split down the middle rather than as CT. AS it makes more sense that hip actuators are being damaged rather than the core which is much further up the mech. This may increase legging as a viable tactic due to legs receiving more average splash damage than before.&lt;br /&gt;
&lt;br /&gt;
--- NEW ASSETS ---&lt;br /&gt;
- Mithras Clan Light Tank (25t)&lt;br /&gt;
- Anubis Inner Sphere Light Mech (30t)&lt;br /&gt;
- Rusalka Inner Sphere Heavy Aerospace (65t)&lt;br /&gt;
&lt;br /&gt;
--- NEW WEAPONS ---&lt;br /&gt;
- Air_LBXes: increased pellet spread and added explosive pellets for better performance against ground targets and other ASF. Increased damage against ASF and Vtols.&lt;br /&gt;
- Light PPC: fires faster than normal PPCs for half the raw damage allowing for higher single point DPS and suppression, but has less splash and only 450m range. 3 tons. &lt;br /&gt;
- Rear Firing Laser: auto defense laser mounted on the back of the xerxes and shiva giving them some self defense against fighters. &lt;br /&gt;
&lt;br /&gt;
--- ASSETS ---&lt;br /&gt;
- All Tanks -&lt;br /&gt;
- Brakes finally invented!&lt;br /&gt;
	All tanks should now have properly functioning brakes.&lt;br /&gt;
- Deploy speed threshold increased from 0.36 kph to 3.6 kph&lt;br /&gt;
&lt;br /&gt;
- Anubis -&lt;br /&gt;
- Includes Stealth armor as a unique attribute.&lt;br /&gt;
- Detectability radius decreased to 350m when active, giving superior sneaking abilities.&lt;br /&gt;
- However, as a draw back, the Anubis does not support coolant. (the system needs to be sealed, or some such thing)&lt;br /&gt;
&lt;br /&gt;
- Mauler -&lt;br /&gt;
- Increased turn rate&lt;br /&gt;
- Increased acceleration&lt;br /&gt;
- Increased backpedal speed&lt;br /&gt;
&lt;br /&gt;
- Masakari -&lt;br /&gt;
- Increased turn rate&lt;br /&gt;
- Increased acceleration&lt;br /&gt;
- Increased backpedal speed&lt;br /&gt;
- Included missing free heatsink it should've been receiving based off engine size&lt;br /&gt;
&lt;br /&gt;
- Bushwhacker - &lt;br /&gt;
- Increased acceleration &lt;br /&gt;
&lt;br /&gt;
- Uziel -&lt;br /&gt;
- Increased max yaw from 120 degrees to 130&lt;br /&gt;
&lt;br /&gt;
- Thor - &lt;br /&gt;
- Standard armor increased to 10.5 tons CFF&lt;br /&gt;
- Increased turn rate to match the Loki.&lt;br /&gt;
&lt;br /&gt;
- Argus -&lt;br /&gt;
- Increased CT hitbox to cover entire central canopy&lt;br /&gt;
- Halved acceleration rate&lt;br /&gt;
- Decreased turn rate to match the bushwacker&lt;br /&gt;
- Max Yaw decreased to 100 degrees from 140 degrees&lt;br /&gt;
&lt;br /&gt;
- Madcat -&lt;br /&gt;
- Fix for external hitboxes unintentionally covering large portions of the upper torso canopy, spreading damage between torsos and externals even though the external was never hit.&lt;br /&gt;
&lt;br /&gt;
- Rommel - &lt;br /&gt;
- Increased lower pitch limit from -4 degrees to -6 degrees&lt;br /&gt;
- Tweaked collusion mesh to help permit side armor skirts getting stuck on terrain&lt;br /&gt;
&lt;br /&gt;
- Long tom Tank -&lt;br /&gt;
- Decreased Turret Yaw limits by 10 degrees.&lt;br /&gt;
&lt;br /&gt;
- Epona -&lt;br /&gt;
- Removed side armor hitboxes from the sides of the epona cockpit canopy at the front.&lt;br /&gt;
&lt;br /&gt;
- Chevalier - &lt;br /&gt;
- Applied inertia to turret so that it cannot helicopter at extreme speeds anymore&lt;br /&gt;
- Reworked driving model: Now has better turning at slower speeds and better gear transferring from forward to reverse but turns much slower at high speeds&lt;br /&gt;
&lt;br /&gt;
- Ryoken - &lt;br /&gt;
- Fixed missing hitboxes for the tips of lasers mounted in the side torsos, before these would eat shots. &lt;br /&gt;
- Max Yaw decreed to 100 degrees from 110 degrees&lt;br /&gt;
- Added cockpit Art.&lt;br /&gt;
&lt;br /&gt;
- Catapult -&lt;br /&gt;
- Decreased cockpit hitbox size&lt;br /&gt;
&lt;br /&gt;
- Osiris - &lt;br /&gt;
- Added cockpit Art.&lt;br /&gt;
&lt;br /&gt;
 - Xerxes -&lt;br /&gt;
- Updated material to improve art quality.&lt;br /&gt;
- Added cockpit Art.&lt;br /&gt;
- Possible help for pilot splat bug on landing?&lt;br /&gt;
&lt;br /&gt;
- Avar - &lt;br /&gt;
- Updated material to improve art quality.&lt;br /&gt;
&lt;br /&gt;
---  WEAPONS ---&lt;br /&gt;
- Bisect of previous air_MRM nerf to bring it to 15% reduction in blast radius rather than 30%&lt;br /&gt;
- Increased speed of LBX pellets from 1800 to 2600&lt;br /&gt;
- Removed Light kinetic modifier from UAC5&lt;br /&gt;
- Increased tracking speed of CLRM but increased cloud spread&lt;br /&gt;
- Increased Tbolt-20 ammo per clip from 4 to 5&lt;br /&gt;
- Decreased spread on HAGs slightly, smaller HAGs have tighter spread&lt;br /&gt;
- HVAC10 splash increased to be greater than AC10 but still less than AC20&lt;br /&gt;
- Slight increase to AC/10 and HVAC/10 splash damage.&lt;br /&gt;
- Increased HVAC10 ROF from 20 to 22.5 (from 3 seconds to 2.66 seconds)&lt;br /&gt;
- Long tom shells moved to the same splash model as other weapons. They now to 2/3 of their damage near the impact point and 1/3 additional damage in the nearmiss area. Also decreased damage by 5%.&lt;br /&gt;
- Decreased and normalized all NARC lifetimes to 25 seconds from 30/38 seconds for (c)narc/inarc respectively&lt;br /&gt;
- Increased ROF on AC/5 from 11.45 to 13 (from 5.2 seconds to 4.6 seconds)&lt;br /&gt;
- Restored prenerf AIR_SSRM ROF back to 350.&lt;br /&gt;
- Heavy laser damage and heat decreased by 6%. They were &amp;quot;overjuiced&amp;quot; causing both too much damage and too much heat when compared to their CBT equivalents. Also decreased Heavy Large Laser heat by a further 6% due the current model's heat being greater than the CBT equivalent.&lt;br /&gt;
- Thumper Artillery Speed increased from 550 to 700&lt;br /&gt;
&lt;br /&gt;
--- BUILD RULES CHANGES ---&lt;br /&gt;
- Tbolt-20s are not considered 12 tons from 13 tons&lt;br /&gt;
- The Thor now has fixed iJJs at the weight and cost of JJs.&lt;br /&gt;
- Ground based UAC2s now count as one ton less. Clan UAC2 to 4 tons from 5 / UAC2 from 6 tons to 5&lt;br /&gt;
&lt;br /&gt;
--- GAMEFLOW CHANGES ---&lt;br /&gt;
- The Novacat, Warhammer, Oro, and Rommel are now available to buy at forward bases.&lt;br /&gt;
- Since the Warhammer can now build forward, increased the Fusion engine on the Prime by 6k in order to prevent early spam&lt;br /&gt;
- Increased Argus base chassis cost by 3k&lt;br /&gt;
- Reduced Shiva base chassis cost by 1k&lt;br /&gt;
- Increased Oro base chassis price by 5k&lt;br /&gt;
- Ticket Values for some assets tweaked : &lt;br /&gt;
	{ Stormcrow 10-&amp;gt;11 }&lt;br /&gt;
	{ Loki 10-&amp;gt;9 }&lt;br /&gt;
	{ Epona 7-&amp;gt;6 }&lt;br /&gt;
	{ Regulator 7-&amp;gt;6 }&lt;br /&gt;
	{ Anubis 3 }&lt;br /&gt;
	{ Rusalka 8 }&lt;br /&gt;
	{ Mithras 2 }&lt;br /&gt;
- Inflated C-bill modifiers tier system again from 8 to 16 at 5% +/- modifier to cbills earned from 10% to allow for even more nuance &lt;br /&gt;
	  The tiers are now as  follows:&lt;br /&gt;
		{ IS_Harasser=1, CL_Hephaestus=4, IS_Chevalier=4, CL_Mithras=4, CL_Donar=4, IS_Hawkmoth=4, IS_SparrowHawk=3, ALL_Apc=1, &lt;br /&gt;
		IS_Osiris_Mech=1, CL_Puma_Mech=6, CL_Cougar_Mech=6, IS_Raven_Mech=4, IS_Owens_Mech=6, IS_Anubis_Mech=5, CL_Uller_Mech=4, CL_Solitaire_Mech=5, CL_Avar=3,&lt;br /&gt;
&lt;br /&gt;
		CL_Stormcrow_Mech=10, CL_Blacklanner_Mech=9, IS_Bushwacker_Mech=7, IS_Chimera_Mech=5, IS_HollanderII_Mech=5, &lt;br /&gt;
		CL_Shadowcat_Mech=7, IS_Uziel_Mech=6, CL_Epona=6, IS_Regulator=6, IS_Partisan=5, IS_Corsair=7, CL_Sulla=7, CL_Ares=5,&lt;br /&gt;
&lt;br /&gt;
		CL_Madcat_Mech=14, CL_Cauldronborn_Mech=12, CL_Novacat_Mech=11, CL_Thor_Mech=11, CL_Loki_Mech=10, CL_Vulture_Mech=11, IS_Warhammer_Mech=10, &lt;br /&gt;
		IS_Rifleman_Mech=8, IS_Rommel=9, IS_Catapult_Mech=9, IS_Thanatos_Mech=12, IS_Argus_Mech=11, IS_Avatar_Mech=11, IS_Demolisher=11, &lt;br /&gt;
		IS_LongTomTank=16, CL_Oro=9, CL_Huitzilopochtli=12, CL_Visigoth=9,&lt;br /&gt;
					&lt;br /&gt;
		IS_Fafnir_Mech=16, CL_Daishi_Mech=16, IS_Awesome_Mech=13, IS_Atlas_Mech=15, IS_Mauler_Mech=11, &lt;br /&gt;
		CL_MKII_Mech=15, CL_Bloodasp_Mech=16, CL_Masakari_Mech=14, CL_Morrigu=15, IS_Shiva=13, CL_Xerxes=15 }&lt;br /&gt;
- Ticket bleed from base caps in TC now reduced for the first ~10 minutes of the game, starting at 10% bleed strength in the first minute increasing gradually up to 100% at 10 minutes.(this is to help prevent large ticket leads from accumulating from relatively small skirmishes early on)&lt;br /&gt;
&lt;br /&gt;
--- HUD ---&lt;br /&gt;
- Rework of the Mech and Tank radar scopes. Hexagon-styled noise removed and increased size a bit&lt;br /&gt;
- Increased opacity for Mech and ASF radar scopes&lt;br /&gt;
- The Landing gear indicator of the Aero HUD now will distinguish between 3 states of the landing gear: deploying, deployed, retracting&lt;br /&gt;
&lt;br /&gt;
--- AUDIO CHANGES ---&lt;br /&gt;
- Added engine and reactor sound for new Clan tank Mithras&lt;br /&gt;
- Added engine and reactor sound for new IS mech Anubis&lt;br /&gt;
- Added engine and reactor sound for new IS ASF Rusalka&lt;br /&gt;
- Added fire sound for new weapon LPPC&lt;br /&gt;
- Complete rework of ASF engine sounds in first and third person&lt;br /&gt;
- Added special cockpit sounds for ASF engines which are filtered to sound like they are coming from behind the cockpit. Works best with headphones.&lt;br /&gt;
- Spin down sound from Air Gauss removed&lt;br /&gt;
- Change to close explosion sounds dropping high frequency sounds sooner&lt;br /&gt;
- Added new start up sounds and shutdown sounds and run sounds for Clan Mechs, small alteration to now IS shutdown sound&lt;br /&gt;
- Added unique turbine sound for Hawkmoth and Donar VTOL&lt;br /&gt;
&lt;br /&gt;
--- VFX CHANGES ---&lt;br /&gt;
- Added new effect for LPPC weapon&lt;br /&gt;
- Added new effect for destroyed wings on ASFs&lt;br /&gt;
- Added new effect for damaged ASF engines&lt;br /&gt;
- Added new effect for destroyed ASF engines&lt;br /&gt;
- Changed mech arm destroyed effect: Fire now burns for a limited time and gets bent by travel speed, electric arcs shrunk down since they were larger than they had any right to be, spark shower adjusted unfortunately has only a very small draw distance&lt;br /&gt;
&lt;br /&gt;
--- MAPS ---&lt;br /&gt;
UPDATES&lt;br /&gt;
- TC Oasis: fixed the failed reconfigureobject_1 bug, which caused disconnects when loading the map, so it should be playable on every graphic setting; put back the original loading screen; rearm removed from the 1x bases; adjusted the position of the repbays in the 1x bases; repair ability removed from forward factories; fixed rock collision issues and mechtraps&lt;br /&gt;
- TC Inferno: fixed mechtrap; forbidden area timer increased&lt;br /&gt;
- TC Mirage: center base icon fixed, does not show mechfactory anymore; adjusted the position of the repair bays to prevent stuck&lt;br /&gt;
- TC ThunderRift: attempt to prevent fall through the floor in the main bases in case of desync; attempt to fix the VTOL pad #2 on Clan side, it should not cause damage to VTOLS anymore; mechtrap fixes; attempt to increase performance near the center area&lt;br /&gt;
- TC IvoryTower: forbidden area timer increased&lt;br /&gt;
- TC Altay: fixed the icon of the VTOL base&lt;br /&gt;
- TC Enkeladus: improved base layout; added ams to main bases; adjusted terrain near G4 base to prevent stuck in case of desynch; fixed C8 bug on the crashed dropship&lt;br /&gt;
- TC Bogs: LT available; changed the layout and increased the sizes of the capzones significantly&lt;br /&gt;
- TC Forsaken: LT available&lt;br /&gt;
- TC Marshes: changed base layout, northern bases are closer to center; adjusted base weights; removed repair from NW and NE cappoints; center now has 1 rep bay only instead of 2&lt;br /&gt;
- TC Frostbite: changed base layout, the 3 western bases are now closer to center; adjusted base weights&lt;br /&gt;
&lt;br /&gt;
--- MISC ---&lt;br /&gt;
- Fixed a shader bug that would occur when a specific console command is used before buying certain assets&lt;br /&gt;
- Updated green and blue solid paints&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.9.1===&lt;br /&gt;
'''Release date:''' 28 October 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Version 0.9.1&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES ---&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
	- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.		&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.&lt;br /&gt;
	&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
	- Rommel and Oro tank can not steer while reversing&lt;br /&gt;
&lt;br /&gt;
MAPS &lt;br /&gt;
	- In order to be able to play on TC_Oasis, you must set the Object Quality setting at least to &amp;quot;Medium&amp;quot;&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
CONTROLS&lt;br /&gt;
	- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
	- Brake fixed on Rommel and Oro tank&lt;br /&gt;
	- Solitaire cockpit hitbox increased&lt;br /&gt;
	- Fixed Thumper impact sound not playing because of a damaged playback control file&lt;br /&gt;
	- Fixed Laser firing sound playing all along the beam to the point of impact on Small Laser, ER Small Laser, Clan ER Small Laser and all Heavy Lasers on air and ground assets&lt;br /&gt;
	- Fixed Machine gun drop-off sound intermittently playing too loud&lt;br /&gt;
	- Medium lasers are now using the correct recharge sound&lt;br /&gt;
&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Avatar Prime variant updated&lt;br /&gt;
	- Hollander E variant updated&lt;br /&gt;
	- Raven C variant updated&lt;br /&gt;
	- Sparrowhawk C,D and E variants updated&lt;br /&gt;
	- Air UAC5 and UAC10 damage and explosive area increase to bring them to correct ratios with the air UAC20&lt;br /&gt;
&lt;br /&gt;
--- GAMEFLOW CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Solitaire Base Chassis cost increased by 2k&lt;br /&gt;
&lt;br /&gt;
--- MAP UPDATES ---&lt;br /&gt;
&lt;br /&gt;
	- Warning message added to loadscreen of TC_Oasis that informs the player of the minimum settings required to be able to connect successfully&lt;br /&gt;
&lt;br /&gt;
--- AUDIO CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Gradual sound playback changes for laser fire sounds over distance added&lt;br /&gt;
	- Replaced machine gun drop-off sound &lt;br /&gt;
	- Overheat/low charge alarm sound is now more audible&lt;br /&gt;
&lt;br /&gt;
--- MISC ---&lt;br /&gt;
&lt;br /&gt;
	- Camo selection now persists until the game is restarted or a diffent camo is selected&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.9.0===&lt;br /&gt;
'''Release date:''' 15 October 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Version 0.9.0&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
--- KNOWN ISSUES ---&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
	- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
CONTROLS&lt;br /&gt;
	- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
	- Fix for disappearing Vtols and ASF on radar when they run passive.&lt;br /&gt;
	- Corrected some variant prices on the Thor, Bloodasp, and MKII not taking into account armor.&lt;br /&gt;
	- LAMS now correctly fire upon Tbolts&lt;br /&gt;
	- Atlas now loses torso weapons normally at 100% damage instead of 90%&lt;br /&gt;
	- Fixed multiplier errors in the armor.xml that resulted in side torsos having more armor than center torsos on the Hollander and Solitaire, which was illegal.&lt;br /&gt;
	- Fixed multiplier error in armor.xml which resulted in the solitaire having more back torso armor than allowed.&lt;br /&gt;
	- Fixed camo materials issues on the Ryoken's arms and on the Awesome's Legs&lt;br /&gt;
	- Corrected all the buymenu descriptions&lt;br /&gt;
&lt;br /&gt;
--- LAUNCHER ---&lt;br /&gt;
&lt;br /&gt;
With 0.9.0 we introduced a brand new launcher (version 3.0), which includes a delta patcher and a build verification and repair functionality!&lt;br /&gt;
The launcher will automatically detect any game update, and will automatically download all the new files, and delete the outdated ones.&lt;br /&gt;
It can also repair the Cysis Wars build&lt;br /&gt;
&lt;br /&gt;
--- CONTROLS ---&lt;br /&gt;
&lt;br /&gt;
        - New key binding to drop a reserve ammo ton&lt;br /&gt;
        - New key binding to force a reload of a partially spent ammo ton&lt;br /&gt;
        - Existing throttle decay/ramping throttle binding now also works for Mechs&lt;br /&gt;
&lt;br /&gt;
--- ASSETS ---&lt;br /&gt;
&lt;br /&gt;
NEW&lt;br /&gt;
	- Clan Cauldron-Born (Ebon Jaguar) Heavy Mech (65t)&lt;br /&gt;
	- InnerSphere Rommel Tank (65t)&lt;br /&gt;
	- InnerSphere Argus Heavy Mech (60t)&lt;br /&gt;
	- InnerSphere Regulator Medium Hovercraft (45t)&lt;br /&gt;
&lt;br /&gt;
UPDATES&lt;br /&gt;
	- Rifleman LAMS support&lt;br /&gt;
	- Catapult and Rifleman turn rate increased&lt;br /&gt;
	- Huit and Partisan tanks now deploy and undeploy instantly (from 1 second)&lt;br /&gt;
	- Reduced Maxmimum upward pitch on the Bloodasp to 60 degrees from 70 degrees&lt;br /&gt;
	- Increased engine power on Attackers and Bombers for the Sparrowhawk and Avar&lt;br /&gt;
	- Avatar returned to 75 kph&lt;br /&gt;
	- The usual tweaks to various underperforming variants&lt;br /&gt;
&lt;br /&gt;
--- NEW WEAPONS ---&lt;br /&gt;
&lt;br /&gt;
	- Clan Hyper Assault Gauss (HAG) 20/30/40 weapons&lt;br /&gt;
	- IS Heavy PPC weapon&lt;br /&gt;
 	- Air version for LPLs (increased burst shots to 5 from 2, increased burst cooldown time by 250%)&lt;br /&gt;
	- Air version of HLL (5% less damage, 10% less heat, +50m Range)&lt;br /&gt;
	- ATM launchers now have unique Art&lt;br /&gt;
	- Thumper Artillery Cannon on the Rommel A variant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- BUILD RULES CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- LBX-2, SSRM2 and SRM2 both Clan and IS versions are now loaded with half-tons of ammo, these can be reloaded but extra tons for them cannot be purchased.&lt;br /&gt;
	- IS and Clan LBX2s now 2.5 tons from 3&lt;br /&gt;
	- IS SSRM2 now 2 tons from 3&lt;br /&gt;
	- IS SRM2 now 1.5 tons from 2&lt;br /&gt;
	- Atlas F and G use XL engines&lt;br /&gt;
	- The Shadowcat now has fixed ImprovedJumpjets at the weight and cost of StandardJumpJets&lt;br /&gt;
	- The Raven now has C3 built in for free.&lt;br /&gt;
	- The two fixed lasers on the Avatar now count at 50% tonnage&lt;br /&gt;
	- Avar and Sparrowhawk now allowed heavier weapons&lt;br /&gt;
	- Swapped out Air_SSRMs on Vtols to ground version SSRMs&lt;br /&gt;
&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Air_LRMs HP increased against LAMS, matched explosion pressure with their ground counterparts&lt;br /&gt;
	- Reduced cluster bombs from 25 to 15 and condensed their damage.&lt;br /&gt;
	- Slight explosion radius increase for HE and LG bombs.&lt;br /&gt;
	- Air_SRMs now fire in a quick burst like their ground counterparts&lt;br /&gt;
	- Air_SSRMs fire rate decreased by ~66%&lt;br /&gt;
	- HVAC2 burst size doubled, slightly increased their clipsize.&lt;br /&gt;
	- Increased Long range LT fire rate to match standard range.&lt;br /&gt;
	- Increased Light kinetic modifier against VTOL and Light/medium ASFs to 2.0x from 1.75x&lt;br /&gt;
	- Increased Light Kinetic modifier against Tanks to 1.15x&lt;br /&gt;
	- Increased Light Kinetic modifier against Tank Interal Structure to 1.3x&lt;br /&gt;
	- UAC5/ AC2 / AC5 convered to Light kinetic modifier for AA purposes.&lt;br /&gt;
	- Air versions of Gauss, Hgauss and iHgauss have all had their charge times reduced and normalized to 1 second.&lt;br /&gt;
	- Air Lightgauss no longer requies a charge and fires a bit faster than the ground version.&lt;br /&gt;
	- UAC2 and Clan UAC2 damage increased from 9 to 13&lt;br /&gt;
	- IS LPL heat ~12% heat reduction&lt;br /&gt;
	- Increased Lock on time for ATM [STD] to 1/1.3/1.6/2 seconds respectively for the ATM3/6/9/12 from 1/1/1/1 seconds&lt;br /&gt;
	- Increased Lock on time for ATM [ER] to 1/1.2/1.4/1.6 seconds respectively for the ATM3/6/9/12 from 1/1/1/1 seconds&lt;br /&gt;
	- Doubled Burst ROF on the UAC5, Halved bursts until overheat from 6 to 3.&lt;br /&gt;
	- Increased turn rate on Tbolts&lt;br /&gt;
	- All Aircraft based guided missiles lock time normalized to 1 second regardless of type or launcher size.&lt;br /&gt;
	- Slight reduction to heat generation from using afterburners on ASF&lt;br /&gt;
	- Bomb prices reduced and normalized to 2000 per ton for all three types&lt;br /&gt;
	- Reduced MXPL heat by 13%&lt;br /&gt;
	- Reduced Air_MRM explosion radius by ~30%&lt;br /&gt;
	- Small and Medium Lasers both standard, ER, and Clan ER, damage per shot increased by 9% (to bring them closer to correct damage ratios when compared to the Large Lasers per CBT)&lt;br /&gt;
	- HVAC10 max range to 950m from 900m.&lt;br /&gt;
	- UAC10 Max range to 650m from 600m.&lt;br /&gt;
	- Increased projectile speed, increased ROF, and decreased time to overheat on the UAC10.&lt;br /&gt;
	- Tightened the spread on the LBX2/LBX10/LBX20 to match LBX5 spread at their stated max ranges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- GAMEFLOW CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Maximum return for selling an asset reduced from 70% to 50%.&lt;br /&gt;
	- Increased the cost of Medium ASF Fighters.&lt;br /&gt;
	- Partisan heavy tank moved to forward spawn bases to provide in field AA&lt;br /&gt;
	- XP requirements for top ranks increased { Rank 9 (98k Cbills)   : 38.4k-&amp;gt; 46k XP}&lt;br /&gt;
						  { Rank 10 (105k Cbills) : 46.4k-&amp;gt; 60k XP}&lt;br /&gt;
						  { Rank 11 (113k Cbills) : 54.4k-&amp;gt; 72k XP}&lt;br /&gt;
						  { Rank 12 (128k Cbills) : 67.2k-&amp;gt; 91k XP}&lt;br /&gt;
&lt;br /&gt;
	- Warhammer Base Chassis cost decreased by 3k&lt;br /&gt;
	- Rifleman Base Chassis cost decreased by 4k&lt;br /&gt;
	- Madcat Base Chassis cost increased by 5k&lt;br /&gt;
	- Novacat Base Chassis cost decreased by 3k&lt;br /&gt;
	- Modified Chevalier chassis cost and tweaked variants to increase average cost per variant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	- Tier system for Cbill modifier updates: { Solitaire tier 1-&amp;gt;2 }&lt;br /&gt;
						  { Regulator tier 4 }&lt;br /&gt;
						  { Madcat tier 6-&amp;gt;7 }&lt;br /&gt;
						  { Novacat tier 6-&amp;gt;5 }&lt;br /&gt;
						  { Rommel tier 4}&lt;br /&gt;
						  { Thanatos tier 5-&amp;gt;6 }&lt;br /&gt;
                                                  { Argus tier 5 }&lt;br /&gt;
						  { Cauldron-Born tier 5 }&lt;br /&gt;
&lt;br /&gt;
	- Ticket Values for some assets tweaked : { Solitaire 1-&amp;gt;2 }    { Sparrowhawk 4-&amp;gt;2 }&lt;br /&gt;
						  { Owens 2-&amp;gt;3 }	{ Avar 5-&amp;gt;4 }&lt;br /&gt;
						  { Madcat 12-&amp;gt;13 }	{ Hephaestus 1-&amp;gt;2 }&lt;br /&gt;
   						  { Novacat 11-&amp;gt;10 }	{ Epona 8-&amp;gt;7 }&lt;br /&gt;
						  { Catapult 8-&amp;gt;7 }	{ Regulator 7 }&lt;br /&gt;
						  { Rifleman 8-&amp;gt;7 }	{ Rommel 7 }&lt;br /&gt;
						  { Warhammer 9-&amp;gt;8 }    { Cauldron-Born 10 }&lt;br /&gt;
						  { Argus 8 }&lt;br /&gt;
						  { MKII 13-&amp;gt;14 }&lt;br /&gt;
						  { BloodAsp 15-&amp;gt;16 }&lt;br /&gt;
						  { Atlas 13-&amp;gt;14 }&lt;br /&gt;
						  { Fafnir 15-&amp;gt;16 }&lt;br /&gt;
&lt;br /&gt;
--- MAP UPDATES ---&lt;br /&gt;
&lt;br /&gt;
	- New map: TC Oasis&lt;br /&gt;
	- TC Wildlands: redesigned the F5 base, it should not be possible to suppress the mechbay from safe enemy positions anymore; increased the draw distance on the background vegetation a bit&lt;br /&gt;
	- TC ValleyForge update: Improved architecture; airfields added; added more sounds&lt;br /&gt;
	- TC ThunderRift: VTOLs! fixed a mechtrap&lt;br /&gt;
	- TC Altay: attempt to increase performance by adjusting light sources, fixed the pit under D3 base&lt;br /&gt;
	- TC Bogs: attempt to increase performance by toning down particle effects&lt;br /&gt;
	- TC Dustbowl: fixed mechtraps&lt;br /&gt;
	- TC Deathvalley: added base weights to minimap, new meteor impact sound&lt;br /&gt;
	- TC IvoryTower: removed curbs from airfields to help takeoffs&lt;br /&gt;
	- TC Inferno: changed the structures near the airfields to help takeoffs&lt;br /&gt;
&lt;br /&gt;
--- AUDIO CHANGES ---&lt;br /&gt;
&lt;br /&gt;
	- Explosion sounds improved&lt;br /&gt;
        - HVAC 2 new sound&lt;br /&gt;
        - new AC and HAG impact sounds&lt;br /&gt;
        - Large Pulse Laser firing sound improved&lt;br /&gt;
        - LRM impact sounds improved&lt;br /&gt;
        - Weapon and run sound volumes overall slightly reduced&lt;br /&gt;
        - New weapon sounds for HAG, Thumper and Heavy PPC&lt;br /&gt;
        - PPC and ER PPC have improved sounds&lt;br /&gt;
        - New sound for critical explosion&lt;br /&gt;
	- Ground UAC2, all air UACs, all RACs switched to performance saving loops with drop-off tails&lt;br /&gt;
        - Correct spin up and spin down now playing for all RACs&lt;br /&gt;
        - Mobile Long Tom improved with new deploy, impact and shell whine sounds.&lt;br /&gt;
        - Overheat/low charge alarm when a rapid fire weapon is about to stop firing&lt;br /&gt;
        - Signal beeps for when rapid fire weapons are ready again.&lt;br /&gt;
        - New ICE engine sounds for Demolisher, Partisan and Mobile Long Tom.&lt;br /&gt;
        - New fusion engine sound for Chevalier&lt;br /&gt;
        - New hovercraft engine sound for Regulator&lt;br /&gt;
        - New meteor impact sound for TC Deathvalley&lt;br /&gt;
        - Ducan Fisher voice clips updated with stadium PA effect.&lt;br /&gt;
&lt;br /&gt;
--- VISUAL EFFECTS CHANGES ---&lt;br /&gt;
&lt;br /&gt;
        - All vehicle projectiles now play surface appropriate impact effects&lt;br /&gt;
	- All impact effects heavily optimized for performance&lt;br /&gt;
        - Minor optimizations to critical explosion effect to reduce performance impact&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.6===&lt;br /&gt;
'''Release date:''' 28 July 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.8.6 - GAMESPY FIX&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
------ KNOWN ISSUES ------&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
	- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.		&lt;br /&gt;
	- Switching profile might trigger a profile logout, making you unable to see the server list. Workaround is just to restart the game&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.&lt;br /&gt;
	&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
	- Ballistic and missile weapons readiness sounds play also when the weapon is empty&lt;br /&gt;
	- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound&lt;br /&gt;
	- Laser readiness sounds will even play when you leave your asset&lt;br /&gt;
	- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon&lt;br /&gt;
	&lt;br /&gt;
CONTROLS&lt;br /&gt;
	- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
----- GAME SYSTEMS -----&lt;br /&gt;
&lt;br /&gt;
- Switched to our own custom master server list / GameSpy Login service provider&lt;br /&gt;
&lt;br /&gt;
- We moved to a better folder structure for the handling of the game data&lt;br /&gt;
&lt;br /&gt;
	- In order to do this change, the installer will replace your current &amp;quot;autoexec.cfg&amp;quot; with our custom version, and will delete &amp;quot;server.cfg&amp;quot; and &amp;quot;levelrotation.xml&amp;quot; from the MWLL installation folder. Be aware that modifying this new autoexec file might cause issues.&lt;br /&gt;
	- You can use your custom autoexec by renaming it as &amp;quot;user.cfg&amp;quot; and moving to the new client data folder.&lt;br /&gt;
	- You can use your custom server configuration by backing it up and moving it to the new server data folder.&lt;br /&gt;
&lt;br /&gt;
	- Client data folder is now My Documents/Crysis Wars/MWLL/Client  &lt;br /&gt;
		- This implies that, if you want to use a custom cfg configuration file, you must rename it as &amp;quot;User.cfg&amp;quot;, and store it in that folder.&lt;br /&gt;
		- This will also be the location of the client logs (not the crash logs)&lt;br /&gt;
&lt;br /&gt;
	- Server data folder is now My Documents/Crysis Wars/MWLL/Server&lt;br /&gt;
		- The configuration files (server.cfg, levelrotation.xml) will be loaded from that folder now (unless you start the server using a custom bat script)&lt;br /&gt;
&lt;br /&gt;
	- Due to this new system, changing the user.cfg will no longer affect the actionmapper axis inversion setting.&lt;br /&gt;
		- The Actionmapper settings will be saved in Actionmapper.cfg&lt;br /&gt;
&lt;br /&gt;
----- LAUNCHER -----&lt;br /&gt;
&lt;br /&gt;
- The Launcher will log you in automatically now. There is no need to register / log in to Qtracker / Gamespy anymore.&lt;br /&gt;
- Fixed Launcher unable to recognize Debug / Release DLLs&lt;br /&gt;
- 64 bit mode is the default one&lt;br /&gt;
- The Launcher is now able to detect broken profiles and warn you before launching the game&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.5===&lt;br /&gt;
'''Release date:''' 23 May 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Version 0.8.5&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
------ KNOWN ISSUES ------&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
	- At the first launch, the game might give you a warning for modified files, and therefore crash.&lt;br /&gt;
		Workaround is just to restart the game.&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- All the manual changes made to Server.cfg will be lost if you use the Server Configuration prompt of the Launcher.&lt;br /&gt;
	&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- In the Coupled Unlocked Reticle mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
	- Ballistic and missile weapons readiness sounds play also when the weapon is empty&lt;br /&gt;
	- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound&lt;br /&gt;
	- Laser readiness sounds will even play when you leave your asset&lt;br /&gt;
	- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon&lt;br /&gt;
	&lt;br /&gt;
CONTROLS&lt;br /&gt;
	- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
STABILITY&lt;br /&gt;
	- Fixed a certain number of crashes to desktop caused by particle effects&lt;br /&gt;
	&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Fixed wrong Sulla damage modifiers&lt;br /&gt;
&lt;br /&gt;
--- GAMEPLAY CHANGES ---	&lt;br /&gt;
	&lt;br /&gt;
- Added sensitivity modifier for the floating reticle while zooming&lt;br /&gt;
- Base AMS now will shoot down bombs&lt;br /&gt;
- Corsair C variant updated&lt;br /&gt;
- Hawkmoth G variant updated&lt;br /&gt;
- Long Tom Short Range ammo area of blast decreased by 33%&lt;br /&gt;
- Long Tom Long Range ammo area of blast increased by 33%&lt;br /&gt;
- Air medium and small lasers now have a 1.3x damage modifier against other aircraft&lt;br /&gt;
- Air RAC5 spread decrease&lt;br /&gt;
	&lt;br /&gt;
--- AUDIO ---&lt;br /&gt;
&lt;br /&gt;
- Replaced reload beep with a less aggressive one-shot&lt;br /&gt;
- Fixed PPC / ERPPPC readiness sounds&lt;br /&gt;
&lt;br /&gt;
--- NETWORK ---&lt;br /&gt;
	&lt;br /&gt;
- Corrected network scheduling for various assets to improve performance&lt;br /&gt;
&lt;br /&gt;
--- CAMO ---&lt;br /&gt;
&lt;br /&gt;
- Enhancement to Green, Red, Yellow and Exotic camos	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===0.8.4===&lt;br /&gt;
'''Release date:''' 14 May 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
------ KNOWN ISSUES ------&lt;br /&gt;
&lt;br /&gt;
GAME SYSTEMS&lt;br /&gt;
	- At the first launch, the game might give you a warning for modified files, and therefore crash.&lt;br /&gt;
		Workaround is just to restart the game.&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.&lt;br /&gt;
	&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs&lt;br /&gt;
	- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
	- Ballistic and missile weapons readiness sounds play also when the weapon is empty&lt;br /&gt;
	- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound&lt;br /&gt;
	- Laser readiness sounds will even play when you leave your asset&lt;br /&gt;
	- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon&lt;br /&gt;
	&lt;br /&gt;
CONTROLS&lt;br /&gt;
	- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Fixed a crash caused by getting a missile lock on an asset protected by AECM&lt;br /&gt;
	- Tweaked Harasser hover height&lt;br /&gt;
	&lt;br /&gt;
------ VFX ------&lt;br /&gt;
&lt;br /&gt;
- Performance optimization pass on the new laser impact VFXs and Bomb explosions&lt;br /&gt;
&lt;br /&gt;
--------- GAMEPLAY CHANGES ----------&lt;br /&gt;
&lt;br /&gt;
- LAMS no longer targets Laser-Guided Bombs&lt;br /&gt;
- Laser-Guided Bombs arming distance reduced to 100m from 200m&lt;br /&gt;
- Improved turn speed of Air_SSRMs&lt;br /&gt;
- Decreased ASF base chassis price across the board&lt;br /&gt;
- Reduced tracking laziness on T-bolts&lt;br /&gt;
- Reduced spread and slightly increased splash on Air_UAC5&lt;br /&gt;
- Air_RAC2 moved to lightkinetic type&lt;br /&gt;
- Bomber Engine power increased on the Sulla, Corsair, Avar, and Sparrowhawk. &lt;br /&gt;
- Ramming damage decreased on ASF and Vtols.&lt;br /&gt;
&lt;br /&gt;
------ GAME SYSTEMS ------&lt;br /&gt;
&lt;br /&gt;
AUTOEXEC&lt;br /&gt;
	- Autoexec moved from Crysis installation dir to MWLL mod dir.&lt;br /&gt;
		This change was needed because the Crysis autoexec gets ignored if an Autoexec.cfg file is found in the MWLL mod directory&lt;br /&gt;
		&lt;br /&gt;
------ LAUNCHER ------&lt;br /&gt;
&lt;br /&gt;
NEW LAUNCHER FEATURES&lt;br /&gt;
	- MWLL update notification&lt;br /&gt;
	- Installation integrity verification&lt;br /&gt;
&lt;br /&gt;
------ SOUND ------&lt;br /&gt;
&lt;br /&gt;
- Increased pitch on readiness and reload sounds to mitigate volume spike on multiple simultaneous reloads&lt;br /&gt;
- Removed mistimed air Thunderbolt readiness sound	&lt;br /&gt;
&lt;br /&gt;
------ CONTROLS ------	&lt;br /&gt;
	&lt;br /&gt;
ACTIONMAPPER&lt;br /&gt;
	- Fixed an issue where changes made to the aircraft inversion control settings would have no effect if the &amp;quot;autoexec.cfg&amp;quot; file was placed in /Mods/MWLL/ directory&lt;br /&gt;
	&lt;br /&gt;
------ CAMOS ------&lt;br /&gt;
&lt;br /&gt;
- Improvement to the Smoke Jaguar camo&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.3===&lt;br /&gt;
'''Release date:''' 9 May 2017&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
------ KNOWN ISSUES ------&lt;br /&gt;
&lt;br /&gt;
LAUNCHER&lt;br /&gt;
	- In the Server Configuration prompt, you might get warned about a setting that is not being recognized in the server configuration file. The warning can be skipped.&lt;br /&gt;
	- The Repair and Check-for-updates buttons in the launcher are broken&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
	- Pulse lasers occasionally fire an additional laser pulse&lt;br /&gt;
	- &amp;quot;Pilot Splat Syndrome&amp;quot;: Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.&lt;br /&gt;
	- Arrow IV Artillery launcher won't lock on some ASFs and VTOLs&lt;br /&gt;
	- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Certain HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
	- Ballistic and missile weapons readiness sounds play also when the weapon is empty&lt;br /&gt;
	- Ballistic and missile readiness sounds will also play on the reload of an ammo ton and may overlap the ammo reload sound&lt;br /&gt;
	- Laser readiness sounds will even play when you leave your asset&lt;br /&gt;
	- Playback of reload sounds may fail on auto-reload and are outright broken on MRMs for the MRM to function correctly as a weapon&lt;br /&gt;
&lt;br /&gt;
ACTIONMAPPER&lt;br /&gt;
	- Any change made to the aircraft control inversion settings will have no effect if you have an &amp;quot;autoexec.cfg&amp;quot; file placed in /Mods/MWLL/ directory&lt;br /&gt;
		Workaround is to move the &amp;quot;autoexec.cfg&amp;quot; file outside from the /Mods/MWLL/ dir and place it into the Crysis Wars installation directory&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
ASSETS&lt;br /&gt;
	- Runway fireball syndrome has been fixed. You can land safely with your ASFs, now.&lt;br /&gt;
	- Camo is always applying to all the assets now&lt;br /&gt;
	- Harasser made more stable, particularly when entering and exiting water.&lt;br /&gt;
	- Partisan suspension loosened, should now get stuck less often.&lt;br /&gt;
	- Black Lanner fixes to collusion proxy and component proxies.&lt;br /&gt;
	- Armor distribution on Solitaire corrected, large side torso now correctly protected as is the back torso.&lt;br /&gt;
	- Corsair now correctly sells.&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Fixed a bug where the server list would not use all the available space for listing the servers&lt;br /&gt;
	- Fixed scoreboard showing a square instead of a minus sign when a team's score is below 0&lt;br /&gt;
	- Fixed missing Improved Heavy Gauss ammo icon not showing up in the buy menu&lt;br /&gt;
	- Fixed a bug where the ASF bomb sight would not be recalculated according to the zoom level&lt;br /&gt;
	- Fixed a bug where the ASF bomb sight would behave weirdly when upside down&lt;br /&gt;
	- Fixed precision issues in all the map / radar scopes&lt;br /&gt;
	- Fixed a bug where the contact icons in the BA radar would squeeze while rotating&lt;br /&gt;
	- Fixed target's health bars not rescaling after the target repaired&lt;br /&gt;
	- Fixed Heatsink damage indicators not updating after repairs&lt;br /&gt;
	- Fixed other players' names tag not showing up on Corsair and on the Huitzilopochtli&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
	- Fixed NARC being out of sync across clients&lt;br /&gt;
	- LAMS performance remedied. Any LAMS should perform equally well when moving and twisting as when standing still. Rebalanced missile health and added more missile types for the LAMS to fire at.&lt;br /&gt;
	- MRMs now ignore narc beacons&lt;br /&gt;
&lt;br /&gt;
AUDIO&lt;br /&gt;
	- Fixed Improved Heavy Gauss impact sound not playing&lt;br /&gt;
&lt;br /&gt;
MAPS&lt;br /&gt;
	- TC Taiga&lt;br /&gt;
		Fixed some more flying trees&lt;br /&gt;
		Fixed misleading mech icon at airfields&lt;br /&gt;
&lt;br /&gt;
	- TC Wildlands&lt;br /&gt;
		Fixed an issue when hovers stuck in forward hangars&lt;br /&gt;
		Fixed minor glitches&lt;br /&gt;
		Fixed known invisible walls&lt;br /&gt;
&lt;br /&gt;
CONTROLS&lt;br /&gt;
&lt;br /&gt;
    - Fixed DirectInput support not working&lt;br /&gt;
		This means joystick support has been fixed&lt;br /&gt;
&lt;br /&gt;
    - Fixed various inversion inconsistencies with VTOL / ASF axis&lt;br /&gt;
		This implies you might have to recheck your inversion settings via the Actionmapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- ASSETS ---&lt;br /&gt;
&lt;br /&gt;
NEW&lt;br /&gt;
	- Clan Avar Light Aerospace (35t)&lt;br /&gt;
	- Clan Xerxes Heavy Aerospace (85t)&lt;br /&gt;
&lt;br /&gt;
UPDATES&lt;br /&gt;
	- New cockpit for the Puma&lt;br /&gt;
	- Updated model for the Uller&lt;br /&gt;
&lt;br /&gt;
--- NEW WEAPONS ---&lt;br /&gt;
&lt;br /&gt;
- High Explosive Bomb: A single, high explosive unguided bomb.&lt;br /&gt;
- Laser Guided Bomb: A single guided bomb. Does not lock on targets. Requires a TAG for guidance.&lt;br /&gt;
- Cluster bombs: A cluster of 25 bombs. Meant for carpet bombing.&lt;br /&gt;
&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
&lt;br /&gt;
FOV&lt;br /&gt;
	- Increased FOV from 60 to 70&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
	- Changed unguided splash damage weapons (AC10/20, Hvac10, PPCs) from rocket code to new &amp;quot;explosive bullet&amp;quot; code. This should improve hit detection and may improve detection at high server loads.&lt;br /&gt;
	- AC Flak removed.&lt;br /&gt;
	- Tightened spread on STD and ER ATMs to prevent random misses against even stationary targets.&lt;br /&gt;
	- increased UAC2 and HVAC2 projectile speed to 3500 from 2500&lt;br /&gt;
	- HE ATM behavior reworked. 3/6/9/12 fire 1/2/3/4 missiles at a time respectively. Readjusted cone spread and decreased lock on time to 1 second.&lt;br /&gt;
	- Tightened burst speed for UAC10&lt;br /&gt;
	- Compacted AC5 and UAC5 burst length from 4 bullets to 3.&lt;br /&gt;
	- Small Pulse Lasers reworked. Burst increased to 6 shots from 2 and damage increased. Increased range of CSPL.&lt;br /&gt;
	- HVAC10 ROF increased to 20 from 17&lt;br /&gt;
	- Removed manual tracking on SSRMs to prevent odd star pattern at close ranges.&lt;br /&gt;
	- Increased ROF on Tbolts to match LRMs.&lt;br /&gt;
	- Long tom Ammos normalized to LongtomFar speed, uses gravity instead for ranges.&lt;br /&gt;
	- 8% Damage increase to all X-Pulse classes&lt;br /&gt;
	- Removed second laser on Medium laser base defense turrets.&lt;br /&gt;
	- ROF of RAC2 on EagleEye reduced to actual RAC2 ROF.&lt;br /&gt;
&lt;br /&gt;
VEHICLES&lt;br /&gt;
	- Huit hitboxes reshaped to be more in line with other tanks (harder to hit sides from front)&lt;br /&gt;
	- Increased Huit max speed by ~9kph, max reverse speed increased to 33kph from 8kph. Decreased engine penalty for rear armor damage.&lt;br /&gt;
	- Slowed transfer rate from front armor to internals on all tanks.&lt;br /&gt;
	- Relocated armor from Oro front to Oro turret.&lt;br /&gt;
	- Increased reverse max speed of Partisan.&lt;br /&gt;
	- Avatar original canon 64KPH engine returned so that its full armor could be restored. No more squishy Avatars.&lt;br /&gt;
	- Small armor redistribution on Uziel from side torsos towards Arms and CT.&lt;br /&gt;
	- Uller model tweaked, hitboxes reformed, and armor redistributed.&lt;br /&gt;
	- Puma Cockpit art added. Hitboxes reworked on Puma to add survivability.&lt;br /&gt;
&lt;br /&gt;
RETICLE&lt;br /&gt;
	- Free reticle re-enabled by default (Coupled Unlocked mode)&lt;br /&gt;
	- Coupled Unlocked mode has been reworked for increased smoothness&lt;br /&gt;
	- Increased responsiveness and torso speed while in Coupled Interactive mode&lt;br /&gt;
&lt;br /&gt;
AEROSPACE&lt;br /&gt;
	- Flight model overhaul&lt;br /&gt;
		Now the maneuverability of each asset is dynamically calculated. The maneuverability decreases at low and at very high speeds. This means each asset has its own optimal turning speed&lt;br /&gt;
		Landing dynamic is more realistic. You'll end up landing with your nose pointed up, like real planes.&lt;br /&gt;
&lt;br /&gt;
	- ASF Taxiing update: If you keep Decrease Throttle pressed, you'll be able to reverse the thrust and move backwards&lt;br /&gt;
		Pitching up is not possible anymore when taxiing at low speeds&lt;br /&gt;
		Notice that Decrease Throttle works also as an actual brake while landing on a runway.&lt;br /&gt;
&lt;br /&gt;
	- ASF Classes&lt;br /&gt;
		The variants of each ASF come in 3 different classes, now:&lt;br /&gt;
			- Fighter (unavailable for Shiva and Xerxes): high maneuverability, high armor, high electronics, low price, small weapons. Unable to carry bombs.&lt;br /&gt;
			- Attacker: medium maneuverability, medium armor, medium price, medium weapons. Can carry bombs WITHOUT reloads&lt;br /&gt;
				This means that buying additional bomb ammos on attackers is not possible, even if you still have free tons available&lt;br /&gt;
			- Bomber: low maneuverability, low / medium armor, high price, heavy weapons. Can carry bombs with reloads&lt;br /&gt;
&lt;br /&gt;
	- AirGECM now increases missile lockontime by 2.75x to give VTOLs and low flying ASF some counter against missiles spam.&lt;br /&gt;
	- UACs entirely redesigned for superior strafing performance.&lt;br /&gt;
	- Gauss charge time for Aircraft (ground are still fire on demand)&lt;br /&gt;
	- Missile weapons redesigned for aircraft performance and balance.&lt;br /&gt;
	- Small and medium laser classes maxrange increased for aircraft.&lt;br /&gt;
&lt;br /&gt;
VTOLS&lt;br /&gt;
	- VTOLs will lose maneuverability while boosting&lt;br /&gt;
	- Removed extra damage modifier for missiles and energy weapons against VTOLs.&lt;br /&gt;
	- Increased extra damage modifier for Gauss and LBX against VTOLs.&lt;br /&gt;
&lt;br /&gt;
LEAGUE MODE&lt;br /&gt;
	- Implemented a new command for league play: C-Bill Button&lt;br /&gt;
		This command works only if &amp;quot;sv_leaguemode_givecbills&amp;quot; AND &amp;quot;sv_leaguemode_enable&amp;quot; are BOTH set to 1&lt;br /&gt;
		The way it works is that any player who presses the &amp;quot;Home&amp;quot; key in the default key bindings (or types &amp;quot;givemecbills&amp;quot; in the game console and presses enter) will receive 100000 cbills IF the conditions mentioned above are satisfied&lt;br /&gt;
		The command will produce a message in the center of the screen, that will be visible only to the player who requested the command if the cvar &amp;quot;sv_cbillmessage_broadcast&amp;quot; will be set to 0 (default value). If &amp;quot;sv_cbillmessage_broadcast&amp;quot;, the message will be visible to every player connected on the server.&lt;br /&gt;
		Whether &amp;quot;sv_cbillmessage_broadcast&amp;quot; is set to 0 or 1, the usage of the command by any player will always be logged in the server console (if the league setting is enabled)&lt;br /&gt;
&lt;br /&gt;
--- GAMEFLOW CHANGES ---&lt;br /&gt;
&lt;br /&gt;
- Scat base chassis price decreased.&lt;br /&gt;
- Single HS prices decreased&lt;br /&gt;
- Huit Base chassis price decreased.&lt;br /&gt;
&lt;br /&gt;
--- HUD CHANGES ---&lt;br /&gt;
&lt;br /&gt;
BUY MENU&lt;br /&gt;
	- ASF silhouettes are now shown from above&lt;br /&gt;
	- The menu will now show the selected paint&lt;br /&gt;
	- The menu will now show the available c-bill amount&lt;br /&gt;
	- Scrolling via mouse wheel made a bit faster&lt;br /&gt;
&lt;br /&gt;
GENERAL&lt;br /&gt;
	- Chat window has been squeezed in order to make it less obstructive&lt;br /&gt;
	- Paperdolls will still be visible even if the targeted contact won't be in line-of-sight&lt;br /&gt;
		In this case, an &amp;quot;OUTDATED&amp;quot; writing will show up, meaning that the displayed information is outdated.&lt;br /&gt;
&lt;br /&gt;
	- Target brackets redesigned&lt;br /&gt;
		Now it will show the name of the player (if identified) and the distance&lt;br /&gt;
&lt;br /&gt;
	- Battle Armor paperdoll for target displays added&lt;br /&gt;
	- Tuned down brightness of IR vision&lt;br /&gt;
&lt;br /&gt;
BATTLE ARMOR&lt;br /&gt;
	- Now shows the target grid location&lt;br /&gt;
	- Added proper compass with target markers&lt;br /&gt;
	- Reworked crosshair&lt;br /&gt;
		Removed stock Crysis crosshair that was obstructing the view&lt;br /&gt;
		The crosshair won't show the power status of the vehicle you're looking at anymore&lt;br /&gt;
&lt;br /&gt;
VEHICLE&lt;br /&gt;
	- Aiming reticle revamped&lt;br /&gt;
		Now works consistently between different asset types&lt;br /&gt;
		TAG and NARC indicator have been added near the crosshair reticle&lt;br /&gt;
		Lockon indicator has been reworked for better visibility&lt;br /&gt;
		Weapon group markers redesigned and resorted&lt;br /&gt;
			- Group 1,3,5 at the left, group 2,4,6 at the right. Lower numbers at the top, higher at the bottom.&lt;br /&gt;
&lt;br /&gt;
	- FOF (Friend or Foe) indicator now will detect an enemy only in ACTIVE radar mode. The behavior while facing an ally has not been changed.&lt;br /&gt;
		This means the reticle won't turn red while facing an enemy if the radar is in PASSIVE mode&lt;br /&gt;
&lt;br /&gt;
	- Long Tom HUD has been revamped&lt;br /&gt;
		Standard reticle is no longer shown in the Long Tom HUD interface&lt;br /&gt;
		Weapon groups indicators have been removed in favor of a single weapon status indicator&lt;br /&gt;
		Radar and map scope will now show the Long Tom impact PIP (predicted impact point)&lt;br /&gt;
		Tank status added (in position, not deployed, ready to deploy)&lt;br /&gt;
		Trajectory indicator redesigned&lt;br /&gt;
&lt;br /&gt;
	- Pitch indicator has been added to all ground vehicles&lt;br /&gt;
		It shows absolute pitch, not relative&lt;br /&gt;
		On the Long Tom, it shows the pitch of the cannon, not of the camera&lt;br /&gt;
&lt;br /&gt;
	- Torso / turret twist indicator has been added to all ground vehicles&lt;br /&gt;
		Upper arrow indicates the twist of the turret relative to the main body of the vehicle&lt;br /&gt;
&lt;br /&gt;
	- Updated mech external / back torso damage readouts&lt;br /&gt;
		Will show the proper external position now (left / right), as well as properly sized health bars&lt;br /&gt;
&lt;br /&gt;
	- The behavior of the Mech throttle is now consistent with the one of other HUDs: the thin horizontal bar represents the requested throttle (W / S change it on default key bindings), the vertical bar represents the actual engine throttle of the mech&lt;br /&gt;
&lt;br /&gt;
	- Make heat warning bars on the heat gauge for Mech and Tank HUDs more visible&lt;br /&gt;
	- Changed heatsink damage indicators to make them better visible&lt;br /&gt;
&lt;br /&gt;
ASF HUD&lt;br /&gt;
	- Reworked the logic of the bomb calculation PIP&lt;br /&gt;
		This should increase a lot the overall accuracy of the PIP&lt;br /&gt;
		It won't be shown anymore when facing upside down&lt;br /&gt;
&lt;br /&gt;
	- Added proper compass with target markers&lt;br /&gt;
	- Added proper horizon indicator&lt;br /&gt;
	- Added proper altimeter / speedometer&lt;br /&gt;
	- Added PULL UP warning (triggers at 40m)&lt;br /&gt;
	- Added STALL warning (triggers when the ASF is reaching the point of no control)&lt;br /&gt;
	- STALL and PULL UP warning will not work when the landing gears are deployed&lt;br /&gt;
	- Added Landing gear deploy indicator&lt;br /&gt;
	- Added Heatsink damage indicator&lt;br /&gt;
&lt;br /&gt;
MISC&lt;br /&gt;
	- New tips added to the loading screen&lt;br /&gt;
	- Removed non-relevant info in the server list screen&lt;br /&gt;
&lt;br /&gt;
--- SOUND ---&lt;br /&gt;
&lt;br /&gt;
WEAPONS&lt;br /&gt;
	- Machinegun, AC 2, AC 5, AC 10, AC 20,HVAC 2, HVAC 10, LBX 2, LBX 5, LBX 10, LBX 20, RAC 5, UAC2, UAC5, UAC20 sounds have been replaced&lt;br /&gt;
	- PPC edited, ERPPC sound replaced&lt;br /&gt;
	- Gauss Rifle, Light Gauss Rifle, Heavy Gauss Rifle, Improved Heavy Gauss Rifle sounds have been expanded on.&lt;br /&gt;
	- Arrow IV launcher sound has been replaced&lt;br /&gt;
	- Long Tom cannon sound has been replaced&lt;br /&gt;
	- Introduction of readiness sounds for all weapons to indicate when the weapon is ready to fire again.&lt;br /&gt;
	- Impact sounds for PPC, ERPPC and Gauss Rifles sounds have been replaced&lt;br /&gt;
	- Added Ammo depleted reload sound&lt;br /&gt;
&lt;br /&gt;
VEHICLES&lt;br /&gt;
	- New missile warning sound&lt;br /&gt;
	- Oro and Ares tanks have new engine sound&lt;br /&gt;
	- Demolisher and Partisan tank tread sounds volume increased.&lt;br /&gt;
	- LongTom, Partisan and Huit tread squeaks no longer play in standstill&lt;br /&gt;
	- New heavy mech footfall sound&lt;br /&gt;
&lt;br /&gt;
AIR WEAPONS&lt;br /&gt;
	- Charge up sounds for Air Gauss Rifles&lt;br /&gt;
	- Added Air UAC 2, UAC 5, UAC 20 sounds&lt;br /&gt;
&lt;br /&gt;
AIRCRAFTS&lt;br /&gt;
	- New startup sound for Xerxes Aerospace fighter&lt;br /&gt;
	- New engine sounds for Xerxes and Avar Aerospace fighters.&lt;br /&gt;
	- New afterburner sound for all Aerospace fighters&lt;br /&gt;
	- All Aerospace fighters now have fusion engine sounds&lt;br /&gt;
&lt;br /&gt;
--- MAPS ---&lt;br /&gt;
&lt;br /&gt;
UPDATES&lt;br /&gt;
&lt;br /&gt;
	- SA Jungle&lt;br /&gt;
		attempt to fix the clipping through the hangar bay issue.&lt;br /&gt;
&lt;br /&gt;
	- TC Altay&lt;br /&gt;
		Added two repair bays to the side bases.&lt;br /&gt;
&lt;br /&gt;
	- TC Enkeladus&lt;br /&gt;
		Tweaked base icons&lt;br /&gt;
		Added on more factories to the corner bases&lt;br /&gt;
		Hovers should be able to leave the forward factories without getting stuck&lt;br /&gt;
		Decreased base defenses&lt;br /&gt;
&lt;br /&gt;
	- TC Harvest&lt;br /&gt;
		Decreased the view distance of the tank traps in the bocages so they will be displayed only when the surrounding vegetation is already rendered&lt;br /&gt;
&lt;br /&gt;
	- TC IvoryTower&lt;br /&gt;
		Replaced the bugged 4 bay factories with the 8 bay versions&lt;br /&gt;
&lt;br /&gt;
	- TC Marshes&lt;br /&gt;
		Base weight tweaks based on 8.2 gameplay experience&lt;br /&gt;
		NW and NE base weight increased from 1 to 1.5&lt;br /&gt;
		Added 8 bay factory to North base.&lt;br /&gt;
&lt;br /&gt;
	- TC Taiga&lt;br /&gt;
		Decreased base weights&lt;br /&gt;
		Removed one MLaser turret from the center base&lt;br /&gt;
		The lowest parts of the map are not out of bounds anymore&lt;br /&gt;
		Main bases are not displayed as capable anymore&lt;br /&gt;
&lt;br /&gt;
	- TC Wildlands&lt;br /&gt;
		Improved textures and lighting&lt;br /&gt;
		Tweaked vegetation&lt;br /&gt;
		Added destructible pine trees&lt;br /&gt;
		Removed small rocks which caused vehicles to stuck&lt;br /&gt;
		Added environmental sounds&lt;br /&gt;
		Added some hills in front of southern forward mech base so shooting at it from far will be more difficult&lt;br /&gt;
		Sorted out the icons on the minimap&lt;br /&gt;
&lt;br /&gt;
	- TSA Clearcut&lt;br /&gt;
		Repositioned some objects&lt;br /&gt;
&lt;br /&gt;
NEW MAPS&lt;br /&gt;
&lt;br /&gt;
	- TC Bogs (stormy version of TSA marshes)&lt;br /&gt;
&lt;br /&gt;
	- TC Dune - Changes vs. the community version:&lt;br /&gt;
		Forward bases can only build assets up to 65t&lt;br /&gt;
		Decreased center base weight from 1.5 to 0.5&lt;br /&gt;
		Added beacons to help identify possible flanking routes&lt;br /&gt;
&lt;br /&gt;
	- TC Forsaken - Changes vs. the community version&lt;br /&gt;
		Added some more details&lt;br /&gt;
		Center base weight decreased from 3 to 2&lt;br /&gt;
&lt;br /&gt;
	- TC ValleyForge - Changes vs. the community version&lt;br /&gt;
		Minor changes&lt;br /&gt;
&lt;br /&gt;
--- VFX ---&lt;br /&gt;
&lt;br /&gt;
- Replaced PPC and Laser impact VFXs&lt;br /&gt;
&lt;br /&gt;
--- NETWORK ---&lt;br /&gt;
&lt;br /&gt;
- Increased the server internal update rate from 30hz to 60hz&lt;br /&gt;
&lt;br /&gt;
--- ACTIONMAPPER -----&lt;br /&gt;
&lt;br /&gt;
- Improved profile handling&lt;br /&gt;
	No need to save / activate profiles anymore. The new configs are saved as soon as the changes are made&lt;br /&gt;
	Profiles can be changed with the &amp;quot;File&amp;quot; -&amp;gt; &amp;quot;Switch Profile&amp;quot; option.&lt;br /&gt;
	Any change will produce a snapshot of the previous configuration file in the /backup/ subfolder of the selected profile's dir&lt;br /&gt;
&lt;br /&gt;
- Added support for new key bindings:&lt;br /&gt;
	Spectator Minimum Mode&lt;br /&gt;
	C-Bill Button&lt;br /&gt;
	Free Reticle Switch on/off&lt;br /&gt;
&lt;br /&gt;
--- DEFAULT KEY BINDINGS CHANGES -----&lt;br /&gt;
&lt;br /&gt;
- Spacebar: Pitch UP in Aircrafts&lt;br /&gt;
- Left CTRL: Pitch DOWN in Aircrafts&lt;br /&gt;
- Left Alt: Level out in Aircraft&lt;br /&gt;
- F1: Free Reticle switch (on/off)&lt;br /&gt;
- F2: Arm Coupling On/Off&lt;br /&gt;
	Triggering any of the reticle switches will force the reticle to recenter, to avoid reticle being offset when switching to fixed mode&lt;br /&gt;
- Right Alt: change spectator mode&lt;br /&gt;
- Right shift: Toggle Spectator Minimum Mode (Will show only player names while spectating)&lt;br /&gt;
- Left control: Move camera down (spectator mode)&lt;br /&gt;
- Now it's possible to use the mouse thumb buttons (if available) to quickly switch weapons in the Battle Armor (mouse4 and mouse5)&lt;br /&gt;
	mouse4 switches between the 2 direct-fire weapons that any BA can carry&lt;br /&gt;
	mouse5 switches to the BA-SRM2 Pack&lt;br /&gt;
- &amp;quot;Home&amp;quot; key: Get 100,000 C-Bills (if the related league mode setting has been enabled on the server)&lt;br /&gt;
&lt;br /&gt;
--- CAMOS ---&lt;br /&gt;
&lt;br /&gt;
- Increased camo saturation. Standard camos should be less transparent now&lt;br /&gt;
- New color combinations available for vanity camos&lt;br /&gt;
- Dazzle pattern added&lt;br /&gt;
- Removed gold camos&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.2===&lt;br /&gt;
'''Release date:''' 16 December 2016&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Removed unintended PPC heat damage.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.1===&lt;br /&gt;
'''Release date:''' 02 December 2016&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
------ KNOWN PROBLEMS ------&lt;br /&gt;
&lt;br /&gt;
- The Repair and Check-for-updates buttons in the launcher are broken&lt;br /&gt;
- Pulse lasers occasionally fire a third pulse&lt;br /&gt;
- Camo system won't work for the Corsair&lt;br /&gt;
- The reticle modes sometimes get messy when you die, and switch back to the 0.7.1 default modes. If that happens, just press F4 and it will go back to normal&lt;br /&gt;
- The buy menu is a bit inconsistent and might not show free tons&lt;br /&gt;
- Certian HUD elements might overlap other UI elements&lt;br /&gt;
&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
Assets&lt;br /&gt;
	- Fixed radar not working properly on Hephaestus G&lt;br /&gt;
	- Fixed iNARC ammo not buyable on Thanatos&lt;br /&gt;
	- Phantom MPL on the vulture F removed&lt;br /&gt;
	- Fixed WH Prime incorrectly having DHS.&lt;br /&gt;
	- Various buy menu corrections.&lt;br /&gt;
Misc&lt;br /&gt;
	- Fixed an issue that was making the Crysis Sandbox Editor crash while opening any .cry file	&lt;br /&gt;
	- Fixed the PPC/ERPPC not flying to their stated range.&lt;br /&gt;
	- Fixed the AC2flak losing all of its damage past 900m.&lt;br /&gt;
	- Fix for weird jumpjet bug on Osiris for 32bit Dlls.&lt;br /&gt;
&lt;br /&gt;
Major bugs&lt;br /&gt;
	- Fixed cheat protection triggering on custom maps. &lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
------ MAP UPDATES ------&lt;br /&gt;
&lt;br /&gt;
Added TC_Wildlands&lt;br /&gt;
Added TC_Harvest	&lt;br /&gt;
	&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
	&lt;br /&gt;
Variants&lt;br /&gt;
	- SparrowHawk D now has 2 ERLL&lt;br /&gt;
   	- Corsair E now has 2 ERPPCs and 2 MLs instead of Gauss + ERLL&lt;br /&gt;
    	- Sulla I now has ERPPC + Gauss instead of LBX5 + Gauss&lt;br /&gt;
	- Hawkmoth has been moved to Tier 2&lt;br /&gt;
	- Donar A has 2 less heatsinks and 2 more tons of armor&lt;br /&gt;
	- Vulture A SSRM2-&amp;gt;SRM2 + 2 free tons.&lt;br /&gt;
	- Osiris C changed to  1 PPC | 2 SXPL | 1 SRM6; I-JJ | 3 DHS&lt;br /&gt;
	- Solitaire C changed to  1 ATM3 [HE] | 1 LBX2 | 4 Flamer; MASC | 2 DHS&lt;br /&gt;
	- Bushwacker F changed to  1 ERLL | 2 ERML | 2 ERSL | 2 LRM10; 1 LAMS | 6 DHS &lt;br /&gt;
	- Reenabled camera pitch on Longtom to a limited degree (max 15 degrees).&lt;br /&gt;
	- Raven G - 1 RAC2, -1 Mgun, -1 Freeton -&amp;gt; +1 PPC, +BAP, + .5 T armor&lt;br /&gt;
	- Raven A - 2MPXL, 2MBL, BAP, 1 T armor-&amp;gt;+2 LPL(experiment)&lt;br /&gt;
	- Raven B - -1 AC10, -ACEM, -TAG-&amp;gt; +1 UAC10 +GECM&lt;br /&gt;
	- Owens G 2 LL-&amp;gt; 1 ERLL+ 1 LL&lt;br /&gt;
	- Chevalier B UAC2, Free ton-&amp;gt; ERLL + 2 HS&lt;br /&gt;
	- Warhammer C 2 SSRM6 -&amp;gt; 2 SSRM4 + 2 Free tons&lt;br /&gt;
	- Harasser A BAP -&amp;gt; GECM&lt;br /&gt;
&lt;br /&gt;
Assets&lt;br /&gt;
	- Added some armor onto Rifleman arms.&lt;br /&gt;
	- Awesome now has 90 degree rotation limit from 80.&lt;br /&gt;
	- Uller gained some armor onto CT.&lt;br /&gt;
	- Reverted RAC5 placement on bushwacker A after internal discussion.&lt;br /&gt;
	- Warhammer Prime had 8 DHS in the code, fixed to the correct 8 HS&lt;br /&gt;
	- Added 1 DHS to all Black Lanners in exhange for 1 ton of armor&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
    Turned night vision into IR-like&lt;br /&gt;
    - Pros:&lt;br /&gt;
      - Can be used in super dark maps&lt;br /&gt;
      - Can be used in slight dark maps as well (Enkeladus, Thunder Rift)&lt;br /&gt;
    - Cons:&lt;br /&gt;
      - Graining and fog will make long range engagements a bit difficult&lt;br /&gt;
      - No colors, only black and white&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
		- RAC2 nerfs rolled back a bit. Overheat time back to 6 seconds, spinup time to 550 from 700 (was 400 in 0.7), max spread reduced to the midpoint between 0.7.0 and 0.8.0.&lt;br /&gt;
		- iNARC beacon time reduced to 38 seconds from 45.&lt;br /&gt;
		- UAC20 reverted to 2 shots per burst from 3, was too difficult even for good players to use.&lt;br /&gt;
		- Slight decrease to SSRM spread.&lt;br /&gt;
		- Decreased HEATM lockon time from 1.75 to 1.25 seconds&lt;br /&gt;
		- Decreased SRM cone of fire spread so that only one should sometimes miss the target at closer ranges rather than two or three.&lt;br /&gt;
		- Arrow IVs now have 16 second manual lock time, resulting in 4 second crouched/deploy lockon time making them virtually impossible to use on the move without spotter support.&lt;br /&gt;
Gameflow&lt;br /&gt;
		- Score requirement for ranks 3 through 12 reduced by 20%&lt;br /&gt;
		- Score requirement for rank 2 reduced by 40%&lt;br /&gt;
		- Reduced ticket cost of all starter assets:&lt;br /&gt;
			Osiris 3-&amp;gt;1&lt;br /&gt;
			Solitaire 4-&amp;gt;1&lt;br /&gt;
			Uller 4-&amp;gt;2&lt;br /&gt;
			Owens 4-&amp;gt;2&lt;br /&gt;
			APC 3-&amp;gt;2&lt;br /&gt;
			Harasser 2-&amp;gt;1&lt;br /&gt;
			Hephaestus 4-&amp;gt;1&lt;br /&gt;
			Chevalier 3-&amp;gt;2&lt;br /&gt;
			Partisan 5-&amp;gt;4&lt;br /&gt;
			Ares 5-&amp;gt;3&lt;br /&gt;
		&lt;br /&gt;
		- Cbill bonus for Kills reduced by 25%&lt;br /&gt;
		- Cbill reward for C3 reduced by 50%&lt;br /&gt;
		- Cbill and score reward for capturing bases in TC increased by 30%&lt;br /&gt;
		- Decreased Shadowcat base chassis cost by 4000.&lt;br /&gt;
		- Increased Blacklanner base chassis cost by 2000.&lt;br /&gt;
		- Decreased Raven base chassis cost by 2000.&lt;br /&gt;
		- Decreased Hephaestus base chassis cost by 2000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.8.0 Community Edition===&lt;br /&gt;
'''Release date:''' 28 October 2016&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
------ BUG FIXES ------&lt;br /&gt;
&lt;br /&gt;
Assets&lt;br /&gt;
	- Ares now shows up as a tank on radar rather than a light mech&lt;br /&gt;
	- Solitaire with ammo based weapons should no longer instantly lose its side torso when hit by splash&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- The weapon list does not contain a phantom entry below the last weapon anymore&lt;br /&gt;
	- Fixed an issue where the distance to target in the longtom HUD was always 0&lt;br /&gt;
	- Random color component bug at 75%, 50% and 25% status is gone&lt;br /&gt;
	- Zooming in won't leave parts of the HUD cut off screen anymore&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
--- GAMEPLAY CHANGES ---&lt;br /&gt;
&lt;br /&gt;
We have 2 reticle modes now accessible by default&lt;br /&gt;
- The default one will be the &amp;quot;Coupled Fixed&amp;quot; mode, where arm and torso will always be locked in the center of the screen&lt;br /&gt;
- Pressing Left Alt will switch to &amp;quot;Coupled Interactive&amp;quot; mode, an enhanced version of the old &amp;quot;Torso Follow mode&amp;quot;&lt;br /&gt;
  In this mode, the torso will start following the reticle as soon as you move it away from the center of the screen&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
--- DEFAULT KEYBINDINGS CHANGES -----&lt;br /&gt;
&lt;br /&gt;
- VTOL and AeroSpace Fighters now have the same controls:&lt;br /&gt;
  Pitch up / down : mouse down / up&lt;br /&gt;
  Yaw left / right : mouse left /right&lt;br /&gt;
  Roll left / right :  A / D keys&lt;br /&gt;
- CBill donation confirm has been moved to &amp;quot;enter&amp;quot;&lt;br /&gt;
- Cbill donation menu has been moved to &amp;quot;right shift&amp;quot;&lt;br /&gt;
- Chain fire switch has been moved to &amp;quot;backspace&amp;quot;&lt;br /&gt;
- Weapon group assign has been moved to &amp;quot;right control&amp;quot; &lt;br /&gt;
- Left Alt now switches your reticle modes&lt;br /&gt;
- Crysis VOIP button has been removed, we don't use it anymore.&lt;br /&gt;
- &amp;quot;Show Objectives&amp;quot; keybinding is an actual switch, you don't have to keep it pressed anymore&lt;br /&gt;
- Auto Shutdown has been moved to H&lt;br /&gt;
- Left mouse button won't fire the selected weapon group anymore, it fires Weapon Group 1 now&lt;br /&gt;
&lt;br /&gt;
------ MISC ------&lt;br /&gt;
&lt;br /&gt;
- The height a mech needs to jump from before it stops after touching down has been increased dramatically. Note that this does not affect jumpjets.&lt;br /&gt;
- More than 40 camos available for all the ground assets!&lt;br /&gt;
- The meaning of cl_free_reticle_independent has been inverted. 0 (default) locks the reticule to the torso, 1 allows independent arm movement&lt;br /&gt;
- g_revivetime may now be freely set by the server. It is still advisable that admins keep it above 15 seconds. especially in TC.&lt;br /&gt;
- The cheat protection has been improved and the game loading time should be much better now&lt;br /&gt;
- Even better loading times thanks to the recompression of PAK files&lt;br /&gt;
  This will also save a lot of drive space&lt;br /&gt;
- Clients may now set g_commentator to 0 to disable Duncan Fisher commentary during SA &amp;amp; LMS game modes. sv_leaguemode_commentator has subsequently been removed&lt;br /&gt;
- Dead players can now chat to the living and vice-versa. This will be disabled if league mode is enabled&lt;br /&gt;
&lt;br /&gt;
------ MAP UPDATES ------&lt;br /&gt;
&lt;br /&gt;
TC_ThunderRift:&lt;br /&gt;
- lowered the ceiling near the forward factories to prevent LT-ing from base&lt;br /&gt;
- modified the forward factories: now they support assets only until 65 tons&lt;br /&gt;
&lt;br /&gt;
TC_Marshes:&lt;br /&gt;
- various small modification/fixes (fixed some clipping object, aligned round fuel tanks near airfield, smoothed terrain on north spawnpoint, modified the position of some smaller buildings etc)&lt;br /&gt;
- Center base fix: removed the ground factories and most of the turrets. Two turrets, the two repair bays, and VTOL pad remain. Base weight: 0.5&lt;br /&gt;
- Northern central cap point: Added two ground factories with the following assets: light/med/heavy mechs, hovers and tanks (no assaults and LT). No repairs here. Base weight: 0.5&lt;br /&gt;
- North east and north west cap points: fixed the behaviour of the turrets, new base weight: 1&lt;br /&gt;
- South east and west cap points: new base weight: 1.5&lt;br /&gt;
- The base values are shown on the minimap&lt;br /&gt;
&lt;br /&gt;
TC_Taiga:&lt;br /&gt;
- Map out of bounds timer increased to 30sec&lt;br /&gt;
- Main bases are not capturable anymore&lt;br /&gt;
- Center cap area fixed (it was much smaller than the others)&lt;br /&gt;
- Small adjustments in cap areas overall&lt;br /&gt;
- &amp;quot;Glassy&amp;quot; textures improved - you can still see this odd effect on the textures, but it is not so noticeable now.&lt;br /&gt;
- Cappable factories can only build assets up to 65tons&lt;br /&gt;
- Removed spawn points, factory and repair bays from center cap point - new base weight: 1.5&lt;br /&gt;
- Added a second rep bay to the Western base, it has now two, just like the Eastern base. New base weights for both: 0.75&lt;br /&gt;
- Fixed floating bridges&lt;br /&gt;
- Base weights displayed on minimap&lt;br /&gt;
- Fences removed&lt;br /&gt;
&lt;br /&gt;
TC_Altay:&lt;br /&gt;
- Repair bay in the infamous center base is gone. Center mechbay can build only hovers and lights hovers.&lt;br /&gt;
- Updated minimap with base weights&lt;br /&gt;
- Changed the cooling factor on the map: now it is 100% (default), previously it was 200%.&lt;br /&gt;
- Changed the weight of the center base from 1.5 to 0.5 - backcap should be more viable now&lt;br /&gt;
- Smoothed the terrain near the first southern cap point, so it is easier to use the mountains there as an alternate route.&lt;br /&gt;
- fixed the holes in terrain/rocks near SouthWest base&lt;br /&gt;
- further cleared the SW base area, so there is more space to move and climb the hills&lt;br /&gt;
- turrets added: AA mgun turrets to SW and NE bases, LLaser to center&lt;br /&gt;
- fixed the behaviour of the turrets in cap points&lt;br /&gt;
- fixed mechtraps&lt;br /&gt;
&lt;br /&gt;
TC_Kagoshima:&lt;br /&gt;
- Removed LT and Tanks from the forward bases.&lt;br /&gt;
- Decreased the base weight of the forward factories - they had twice the weight than the other bases, now every base has the same weight.&lt;br /&gt;
- modified the capzone at the forward factories&lt;br /&gt;
&lt;br /&gt;
TC_Mirage&lt;br /&gt;
- Map out of bounds timer increased from 10sec to 25sec&lt;br /&gt;
- LLaser turrets replaced with Camera turrets&lt;br /&gt;
- There were 2-2 Mlaser turrets at NW and SE direction form the center area - one of the Mlaser turrets are replaced with Camera turrets at each location.&lt;br /&gt;
- Extended the playable area near airbases&lt;br /&gt;
&lt;br /&gt;
------ WEAPON CHANGES ------&lt;br /&gt;
&lt;br /&gt;
Pulse Lasers&lt;br /&gt;
	- All Standard Pulse lasers shots per burst reduced from 3 to 2 with heat and damage compacted into those 2 shots. (Note: the stray extra pulse is still present and is a complicated issue)&lt;br /&gt;
	- Large Pulse laser, Large X Pulse Laser, Clan Large Pulse Laser, range increased to 650, 750, and 850 respectively.&lt;br /&gt;
	- Heat on entire large pulse laser class has been decreased, more for LPL and XLPL, less so on CLPL.&lt;br /&gt;
&lt;br /&gt;
PPCs&lt;br /&gt;
	- All PPC class functionally reworked. Instead of a single damage source spread evenly across a 3 meter radius, there are now two separate damage sources.&lt;br /&gt;
	  First damage source is primary hit location damage (0.5 meter radius) and is 66% of the damage of the shot.&lt;br /&gt;
	  Secondary damage source is the final 33% of the damage spread over 3 meters including the hit location.&lt;br /&gt;
	  Full damage of 0.7.1 CERPPC was roughly 2600 damage all told, corrected damage is now about 1550 all told, slightly more than a Gauss shot with a little bonus splash mixed in.&lt;br /&gt;
	  PPC particle effect now has a refraction trail.&lt;br /&gt;
&lt;br /&gt;
SRM&lt;br /&gt;
	- SRMs now have a cone of fire effect rather than all firing perfectly straight forward, the cone will adjust to your approximate distance to target (tighter when far away, more spread out when closer up)&lt;br /&gt;
	- SRMs are now vulnerable to LAMS.&lt;br /&gt;
	- Damage slightly increased.&lt;br /&gt;
&lt;br /&gt;
SSRM&lt;br /&gt;
	- SSRM tracking improved.&lt;br /&gt;
	- CSSRM now locks and flies to 450m from 350m.&lt;br /&gt;
	- SSRMs are now vulnerable to LAMS.&lt;br /&gt;
	- Damage normalized with SRMs.&lt;br /&gt;
&lt;br /&gt;
MRM&lt;br /&gt;
	- MRM damage increased to match LRM damage per missile on a 1 to 1 ratio.&lt;br /&gt;
	- MRM launcher fire rate now tied to launcher size like LRMs are, smaller launchers will fire quicker.&lt;br /&gt;
	- MRMs are now vulnerable to LAMS.&lt;br /&gt;
&lt;br /&gt;
LRM&lt;br /&gt;
	- Clan LRM now fires directly at a shallow angle (0.5m cruise altitude). Minimum arming range is ~25m (matching MRMs). CLRMs are now excellent all around closing weapons but inferior at providing support at range, particularly over cover, as per clan doctrine.&lt;br /&gt;
	- Decreased tracking ability on CLRM slightly.&lt;br /&gt;
	- Lock on time is now tied to launcher size, smaller launchers will lock quicker.&lt;br /&gt;
	- Increased lifetime on ELRMs so that they don't explode prematurely when making course corrections near their max range anymore.&lt;br /&gt;
&lt;br /&gt;
Arrow IV&lt;br /&gt;
	- Arrows reworked entirely.&lt;br /&gt;
	  They are no longer single large damage missiles superior at tracking single targets.&lt;br /&gt;
	  Each salvo now fires 4 individual smaller missiles that will spread and blanket a small area around their target.&lt;br /&gt;
	  Arrows now come in at a steeper angle and fly higher to circumvent cover better, this has functionally increased their minimum range from ~300m to ~500m.&lt;br /&gt;
	  Arrow damage per ton doubled.&lt;br /&gt;
	  Exposed Arrow launchers (on mechs) will now explode for heavy damage if destroyed.&lt;br /&gt;
	  Single smaller faster targets will now be able to dodge arrows much easier, tightly packed groups will now take much more damage from arrows as they function more like artillery support now.&lt;br /&gt;
&lt;br /&gt;
ATMs&lt;br /&gt;
	Standard&lt;br /&gt;
	- Fire rate decreased to give lighter assets better chance to dodge them.&lt;br /&gt;
	- Slightly increased health vs LAMS.&lt;br /&gt;
    - Now identified as ATM (STD)&lt;br /&gt;
    Extended&lt;br /&gt;
	- Slightly increased health vs LAMS.&lt;br /&gt;
	- Higher fire rate compared to Standard. Now on ground assets.&lt;br /&gt;
	- Fastest lock time.&lt;br /&gt;
    - Now identified as ATM (ER)&lt;br /&gt;
	High Explosive (New)&lt;br /&gt;
	- Very slow fire rate but very high damage and large explosion.&lt;br /&gt;
	- Very vulnerable to LAMS.&lt;br /&gt;
	- 300m lifetime and lockon range.&lt;br /&gt;
	- Slowest lock time.&lt;br /&gt;
    - Now identified as ATM (HE)&lt;br /&gt;
	HE ammo is superior at single target suppression but massed SSRMs will do more damage quicker.&lt;br /&gt;
&lt;br /&gt;
Gauss&lt;br /&gt;
	- Gauss now explode in mechs with more consistency, only the Fafnir torsos are completely immune to explosions.&lt;br /&gt;
	- Increased shots per ton from 10 to 12&lt;br /&gt;
    Heavy Gauss&lt;br /&gt;
	- Decreased reload time to normalize with Gauss.&lt;br /&gt;
	- Now Requires bulky siege pod if ever in a mech arm (Thanatos)&lt;br /&gt;
    Improved Heavy Gauss&lt;br /&gt;
	- Decreased reload time to normalize with Gauss&lt;br /&gt;
	- Increased shots per ton to 6 from 5.&lt;br /&gt;
    Light Gauss&lt;br /&gt;
	- Now explodes when destroyed (smaller explosion and less damage than Gauss explosion).&lt;br /&gt;
&lt;br /&gt;
UAC20&lt;br /&gt;
	- Now fires 3 shots instead of 2, damage per burst remains the same, adjusted shots per ton accordingly.&lt;br /&gt;
&lt;br /&gt;
UAC10&lt;br /&gt;
	- Now fire 2 shots instead of 3, damage per burst remains the same, increased shots per ton slightly.&lt;br /&gt;
&lt;br /&gt;
AC10&lt;br /&gt;
	- Reworked, again!&lt;br /&gt;
	  Now fires a shell with same splash radius and 75% of damage of an AC20 shot but fires 1.5x slower than an AC20. This should finally give it the umph required.&lt;br /&gt;
&lt;br /&gt;
AC5/UAC5&lt;br /&gt;
	- Reworked, again!&lt;br /&gt;
	  Tightened up burst from 6 shots to 4 shots.&lt;br /&gt;
	  Increased damage significantly and slowed down fire rate significantly.&lt;br /&gt;
	  Removed all inherent spread.&lt;br /&gt;
	  AC5 now deals high damage but has long refire rate (5 second cooldown) this allows it to function as a long range skirmishing weapon akin to a Large laser.&lt;br /&gt;
	  UAC5 functions identically but has half the refire rate (2.5 second cooldown).&lt;br /&gt;
&lt;br /&gt;
AC2&lt;br /&gt;
	- Reworked to match the AC5.&lt;br /&gt;
	  Damage sits more at an AC2.5 than true AC2.&lt;br /&gt;
	  Tightened up burst from 8 shots to 6.&lt;br /&gt;
	  Now excels as long range sniper weapon but makes inferior AA.&lt;br /&gt;
	  Counts as 3 tons from 3.5 tons in build rules.&lt;br /&gt;
&lt;br /&gt;
UAC2&lt;br /&gt;
	- Reworked to function uniquely from the rest of the UACs.&lt;br /&gt;
	  Now fires a constant stream of bullets making it superior AA and good at wearing down targets caught in the open.&lt;br /&gt;
	  Damage close to a UAC3 than true UAC2.&lt;br /&gt;
	  Good support weapon but requires time to do damage so poor at skirmishing or brawling.&lt;br /&gt;
	  Damage per ton increased.&lt;br /&gt;
&lt;br /&gt;
HVAC2&lt;br /&gt;
	- Unique weapon to the Mauler.&lt;br /&gt;
	- Functions identically to AC2 but travels to 1500m+ with less shots per ton.&lt;br /&gt;
&lt;br /&gt;
HVAC10&lt;br /&gt;
	- Similar damage profile to AC10, slightly less splash damage.&lt;br /&gt;
	- Flies faster than an AC10 shot.&lt;br /&gt;
	- Max range ~900m.&lt;br /&gt;
	- Fewer shots per ton.&lt;br /&gt;
&lt;br /&gt;
Mgun&lt;br /&gt;
	- Now has unlimited ammo. (INFINITE POWER!)&lt;br /&gt;
	- Will now overheat after 12 seconds of continuous fire and need to cooldown.&lt;br /&gt;
&lt;br /&gt;
LBX&lt;br /&gt;
	- LBX2, 5, 10 spread slightly increased to match LBX20 spread at their max ranges.&lt;br /&gt;
&lt;br /&gt;
Thunderbolts&lt;br /&gt;
	- Reworked, added some splash damage to fix the weird hit detection issues.&lt;br /&gt;
	- Can now lock on manually from 750m, flight lifetime at 1000m.&lt;br /&gt;
	- Now on select ground assets.&lt;br /&gt;
	- The missiles will track, however they are quite lazy following narc and locks so do not expect to hit a fast target with them unless you are very close or very far.&lt;br /&gt;
&lt;br /&gt;
TAG&lt;br /&gt;
	- Increased Vehicle based TAG range to 1300m.&lt;br /&gt;
&lt;br /&gt;
NARC&lt;br /&gt;
	- Improved tracking ability and flight pattern of narc missiles.&lt;br /&gt;
    - iNARC now last longer&lt;br /&gt;
&lt;br /&gt;
Longtom Artillery overhaul&lt;br /&gt;
	- Camera won't pitch up/down anymore, so the predicted impact point will be always visible, no matter how high is the pitch of the cannon&lt;br /&gt;
	- There are now three longtom variants, the Prime uses standard ammo, which behaves unchanged from 0.7.1.&lt;br /&gt;
	- The A variant now uses short range ammo, which can only fly to ~1200m max and moves slower but creates less heat and chambers faster.&lt;br /&gt;
	- The B variant now uses long range ammo, which can now fly to ~2500m max range and moves quicker but creates more heat, chambers slower, and is harder to aim at closer targets.&lt;br /&gt;
	- Slightly increased Min/Max pitch angle of cannon by 1 degree.&lt;br /&gt;
&lt;br /&gt;
RAC2&lt;br /&gt;
	- Increased max spread.&lt;br /&gt;
	- Normalized spinup time with RAC5.&lt;br /&gt;
	- Normalized reload time with RAC5.&lt;br /&gt;
&lt;br /&gt;
RAC5&lt;br /&gt;
	- Slightly decreased spinup time.&lt;br /&gt;
&lt;br /&gt;
Flak AC2&lt;br /&gt;
	- New weapon, high good damage vs aircraft but low damage vs ground forces.&lt;br /&gt;
	- 1200m range, functions similarly to fast firing LBX for maximum efficiency against aircraft.&lt;br /&gt;
&lt;br /&gt;
Flak AC5&lt;br /&gt;
	- New weapon, functionally similar to AC2 but better damage. 900m range.&lt;br /&gt;
&lt;br /&gt;
Flamer&lt;br /&gt;
	- Increased time needed to reach overheat allowing for MOAR BURNINATION.&lt;br /&gt;
	- Increased splash damage and area significantly, should allow for increased performance against BA on or near the ground or hiding in cover.&lt;br /&gt;
	- Added impact particle.&lt;br /&gt;
&lt;br /&gt;
------ ASSET VARIANT CHANGES ------&lt;br /&gt;
&lt;br /&gt;
	- All of em!&lt;br /&gt;
	- Infamous Shiva A and Donar A have been replaced&lt;br /&gt;
&lt;br /&gt;
------ ASSET CHANGES ------&lt;br /&gt;
&lt;br /&gt;
MECHS&lt;br /&gt;
	- Armor redistributed from legs towards the rest of the mech on all assault, heavy, medium, and stumpy legged lights (Uller, Puma, Cougar).&lt;br /&gt;
	- Armor and internal weights refactored and inconsistencies fixed. This was causing some mechs like the Thanatos, Black lanner, and Blood Asp to be squishier than needed.&lt;br /&gt;
	- Fibro Fiborous armor bonus protection honoured where applicable. Many of the lighter mechs were built off the technology and were squisher than needed.&lt;br /&gt;
	- Standard Jump jets now have better forward thrust.&lt;br /&gt;
&lt;br /&gt;
ASF&lt;br /&gt;
	- Overhaul of ASF flight model.&lt;br /&gt;
	  Top speed of all ASFs has been increased.&lt;br /&gt;
	  Maneuverability has been tweaked to make flight model less twitchy and smoother.&lt;br /&gt;
	  Afterburner is way more powerful now, but it also heat up your asset faster&lt;br /&gt;
	  Maneuverability has been rebalanced. Sparrowhawk isn't the supreme air king anymore, and Shiva feels more like an 85T bomber rather than a 1kg RC plane.&lt;br /&gt;
	- Sulla A and D have 350XL instead of the default 315XL engine mounted in the other variants. This makes them more suitable for dogfights against Corsairs and SparrowHawks&lt;br /&gt;
	- ASF and VTOLs now have a default active radar range of 1500m and passive radar of 1000m, this applies both to their own radar and what range they can be detected at from the ground.&lt;br /&gt;
	- ASF/VTOL can no longer detect BA on their radar without the help of a ground based C3 relaying it to them.&lt;br /&gt;
	- GECM on aircraft makes them detectable at 999m from the ground rather than 1500m when active, however they are still detectable by other aircraft out to 1500m. (this is an issue with how GECM behaves in the code)&lt;br /&gt;
&lt;br /&gt;
Shiva&lt;br /&gt;
	- Materials have been updated; Shiva doesn't look like a mirror anymore.&lt;br /&gt;
&lt;br /&gt;
VTOL&lt;br /&gt;
    - Slight tweak of the flight model.&lt;br /&gt;
	  Changed mass values and moved the center of the mass to make the flight model smoother and less twitchy&lt;br /&gt;
	  Yaw/pitch/roll speeds are unchanged from 0.7.1&lt;br /&gt;
&lt;br /&gt;
Ryoken (Stormcrow)&lt;br /&gt;
	- Fix for physicalized weapons (like Gauss) passing through the &amp;quot;cheeks&amp;quot; of the torso.&lt;br /&gt;
	- Hit boxes tweaked so that most of the cockpit canopy is CT instead of being thinly sliced between RT, CT, and LT.&lt;br /&gt;
	- Some variants now have LAMS.&lt;br /&gt;
&lt;br /&gt;
Chevalier&lt;br /&gt;
	- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.&lt;br /&gt;
&lt;br /&gt;
Harasser&lt;br /&gt;
	- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&lt;br /&gt;
	- Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.&lt;br /&gt;
&lt;br /&gt;
Warhammer&lt;br /&gt;
	- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.&lt;br /&gt;
&lt;br /&gt;
Catapult&lt;br /&gt;
	- Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.&lt;br /&gt;
&lt;br /&gt;
Solitaire&lt;br /&gt;
	- Improved turn rate.&lt;br /&gt;
&lt;br /&gt;
Avatar&lt;br /&gt;
	- Armor redistributed from arms towards side torsos and CT.&lt;br /&gt;
	- Now has 360 torso twist.&lt;br /&gt;
&lt;br /&gt;
Uziel&lt;br /&gt;
	- Armor further distributed from arms towards side torsos and CT.&lt;br /&gt;
&lt;br /&gt;
Mauler&lt;br /&gt;
	- Armor redistributed from arms towards side torsos and CT.&lt;br /&gt;
&lt;br /&gt;
Owens&lt;br /&gt;
	- BAP, C3, and TAG are now fixed to the chassis and will always be present on all variants.&lt;br /&gt;
&lt;br /&gt;
Shadowcat&lt;br /&gt;
	- MASC and JJs are now fixed to the chassis and will always be present on all variants.&lt;br /&gt;
&lt;br /&gt;
Rifleman&lt;br /&gt;
	- Armor redistributed from arms towards side torsos and CT.&lt;br /&gt;
&lt;br /&gt;
Puma&lt;br /&gt;
	- Armor redistributed from arms towards side torsos and CT.&lt;br /&gt;
&lt;br /&gt;
Vulture&lt;br /&gt;
	- Armor redistributed from arms towards side torsos and CT.&lt;br /&gt;
&lt;br /&gt;
Huit&lt;br /&gt;
	- LAMS added to the chassis.&lt;br /&gt;
	- Huit now has correctly sized Fusion engine based off podspace and speed. This resulted in the loss of 5.5 tons of podspace and nearly half the speed. (The Huit was WAY too fast before, sorry)&lt;br /&gt;
&lt;br /&gt;
Longtom&lt;br /&gt;
	- Now has correct armor and internals.&lt;br /&gt;
	- Drastically reduced boost heat buildup.&lt;br /&gt;
&lt;br /&gt;
Partisan&lt;br /&gt;
	- Added LAMS to turret&lt;br /&gt;
	- Partisan &amp;quot;F&amp;quot; has Fusion engine to achieve superior speed, its base chassis price is substantially higher.&lt;br /&gt;
&lt;br /&gt;
Oro&lt;br /&gt;
	- Increased max pitch value to 65 degrees. The Oro was originally an AA tank for the clans in CBT, this should help it with that.&lt;br /&gt;
&lt;br /&gt;
Awesome&lt;br /&gt;
	- Increased turn rate.&lt;br /&gt;
&lt;br /&gt;
------ GAME FLOW CHANGES ------&lt;br /&gt;
&lt;br /&gt;
	- Counted armor into base chassis price rather than as independent value to avoid weird prices.&lt;br /&gt;
	- There are now 8 C-bill modifiers instead of 4, instead of a 20% +/- modifier to cbills earned it is now 10%.&lt;br /&gt;
	  The tiers are as follows:&lt;br /&gt;
	   Harasser=1, Hephaestus=1, Hawkmoth=1, SparrowHawk=1, Apc=1, Osiris=1, Solitaire=1,&lt;br /&gt;
	   Chevalier=2, Donar=2, Raven=2, Owens=2, Uller=2, Chimera=2, Ares=2&lt;br /&gt;
	   Puma=3, Cougar=3, Partisan=3, Corsair=3, Sulla=3, HollanderII=3, Uziel=3,&lt;br /&gt;
           Blacklanner=4, Bushwacker=4, Shadowcat=4, Epona=4, Rifleman=4, Catapult=4, Oro=4, BA=4&lt;br /&gt;
	   Ryoken=5, Thor=5, Loki=5, Vulture=5, Warhammer=5, Thanatos=5, Visigoth=5 ,Avatar=5,&lt;br /&gt;
	   Madcat=6, Novacat=6, Demolisher=6, Awesome=6, Shiva=6, Mauler=6, Huitzilopochtli=6,&lt;br /&gt;
	   Masakari=7, Morrigu=7, Atlas=7, MadcatMKII=7,&lt;br /&gt;
	   LongTom=8, Fafnir=8, Daishi=8, Bloodasp=8&lt;br /&gt;
&lt;br /&gt;
	- Increased BA death ticket cost from 1 to 2.&lt;br /&gt;
	- Revamped equipment and chassis costs, whereas before it was around 20% chassis and 80% equipment it is now closer to 50/50.&lt;br /&gt;
	- Restructured rank money to provide new assets in a smoother and more logical manner.&lt;br /&gt;
	- Increased rank requirements across the board to prevent ranks being skipped entirely.&lt;br /&gt;
	- Moved the Rifleman, Catapult, Loki, and Vulture to medium mech build bays, anywhere you can build mediums you can now build these.&lt;br /&gt;
	- Moved the Chevalier, Ares, and APC to hovercraft build bays, anywhere you can build hovercraft you can now build these.&lt;br /&gt;
&lt;br /&gt;
------ HUD CHANGES ------&lt;br /&gt;
&lt;br /&gt;
HUD&lt;br /&gt;
	- Night vision is an actual night vision now. It's green, and amplifies light way better than before.&lt;br /&gt;
    - Paperdolls V2: the internal and the armor paperdolls have been merged in a single big paperdoll&lt;br /&gt;
	  The big external one shows the armor status of each component&lt;br /&gt;
	  The internal one is a bit smaller, and it shows internal status of each component (internal system is currently implemented only for mech legs)&lt;br /&gt;
	- Health bars have been merged as well, in the same way as the paperdolls.&lt;br /&gt;
	- Consistent L / R component inversion of damage readuts: always inverted for targets, always uninverted for self damage readout&lt;br /&gt;
    - Crosshairs are actual crosses now, no more weird symbols around&lt;br /&gt;
    - Remove some other useless weird symbols and useless lines around the HUDs&lt;br /&gt;
    - Moved heading and pitch indicator on the top of the aiming reticles&lt;br /&gt;
	- Weapons naming in asset HUDs have been changed in order to achieve better readability (Dual Streak SRM-6 instead of DSSRM6, LB 10-X AC instead of    LBX10 etc..)&lt;br /&gt;
	- &amp;quot;HEAT LEVEL CRITICAL&amp;quot; message has been moved above the aiming reticle for better readability&lt;br /&gt;
	- &amp;quot;HEAT LEVEL CRITICAL&amp;quot; message now will appear as soon as the heat gauge goes over the yellow line, not the red one&lt;br /&gt;
	- Damage readouts of the components in tank HUDs have appropriate colors (green at 100% and yellow at about 70%, as in the mech HUD)&lt;br /&gt;
&lt;br /&gt;
BA HUD&lt;br /&gt;
	- Battle Armor pilots, now you finally can enjoy having a compass!&lt;br /&gt;
	- Improved visibility for BA SRM2 reloading status&lt;br /&gt;
&lt;br /&gt;
Misc HUD&lt;br /&gt;
	- There is no &amp;quot;Clan&amp;quot; writing for Clan weapons anymore because it's obvious. We do not allow mixtech, so if you are in a Clan asset, you are using Clan weapons.&lt;br /&gt;
	- Buy Menu HUD is showing tonnage, weight class and tech for each asset now&lt;br /&gt;
	- Loadout menu shows available camos by categories now&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.7.1===&lt;br /&gt;
'''Release date:'''  27 January 2013&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
New Content:&lt;br /&gt;
- Added TC_Enkeladus&lt;br /&gt;
- Added orange line to Aerospace heat indicator&lt;br /&gt;
&lt;br /&gt;
Balance&lt;br /&gt;
- Adjusted free reticule &amp;amp; torso pitch values on all Mechs&lt;br /&gt;
- Reduced crouch pitch bonus to +10‹ (was +20‹)&lt;br /&gt;
- Adjusted Mech/Tank HUDs to be more legible&lt;br /&gt;
- Increased firebomb reload time&lt;br /&gt;
- Corrected cNarc lockon range&lt;br /&gt;
- Added new engine sounds for Ares&lt;br /&gt;
- Added Uller, Warhammer, Loki, Thor, Madcat MkII, Blood Asp F &amp;amp; G variants&lt;br /&gt;
- Clan Large Pulse Laser -10% heat per shot&lt;br /&gt;
- Firebomb fire rate interval increased to 5 seconds from 3&lt;br /&gt;
- Global cbill accumulation slowdown changed to -10% (from -20% in 0.7.0)&lt;br /&gt;
- Small optimization pass on TC_IvoryTower, TC_Frostbite&lt;br /&gt;
- Removed several laser turrets from TC_IvoryTower&lt;br /&gt;
- TC_Altay: Added repair pad to D3 base, removed Mech hangar's repair ability&lt;br /&gt;
- TC_Altay: Moved spawngroup entity of easternmost base to VTOL tower to make spawn location more obvious to players&lt;br /&gt;
- TC_Taiga: Moved OOB area lower to fix OOB warning when inside deep lakes&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
- Fixed Solaris Arena rankings not appearing&lt;br /&gt;
- Fixed Thanatos spawning off-map&lt;br /&gt;
- Fixed Long Tom HUD bug&lt;br /&gt;
- Radar bug fixed on several variants&lt;br /&gt;
- Fixed missing camos for several Mechs &amp;amp; weapon pods&lt;br /&gt;
- Corrected buy menu mouse scrolling speed&lt;br /&gt;
- Fixed several incorrect/inconsistent buy menu descriptions&lt;br /&gt;
- Fixed collision proxy in Avatar torso&lt;br /&gt;
- Fixed Chimera exploding from splash damage when mounting LRM-type weapons&lt;br /&gt;
- Fixed Bushwacker, Shadowcat, Black Lanner torsos disappearing upon destruction&lt;br /&gt;
- Fixed (c)UAC10/20 display names for consistency&lt;br /&gt;
- Fixed AC10 &amp;amp; AC20 impact sounds not playing&lt;br /&gt;
- Fixed PPC shots spawning double particles &amp;amp; sounds&lt;br /&gt;
- Modified PPC impact properties (Slightly better performance)&lt;br /&gt;
- Fixed HVAC ammo in buy menu&lt;br /&gt;
- Fixed BA Bear MG not automatically being replaced upon buying new BA weapons&lt;br /&gt;
- Fixed APC only available to Clans in puretech&lt;br /&gt;
- Fixed top-mounted weapon convergence issues on Bushwacker, Catapult, Daishi, Loki, Masakari, Ryoken, Warhammer&lt;br /&gt;
- Fixed sounds for Solitaire not working&lt;br /&gt;
- Adjusted Uller hitbox proxies&lt;br /&gt;
- Fixed Atlas movement bug when moving forward while pitching down&lt;br /&gt;
- Fixed Atlas shooting self (e.g. Hitting self with NARC when pitched/twisted at certain angles)&lt;br /&gt;
- Removed Ares 3rd person&lt;br /&gt;
- Removed audio from radio messages&lt;br /&gt;
- Heatsinks properly repair when asset is repaired (damage warning does not disappear from HUD)&lt;br /&gt;
- Adjusted heat properties of several maps to be more inline with more punishing heat system (hot maps less hot, cold maps less cold)&lt;br /&gt;
- TC_Altay: Fixed missing objects&lt;br /&gt;
- TC_Altay: Light optimization pass&lt;br /&gt;
- TC_Marshes: Fixed dips in ground around northern base; fixed light post in middle of repair pad&lt;br /&gt;
- TC_Marshes: Fixed floating lights in middle base&lt;br /&gt;
- TC_Marshes: Fixed untextured trees&lt;br /&gt;
- TC_Taiga: Fixed invisible terrain inside easternmost base&lt;br /&gt;
- TC_Taiga: Fixed missing dam objects&lt;br /&gt;
- TC_Taiga: Fixed CL aero runway's broken buyzone&lt;br /&gt;
- TC_Taiga: Fixed IS VTOL hanger floating when hit with C8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.7.0===&lt;br /&gt;
'''Release date:'''  16 January 2013&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New Features:&lt;br /&gt;
- Free Reticle&lt;br /&gt;
- New Tank Hud&lt;br /&gt;
- New Mech Hud&lt;br /&gt;
- The ejection key has to be tapped twice now to trigger the ejection&lt;br /&gt;
- 4 new mech camos&lt;br /&gt;
- Camo for tanks and hovercrafts is now partly supported&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Content:&lt;br /&gt;
- Added Chimera Mech&lt;br /&gt;
- Added Ares Tank&lt;br /&gt;
- Added Masakari Mech&lt;br /&gt;
- Added Solitare Mech&lt;br /&gt;
- New Map: TC_Altay&lt;br /&gt;
- New Map: TC_Taiga&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
- Fixed crash when shooting at destructable trees with pulse lasers&lt;br /&gt;
- Fixed crash in arm animation code&lt;br /&gt;
- Fixed reticle showing red on friendly mech legs&lt;br /&gt;
- Fixed not getting rewards for narced tareget getting damage&lt;br /&gt;
- Fixed granades not working before opening map&lt;br /&gt;
&lt;br /&gt;
Balance Changes:&lt;br /&gt;
- Complete Rebalance&lt;br /&gt;
- Tons of new variants&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.6.1===&lt;br /&gt;
'''Release date:'''  26 July 2012&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
&lt;br /&gt;
- Fixed crash due to dying as BA while recently thrown c8 is in mid air&lt;br /&gt;
- Fixed distance display not correctly showing max range when looking at the sky in non mech assets&lt;br /&gt;
- Fixed c-bill transfer&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===0.6.0===&lt;br /&gt;
'''Release date:'''  26 July 2012&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
- Fixed wrong scoreboard ordering in TSA and TC&lt;br /&gt;
- Fixed “mass crash” and another crash due to multiple issues in synced storage&lt;br /&gt;
- Fixes two crashes in laser code&lt;br /&gt;
- Rewrote laser net code to make lasers more precise for observing clients&lt;br /&gt;
- Added relative shooting to increase precision for client spawn projectiles&lt;br /&gt;
- Fixed memory leak in radar code&lt;br /&gt;
- Fixed radar still working while dead&lt;br /&gt;
- Optimized net code for TC, results in less bandwidth usage in TC games&lt;br /&gt;
- Fixed vehicles still repairing while powering up&lt;br /&gt;
- Improved the stickiness of C4&lt;br /&gt;
- Fixed LOD issues with turret towers on TSA_Sandblasted&lt;br /&gt;
&lt;br /&gt;
New Features:&lt;br /&gt;
- Clan Black Lanner Medium Mech&lt;br /&gt;
- Clan Ryoken Medium Mech&lt;br /&gt;
- Inner Sphere Avatar Heavy Mech&lt;br /&gt;
- Clan Daishi Assault Mech&lt;br /&gt;
- Clan Donar Attack VTOL&lt;br /&gt;
- Inner Sphere Corsair Aerospace Fighter&lt;br /&gt;
- Clan Visigoth Aerospace Fighter&lt;br /&gt;
- Inner Sphere Chevalier Light Scout Tank&lt;br /&gt;
- New Map : TC_Dustbowl&lt;br /&gt;
- New Map : TC_Frostbite&lt;br /&gt;
- New Map : TC_Inferno&lt;br /&gt;
- New Map : TC_IvoryTower&lt;br /&gt;
- Procedular animations for mech arms&lt;br /&gt;
- Weapon convergence on target (visually through rotating arms and other parts)&lt;br /&gt;
- Changed behaviour of the TAG-Laser. The target will stay tagged if you deviate off it for a short mount of time. TAG also creates a beacon in the same manner as NARC.&lt;br /&gt;
- Mech Paints. You can select them before buying a mech in the Loadout tab of the Buy Menu&lt;br /&gt;
- Added barrel geometry to Warhammer “B”, “C”, and “D” variants&lt;br /&gt;
- Added damage penalties to hovercrafts/tanks for turret/rear sections&lt;br /&gt;
- Resized Harasser model&lt;br /&gt;
- Removed Mauler’s obstructive cockpit bar&lt;br /&gt;
&lt;br /&gt;
Balance Changes:&lt;br /&gt;
- Uziel – revised “Prime”, “B”, “C”, “D”, and “E” variants&lt;br /&gt;
- Buchwacker “B” – removed GECM, added spare ton for ammo&lt;br /&gt;
- Vulture “Prime” – removed 2 CLRM20, added 2 CLRM15, 4 DHS&lt;br /&gt;
- Blood Asp “D” – removed ATM6, LAMS, added CDSRM6, 1 DHS&lt;br /&gt;
- Blood Asp “E” – removed 2 DHS&lt;br /&gt;
- AC10/UAC10/CUAC10 ammunition increased to 50 per ton&lt;br /&gt;
- Lowered light kinetic/kinetic modifiers against VTOLs/aerospace&lt;br /&gt;
- Increased light kinetic modifier against hovercraft&lt;br /&gt;
- Initial capture of a point in TC is twice as slow as normal&lt;br /&gt;
- Initial capture of a point in TC no longer results in getting all attached assets at the beginning of the capture process&lt;br /&gt;
- Added leg internals to further balance the legging mechanic&lt;br /&gt;
&lt;br /&gt;
Texture and Model Optimizations:&lt;br /&gt;
- Blood Asp textures&lt;br /&gt;
- Awesome textures&lt;br /&gt;
- Raven cockpit textures&lt;br /&gt;
- All tank tread textures&lt;br /&gt;
- Longtom textures&lt;br /&gt;
- Harasser textures&lt;br /&gt;
- Various environmental assets&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.6===&lt;br /&gt;
'''Release date:'''  23 April 2012&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 - Fixed AC10, UAC10, CUAC10 round falloff rate to match stated range.&lt;br /&gt;
 - Fixed pricing on Mgun and _rot weapons&lt;br /&gt;
 - Possible fix for missing turret rotation sounds in release beta&lt;br /&gt;
&lt;br /&gt;
New Features:&lt;br /&gt;
 - Complete revised TC_Mirage map&lt;br /&gt;
 - Clan Epona 50 ton Hovercraft&lt;br /&gt;
&lt;br /&gt;
Balance Changes:&lt;br /&gt;
 - Increased Hephaestus base chassis pricing&lt;br /&gt;
 - Added auto_fire attribute to CLBX2 and CLBX5&lt;br /&gt;
 - Sulla “Prime” – changed BHP to BAP&lt;br /&gt;
 - Sulla “A” – changed BHP to BAP&lt;br /&gt;
 - Sulla “B” – removed BAP&lt;br /&gt;
 - Sulla “C” – removed 2x MG, removed extra 0.5 ton armour&lt;br /&gt;
 - Sulla “D” – removed 1 ton armour&lt;br /&gt;
 - Sulla “E” – changed variant to ATM6, ATM9, 2x CLBX2&lt;br /&gt;
 - Shiva “Prime” – 2x UAC5, 2x Gauss, BAP&lt;br /&gt;
 - Shiva “A” 2x HeavyGauss, 2x ERLBL, BAP, 2 DHS&lt;br /&gt;
 - Shiva “B” 2x LRM20, 2x ELRM15, NARC, BAP, 8 DHS&lt;br /&gt;
 - Shiva “C” 4x Firebomb, GECM, BHP&lt;br /&gt;
 - Shiva “D” 4x RAC5, 2x RAC2, GECM&lt;br /&gt;
 - Shiva “E” 2x LBX20, 2x LBX10, reduced armour&lt;br /&gt;
&lt;br /&gt;
Known Issues:&lt;br /&gt;
- laser impact sounds to do not play for all impacts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.5===&lt;br /&gt;
'''Release date:'''  6 February 2012&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
- Harasser hitbox values adjusted for legacy asset size&lt;br /&gt;
- Fixed Mk2 &amp;quot;C&amp;quot; being able to fire left arm Arrow IV missile after being destroyed&lt;br /&gt;
- fixed &amp;quot;block&amp;quot; font for targeted enemies and build messages&lt;br /&gt;
&lt;br /&gt;
New Features:&lt;br /&gt;
- Passive assets no longer receive incoming missile warnings (visual or audible)&lt;br /&gt;
&lt;br /&gt;
Balance Changes:&lt;br /&gt;
- Fafnir, Blood Asp base chassis prices increased&lt;br /&gt;
- Atlas base chassis price decreased&lt;br /&gt;
- Atlas LT/RT damage transfer multiplier decreased to 1.2&lt;br /&gt;
- Awesome LT/RT damage transfer multiplier decreased to 1.2&lt;br /&gt;
- Decreased Fafnir maximum torso pitch by 10 degrees&lt;br /&gt;
- Increased maximum c-bill transfer ceiling/minute to 10,000&lt;br /&gt;
- Rescaled ticket values for all assets for ticket-based game modes&lt;br /&gt;
- DHS cost now independent of standard HS cost, 1350 per unit&lt;br /&gt;
- AC10/UAC10/CUAC10 projectile speed increased from 900m/s to 1100m/s&lt;br /&gt;
- AC10/UAC10/CUAC10 primary/secondary damage increased 12%&lt;br /&gt;
- CUAC10/CUAC20 heat-per-shot increased by 5%&lt;br /&gt;
- NARC rounds-per-ton increased from 4 to 6&lt;br /&gt;
- Mgun multiplier increased from 0.3 to 0.7 for all tanks, hovercraft and 'Mechs&lt;br /&gt;
- Blood Asp &amp;quot;Prime&amp;quot; - changed 2x CERMBL to 2x CMPL, removed GECM, decreased armour&lt;br /&gt;
- Blood Asp &amp;quot;B&amp;quot; - removed GECM, decreased armour&lt;br /&gt;
- Blood Asp &amp;quot;C&amp;quot; - removed 2x CERSBL, decreased armour&lt;br /&gt;
- Blood Asp &amp;quot;D&amp;quot; - removed AMS, decreased armour&lt;br /&gt;
- Blood Asp &amp;quot;E&amp;quot; - new configuration: 2x CHLL, 2x CHML, 6x CHSL, 22DHS&lt;br /&gt;
- Madcat Mk2 &amp;quot;Prime&amp;quot; - decreased armour&lt;br /&gt;
- Madcat Mk2 &amp;quot;D&amp;quot; - removed 2x CERSBL, decreased armour, removed 1 DHS and 2 free tons&lt;br /&gt;
- Puma &amp;quot;Prime&amp;quot; - removed Crusader pods, replaced with Assault Basic pods on arms for size rule compliance, Flamers moved to chin mounts&lt;br /&gt;
- Shadowcat &amp;quot;A&amp;quot; - changed 1x CERMBL to 2x CERSBL to preserve free tonnage, decreased armour&lt;br /&gt;
- Shadowcat &amp;quot;C&amp;quot; - removed Barrage pod, replaced with Assault Basic pod for ClanGauss mount for size rule compliance&lt;br /&gt;
- Shadowcat &amp;quot;E&amp;quot; - new configuration: 3x CMPL, 1x CHLL 6 DHS, MASC, additional armour&lt;br /&gt;
- Thor &amp;quot;C&amp;quot; - changed BAP to BHP and added 1 DHS&lt;br /&gt;
- Atlas &amp;quot;C&amp;quot; - removed 2x SRM6, reduced free tons to 3&lt;br /&gt;
- Bushwacker &amp;quot;Prime&amp;quot; -  removed BAP, reduced free tons to 1&lt;br /&gt;
- Bushwacker &amp;quot;A&amp;quot; - changed pods for RAC5 to Assault Basic Pod for size rule compliance&lt;br /&gt;
- Catapult &amp;quot;A&amp;quot; - added 1x HS, increased armour&lt;br /&gt;
- Catapult &amp;quot;B&amp;quot; - added 1x HS&lt;br /&gt;
- Catapult &amp;quot;C&amp;quot; - upgraded BAP to BHP, increased armour&lt;br /&gt;
- Fafnir &amp;quot;A&amp;quot; - reduced free tons to 4&lt;br /&gt;
- Fafnir &amp;quot;E&amp;quot; - removed all free tons&lt;br /&gt;
- Hollander &amp;quot;A&amp;quot; - removed 2 free tons&lt;br /&gt;
- Owens &amp;quot;A&amp;quot; - removed Flamer&lt;br /&gt;
- Owens &amp;quot;B&amp;quot; - BHP downgraded to BAP&lt;br /&gt;
- Owens &amp;quot;C&amp;quot; - removed single HS&lt;br /&gt;
- Raven &amp;quot;Prime&amp;quot; - downgraded BHP to BAP&lt;br /&gt;
- Raven &amp;quot;C&amp;quot; - removed 1 HS&lt;br /&gt;
- Thanatos &amp;quot;D&amp;quot; - decreased armour&lt;br /&gt;
- Uziel &amp;quot;Prime&amp;quot; - changed 2x MG to 2x ERSBL&lt;br /&gt;
- Uziel &amp;quot;B&amp;quot; - added GECM, reduced armour&lt;br /&gt;
- Uziel &amp;quot;C&amp;quot; - changed SSRM6 to SRM6&lt;br /&gt;
- Uziel &amp;quot;D&amp;quot; - removed BAP, added GECM&lt;br /&gt;
- Uziel &amp;quot;E&amp;quot; - removed free tons&lt;br /&gt;
- Warhammer &amp;quot;Prime&amp;quot; - added 1 HS, increased armour&lt;br /&gt;
- Warhammer &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot; - decreased armour&lt;br /&gt;
- Harasser &amp;quot;Prime&amp;quot; - removed BAP&lt;br /&gt;
- Harasser &amp;quot;A&amp;quot; - removed GECM&lt;br /&gt;
- Harasser &amp;quot;B&amp;quot; - removed BAP&lt;br /&gt;
- Harasser &amp;quot;C&amp;quot; - removed BAP&lt;br /&gt;
- Harasser &amp;quot;D&amp;quot; - removed armour, removed BHP, increased HS count to 5&lt;br /&gt;
- Harasser &amp;quot;E&amp;quot; - removed 1 free ton&lt;br /&gt;
- Hephaestus &amp;quot;Prime&amp;quot; - added 2 DHS&lt;br /&gt;
- Hephaestus &amp;quot;A&amp;quot; - increased armour&lt;br /&gt;
- Hephaestus &amp;quot;B&amp;quot; - increased armour&lt;br /&gt;
- Hephaestus &amp;quot;C&amp;quot; - decreased armour, downgraded BHP &amp;gt; BAP&lt;br /&gt;
- Oro &amp;quot;B&amp;quot; - added armour&lt;br /&gt;
- Oro &amp;quot;E&amp;quot; - reduced armour&lt;br /&gt;
- Demolisher &amp;quot;C&amp;quot; - removed 2 free tons&lt;br /&gt;
- Sparrowhawk &amp;quot;Prime&amp;quot; - increased armour&lt;br /&gt;
- Sparrowhawk &amp;quot;C&amp;quot; - removed 1 free ton&lt;br /&gt;
- Shiva &amp;quot;A&amp;quot; - variant refactored to 2x ERPPC, 2x HeavyGauss, 4 DHS, BHP, 4 tons free&lt;br /&gt;
&lt;br /&gt;
Known Issues:&lt;br /&gt;
- AC10/UAC10/CUAC10 exceeds stated range slightly (present in 0.5.4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.4===&lt;br /&gt;
'''Release date:'''  20 December 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
- Fixed Thor shooting from the hip&lt;br /&gt;
- Improved Loki texture&lt;br /&gt;
&lt;br /&gt;
New Features:&lt;br /&gt;
- Crash reporting is now enabled in the release dlls (without a performance penalty)&lt;br /&gt;
&lt;br /&gt;
Balance Changes:&lt;br /&gt;
- Changed tank armor distribution&lt;br /&gt;
&lt;br /&gt;
New Content:&lt;br /&gt;
- New ‘Mech:  Inner Sphere Fafnir&lt;br /&gt;
- New ‘Mech:  Clan Blood Asp&lt;br /&gt;
- New weapon:  Improved Heavy Gauss Rifle&lt;br /&gt;
&lt;br /&gt;
Other Changes:&lt;br /&gt;
- Resized Inner Sphere Uziel to be in line with the other medium ‘Mechs&lt;br /&gt;
- Various small changes and fixes to TC_Thunderrift, TC_Marshes, TC_Kagoshima, TSA_Inferno, TSA_Marshes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.3===&lt;br /&gt;
'''Release date:'''  1 November 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- Fixed VTOL spawning in aero hangar&lt;br /&gt;
- Switched to static linking for the vc runtime (this will stop the need to install redistributables on player machines)&lt;br /&gt;
- Improved morrigu driving behaviour&lt;br /&gt;
- Fixed shiva variant with clan weapons&lt;br /&gt;
- Fixed wrong naming for Clan arrow IVs&lt;br /&gt;
- Fixed stuck spots and other problems for the following maps: TSA_Extremity, TSA_Sandblasted, TSA_Inferno, SA_BrokenVista, TC_Sandblasted&lt;br /&gt;
&lt;br /&gt;
Other Changes:&lt;br /&gt;
- Thor now meets art quality and baseline performance standards.- Loki legs have been tweaked.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.2===&lt;br /&gt;
'''Release date:'''  19 October 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
New Features&lt;br /&gt;
&lt;br /&gt;
-added sv_leaguemode_commentator to disable the commentator in SA/LMS leaguemode &lt;br /&gt;
-Crash reporter now sends sv_servername as the player name if it is a server no profile name is set or the profile name is &amp;quot;default&amp;quot; &lt;br /&gt;
-Added a server messages system&lt;br /&gt;
-Added server-side ban system&lt;br /&gt;
-Added high-ping-kick system&lt;br /&gt;
-added server side command to list connected players and their gamespyid&lt;br /&gt;
-toggleIntCvar command to ease keybindings&lt;br /&gt;
-added Server option to log chat (sv_logChat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
-Spectators and dead players are now displayed correctly in SA&lt;br /&gt;
-Active ejection disabled in SA&lt;br /&gt;
-Repairs stop when under fire&lt;br /&gt;
-Fire group chain fire states are saved&lt;br /&gt;
-Fixed player getting a score reward for suiciding in LMS&lt;br /&gt;
-Scoreboard in LMS and SA is now sorted by score and then by kills&lt;br /&gt;
-Fixed various flash console spam&lt;br /&gt;
-Fixed a crash in the chat log display&lt;br /&gt;
-Fixed physics drain from tank wheels.&lt;br /&gt;
-Fixed some actionmaps still lead to weapon group input on cbill menu actions&lt;br /&gt;
-Aerospace Colision multipliers on wings dropped in an effort to make them land at least slightly easier without exploding&lt;br /&gt;
-Fixed crash caused by jump jet sound playback&lt;br /&gt;
-Fix possible crash on map change.&lt;br /&gt;
-Fixed confusing sv_leaguemode_ams handling - now 1 is AMS on, 0 is off&lt;br /&gt;
-Possible fix for server-side crash&lt;br /&gt;
-Fix Duncan talking thousands of lines at once after being tabbed out of the game for a while.&lt;br /&gt;
-Possible fix for autodownloader issue on Windows XP&lt;br /&gt;
-Fix auto-join by moving the team picking to the server-side.&lt;br /&gt;
-Fixed Scrolling on the map as BA throws C8.&lt;br /&gt;
-improved spritesheet on laser impact&lt;br /&gt;
-Fixed major performance sink in stats tracking code&lt;br /&gt;
-Attempts to improve overall tracked vehicle movement params, particularly for hill climbing performance, neutral turning and low-speed turning.&lt;br /&gt;
-Fixed various stuck spots and glitches in SA_Glory, TC_DeathValley, TC_Kagoshima, TC_Marshes, TC_Sandblasted&lt;br /&gt;
-Performance optimizations for various particle effects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Balancing&lt;br /&gt;
&lt;br /&gt;
-Address &amp;quot;Repair Tanking&amp;quot; exploit for repair frames and hangars adds a 10s delay after enemy hits until repairs start.&lt;br /&gt;
-Uziel A has now two tons of ammo, BAP and no LRM5&lt;br /&gt;
-Gauss rifles fixed. They no longer do any damage past 901m, even though they're somehow travelling past that.&lt;br /&gt;
-Shadowcat max reverse speed reduced to something normal.&lt;br /&gt;
-Tightened up LBX10 spread by 26% Also decreased damage-drop-per-meter&lt;br /&gt;
-Increased LBX10 and LBX20 weapon C-Bill costs to reflect relative effectiveness of the weapon.&lt;br /&gt;
-modified Raven D: removed SXPL and one heatsink and changed medium lasers to ER medium lasers.&lt;br /&gt;
-Fixed ammo count for AC20 (12 -&amp;gt; 16) &lt;br /&gt;
-Shifting armour values for larger torsos on Cougar and Uziel.&lt;br /&gt;
-Naming consistency for Clan Small Pulse Laser, was &amp;quot;Clan ER Small Pulse Laser&amp;quot;&lt;br /&gt;
-Limited C-Bill transfers to 5k per minute&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Content&lt;br /&gt;
&lt;br /&gt;
-New Solaris Arena Map SA_Vista&lt;br /&gt;
-Completely redone huit. greatly improves performance and fixes huit crash&lt;br /&gt;
-new laser impact fireball sprite&lt;br /&gt;
-new AC2/5 particle effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actionmapper&lt;br /&gt;
&lt;br /&gt;
-fixed conflict detection within actions in the same scope (e.g. spectator, cbill menu)&lt;br /&gt;
-removed coolant and radar key conflicts with aero/vtol specific controls&lt;br /&gt;
-added conflict detection across tabs for actions that can overlap (e.g. Vehicle over Mech/Tank?/etc)+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.1===&lt;br /&gt;
'''Release date:'''  29 May 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
New Features&lt;br /&gt;
&lt;br /&gt;
- Limit SA to 16 players&lt;br /&gt;
- Disabled ejection in SA&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- SA maps can not be used in TSA anymore which was not intended&lt;br /&gt;
- Enabled BAP in Uziel &amp;quot;D&amp;quot;&lt;br /&gt;
- Fix in Actionmapper to detect joystick buttons &amp;gt; 38&lt;br /&gt;
- Fix for AC20 shells jumping&lt;br /&gt;
- Fix freezes when Duncan starts to talk&lt;br /&gt;
- Fixed ammo buyzones for APC on SA Maps&lt;br /&gt;
&lt;br /&gt;
Optimizations&lt;br /&gt;
&lt;br /&gt;
- Improved performance on AC10/20 muzzle flash&lt;br /&gt;
- Removed physics on RAC shells&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.5.0===&lt;br /&gt;
'''Release date:''' 27 May 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
New Features &lt;br /&gt;
&lt;br /&gt;
- new game mode : Solaris Arena &lt;br /&gt;
- new game mode : Last Man Standing &lt;br /&gt;
- SA/LMS custom scoring &amp;amp; awards system &lt;br /&gt;
- Crysis Wars HUD system implemented &lt;br /&gt;
- map auto-downloader system enabled with custom z-lib extractor library &lt;br /&gt;
- new award indicators on HUD for award types &lt;br /&gt;
- chainfire now supported for all weapon groups individually &lt;br /&gt;
- Cbill rewards will now be shown below the cbill display with a icon indicating the reason for the reward &lt;br /&gt;
- New League Mode cvar sv_leaguemode_ams to disable AMS turrets &lt;br /&gt;
- Console command to dump the MWLL asset and weapon prices ( dumpMwllPrices ) &lt;br /&gt;
- TC maps can be used for TSA and TOS for scrims &lt;br /&gt;
- add cvar hud_spec_minimumMode, hiding the &amp;quot;Spectating&amp;quot; message and &lt;br /&gt;
  camera lense flash effect in spectator modes for a cleaner image when set to 1 &lt;br /&gt;
- add 3 new actionsmaps for spectator z-axis movement, specmoveup (bound to 'r'), specmovedown (bound to 'f'), &lt;br /&gt;
- specmovez (bound to joystick_z) without current Actionmapper support &lt;br /&gt;
&lt;br /&gt;
New Content &lt;br /&gt;
&lt;br /&gt;
- new variants for Mechs and vehicles &lt;br /&gt;
- new Map : TC_Sandblasted &lt;br /&gt;
- new Map : SA_Glory &lt;br /&gt;
- new Map : SA_HelsGate &lt;br /&gt;
- new Map : SA_Jungle &lt;br /&gt;
- Duncan Fisher Solaris Arena Announcer audio &lt;br /&gt;
- single bay 'Mech hangar prefab &lt;br /&gt;
- SA stadium model &amp;amp; crowd texture &lt;br /&gt;
- SA camtower model &lt;br /&gt;
- SA promotional posters &lt;br /&gt;
- SA clan recruitment posters &lt;br /&gt;
- replaced multiple particle effects (better visual and performance) &lt;br /&gt;
&lt;br /&gt;
Balancing &lt;br /&gt;
&lt;br /&gt;
- lowered per-missile damage for ATMs &lt;br /&gt;
- Pulse Lasers now have different ranges based on Clan/IS version &lt;br /&gt;
- increased Clan Pulse Laser C-Bill costs, reduced cost of IS version &lt;br /&gt;
- AC10/UAC10 now have faster projectile speed &lt;br /&gt;
- AC10/UAC10 primary and secondary damage improved &lt;br /&gt;
- lowered tonnage for Clan Medium and Large Heavy Lasers &lt;br /&gt;
- LBX2/5 (for both Clan and IS) now refire faster and have DPS more inline with series set forth by LBX10/20 &lt;br /&gt;
- new Uziel &amp;quot;D&amp;quot; and &amp;quot;E&amp;quot; variants &lt;br /&gt;
- corrected Sparrowhawk variants &lt;br /&gt;
- laser weapons now make audible impact sounds &lt;br /&gt;
- screen shake from SRM/SSRM/ATM reduced &lt;br /&gt;
- aerospace must land to rearm by default (can be overriden by League Mode cvar) &lt;br /&gt;
- aerospace rearm at APCs is disabled (can be overriden by League Mode cvar) &lt;br /&gt;
- hitboxes improved for all ground vehicles &lt;br /&gt;
- hitboxes improved for Mk2, Madcat &lt;br /&gt;
- BA TAG range increased to 550m &lt;br /&gt;
- Removed UAC &amp;quot;double jeopardy&amp;quot; cooldown penalty &lt;br /&gt;
- Sparrowhawk flight parameters adjusted so it's not as &amp;quot;clunky&amp;quot;, but still more manouverable then the Sulla &lt;br /&gt;
&lt;br /&gt;
Optimisation &lt;br /&gt;
&lt;br /&gt;
- heavily optimised TC_DeathValley map to reduce drawcalls and texture memory usage &lt;br /&gt;
- bulletimpacts system corrected &lt;br /&gt;
- class based sound channel calling system for vehicles &lt;br /&gt;
- various Oneshot and MaxChannels issues resolved with sound palette &lt;br /&gt;
- tracked vehicle handling improved globally, less slip on inclined surfaces &lt;br /&gt;
&lt;br /&gt;
Bug Fixes &lt;br /&gt;
&lt;br /&gt;
- Fixed streak srms getting stuck in mid air &lt;br /&gt;
- turret pitch locking for tracked vehicles when going over rapidly varying terrain resolved &lt;br /&gt;
- coolant refill bug resolved &lt;br /&gt;
- Aecm fixed &lt;br /&gt;
- fixed ammo quick buy behaving incorrectly sometimes &lt;br /&gt;
- fixed a crash caused by the respawn timer getting loaded and unloaded on every spawn &lt;br /&gt;
- Disabled firegroup input while cbill sharing menu is open if there are key conflicts &lt;br /&gt;
- Removed UAC &amp;quot;double jeopardy&amp;quot; cooldown penalty &lt;br /&gt;
- Fixed partial ammo reload costing price of full ton &lt;br /&gt;
- Fixed stuck buy zones from APC &lt;br /&gt;
- Fixed not being able to buy additional ammo for Harasser E if ammo was depleted &lt;br /&gt;
- Fixed corrupted display of coordinates specifier in the map display for non-english versions of Crysis Wars &lt;br /&gt;
- Fixed MRMs 10 and 20 so that they don't have missiles flying off at a stupid angle &lt;br /&gt;
- Fixed SSRMs and RACs to not have recoil on non-mechs &lt;br /&gt;
- Tweaked PPCs and RACs so that their visual effects should be more accurate to their damaging effects &lt;br /&gt;
&lt;br /&gt;
Other changes &lt;br /&gt;
&lt;br /&gt;
- support for standard Crysis has been removed &lt;br /&gt;
- more robust cheat protection system implemented for both client and server &lt;br /&gt;
- extraneous start menu options have been removed for greater clarity &lt;br /&gt;
- menu CONFIG option now invokes included Actionmapper utility &lt;br /&gt;
&lt;br /&gt;
Actionmapper &lt;br /&gt;
&lt;br /&gt;
- new look and feel, icons for key panel, short descriptions for each action when selected &lt;br /&gt;
- moved aero/vtol invert actions close to the actions they belong to &lt;br /&gt;
- fix provided for bug where you had to click twice on an action to get it to properly update the key selection UI panels &lt;br /&gt;
- added code to preserve autoexec.cfg comments and formatting when writing out &lt;br /&gt;
- corrected XI fire action to be onPress instead of onRelease in the default actionmaps &lt;br /&gt;
- fixed issue where infinite loop of popups would occur when there's only one profile with no actionmaps.xml file present &lt;br /&gt;
&lt;br /&gt;
Installer &lt;br /&gt;
&lt;br /&gt;
- more verbose pre-installation instructions provided &lt;br /&gt;
- installer support for standard Crysis has been removed &lt;br /&gt;
&lt;br /&gt;
Auto Updater &lt;br /&gt;
&lt;br /&gt;
- Fixed download size terminology (thanks to WhiteZero for reporting) &lt;br /&gt;
- Updates for the Auto Updater, Beta Launcher or Crash Reporter now called  'MWLL Tools' &lt;br /&gt;
- Fixed a bug that caused updates for the Auto Updater not to be installed before any other MWLL updates &lt;br /&gt;
- Detect if Beta Launcher is running fixing various crashes related to this &lt;br /&gt;
- When the Auto Updater fails to install a file, it will prompt the user with a Retry-Cancel dialog instead of terminating the update &lt;br /&gt;
- A new 'Settings' button was added to the update window, clicking on it will pause the update and show the settings dialog. &lt;br /&gt;
- Added options to limit the upload and download speed (thanks to ~SJ~ Darthbob for the idea) &lt;br /&gt;
- Settings are now global and persistent across updates &lt;br /&gt;
- Fixed a crash when multiple instances of the application was attempted to be started &lt;br /&gt;
- A 'Retry' option was added to the error dialog when the Auto Updater has failed to check for updates &lt;br /&gt;
- Improved the update selection logics to prefer smaller-scale updates &lt;br /&gt;
- Fixed a serious bug in the update download and post-installation logics &lt;br /&gt;
- All log files and data files are now stored in My Games\Crysis Wars\MWLL\Launcher &lt;br /&gt;
&lt;br /&gt;
Beta Launcher  &lt;br /&gt;
&lt;br /&gt;
- Now will automatically exit in most cases when the Auto Updater is beginning to download an update. &lt;br /&gt;
- Fixed a bug in the server level rotation generator that caused Test of Strength game mode not to be working properly &lt;br /&gt;
- Fixed a crash when multiple instances of the application was attempted to be started &lt;br /&gt;
&lt;br /&gt;
Known Issues &lt;br /&gt;
&lt;br /&gt;
- Thor footsteps do not play &lt;br /&gt;
- if a lock-on missile system in a LT/RT is destroyed while the system is acquiring a lock the lock-on tone will play continuously &lt;br /&gt;
- repairs are not halted when damage is taken, will be addressed in 0.5.1 &lt;br /&gt;
- MWLL logo in main menu does not support custom menu skin colour (known issue, will not fix) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.9===&lt;br /&gt;
'''Release date:''' 16 February 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Debugging&lt;br /&gt;
&lt;br /&gt;
- Debug DLLs now properly catch fatal engine crashes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Balancing&lt;br /&gt;
&lt;br /&gt;
- LRMs : reduced clip size to 180 from 240&lt;br /&gt;
- LRMs : reduced reload time between volleys depending on LRM size&lt;br /&gt;
	* LRM5  : + 100%&lt;br /&gt;
	* LRM10 : +  33%&lt;br /&gt;
	* LRM15 : +  11%&lt;br /&gt;
	* LRM20 : unchanged&lt;br /&gt;
- MGUNs now carry 1000 bullets instead of 800&lt;br /&gt;
- Clan UAC10/20 and UAC10/20 have their secondaryDamage (vs. BA) added&lt;br /&gt;
- Repairing at home base is now cheaper&lt;br /&gt;
- Eagle Eye Turret not longer shooting at BA at long range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variants&lt;br /&gt;
&lt;br /&gt;
- Modified Hawkmoth E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Particle Effects&lt;br /&gt;
&lt;br /&gt;
- new RAC tracer effect&lt;br /&gt;
- changed RAC impact effect&lt;br /&gt;
- optimized mPPC trail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bug fixes&lt;br /&gt;
&lt;br /&gt;
- Fixed : broken rank names in Test of Strength gamemode&lt;br /&gt;
- Fix for a server crash&lt;br /&gt;
- Fixed : Scoreboard always showing TC mode scoring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Changes&lt;br /&gt;
&lt;br /&gt;
- Vehicles now can only be sold if they stand still&lt;br /&gt;
- Updates to actionmapper&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.8===&lt;br /&gt;
'''Release date:''' 03 February 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
- Fixed a server crash caused by the ticket end timer&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.7===&lt;br /&gt;
'''Release date:''' 02 February 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug fixes&lt;br /&gt;
&lt;br /&gt;
- Reverted Loki legs to non-crashing version addressing issues with both Loki and Thor crashing clients&lt;br /&gt;
- Fixed PPC particle effect which caused clients to crash&lt;br /&gt;
- Fixed some buy menu entries&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.6===&lt;br /&gt;
'''Release date:''' 01 February 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug fixes&lt;br /&gt;
&lt;br /&gt;
- Added missing Partisan D &amp;amp; E for conditional testing (was missed in 0.4.5)&lt;br /&gt;
- Added missing files to enable client side cvars&lt;br /&gt;
- Fixed Thor A buy menu entry&lt;br /&gt;
- possible fixes for Huit and Morrigu crashing&lt;br /&gt;
- fixed debugging dlls causing crashes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.5===&lt;br /&gt;
'''Release date:''' 31 January 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
- Lowered Light Kinetic, Kinetic and Energy multipliers for Hawkmoth chassis&lt;br /&gt;
- Lowered aerospace and VTOL detection radius for Hellgiver turret from 800m to 700m&lt;br /&gt;
&lt;br /&gt;
Bug fixes&lt;br /&gt;
&lt;br /&gt;
- cvars v_invertAeroPitch/Roll/YawControl and v_invertoVTOLPitch/Roll/YawControl now modifiable&lt;br /&gt;
- Vehicle aiming: fixed turret rotation getting stuck until backed off&lt;br /&gt;
- Corrected Buy Menu descriptions for several variants to match actual implemented equipment&lt;br /&gt;
- Fixed Hawkmoth C3 implementation&lt;br /&gt;
- Morrigu handling improved, reduced slip&lt;br /&gt;
&lt;br /&gt;
Other changes&lt;br /&gt;
&lt;br /&gt;
- Vehicle aiming: stripped away most of the inertia and ‘mouse queue’&lt;br /&gt;
- Vehicle aiming: now affected by cl_sensitivity (the mouse slider in options)&lt;br /&gt;
- Vehicle aiming: additional cvar cl_turretsensitivity&lt;br /&gt;
- Added Partisan “D” and “E” variants for conditional testing&lt;br /&gt;
- Better debugging facilities&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.4===&lt;br /&gt;
'''Release date:''' 26 January 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Note&lt;br /&gt;
 &lt;br /&gt;
The Auto Updater will reset your Actionmaps when installing this update.&lt;br /&gt;
This is required to activate the new bindings for vehicle controls.&lt;br /&gt;
 &lt;br /&gt;
Balance&lt;br /&gt;
 &lt;br /&gt;
- changed allocation of armour for Hollander to improve Right Torso durability&lt;br /&gt;
- reallocated the armour distribution for tanks to remove a small amount from the turret&lt;br /&gt;
- decreased armour factor for tanks by 6.7%&lt;br /&gt;
- heavy laser balance set: increased cost by 5%, decreased damage by 5%, increased heat-per-shot by 7%&lt;br /&gt;
- TSA_Palisades AMS turrets added in IS and Clan bases&lt;br /&gt;
- TC_DeathValley AA turrets added into capture bases&lt;br /&gt;
- TC_ThunderRift extra turrets added into capturable bases, starting base turrets overhauled and tuned&lt;br /&gt;
- Changed variants of: Loki, Madcat, Thor, Shadowcat, MKII, Cougar, Shiva&lt;br /&gt;
- All mountable weapon damage Reduced by 6.7%, Damage dropoffs changed significantly.&lt;br /&gt;
 &lt;br /&gt;
Bug fixes&lt;br /&gt;
 &lt;br /&gt;
- Mech braking while holding (w) or (S) affected heat and acceleration&lt;br /&gt;
- TSA_Frostbite calliope turrets fixed and working&lt;br /&gt;
- TSA_ThunderRift map fixed and working&lt;br /&gt;
- TC_ThunderRift numerous stuck spots fixed&lt;br /&gt;
- TSA_Palisades numerous stuck spots fixed&lt;br /&gt;
- TC_DeathValley base capture areas no longer extend beyond base walls, plus numerous other fixes&lt;br /&gt;
- TC_Marshes fixed numerous user reported bugs&lt;br /&gt;
- TC_Kagoshima fixed numerous user reported bugs&lt;br /&gt;
- All Maps have had repair bay entites tweaked to help with getting stuck&lt;br /&gt;
- fixed various models that were missing from some maps&lt;br /&gt;
- Fixed Harsser and Hephaestus so they can't push heavy tanks around so much&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Other changes&lt;br /&gt;
 &lt;br /&gt;
- Points from kills are now awarded based on damage dealt&lt;br /&gt;
- made Mech turning less lumbering; some other adjustments&lt;br /&gt;
- Mechs: using brake and then throttling in opposite direction will brake to zero before accelerating&lt;br /&gt;
 &lt;br /&gt;
Known Issues&lt;br /&gt;
 &lt;br /&gt;
- some ladders on some maps will not function correctly&lt;br /&gt;
- some Tanks may get stuck on repair bays under certain circumstances&lt;br /&gt;
- single bay mech hangers will allow build when occupied&lt;br /&gt;
- single bay mech hangers will allow repair under certain circumstances&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.4.3===&lt;br /&gt;
'''Release date:''' 02 January 2011&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
 &lt;br /&gt;
- fixed: crash in synchronized storage&lt;br /&gt;
- fixed: race condition in debug dll&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.2===&lt;br /&gt;
'''Release date:''' 31 December 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
- pricing for the RAC2/RAC5 was increased to reflect its usefulness&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- ﻿﻿﻿fixed: crash due to overheat damage&lt;br /&gt;
- fixed: crash on connect&lt;br /&gt;
- fixed: joystick handler looking for the joystick.cfg in the wrong place when using Wars&lt;br /&gt;
- buy menu icon for Thor not displaying correctly&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.1===&lt;br /&gt;
'''Release date:''' 29 December 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- fixed the issue with a corrupted Sounds.pak&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.4.0===&lt;br /&gt;
'''Release date:''' 29 December 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
- AC10/20s no longer overheat while shooting&lt;br /&gt;
- (U)AC10/20, LBX10/20, RAC5: now have increased damage at shorter range&lt;br /&gt;
- reduced the explosive force of SRMs and SSRMs. (less explosive knockaround)&lt;br /&gt;
- decreased heat produced by (U)AC10/20&lt;br /&gt;
- new pricing schema for 'Mechs, vehicles and weapons&lt;br /&gt;
- mPPC is now a dedicated Battle Armour weapon and cannot be take into/purchased in vehicles&lt;br /&gt;
- repairing 'Mechs now takes longer and is more expensive&lt;br /&gt;
- repairing Aerospace now takes much longer and is more expensive&lt;br /&gt;
- repairing tracked and hover vehicles is less expensive&lt;br /&gt;
- aerospace now have a specific engine component vulnerability&lt;br /&gt;
- killing BA now rewards the player depending on the rank of the enemy and equipment carried&lt;br /&gt;
- minimum possible revive time is now 30 seconds. As this is a group spawn timer the average respawn time will be 15 seconds&lt;br /&gt;
- double heatsinks now cost double the amount and have been given to selected Inner Sphere Mech variants&lt;br /&gt;
- added support for seeing enemy NARC beacons with C3. Team can now remove NARC beacons with EMP damage (PPC or critical explosion)&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- fixed : Bug which could be exploited to load unlimited amounts of ammo into a Mech or vehicle&lt;br /&gt;
- fixed : Stuck MASC on shutdown&lt;br /&gt;
- fixed : Grenade switching locking keys and firing primary weapon&lt;br /&gt;
- fixed : ASF boost not turning off when shutting down&lt;br /&gt;
- fixed : Team colors not being displayed when spectating&lt;br /&gt;
- fixed : Bug in Test of Strength which caused C-Bills to be reset on server restart&lt;br /&gt;
- fixed : Base turrets not working on Mirage&lt;br /&gt;
- fixed : Revive timer not disappearing sometimes&lt;br /&gt;
- fixed : Bug which caused a crash when buying BA weapons&lt;br /&gt;
- complete replacement of Novacat leg rig and animations, fixes common Novacat crashes (bounding box crash)&lt;br /&gt;
- attempted to fix aiming being tied to framerate&lt;br /&gt;
- refactored explosion handling to improve server performance&lt;br /&gt;
- improved 'Mech control, for example throttle is not reset to 0 after a fall&lt;br /&gt;
- improved Flamer heat-imparted serialisation to moving targets&lt;br /&gt;
- refactored repair mechanism for better server performance&lt;br /&gt;
- added solids to 8-bay hanger to address the fall through hangar bugs&lt;br /&gt;
- removed unintended Flash traces to console&lt;br /&gt;
- added missing buy menu icons for Mechs and Tanks (Osiris, Novacat, Long Tom, etc.)&lt;br /&gt;
- various console error spam issues resolved&lt;br /&gt;
- fixed lasers shooting through objects and terrain if target is visible for the recutile&lt;br /&gt;
&lt;br /&gt;
New Features&lt;br /&gt;
&lt;br /&gt;
- initial release of dual-platform support for Crysis and Crysis Wars&lt;br /&gt;
- cheat protection enabled serverside&lt;br /&gt;
- new game mode : Terrain Control&lt;br /&gt;
- enabled Beta DLL logging and provided facility to upload crashlogs &lt;br /&gt;
- added server command : sv_say_center&lt;br /&gt;
- new Weapons : X-Pulse Lasers (Inner Sphere)&lt;br /&gt;
- new Weapons : Heavy Beam Lasers (Clan)&lt;br /&gt;
- new Weapon : ATM (Advanced Tactical Missile) (Clan)&lt;br /&gt;
- added gameplay hints display during map loading process&lt;br /&gt;
- league mode cvars to alter certain gameplay aspects (see League Mode documentation)&lt;br /&gt;
- league API for additional League Server Setup support&lt;br /&gt;
- league mode HUD notification message&lt;br /&gt;
- turret AI now has different detection distances for BA/Mech/Aero/Tank etc.&lt;br /&gt;
- modified screen overlay indicators for targets and bases&lt;br /&gt;
- Battle Armour now loses HUD upon EMP damage&lt;br /&gt;
- IS has now its own rank names in TSA&lt;br /&gt;
- enhanced sv_is_vs_clan CVar: 0 = all assets, 1 = IS vs. Clan, 2 = IS vs. IS, 3 = Clan vs. Clan&lt;br /&gt;
- new firebomb particle and sound, increased visual/audible range&lt;br /&gt;
- Hit indicator sound now plays for gauss weapons too&lt;br /&gt;
&lt;br /&gt;
New Content&lt;br /&gt;
&lt;br /&gt;
- new variants for Mechs and vehicles&lt;br /&gt;
- new Battle Armour HUD&lt;br /&gt;
- new Map : TSA_Palisades&lt;br /&gt;
- new Map : TC_DeathValley&lt;br /&gt;
- new Map : TC_Kagoshima&lt;br /&gt;
- TC version of Thunder Rift&lt;br /&gt;
- TC version of Marshes&lt;br /&gt;
- TC version of Mirage&lt;br /&gt;
- new sounds for RAC2 and RAC5&lt;br /&gt;
- new turrets: Sentinel and Hellgiver&lt;br /&gt;
- single repair bay for field use&lt;br /&gt;
- single bay 'Mech hanger for field use&lt;br /&gt;
- new destructible tree models&lt;br /&gt;
- new Clan light hovercraft : Hephaestus&lt;br /&gt;
- new Clan assault tank : Morrigu&lt;br /&gt;
- new Clan heavy 'Mech : Thor&lt;br /&gt;
- new MRM sound&lt;br /&gt;
- new icons for weapons and ammunition&lt;br /&gt;
- 'Mech reactor sounds are now dynamic with speed&lt;br /&gt;
- Betty audio notification system for TC game mode&lt;br /&gt;
&lt;br /&gt;
Optimizations&lt;br /&gt;
&lt;br /&gt;
- particle effects support variable performance settings (from Crysis presets)&lt;br /&gt;
- cleanup and optimization of all sounds, numerous sound channels saved in heavy fights&lt;br /&gt;
- optimization of buy menu&lt;br /&gt;
&lt;br /&gt;
Other Changes&lt;br /&gt;
&lt;br /&gt;
- Solaris Arena has been renamed to Team Solaris Arena&lt;br /&gt;
- doubled spectator zoom distance (when rotating around a mech)&lt;br /&gt;
&lt;br /&gt;
External Tools&lt;br /&gt;
&lt;br /&gt;
- numerous reliability, performance improvements, and bug fixes. All known issues with the Beta Launcher or the Auto Updater have been addressed&lt;br /&gt;
&lt;br /&gt;
Auto Updater&lt;br /&gt;
&lt;br /&gt;
- added new functionality to allow release of updates for the external tools (Launcher, Auto Updater, etc.) only. Allows fo rapid hot-fix deployment&lt;br /&gt;
- with the above change, versioning of these applications are now detached from that of the MWLL codebase; with MWLL 0.4.0 comes the 0.8 series&lt;br /&gt;
- Auto Updater can now download and install full MWLL builds in addition to updates. All future deployments are intended to be distributed via the Auto Updater&lt;br /&gt;
- The application now can be minimized to the system tray, where it will keep providing information about the update status&lt;br /&gt;
&lt;br /&gt;
Beta Launcher&lt;br /&gt;
&lt;br /&gt;
- Added option to enable/disable automatic check for updates.&lt;br /&gt;
- Now capable of verifying and repairing potentially corrupted game builds (missing/altered/corrupted files). This feature still has a few limitations, but should be able to fix most of the game file corruption issues&lt;br /&gt;
&lt;br /&gt;
Known issues&lt;br /&gt;
&lt;br /&gt;
- Grenades get stuck on Inferno upon buying NARC after spawn from APC and trying to switch them. Selected Inferno cannot be thrown nor changed&lt;br /&gt;
- Terrain Control: Cbills are not returned when construction is canceled due to base being captured by enemy&lt;br /&gt;
- Firing SSRMs from Aerospace may cause it to jump unintentionally&lt;br /&gt;
- New hovercrafts are missing 'blast' effect (blow from below it)&lt;br /&gt;
- Aerospace may not crash under water&lt;br /&gt;
- Shiva might get stuck in hangar while parking it for repairs&lt;br /&gt;
- Spectators can destroy fences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.3.2===&lt;br /&gt;
'''Release date:''' 12 July 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
- increased minimal falling height to 3.0m&lt;br /&gt;
- +8% damage for kinetic weapons against aeros&lt;br /&gt;
- increased flight speed of ppcs and AC2/AC5&lt;br /&gt;
- decreased fire bomb damage by 8%&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
&lt;br /&gt;
- fixed bug which caused server crash&lt;br /&gt;
- fixed Team Tickets display&lt;br /&gt;
- fixed weapon reload HUD indicator&lt;br /&gt;
- fixed invisible grid locations on maps with bright minimap&lt;br /&gt;
- fixed Elemental health Flash error&lt;br /&gt;
- fixed spectator overlay&lt;br /&gt;
- fixed unnecessary trace commands&lt;br /&gt;
- fixed lockon tone for vehicles despite no SRM/LRM present&lt;br /&gt;
- increased time after a mech is sold to prevent teleport bug&lt;br /&gt;
- fixed bug which caused billing of the original owner when repairing a stolen mech&lt;br /&gt;
- fixed Test of Strength not changing map after round end&lt;br /&gt;
- fixed phantom MASC&lt;br /&gt;
- fixed rank not being restored after reconnect to a server&lt;br /&gt;
- optimized particle effects for better performance during heavy firefights&lt;br /&gt;
&lt;br /&gt;
New Features&lt;br /&gt;
- added artificial horizon for VTOLs / Aerospace&lt;br /&gt;
- new color in reload indicator when a weapon is empty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.3.1===&lt;br /&gt;
'''Release date:''' 23 June 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Bugs&lt;br /&gt;
- resolved scoring and ranking issues due to order-of-magnitude changes&lt;br /&gt;
- damage rewards increased per unit damage&lt;br /&gt;
- resolved flashing/intermittent HUD indicators for MISSILE, NARC, TAG&lt;br /&gt;
- revamped HUD indicators for ECM, Active Probes, LAMS and C3 to fit with existing aesthetic&lt;br /&gt;
- C3 rewards are now appropriate&lt;br /&gt;
- BA myomer sound decreased by 2dB&lt;br /&gt;
- hit feedback sound increased by 10x&lt;br /&gt;
- change Betty destroyed notification weightings to favour &amp;quot;DESTROYED&amp;quot; more, improved intelligibility&lt;br /&gt;
- resolved client-side entity spawn crash&lt;br /&gt;
 &lt;br /&gt;
Actionmapper&lt;br /&gt;
- Added window title information including the actionmaps name currently being viewed/edited, along with tags for if its been modified or is active&lt;br /&gt;
- Added Next/Prev Weapons group actions to Vehicle tab&lt;br /&gt;
- Added &amp;quot;Deploy&amp;quot; action to tank tab (used for Long Tom)&lt;br /&gt;
- Added &amp;quot;Sell Vehicle&amp;quot; action to Vehicle tab&lt;br /&gt;
- Added digital roll left/right actions for VTOL and Aero tabs&lt;br /&gt;
- Added additional &amp;quot;XI&amp;quot; axis to Mech/Tank/VTOL/Aero tabs&lt;br /&gt;
- Added &amp;quot;New Actionmaps&amp;quot; and &amp;quot;Set Active&amp;quot; buttons to top of screen for better new user visibility&lt;br /&gt;
- Added &amp;quot;Left or Right&amp;quot; selection dialog when Shift, Control, or Alt keys are pressed since detection library can't determine by itself&lt;br /&gt;
- Added helpful text when clicking on an action marked with &amp;quot;?&amp;quot; to let user know they need to create a New Actionmaps to map it&lt;br /&gt;
- Restructured VTOL and Aerospace tab actions&lt;br /&gt;
- Fixed using &amp;quot;Set Active&amp;quot; on unsaved actionmaps could lead to unsaved changes not getting saved&lt;br /&gt;
- Fixed Player tab &amp;quot;Jump&amp;quot;/&amp;quot;Jump Jet&amp;quot; rebinding since Player BA needs both set to same key&lt;br /&gt;
- Fixed issue with &amp;quot;XI Fire&amp;quot; actions by showing them in the Vehicle tab in case of conflicts&lt;br /&gt;
 &lt;br /&gt;
Launcher&lt;br /&gt;
- fixed numerous crashes&lt;br /&gt;
- the profiles backup/restore can no longer result in data loss or data corruption: upon error, the original state of the folder will be restored&lt;br /&gt;
 &lt;br /&gt;
Exploit fixes&lt;br /&gt;
- fix for buying vehicle, suiciding, boarding vehicle and reselling, 2 minute &amp;quot;sell vehicle&amp;quot; cooldown timer, timer is bound to vehicle not player&lt;br /&gt;
 &lt;br /&gt;
Logging&lt;br /&gt;
- improved server-side logging feature for debug&lt;br /&gt;
 &lt;br /&gt;
Maps&lt;br /&gt;
- SA_Frostbite, particle performance improved, night &amp;quot;blizzard&amp;quot; effect&lt;br /&gt;
- SA_Frostbite now supports Test of Strength mode&lt;br /&gt;
- SA_Marshes, particle performance improved, ToD issues&lt;br /&gt;
- SA_Mirage, night/day cycle improved&lt;br /&gt;
 &lt;br /&gt;
Balance&lt;br /&gt;
- BA Micro Beam Laser, decreased damage and increased refire interval (5.5 seconds)&lt;br /&gt;
- buy menu now prevents purchase of BA Micro Beam Laser in vehicles&lt;br /&gt;
- BA AC2 weapon damage adjusted, no longer one-shot kill, damage to vehicles is appropriate&lt;br /&gt;
- AC10/AC20 damage increased&lt;br /&gt;
- variant change for MadCat B, removed LAMS, added 2x DHS, no longer causes global warming&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.3.0===&lt;br /&gt;
'''Release date:''' 12 June 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
- Almost every weapon has been rebalanced using the new internal balacing tools.&lt;br /&gt;
- Armor across all vehicles has been rebalanced as well.&lt;br /&gt;
- All vehicle variants adjusted to match perfectly to improved tonnage rules. Be warned these are not CBT, but are now strictly adhered to.&lt;br /&gt;
- Prices on weapons tweaked, more to come later.&lt;br /&gt;
- AC10's and AC20's are now automatic firing weapons.&lt;br /&gt;
- Ultra AC's now have a significant jam penalty when overheated.&lt;br /&gt;
- All tank's have had the their movement params tweaked.&lt;br /&gt;
- AMS now only focuses on 1 salvo of missiles at a time.&lt;br /&gt;
- AC10's and AC20's now explode after a certain range&lt;br /&gt;
- Increased repair costs.&lt;br /&gt;
- Increased maximum flight ceiling of aerospace to 1500m.&lt;br /&gt;
- Damage has been tweaked across the board to increase average combat time.&lt;br /&gt;
- Reduced order of magnitude on scores.&lt;br /&gt;
- Slightly reduced C-Bill accrual rate.&lt;br /&gt;
- Cockpit now shakes significantly when jump jetting in a Mech.&lt;br /&gt;
- BA view screen shakes slightly when jump jetting.&lt;br /&gt;
- Gauss projectile speeds increased.&lt;br /&gt;
- PPC projectile speeds slightly decreased.&lt;br /&gt;
- AC2/AC5 ranges slightly decreased, now inccur linear damage drop off after stated max range.&lt;br /&gt;
- AC10/AC20 inccur damage drop off after stated max range.&lt;br /&gt;
- Hawkmoth B reconfigured to hunter killer loadout.&lt;br /&gt;
- More than we could possibly listed here.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
- Fixes for most Light Mech leg animations.&lt;br /&gt;
- Fixed out of combat area ceiling height on Inferno.&lt;br /&gt;
- If buying ammo for a partially empty weapon the player is only billed for the missing rounds (partial tons).&lt;br /&gt;
- AMS is now repairable.&lt;br /&gt;
- Aerospace manuverability is no longer frame dependent.&lt;br /&gt;
- Fixed vehicle heat damage behaviour.&lt;br /&gt;
- Fixed ejector seat not disabling after use for owner of the vehicle.&lt;br /&gt;
- Improved joystick support.&lt;br /&gt;
- Buying at an APC now also works when connecting to the server after the APC was spawned.&lt;br /&gt;
- Hovercrafts now have functioning boost with no overheat effect.&lt;br /&gt;
- AMS now stays on one Arrow IV if multiple missile instances are inbound.&lt;br /&gt;
- Fixed Mech landing sounds sometimes not playing.&lt;br /&gt;
- Fixed destructible trees demanding too much performance.&lt;br /&gt;
- Fixed pilot positions in a few mechs.&lt;br /&gt;
- C-Bill transfer dialogue and controls do not change weapon group assignments.&lt;br /&gt;
- Fixed Test of Strength prices.&lt;br /&gt;
- Fixed bug in BA jumpjet effect that caused a CDT.&lt;br /&gt;
- Fixed bug which caused weapon reloading not to be correctly displayed on the client.&lt;br /&gt;
- Improved Novacat leg animation &amp;amp; performance, *not final version.&lt;br /&gt;
- Fixed extra ton of ammo exploit.&lt;br /&gt;
- Bomb sight is now more accurate, lateral momentum still not accounted for.&lt;br /&gt;
- Fixed bug which caused a VTOL/aerospace to be stuck in hangar structure after spawn.&lt;br /&gt;
- Fixed a bug which caused the Harrasser to be stuck in water sometimes.&lt;br /&gt;
- Fixed bug which caused damage not to be transfered from the backtorso to torso when backtorso was destroyed.&lt;br /&gt;
- Fixed text on HUD grenade indicators and in Buy menus.&lt;br /&gt;
- Fix for NARC beacon not being removed after destorying a target.&lt;br /&gt;
- Fixed jumpjet percentage indicator.&lt;br /&gt;
- Players are not longer able to enter enemy APCs.&lt;br /&gt;
- Fixed BA drowning to death after 2 minutes.&lt;br /&gt;
- Wire guided weapons such as MRMs actually travel where they say they do now. Still affected by TAG &amp;amp; NARC.&lt;br /&gt;
- More than we could possibly listed here.&lt;br /&gt;
&lt;br /&gt;
New Features&lt;br /&gt;
- Changed behaviour of ammo quick buy key.&lt;br /&gt;
  1. Buy ammo for all empty / partially empty weapons&lt;br /&gt;
  2. If there is only one weapon that needs ammo, that ammo has purchase priority.&lt;br /&gt;
  3. If there are multiple weapons that need ammo, buy ammo for that weapon selected in the firegroup manager.&lt;br /&gt;
- Added possibility to limit player / team respawns with Tickets in Solaris Arena and Test of Strength modes.&lt;br /&gt;
- Added HUD display for player / team tickets (if team tickets are inactive the ticket display is used for regular team score).&lt;br /&gt;
- Added server variable so that limits teams to IS and Clan assets only (aka &amp;quot;IS vs Clan&amp;quot; mode).&lt;br /&gt;
- C-Bill transfer disabled during combat (damage taken), 2 minutes after suicides and reconnections.&lt;br /&gt;
- APC owners are now rewarded with 5000 C-Bills for every BA that spawns at their APC.&lt;br /&gt;
- ECM and passive radar now increase lock time for missiles (passive and ECM delay effects will stack)&lt;br /&gt;
- Added three state radar detection:&lt;br /&gt;
  1. First state (between 60% and 100% with no line of sight): You only have a blip indicating a valid target and distance.&lt;br /&gt;
  2. Second state (less than 60% radar range while active with no line of sight): You gain knowledge of the target's class.&lt;br /&gt;
  3. Third State (less than 80% radar range with line of sight): You have all available information.&lt;br /&gt;
- Radar information is cached (but not updated) if you go out of range while targeting.&lt;br /&gt;
- Cached target data will show as &amp;quot;Outdated&amp;quot;.&lt;br /&gt;
- Refactored LUA/HUD code to allow for easy implementation of new game modes.&lt;br /&gt;
- C3 broadcasters now receive money for transmitting new targeting information to team mates.&lt;br /&gt;
- Now possible to sell vehicles back at the Mech bay / aerospace hangar / VTOL pad, aero hangar. Default key 'J' while still in vehicle.&lt;br /&gt;
- When first repairing and then selling your mech you only get the C-Bills for the value of the Mech prior to repairing as it would otherwise be an exploit otherwise.&lt;br /&gt;
- Added posibility to limit buy options for a factory (not currently implemented).&lt;br /&gt;
- You can now repair aerospace on the runway.&lt;br /&gt;
- Betty events are now queued and no longer overlap each other.&lt;br /&gt;
- Non-destroyed Mechs without pilot now stay a lot longer on the battlefield.&lt;br /&gt;
- Improved landing performance for aerospace units with a &amp;quot;flatten glide path&amp;quot; feature, default key is 'L-CTRL'.&lt;br /&gt;
- When crouching, Mechs gain a higher pitch elevation limit to aim at airborn units. Four Mechs receive a base additional elevation bonus and are AA mechs.&lt;br /&gt;
- The firegroup manager now remembers the firgroup assignments depending on vehicle and variant. No need to reset them all the time anymore.&lt;br /&gt;
- Added crouch, shutdown, AMS, overheat, deploy and C3 indicators to Mech HUD.&lt;br /&gt;
- Changed night vision shader with custom configuration.&lt;br /&gt;
- Long Tom has now to be deployed before it is able to shoot. Deployed via 'L-CTRL' as default.&lt;br /&gt;
- When buying a second BA weapon and the BA small beam laser is still in the inventory, the BA small beam laser is automatically dropped.&lt;br /&gt;
- New chat system &amp;amp; killog font.&lt;br /&gt;
- New Spectator HUD overlay.&lt;br /&gt;
- New damage display icon for tanks,VTOLs and aerospace.&lt;br /&gt;
- Internal structure for the Uziel.&lt;br /&gt;
- New HUD indicator when overheating.&lt;br /&gt;
- Radar ranges and active / passive / GECM state is now shown for friendly units on the overview map as ring indicator.&lt;br /&gt;
- Legend on overview map to distinguish all the new symbols.&lt;br /&gt;
- Streak SRMs now have more unique firing pattern.&lt;br /&gt;
- Heat warnings in HUD overlay.&lt;br /&gt;
- Numerous other small features you may or may not notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Content&lt;br /&gt;
- Uziel IS 50-ton Medium Mech added.&lt;br /&gt;
- Loki CL 65-ton Heavy Mech added.&lt;br /&gt;
- Aerospace IS Sparrowhawk added.&lt;br /&gt;
- Added AMS turrets for bases. These are neutral and will fire and enemy and friendly shells/missiles.&lt;br /&gt;
- Added sounds and effects to Long Tom tank and Long Tom shells.&lt;br /&gt;
- Added a library of betty sound warnings.&lt;br /&gt;
- Completely reworked SA_Frostbite map layout.&lt;br /&gt;
- Reworked SA_Extremity map with new assets and improved terrain layout.&lt;br /&gt;
- Tweaks to SA_Sandblasted map.&lt;br /&gt;
- Tweaks to SA_Marshes map time of day, added AMS/anti-LT turrets.&lt;br /&gt;
- Tweaks to SA_Clearcut map, trees should perform better than 0.2.0.&lt;br /&gt;
- New map SA_Mirage map.&lt;br /&gt;
- New map SA_ThunderRift map.&lt;br /&gt;
- Added Actionmapper input/controls utility accessible from new beta launcher.&lt;br /&gt;
- New Beta launcher, providing GUI for server configuration (including level rotation), giving you more advanced options for launching (32/64 Bit, force DirectX 9) and allowing for quick access to various configuration tools (Joystick.exe, Actionmapper).&lt;br /&gt;
- New Beta launcher has support for embedded update (future use).&lt;br /&gt;
- Added new BA footstep sounds.&lt;br /&gt;
- Added new BA gear sound (myomer approximation).&lt;br /&gt;
- Added limited library of impact sounds for weapons fire.&lt;br /&gt;
- New Long Tom tank model.&lt;br /&gt;
- New Long Tom deployment/undeploy animation.&lt;br /&gt;
- New Flamer effect.&lt;br /&gt;
- Updated PPC effect.&lt;br /&gt;
- New laser impact effect particle.&lt;br /&gt;
- Added missile models to most missile types.&lt;br /&gt;
- New BA weapon Micro Heavy Laser.&lt;br /&gt;
- New loading screens for all maps.&lt;br /&gt;
- New D/E variants for Shiva and Harasser.&lt;br /&gt;
- New sounds effects for certain weapons like the Gauss and UAC lines.&lt;br /&gt;
- Extensive Betty audio notification library added&lt;br /&gt;
- Betty target status announcements added&lt;br /&gt;
- Betty game state announcements added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optimizations&lt;br /&gt;
- Optimized bandwith usage of Mech legs.&lt;br /&gt;
- Basic bandwidth improvements over 0.2.0&lt;br /&gt;
- Improved particle effect performance for many effects.&lt;br /&gt;
- Improved sound channel performance for several sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
- Inverting the joyaxis_y on vehicles does not work.&lt;br /&gt;
- Implemented impact sound library is only valid for LOD0 detail (only plays out to about 20m) but is sufficient for first person damage impactor notification.&lt;br /&gt;
- Impact libary will not play for impacts to Mech legs, tanks, aerospace or VTOLs, will be fixed in a later version.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.2.0===&lt;br /&gt;
'''Release date:''' 25 February 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
- Can now use cbill transfer manager while inside a vehicle&lt;br /&gt;
- Reduced NARC lock on range from 1000m to 800m.&lt;br /&gt;
- Owens now has C3 on all variants.&lt;br /&gt;
- Owens now have MASC on B and C variants.&lt;br /&gt;
- Warhammer speed has been increased slightly.&lt;br /&gt;
- Increased refire rate on SRMs.&lt;br /&gt;
- Increased refire rate on StreakSRMs.&lt;br /&gt;
- Increased LBX5/10 damage.&lt;br /&gt;
- Increased price of most ammo types.&lt;br /&gt;
- Decreased MASC speed increase from 50% to 40%.&lt;br /&gt;
- Tweaked control performance of all aerospace.&lt;br /&gt;
- Greatly increased AC/RAC damage against BA and aerospace.&lt;br /&gt;
- Slightly increased spread on RAC2/5s.&lt;br /&gt;
- Increased RAC overheat time.&lt;br /&gt;
- Rebalanced Rank salaries including starting salary.&lt;br /&gt;
- Rebalanced accleration factors on mechs.&lt;br /&gt;
- Increased height threshold for applying fall animations on mechs.&lt;br /&gt;
- Firebomb and TBolt reload times greatly increased.&lt;br /&gt;
- Decreased gauss damage agaisnt aerospace, to prevent guarenteed one shot kills.&lt;br /&gt;
- Increased damage and heat of Clan ERPPC.&lt;br /&gt;
- Increased speed on both Sulla and Shiva.&lt;br /&gt;
- Updated Warhammer configurations.&lt;br /&gt;
- Updated Puma configuration.&lt;br /&gt;
- Updated Hawkmoth configurations.&lt;br /&gt;
- Updated Shiva C configuration.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
- Stumps on destructible trees are now destructible.&lt;br /&gt;
- BA flamer now functions correctly.&lt;br /&gt;
- LRM/Streak offsets are now applied when unlocked or guided by tag/narc.&lt;br /&gt;
- Reticule targeting now reliable.&lt;br /&gt;
- Calliope turrets now properly fire all visual effects on remote clients.&lt;br /&gt;
- Fixed multiple ammo reload bugs.&lt;br /&gt;
- Laser orientation on remote clients fixed. Vehicle TAG laser now works as intended.&lt;br /&gt;
- Tracers orientation on remote clients fixed.&lt;br /&gt;
- Missle trails now align to physics direction correctly.&lt;br /&gt;
- Fixed ghost MASC sounds on cougar.&lt;br /&gt;
- LRMs now adjust descend distance based on height to target.&lt;br /&gt;
- Ejector seat is now one shot for both original owner and thieves.&lt;br /&gt;
- Mechs do not instantly stop on ejection anymore.&lt;br /&gt;
- Joystick x-axis now properly supported.&lt;br /&gt;
- Joystick sliders now properly supported.&lt;br /&gt;
- Joystick POV switches now properly supported.&lt;br /&gt;
- Joystick throttle on mechs now behaves sanely.&lt;br /&gt;
- New joystick commands for each axis 'raw' and 'invraw' to send joystick commands without sensitivity.&lt;br /&gt;
- When using a joystick, game writes Joystick.cfg file to active profile.&lt;br /&gt;
- New min and max variables per joystick axis that allow users to map custom ranges into -1.0 to 1.0 range.&lt;br /&gt;
- Fixed corruption of vehicle hud when hitting ESC to go to the main menu.&lt;br /&gt;
&lt;br /&gt;
New Features&lt;br /&gt;
- Cheat protection system added.&lt;br /&gt;
- Current release uses new installer.&lt;br /&gt;
- Prices on all vehicles are now calculated based on chasis, equipment, weapons, and armor.&lt;br /&gt;
- C3 computers will now chain together to give even more range.&lt;br /&gt;
- Main menu now displays mod version.&lt;br /&gt;
- Directional indicator on hud for nearest tag/narc.&lt;br /&gt;
- Terrain intelligent bomb sight.&lt;br /&gt;
- LongTom projection system.&lt;br /&gt;
- Improvements to aerospace controls to allow both percision and speed.&lt;br /&gt;
- Rank/Score/Income now scales with how many players are on the server.&lt;br /&gt;
- Manpack PPC now has some serious kick to it.&lt;br /&gt;
- Lock on cone reduced.&lt;br /&gt;
- Lock on timer added which allows you to break line of sight for a short period of time.&lt;br /&gt;
- Friendly NARCs and TAGs now show up on the radar/map.&lt;br /&gt;
- Added command invertMousePitch to invert pitch on aerospace in game.&lt;br /&gt;
- Added analog control of leg turning for relevant devices.&lt;br /&gt;
- Added more formal support for gamepads like the xbox360 controller.&lt;br /&gt;
- Default actionmap includes mapped functionos for gamepads.&lt;br /&gt;
- VTOL booster now angled to move player forward in most situations.&lt;br /&gt;
&lt;br /&gt;
New Content&lt;br /&gt;
- Added Osiris to Inner Sphere mechs.&lt;br /&gt;
- Added Novacat to Clan mechs.&lt;br /&gt;
- Added Thanatos to Inner Sphere mechs.&lt;br /&gt;
- Added APC.&lt;br /&gt;
- Added Longtom to Innersphere tanks.&lt;br /&gt;
- Added MRM20, MRM30, MRM40 missile launchers.&lt;br /&gt;
- Added laser based anti-missle system.&lt;br /&gt;
- Added Frostbite map.&lt;br /&gt;
- Updated Extremity.&lt;br /&gt;
- Updated Clearcut.&lt;br /&gt;
- Updated Inferno.&lt;br /&gt;
- Updated Sandblasted.&lt;br /&gt;
- New RAC5 sound.&lt;br /&gt;
- New RAC2 sound.&lt;br /&gt;
- New sounds for Sulla.&lt;br /&gt;
- New nuke particle effect.&lt;br /&gt;
&lt;br /&gt;
Optimizations&lt;br /&gt;
- Performance optimizations on desturctible trees.&lt;br /&gt;
- Optimized server performance on laser guided missiles.&lt;br /&gt;
- Optimized server performance on explosions.&lt;br /&gt;
- Optimized server performance on vehicle flamers.&lt;br /&gt;
- Optimized RAC sound channel usage.&lt;br /&gt;
- Optimized LBL sound channel usage.&lt;br /&gt;
- Various map optimizations.&lt;br /&gt;
&lt;br /&gt;
Known Issues:&lt;br /&gt;
 - Inferno currently has a misplaced killzone at 500 m height which kills VTOL pilots.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===0.1.0===&lt;br /&gt;
'''Release date:''' 16 January 2010&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Balance&lt;br /&gt;
&lt;br /&gt;
- Damage drop off added to Heavy Gauss after 300m.&lt;br /&gt;
- Increased damage of all Gauss (except Heavy Gauss).&lt;br /&gt;
- Increased Gauss and Clan Gauss ammo per ton from 8 to 12.&lt;br /&gt;
- Increased LRM ammo per ton from 120 to 240.&lt;br /&gt;
- Decreased SRM ammo per ton from 240 to 120. Increased radius of splash damage.&lt;br /&gt;
- Decreased NARC ammo per ton from 6 to 4.&lt;br /&gt;
- NARCs no longer emit a signal if they attach to the ground.&lt;br /&gt;
- Decreased Medium and Large Pulse Lasers damage.&lt;br /&gt;
- Increased damage of all Beam Lasers. Lowered heat of ERLBL.&lt;br /&gt;
- Decreased Clan ERPPC heat and increased PPC heat. Increased heat transferred to targets for all PPCs.&lt;br /&gt;
- Decreased heat transferred to targets by Flamers.&lt;br /&gt;
- Increased RAC2 and RAC5 Damage.&lt;br /&gt;
- Increased accuracy of AC2 and AC5. Increased damage to light armor (Battle Armor, hovercraft, VTOL, aerospace). Decreased damage to heavy armor.&lt;br /&gt;
- Decreased turn rate of Arrow IV.&lt;br /&gt;
- Decreased Battle Armor health regen when moving (from 40 seconds for full health to 60 seconds).&lt;br /&gt;
- Decreased Battle Armor health from 150 health to 125 health.&lt;br /&gt;
- Inferno charges now add heat to vehicles they detonate on.&lt;br /&gt;
- A mech's back torso can now be repaired once destroyed.&lt;br /&gt;
- Improved Harasser drivability.&lt;br /&gt;
- Changed Harasser C weapon loadout.&lt;br /&gt;
- Slightly decreased Partisan armor.&lt;br /&gt;
- Decreased Huitzilopochtli heat efficiency and increased price.&lt;br /&gt;
- Increased price of Sulla B.&lt;br /&gt;
- Increased price of Shiva C.&lt;br /&gt;
- Increased MASC speed boost amount.&lt;br /&gt;
- Increased mech turn rate.&lt;br /&gt;
- Increased Owens and Uller top speed.&lt;br /&gt;
- Increased price of Hollander II. Changed weapon loadouts of Hollander II B and C.&lt;br /&gt;
- Changed weapon loadout of the Vulture B.&lt;br /&gt;
- Changed weapon loadouts and improved heat efficiency of MadCat A, B, and C.&lt;br /&gt;
- Changed weapon loadouts of Mauler A and C. Improved heat efficiency of Mauler A, B, and C.&lt;br /&gt;
- Changed weapon loadout of MadCat MKII B.&lt;br /&gt;
- Changed weapon loadouts of Atlas A, B, and C&lt;br /&gt;
- Increased point requirements for every rank.&lt;br /&gt;
- Increased CBill rewards for damage.&lt;br /&gt;
- Increased rewards for killing Battle Armor.&lt;br /&gt;
&lt;br /&gt;
Bug Fixes&lt;br /&gt;
- Fixed several crashes.&lt;br /&gt;
- Fixed bug where NARC and TAG gave extremely large rewards.&lt;br /&gt;
- Fixed bug where your rank and cbills were not saved after reconnecting.&lt;br /&gt;
- Fixed bug that allowed tanks to greatly increase their speed.&lt;br /&gt;
- Fixed being able to fire some weapons while shutdown.&lt;br /&gt;
- Fixed LBX being able to reload a shot higher than max.&lt;br /&gt;
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.&lt;br /&gt;
- Fixed bug where pulse lasers could shoot multiple bursts at a time.&lt;br /&gt;
- Missiles no longer explode on contact with water.&lt;br /&gt;
- Mechs no longer play their fall animation for short falls.&lt;br /&gt;
- Fixed turrets firing randomly after firing once.&lt;br /&gt;
- Aerospace can now buy SRM ammo.&lt;br /&gt;
- Mechs no longer shutdown after the pilots ejects.&lt;br /&gt;
- Brake now works on vehicles with ramping throttle.&lt;br /&gt;
- Fixed some of the arm parts on the Shadowcat not falling off.&lt;br /&gt;
- Fixed bug where a mech's shutdown sound would loop.&lt;br /&gt;
- Fixed PPC third person effect.&lt;br /&gt;
- Fixed player name display in the target box.&lt;br /&gt;
- Fixed TAG graphic display at certain distances.&lt;br /&gt;
- Ammo display now hides empty ammo types.&lt;br /&gt;
- Fixed ammo count displays in buy menu.&lt;br /&gt;
- Removed some of the console debug messages.&lt;br /&gt;
&lt;br /&gt;
New Features&lt;br /&gt;
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.&lt;br /&gt;
- Added Aerospace altimeter.&lt;br /&gt;
- Added new C3 equipment, which allows a mech to upload their radar data to friendlies within a certain radius. Available on the Raven and Cougar.&lt;br /&gt;
- New radar icons for turrets and Battle Armor.&lt;br /&gt;
- Friendlies and detected radar entities are displayed on the overview minimap.&lt;br /&gt;
- Added a random chance for parts to blow off when a mech or vehicle explodes.&lt;br /&gt;
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.&lt;br /&gt;
&lt;br /&gt;
Optimizations&lt;br /&gt;
- Reduced server network and cpu usage, especially during large fights.&lt;br /&gt;
- Heavily optimized usage of sound channels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Beta Hotfix 1===&lt;br /&gt;
'''Release date:''' 29 December 2009&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Changelog:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* various crash fixes&lt;br /&gt;
* improved network performance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Beta 1.0===&lt;br /&gt;
'''Release date:''' 27 December 2009&amp;lt;br&amp;gt;&lt;br /&gt;
'''Standalone:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: MWLL]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Masa&amp;diff=5202</id>
		<title>Masa</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Masa&amp;diff=5202"/>
				<updated>2019-01-04T01:28:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Masakari&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Masakari]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:Chairkicker&amp;diff=5192</id>
		<title>User:Chairkicker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:Chairkicker&amp;diff=5192"/>
				<updated>2018-12-13T18:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Humblespellchecker.png]]&lt;br /&gt;
&lt;br /&gt;
hello&lt;br /&gt;
&lt;br /&gt;
me mwll wiki editor kinda sorta&lt;br /&gt;
&lt;br /&gt;
please let me know if i do something wrong!&lt;br /&gt;
&lt;br /&gt;
remember to order your fursuit camo today&lt;br /&gt;
&lt;br /&gt;
[[File:Fursuitcamo.png]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=File:Fursuitcamo.png&amp;diff=5191</id>
		<title>File:Fursuitcamo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=File:Fursuitcamo.png&amp;diff=5191"/>
				<updated>2018-12-13T18:03:59Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: ouch made this shit again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ouch made this shit again&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mk2&amp;diff=5180</id>
		<title>Mk2</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mk2&amp;diff=5180"/>
				<updated>2018-12-11T12:37:37Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Undo revision 5179 by Chairkicker (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Madcat MKII]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Mk2&amp;diff=5179</id>
		<title>Mk2</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Mk2&amp;diff=5179"/>
				<updated>2018-12-11T12:36:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5178</id>
		<title>Medium Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5178"/>
				<updated>2018-12-11T05:17:29Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with missiles.  MRM's are unable to lock on, like [[Short Range Missiles|SRM's]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Unlike most missile types the Medium Range Missile rack is unable to lock on, though they can be guided slightly as they are trying to track onto the reticule after being fired.  This can allow for some aim correction while firing, though for best effect it is recommended that the shot be lined up properly before firing.  At short range weapon effectiveness is significantly reduced due to the missiles firing out in a &amp;quot;shotgun&amp;quot; pattern after initial launch as well as their 20 meter minimum range.&lt;br /&gt;
&lt;br /&gt;
While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire.  Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting the enemy cockpit will be shaken quite violently.  In addition, their tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  These same factors do make the missiles less effective against fast moving targets, or when moving laterally when the missiles launch.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units may make use of MRMs.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.3.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #2d936b; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Min Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Secondary Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''Secondary Damage Type'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new missile weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Max Range&lt;br /&gt;
| Minimum Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Secondary Damage&lt;br /&gt;
| Secondary Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Air MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 136.82&lt;br /&gt;
| 7.69&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 12.5&lt;br /&gt;
| 171.03&lt;br /&gt;
| 9.61&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 273.65&lt;br /&gt;
| 15.38&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 8.33&lt;br /&gt;
| 228.04&lt;br /&gt;
| 12.81&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 410.47&lt;br /&gt;
| 23.07&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 7.5&lt;br /&gt;
| 307.86&lt;br /&gt;
| 17.3&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 547.3&lt;br /&gt;
| 30.76&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 6&lt;br /&gt;
| 328.38&lt;br /&gt;
| 18.45&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MRM's vs. LRM's===&lt;br /&gt;
Because it can be difficult to find areas that allow a unit to take full advantage of an LRM or ERLRM rack's range, MRM's can prove to be a more effective weapon overall depending on the location where they are employed.  Their lack of a ballistic trajectory after launch makes them significantly more effective in close quarters fights while they still have a range edge over dedicated short range weapons, especially as the sudden swarm of missiles can be shocking to see against a pilot who isn't use to the sight.  When fired at targets near its maximum range the effectiveness quickly drops off, however, and making it difficult to score any hits on targets unless they are not paying attention.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Medium Range Missiles were introduced by the Draconis Combine's Luthien Armor Works in 3058.  Their effort was based around a &amp;quot;dead-fire&amp;quot; concept and were intended to deliver smaller and less expensive missiles aimed at area saturation fire.  To this end the missiles completely lacked any sort of guidance system, a huge step backward compared to other systems, which enabled them to make use of lighter missiles and launchers.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! MRM10 || MRM20 || MRM30 || MRM40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Bushwacker]]&lt;br /&gt;
*[[Chevalier]]&lt;br /&gt;
*[[Goblin]]&lt;br /&gt;
*[[Owens]]&lt;br /&gt;
*[[Hawkmoth]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
|&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
|&lt;br /&gt;
*[[Argus]]&lt;br /&gt;
*[[Awesome]]&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Partisan]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Regulator]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Extended Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Streak Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Advanced Tactical Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5177</id>
		<title>Medium Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5177"/>
				<updated>2018-12-11T05:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with missiles.  MRM's are unable to lock on, like [[Short Range Missiles|SRM's]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Unlike most missile types the Medium Range Missile rack is unable to lock on, though they can be guided slightly as they are trying to track onto the reticule after being fired.  This can allow for some aim correction while firing, though for best effect it is recommended that the shot be lined up properly before firing.  At short range weapon effectiveness is significantly reduced due to the missiles firing out in a &amp;quot;shotgun&amp;quot; pattern after initial launch as well as their 20 meter minimum range.&lt;br /&gt;
&lt;br /&gt;
While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire.  Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting the enemy cockpit will be shaken quite violently.  In addition, their tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  These same factors do make the missiles less effective against fast moving targets, or when moving laterally when the missiles launch.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units may make use of MRMs.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.3.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #2d936b; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Min Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Secondary Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''Secondary Damage Type'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new missile weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Max Range&lt;br /&gt;
| Minimum Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Secondary Damage&lt;br /&gt;
| Secondary Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Air MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 136.82&lt;br /&gt;
| 7.69&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 12.5&lt;br /&gt;
| 171.03&lt;br /&gt;
| 9.61&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 273.65&lt;br /&gt;
| 15.38&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 8.33&lt;br /&gt;
| 228.04&lt;br /&gt;
| 12.81&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 410.47&lt;br /&gt;
| 23.07&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 7.5&lt;br /&gt;
| 307.86&lt;br /&gt;
| 17.3&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 547.3&lt;br /&gt;
| 30.76&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 6&lt;br /&gt;
| 328.38&lt;br /&gt;
| 18.45&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MRM's vs. LRM's===&lt;br /&gt;
Because it can be difficult to find areas that allow a unit to take full advantage of an LRM or ERLRM rack's range, MRM's can prove to be a more effective weapon overall depending on the location where they are employed.  Their lack of a ballistic trajectory after launch makes them significantly more effective in close quarters fights while they still have a range edge over dedicated short range weapons, especially as the sudden swarm of missiles can be shocking to see against a pilot who isn't use to the sight.  When fired at targets near its maximum range the effectiveness quickly drops off, however, and making it difficult to score any hits on targets unless they are not paying attention.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Medium Range Missiles were introduced by the Draconis Combine's Luthien Armor Works in 3058.  Their effort was based around a &amp;quot;dead-fire&amp;quot; concept and were intended to deliver smaller and less expensive missiles aimed at area saturation fire.  To this end the missiles completely lacked any sort of guidance system, a huge step backward compared to other systems, which enabled them to make use of lighter missiles and launchers.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! MRM10 || MRM20 || MRM30 || MRM40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Bushwacker]]&lt;br /&gt;
*[[Owens]]&lt;br /&gt;
*[[Hawkmoth]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|&lt;br /&gt;
*[[Awesome]]&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Partisan]]&lt;br /&gt;
*[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Regulator]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Extended Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Streak Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Advanced Tactical Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5176</id>
		<title>Medium Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=5176"/>
				<updated>2018-12-11T05:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with missiles.  MRM's are unable to lock on, like [[Short Range Missiles|SRM's]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Unlike most missile types the Medium Range Missile rack is unable to lock on, though they can be guided slightly as they are trying to track onto the reticule after being fired.  This can allow for some aim correction while firing, though for best effect it is recommended that the shot be lined up properly before firing.  At short range weapon effectiveness is significantly reduced due to the missiles firing out in a &amp;quot;shotgun&amp;quot; pattern after initial launch as well as their 20 meter minimum range.&lt;br /&gt;
&lt;br /&gt;
While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire.  Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting the enemy cockpit will be shaken quite violently.  In addition, their tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  These same factors do make the missiles less effective against fast moving targets, or when moving laterally when the missiles launch.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units may make use of MRMs.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.3.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #2d936b; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Min Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Secondary Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''Secondary Damage Type'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new missile weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Max Range&lt;br /&gt;
| Minimum Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Secondary Damage&lt;br /&gt;
| Secondary Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Air MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 136.82&lt;br /&gt;
| 7.69&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 12.5&lt;br /&gt;
| 171.03&lt;br /&gt;
| 9.61&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 273.65&lt;br /&gt;
| 15.38&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 8.33&lt;br /&gt;
| 228.04&lt;br /&gt;
| 12.81&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 410.47&lt;br /&gt;
| 23.07&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 7.5&lt;br /&gt;
| 307.86&lt;br /&gt;
| 17.3&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 547.3&lt;br /&gt;
| 30.76&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 6&lt;br /&gt;
| 328.38&lt;br /&gt;
| 18.45&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MRM's vs. LRM's===&lt;br /&gt;
Because it can be difficult to find areas that allow a unit to take full advantage of an LRM or ERLRM rack's range, MRM's can prove to be a more effective weapon overall depending on the location where they are employed.  Their lack of a ballistic trajectory after launch makes them significantly more effective in close quarters fights while they still have a range edge over dedicated short range weapons, especially as the sudden swarm of missiles can be shocking to see against a pilot who isn't use to the sight.  When fired at targets near its maximum range the effectiveness quickly drops off, however, and making it difficult to score any hits on targets unless they are not paying attention.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Medium Range Missiles were introduced by the Draconis Combine's Luthien Armor Works in 3058.  Their effort was based around a &amp;quot;dead-fire&amp;quot; concept and were intended to deliver smaller and less expensive missiles aimed at area saturation fire.  To this end the missiles completely lacked any sort of guidance system, a huge step backward compared to other systems, which enabled them to make use of lighter missiles and launchers.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! MRM10 || MRM20 || MRM30 || MRM40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Bushwacker]]&lt;br /&gt;
*[[Owens]]&lt;br /&gt;
*[[Hawkmoth]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
|&lt;br /&gt;
*[[Awesome]]&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Partisan]]&lt;br /&gt;
*[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
*[[Regulator]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Extended Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Streak Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Advanced Tactical Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=5174</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=5174"/>
				<updated>2018-12-07T05:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* I have an high refresh rate monitor (75Hz, 120Hz, 144Hz), but when in Fullscreen mode, the screen will use a slower refresh rate (50Hz / 60Hz) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As with any Beta release of software, the [[MWLL]] mod does suffer from some crashing, lockups and bugs, but also Crysis itself is not perfect, and many problems come from the main game more than MWLL itself.&lt;br /&gt;
&lt;br /&gt;
This FAQ aims to provide a list of frequently encountered technical problems in MWLL. If you do not find your question on here, you can find help in the #tech_support channel in our [[Discord]]!&lt;br /&gt;
&lt;br /&gt;
===The server list is empty!===&lt;br /&gt;
&lt;br /&gt;
A: Our service needs purge and repopulate the server list at regular intervals. When this happens, it can take up to a minute until the list shows all servers again. Just give it some time!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The installer put the files into the wrong directory!===&lt;br /&gt;
&lt;br /&gt;
A: Right click on [https://stats.spikx.net/files/remove_mwll_install_info.reg this link], then click on &amp;quot;Save As&amp;quot;, and save it to your desktop, then merge it in your registry. Then, reboot your PC and run the MWLL installer. The installer should ask you for the MWLL installation directory now. Make sure to point it to the Crysis Wars installation directory, not to the MWLL directory!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The old link to MWLL Launcher is not working anymore!===&lt;br /&gt;
&lt;br /&gt;
A: With MWLL 0.9.0, we shipped a brand new Launcher. We suggest to create a link that points to the new launcher while installing the MWLL patch. You can also navigate to the MWLL installation folder, right click on &amp;lt;code&amp;gt;MWLLLauncher&amp;lt;/code&amp;gt; and click &amp;lt;code&amp;gt;Send to&amp;lt;/code&amp;gt; -&amp;gt; &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I clicked on &amp;lt;code&amp;gt;Configure Controls&amp;lt;/code&amp;gt; on the Launcher, but nothing happens.===&lt;br /&gt;
&lt;br /&gt;
A: The Actionmapper application requires Java 32 bit to work. Click on [https://www.java.com/en/download/manual.jsp this link], then download the Windows Offline installer (not the 64 bit), and execute it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game doesn't start or crashes while starting===&lt;br /&gt;
&lt;br /&gt;
A: Follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make sure you installed all the redists. You find them in the installation folder of MWLL, in the &amp;lt;code&amp;gt;Redists&amp;lt;/code&amp;gt; folder. Do not attempt to install the 64 bit redistributables in 32 bit systems.&lt;br /&gt;
&lt;br /&gt;
* Click on the toolbox icon of the Launcher, check the &amp;lt;code&amp;gt;Verify Crysis Files&amp;lt;/code&amp;gt; option, then click on &amp;lt;code&amp;gt;Repair Install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If it crashes while launching, you might have a corrupted profile. In this case, you have to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, my screen goes black and nothing happens!===&lt;br /&gt;
&lt;br /&gt;
A: MWLL takes a while to start up due to the inbuilt client side cheat protection. On some machines this can give you up to 30 seconds of black screen, so give it a little while and see if it loads. If it still fails to load, try to follow these steps: &lt;br /&gt;
&lt;br /&gt;
* Make sure you installed MWLL using the new [http://mechlivinglegends.net/download/MWLL-Installer.exe Lite Installer Package] and you are using the new [https://wiki.mechlivinglegends.net/index.php/MWLL_Launcher MWLL Launcher]&lt;br /&gt;
* Try to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt; before starting the launcher.&lt;br /&gt;
* Try to restart Windows' BFE service. An alternative to restarting the BFE service is simply to reboot your computer.&lt;br /&gt;
** Close MWLL&lt;br /&gt;
** Click Start, type services.msc and hit enter&lt;br /&gt;
** Locate and right click on the service named BFE '''(Base Filtering Engine)'''&lt;br /&gt;
** Click on Restart&lt;br /&gt;
** Close the Services prompt, and start MWLL&lt;br /&gt;
* If this still fails, try to switch to either OpenDNS or GoogleDNS. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here]&lt;br /&gt;
* If all of this still fails, you can give the [http://forum.mechlivinglegends.net/index.php?topic=20534.msg353494#msg353494 Alt. Launcher] a try. It comes with its own server browser and bypasses GameSpy/Qtracker altogether.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, a weird console thing appears!===&lt;br /&gt;
&lt;br /&gt;
A: Just close it with tilde (~) or ESC. This is necessary to workaround an old CryEngine bug.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===MWLL won't allow me to select the correct resolution of my screen===&lt;br /&gt;
&lt;br /&gt;
A: There's a very tiny scroller on the right side of the drop down resolution list. Drag it down, and you should see all the resolution supported.&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars supports resolutions up to 1920x1200. If 1920x1200 is not available, make sure to disable any multi-GPU setup, such as Nvidia Optimus if on laptop, Nvidia SLI or AMD CrossFire if on desktop. You can also force higher resolutions in the config file, which is &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/game.cfg&amp;lt;/code&amp;gt; The commands are &amp;lt;code&amp;gt;r_width&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r_height&amp;lt;/code&amp;gt;, which respectively set the screen width and height resolution (in pixels)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I am stuck on the connecting screen, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If it works after waiting for 2 to 5 minutes, your ISP is most likely doing [https://en.wikipedia.org/wiki/DNS_hijacking DNS hijacking]. This practice is often done by ISPs in order to intercept mistyped or non-existent domain names and serve their own site instead.&lt;br /&gt;
&lt;br /&gt;
* If you are a customer of German Telekom, you can disable the [https://kundencenter.telekom.de/ &amp;quot;Navigationshilfe&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
* Otherwise, the only workaround is to switch to a different DNS server, such as Google DNS or 1.1.1.1. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here] or [https://1.1.1.1/#setup-instructions here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get &amp;quot;ERROR: Login information not found&amp;quot;, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If you already have restarted the game through our launcher without success, it's possible that your firewall or antivirus is blocking network communication. At least AVG is known to do this. Please add an exception for Crysis.exe to your firewall. If the game is installed in Program Files (x86) it might be a problem with the permissions that can be fixed by moving the install folder outside of Program Files (x86).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I connect to a server, I get a &amp;quot;modified files&amp;quot; error and the game closes!===&lt;br /&gt;
&lt;br /&gt;
A: Just start the game again and connect normally. This is a bug that made it into 0.8 - it can happen when just having freshly installed MWLL.&lt;br /&gt;
If that doesn't solve it, you can click on &amp;lt;code&amp;gt;Verify Install&amp;lt;/code&amp;gt; on the new launcher.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My game crashes often, especially when I try to zoom!===&lt;br /&gt;
&lt;br /&gt;
A: Crashes happen. Sorry! We are working on fixing them. Here are some tweaks that could make the game more stable:&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars officially supports resolution up to 1920x1200. Anything above (2k, 4k) might cause unexpected crashes (especially while zooming).&lt;br /&gt;
* Make sure you are running 64 bit mode. You can set it on the Launcher. 32 bit mode is not reccomended, as it is more unstable than the 64 bit mode.&lt;br /&gt;
* Crysis Wars is known to hate overlays. Many crashes are caused by them. Disabling all the overlays (Steam, TeamSpeak, Discord) will make the game more stable.&lt;br /&gt;
* Disable hardware acceleration on your Discord client, if you are running it.&lt;br /&gt;
* Close your web browser.&lt;br /&gt;
* Make sure you don't run the game through Steam.&lt;br /&gt;
* If you are using a multi-GPU setup (Nvidia SLI, AMD CrossFire, or Nvidia Optimus), disable it. You don't really need much GPU power anyway.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I lost my connection/crashed and now the server tells me &amp;quot;authentication failed&amp;quot; / I'm stuck on the loading screen when I try to reconnect!===&lt;br /&gt;
&lt;br /&gt;
A: Try again in 30-60 seconds. The server still sees your player and it takes a a short while until it times out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have terrible ping and the game lags a lot!===&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;Red X&amp;quot; -- A: This can have many causes.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to where in the world the server you're playing on is located. Ping will increase with distance.&lt;br /&gt;
* Are you on Windows 10? Go to '''Windows Update settings -&amp;gt; Advanced options -&amp;gt; Choose how updates are delivered and set Updates from more than one place''' and set it to '''Off''' or '''PCs on my local network'''. Also [http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/ disable all telemetry] that you can find. You can also use [https://forums.spybot.info/downloads.php?id=56 Spybot Anti-Beacon] for this.&lt;br /&gt;
* Do you have an overeager firewall or antivirus? Try disabling it temporarily.&lt;br /&gt;
* Some modems/routers and ISPs have problems with the UDP packet rate that CryEngine 2 produces. Modems based on Intel's Puma 5/6/7 chipset are known to be bad, see [https://www.reddit.com/r/news/comments/7fjvvt/hundreds_of_millions_of_cable_modems_affected_by/ here] and [https://www.theregister.co.uk/2018/08/14/intel_puma_modem/ here]. Consider changing your network hardware if possible.&lt;br /&gt;
* If nothing helps, an option might be to stick to games with smaller player populations. Players who experience these problems can usually play fine on servers with up to 18 players. A couple of &amp;quot;low-lag&amp;quot; servers have been set up for this purpose.&lt;br /&gt;
* Furthermore, large games simply stress the engine a lot and you will occasionaly feel like you're lagging or see warping vehicles. This cannot be helped.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get disconnected a lot during the game, the error reads &amp;quot;Malformed packet&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: It is not known where exactly this error comes from, and the dev team is looking into it with a high priority. It can happen to some players more than others. Some players report that restarting or even replacing their network router works around it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Discord / TeamSpeak / Steam overlays don't work!===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine hates overlays. Not really much to do about that. Using overlays is not advisable, because they negatively affect the game stability.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My console becomes black when I open it, and clouds, terrain or the HUD get funny colors.===&lt;br /&gt;
&lt;br /&gt;
A: This is known as the rainbow bug or shader bug, it can be fixed by clicking the &amp;quot;clear shader cache&amp;quot; button in the MWLL launcher. You can prevent this bug from happening by opening and closing the console after you started the game. You can add the line consoleshow to your user.cfg in your My Documents/My Games/Crysis Wars/MWLL/Client/ directory to have it open automatically. The combined installer should be unaffected as it already comes with such a suitable autoexec.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My sound is very choppy/keeps cutting out/pops.===&lt;br /&gt;
&lt;br /&gt;
A: In Windows, go to '''Control Panel -&amp;gt; Sound -&amp;gt; Select your playback device -&amp;gt; Click Properties -&amp;gt; Advanced tab'''. Problems can appear if you use a too high sample rate. Try with '''2 channel, 16 bit, 44100 Hz (CD Quality)'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have an high refresh rate monitor (75Hz, 120Hz, 144Hz), but when in Fullscreen mode, the screen will use a slower refresh rate (50Hz / 60Hz)===&lt;br /&gt;
&lt;br /&gt;
A: It's not possible to manually specify the refresh rate of the monitor while in Fullscreen mode, and for some reason, the game will cap the refresh rate at 50Hz / 60Hz if you do that. A solution for that is to run the game in Windowed mode. Also, remember to disable V-Sync (use &amp;lt;code&amp;gt;r_vsync=0&amp;lt;/code&amp;gt; in the console).&lt;br /&gt;
Another solution (tested only with nvidia gpu) is to go into your GPU's control panel, then go to Change Resolution.  Near the list of resolutions should be a &amp;quot;Customize&amp;quot; button.  Click that and create a custom resolution with one fewer pixel than normal (for instance, 1919x1080 instead of 1920x1080) and be sure the refresh rate is set to your desired refresh rate.  Next, use a user.cfg file to set r_width = 1919, so that it matches your new custom resolution.  Your desktop resolution does NOT need to be 1919x1080 for this to function.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How can I run the game in Fullscreen-Window / borderless-window mode?===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine 2 doesn't support that screen mode. You need a third party application like [https://github.com/Codeusa/Borderless-Gaming/releases Borderless Gaming]. Remember to set the game in Windowed mode and to disable V-Sync if you want to use this.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My mech's torso doesn't move like it should, controls are all wonky, what's up?===&lt;br /&gt;
&lt;br /&gt;
A: Make sure you have no gamepad or controller plugged in, as this can mess with Crysis' key and mouse inputs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I can't get my Joystick to work!===&lt;br /&gt;
&lt;br /&gt;
A: Crysis Wars only supports XInput devices. (i.e. X360 pad, or X360 emulators).&lt;br /&gt;
&lt;br /&gt;
You can workaround this by reading [http://wiki.mechlivinglegends.net/index.php/Joystick_Setup this guide] or see the [[Joystick Setup]] page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How do I disable force-feedback on my joystick/gamepad?===&lt;br /&gt;
&lt;br /&gt;
A: Add this to your user.cfg: &amp;lt;code&amp;gt;i_forcefeedback = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the Crysis Wars directory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I got my joystick/gamepad to work with MWLL, but the torso twist setup doesn't work. What's going on?===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, torso/turret twist with joystick/gamepads is currently not working; this means torso and turret twist can only be operated via mouse or keyboard for the time being. We aim to have this fixed for the next release.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===What happened to my configuration (autoexec.cfg) file? It worked just a patch ago!===&lt;br /&gt;
&lt;br /&gt;
A: Patch 0.8.6 introduced a new file structure where autoexec.cfg no longer controls various settings related to MWLL. Instead, look for the user.cfg (if it doesn't exist, you can just create it) in &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/User.cfg&amp;lt;/code&amp;gt; and place your settings there instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:MWLL]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Tiers&amp;diff=5173</id>
		<title>Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Tiers&amp;diff=5173"/>
				<updated>2018-12-07T02:10:39Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Points#Asset Tiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Points#Asset Tiers]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Tier&amp;diff=5172</id>
		<title>Tier</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Tier&amp;diff=5172"/>
				<updated>2018-12-07T02:10:26Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Points#Asset Tiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Points#Asset Tiers]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:Chairkicker&amp;diff=5171</id>
		<title>User:Chairkicker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:Chairkicker&amp;diff=5171"/>
				<updated>2018-12-05T23:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Humblespellchecker.png]]&lt;br /&gt;
&lt;br /&gt;
hello&lt;br /&gt;
&lt;br /&gt;
me mwll wiki editor kinda sorta&lt;br /&gt;
&lt;br /&gt;
please let me know if i do something wrong!&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=File:Humblespellchecker.png&amp;diff=5170</id>
		<title>File:Humblespellchecker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=File:Humblespellchecker.png&amp;diff=5170"/>
				<updated>2018-12-05T23:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: it me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;it me&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=5168</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Osiris&amp;diff=5168"/>
				<updated>2018-12-05T00:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* Variant B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Osiris.jpg&lt;br /&gt;
| Name = Osiris&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets= 2&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 118.8&lt;br /&gt;
| SpeedWithMasc = 166&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -25° to +35°&lt;br /&gt;
| PitchCrouch = -25° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime= 34 600&lt;br /&gt;
| ArmorT Prime = 29 693&lt;br /&gt;
| Engine Prime = Pharaoh 240 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 400&lt;br /&gt;
| ArmorT A = 29 693&lt;br /&gt;
| Engine A = Pharaoh 240 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 33 600&lt;br /&gt;
| ArmorT B = 28 255&lt;br /&gt;
| Engine B = Pharaoh 240 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 36 650&lt;br /&gt;
| ArmorT C = 26 031&lt;br /&gt;
| Engine C = Pharaoh 240 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 38 000&lt;br /&gt;
| ArmorT D = 26 031&lt;br /&gt;
| Engine D = Pharaoh 240 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 33 800&lt;br /&gt;
| ArmorT E = 23 811&lt;br /&gt;
| Engine E = Pharaoh 240 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERMBL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 41 000&lt;br /&gt;
| ArmorT F = 31 524&lt;br /&gt;
| Engine F = Pharaoh 240 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ERSBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 32 500&lt;br /&gt;
| ArmorT G = 26 031&lt;br /&gt;
| Engine G = Pharaoh 240 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Armor CT = 4086&lt;br /&gt;
| Armor LRT = 2656&lt;br /&gt;
| Armor LRA = 2349&lt;br /&gt;
| Armor LRL = 3677&lt;br /&gt;
| Armor INT = 2206 &lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor B = 2451&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Current for 0.10.1 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that packs heavy firepower and maneuverability at the cost of limited armor. With a relatively similar appearance to the [[Raven]], an Osiris can be difficult to hit if the pilot maneuvers well and uses available cover effectively, but if blows start to land, or if the Osiris runs out of space to move, death can come rather abruptly.  All Osirises, except for the A variant are equipped with [[Jump Jets]], making it easy for pilots to approach and escape using unanticipated directions.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four [[ERMBL]]s provide the main punch, reaching out and damaging the enemy at appreciable range, while an [[SRM6]] gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its [[iJJ|improved jump jets]], disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting [[Battle Armor]], allowing larger friendly Mechs to focus on juicier targets in relative safety.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant focuses entirely on [[Energy Weapons]]. Its 3 [[MXPL]]s offer impressive firepower at medium-range, and its [[SSRM4]] pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B variant carries 5.5 tons of armor. Most of its punch comes from its [[Tbolt10]] and [[LPPC]]. Both weapons are difficult to land on smaller, faster targets, but allow the variant to prey upon heavier assets, preferably jumping from cover with its [[iJJ]]s, against which more experienced players will find they can consistently land salvoes even while running passive radar.  3 [[SPL]]s turns the Osiris B an in your face Mech or for those pesky BAs. Make sure you load up the extra one [[Free tons | free ton]] and be mindful of your heat as this unit carries only one [[DHS]].&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant mounts 1 standard IS [[PPC]], which gives it impressive striking power for a light Mech. This is backed by 3 [[SBL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso twist and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to kiting enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Osiris D is a starter capable of providing sustained direct fire support. Equipped with a pair of [[RAC2]], the D variant can reach out to 800m. The leading required to consistently land its stream of fire on a single spot and the longer window of engagement necessary to pile on the damage might cause pilots with less than ideal aim to struggle in consistently damaging other swift and small starters. In comparison, the larger and more cumbersome later assets can prove a much more lucrative target. The spread of its rapid firing autocannons also means that its ideal engagement range encroaches into the mid-range, but pilots should be somewhat wary of prolonged close range brawling. The variant doesn't have the armor to withstand high damage close range weapons, while the necessity to keep cross-hairs trained on the target makes torso twisting problematic. A [[GECM]] means its prey won't realize they are being targeted until they start hearing the autocannon impact sounds, allowing the variant to maintain battlefield awareness as it maneuvers into place to lay down its hail of fire with the help of its [[iJJ|Improved Jumpjets]]. Two free tons for ammo give it enough autonomy and its swift land speed makes ammo runs more manageable. Even with but a singe [[DHS]] the Osiris D is practically impossible to overheat.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is the least armored Osiris at 4.5 tons. It carries a [[LtGauss]] along with 3x [[MG]]s, giving it an especially long-range attack not common to light Mechs. One [[ERMBL]] for 600m and under rounds out this Mechs fire power. Combined with [[EOptics]], its [[iJJ]]s and a [[Free tons|free ton]] for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and jump sniping with relative ease. Unfortunately, this Mech's firepower is quite limited at full output, suitable for sniping - finishing cripples - backcapping, the pilot should be thinking of ways to use the improved nature of its jumpjets to put an obstacle between them and reposition.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Known as 'Rudolph', the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the [[ERMBL]]s, the F carries 6 [[ERSBL]]s which trade range for efficiency and fire rate. The Prime's [[SRM6]] pack is replaced with an [[SSRM6]] and this modification yields a bonus ton for carrying additional SSRMs. The F mitigates its severe lack of range with [[MASC]], allowing it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|improved jump jets]] makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of [[Terrain_Control|terrain control game mode]], dashing quickly with its [[MASC]] and [[iJJ|improved jump jets]] to take over capture zones.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively anaemic, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by an [[LRM5]] and a duo of [[AC2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of jump sniping, although it carries one ton less armor than most other variants and should avoid brawls at all costs. This short-range weakness is excaberated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down [[Battle Armor]], especially when they're in mid-jump.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Osiris BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=5084</id>
		<title>Novacat</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Novacat&amp;diff=5084"/>
				<updated>2018-11-28T04:20:50Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: /* Variant B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Novacat.jpg&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 107 000&lt;br /&gt;
| ArmorT Prime = 64 800&lt;br /&gt;
| Engine Prime = 280 XL Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 98 000&lt;br /&gt;
| ArmorT A = 64 800&lt;br /&gt;
| Engine A = 280 XL Fusion&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;12 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 105 300&lt;br /&gt;
| ArmorT B = 64 800&lt;br /&gt;
| Engine B = 280 XL Fusion&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4|CDSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 86 500&lt;br /&gt;
| ArmorT C = 64 800&lt;br /&gt;
| Engine C = 280 XL Fusion&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLBL]]&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 102 700&lt;br /&gt;
| ArmorT D = 64 800&lt;br /&gt;
| Engine D = 280 XL Fusion&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;19 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 108 500&lt;br /&gt;
| ArmorT E = 64 800&lt;br /&gt;
| Engine E = 280 XL Fusion&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 900&lt;br /&gt;
| ArmorT F = 64 800&lt;br /&gt;
| Engine F = 280 XL Fusion&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CLRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;13 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 91 700&lt;br /&gt;
| ArmorT G = 64 800&lt;br /&gt;
| Engine G = 280 XL Fusion&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 6361&lt;br /&gt;
| Armor CT = 9785&lt;br /&gt;
| Armor B = 5871&lt;br /&gt;
| Armor LRA = 5871&lt;br /&gt;
| Armor INT = 4110&lt;br /&gt;
| Armor LRL = 6850&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.10.1&lt;br /&gt;
Fluff current for 0.10.1--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Novacat''' is a [[Clan]] [[Heavy Mech]] focused mainly on [[Energy Weapons]], making it one of the few [[Mechs]] that rarely requires ammo.  The Novacat is quite slow, but carries respectable [[Armor]] and devastating mid- to long-range [[Weapons]], making it an excellent fire-support Mech. The massive [[heat]] generated by the full arsenal of Energy Weapons is efficiently dealt with by a gigantic array of [[Double Heat Sinks]]; most Novacat variants come equipped with sufficient DHS's, giving it some of the most incredible heat dissipation abilities of any unit. All but one Novacat variants also come equipped with [[Eoptics]] allowing them to spot and engage targets at long-range effectively.  While more than capable of dealing with any Mech at nearly any range, the Novacat has a notable weakness: all its firepower is carried on its arms, meaning that a few well-aimed shots can rob the Novacat of its offensive power, rendering it a very expensive walking target.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Novacat Prime carries an impressive mixed array of long-range Energy Weapons.  On its [[Armor|Right Arm]] are mounted 2 [[CERPPC]]'s, and on the [[Armor|Left Arm]] are 3 [[CERLBL]]'s, giving it fearsome long-range firepower.  By carefully managing its rate of fire, the Prime Variant can output a non-stop barrage at any target in range, using the CERPPC's to disorient pilots and deal heavy damage while the CERLBL's dissect enemy units with pin-point accuracy.  It should also be noted that when the 3 CERLBL's are fired as a group, even a glancing hit will kill enemy [[Battle Armor|Battle Armors]] outright, making the Novacat Prime a deadly BA sniper. As all these weapons generate extreme amounts of heat, careful fire disciplined must be maintained despite the large amounts of Double Heat Sinks; [[Coolant]] should be used when appropriate to rapidly dissipate waste heat and minimize heat damage.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Novacat A's weaponry consists of 3 [[CERLBL|CERLBLs]] and one [[cGauss]] giving it extremely precise firepower put to 900 meters. When carefully [[Combat Guide#Chainfire|Chainfired]], the heat generated by all 3 [[Lasers]] can be managed by the Novacat A's DHSs. Alpha-striking without cooldowns will require frequent coolant flushes though. Coupled with the inherent accuracy of the Lasers and fast projectile speed of the gauss round, this allows the A variant to strip the limbs off of enemy Mechs in rapid order. It should be noted that when positioned properly, and when running in [[Passive Radar]], the Novacat A can deal relatively stealthy damage, as the heads-up damage indicator for Lasers can be hard to notice in the thick of battle.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Perhaps the most extraordinary Novacat variant, this configuration utilizes [[MASC]] to dart relatively quickly in and out of engagements against slower opponents while under the cover of [[GECM]]. The Novacat B cuts down on firepower and range by mounting only 3 [[CLPL|Large Pulse Lasers]]. The Novacat B rarely has heat issues due to both the reduced heat generated by [[CLPL|Large Pulse Lasers]] and the reduced number of total weapons; this makes the B variant much better for hot maps like [[Maps#Inferno|Inferno]] and day-time maps like [[Maps#Extremity|Extremity]] than other energy-heavy units. The Novacat B's preferred tactic is to remain in passive radar mode at all times and only turning it on when closing on already crippled enemies to bring its close range [[CDSSRM4]] into play.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
At only 86500 C-Bills, this Novacat fills the role of the least expensive, long range and cool running variants well. Repeated alpha-strikes from the Novacat C are possible and synergize decently as both the overheat warning on the [[UAC5]]s and heat warning of the group fired [[ERLBL]]s are reached at roughly the same time. Pilots should keep the range open as the overall damage output is not as high as the other 'cats.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A mix of [[Pulse_Lasers|pulse lasers]] lasers and [[Heavy_Lasers|heavy lasers]] with various ranges and recharge times can make this variant look at first glance a complete mess.. until you get into it and realize the almost continual alpha-striking capability it has due to its 19 [[DHS]]. The damage output is staggering! Unfortunately, this variant requires quite a bit of face time, so a wise opponent will aim for its heavy laser right arm. Protecting it with timed torso twists away from the enemy is key for victory on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Similar to the B in both range and tactics, the Novacat E, nicknamed ''Running Mack Smash'', is a long range twin [[ERPPC]] sniper which can quickly close the distance to its prey under the cover of [[GECM]] and unleash the devastating [[UAC20]] blasts. Mechwarriors should watch their heat output as its 7 [[DHS]] struggle when using [[MASC]] to run down slower enemies while pummeling them with chain-fired ERPPC shots.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Figgis, is one of two Novacat variants to use long range missiles. Pilots should enable chain fire for both weapon groups and keep their prey at long range under constant barrage from its four [[LRM5]]s, while blasting them with its two [[ERPPC]]s. The screen shake caused by all of the F's weapons can easily throw off any long range sniper's shots. This variant is also quite cool-running as it has 13 [[DHS]].&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Another non-energy focused variant, the Novacat G still fulfills its roll as a cool running medium to long range skirmisher. Using twin [[cLBX10]]s and a single [[HLL|heavy large laser]] that reach out to 600m, this inexpensive variant will eat away at opponents armor more slowly than the other Novacats. The [[cLRM10]] aids in long range harassment. Perhaps this variant is best used on hot maps where the others will struggle.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Created after the battle of Tukayyid in 3052 by its namesake, Clan Nova Cat. It's based loosely on the Night Gyr, a Jade Falcon design. The basic components of the design along with the fact that it's an OmniMech gives it large amount of room for a large amount of heat sinks it uses in most variants. Clan Nova Cat is known for its sharpshooters, and this mech is no different. Built for long-range combat, the Primary variant fields exclusively long ranged energy weapons.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Nova_Cat_%28BattleMech%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=4965</id>
		<title>Chevalier</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Chevalier&amp;diff=4965"/>
				<updated>2018-11-05T00:20:50Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Chevalier.jpg&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 35&lt;br /&gt;
| Speed = 112&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -12° to +40°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 40 800&lt;br /&gt;
| ArmorT Prime = 30 400&lt;br /&gt;
| Engine Prime = RT 190 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 41 300&lt;br /&gt;
| ArmorT A = 30 225&lt;br /&gt;
| Engine A = RT 190&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 47 750&lt;br /&gt;
| ArmorT B = 26 720&lt;br /&gt;
| Engine B = RT 190&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 35 350&lt;br /&gt;
| ArmorT C = 26 720&lt;br /&gt;
| Engine C = RT 190&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 42 000&lt;br /&gt;
| ArmorT D = 26 720&lt;br /&gt;
| Engine D = RT 190&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ELRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 100&lt;br /&gt;
| ArmorT E = 30 400&lt;br /&gt;
| Engine E = RT 190&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 38 400&lt;br /&gt;
| ArmorT F = 26 720&lt;br /&gt;
| Engine F = RT 190&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 40 800&lt;br /&gt;
| ArmorT G = 28 560&lt;br /&gt;
| Engine G = RT 190&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2625&lt;br /&gt;
| Armor T = 5520&lt;br /&gt;
| Armor F = 5888&lt;br /&gt;
| Armor S = 6256&lt;br /&gt;
| Armor B = 3680&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Stats current for 0.9.4&lt;br /&gt;
Fluff current for 0.9.4--&amp;gt;&lt;br /&gt;
The '''Chevalier''' is an [[Inner Sphere]] tank introduced with MWLL 0.6.0. It is notable because it is the first non-hover light tank, as well as the first wheeled tank.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chevalier is very well armored for its speed, though its firepower is light to moderate; sitting somewhere between a [[Harasser]] and an [[Osiris]].&lt;br /&gt;
&lt;br /&gt;
As it is a wheeled vehicle, it cannot turn on its own axis like a treaded or hover tank. The Chevalier becomes more agile the faster it is moving, so pilots should always be lead-footed in combat.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Chevalier Prime is an effective multi-ranged asset, continually doing pinpoint damage to opponents with its [[LXPL|large X-pulse laser]] at long range. The fast firing [[SRM6]] does well at closer ranges, delivering screenshake to disrupt enemy's aim. The prime is one of the most armored Chevies, being able to win duels against most light mechs as long as the driver keeps the speed up and presents the non-damaged side to his opponent.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
&lt;br /&gt;
This is a rather powerful support unit for its price tag, bringing an [[AECM|Angel ECM]] suite onto the field to provide radar cover to it's teammates. It's main weapon is a [[PPC]], best used to find holes in already weakened enemy armor. Once the [[AECM]] has been use to spring the trap, it has 3 [[SXPL|Small X-Pulse lasers]] it can bring to bear as well. Sustainted use of both the [[PPC]] and [[SXPL]] will put significant strain on its mere 3 [[HS|heat sinks]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Built from the ground up as a dedicated scout vehicle calling in friendly missile storms on the opposing team with its [[TAG]], the B variant excels in this roll. [[GECM]] keeps it hidden while [[BHP]] and [[C3]] gives it and any friendly unit detailed tactical information of enemy positions and movements. Its long range weapons can harass targets as well, but the most effective use of the B is careful positioning on the battlefield to assist your team to wreck coordinated havoc on the enemy.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A long range support unit, the C excels at harassing heavier foes with it's [[LXPL|Large X Pulse laser]] and [[UAC5]]. One [[HS|heat sink]] allows for nearly a minute of uninterrupted fire from the [[LXPL]], and it's [[Free_tons|spare ton]] for the autocannon give it plenty of time in combat. While it is the least expensive variant, using it against agile fast assets is questionable as both the LXPL and UAC5 both take time to apply their damage.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
An ultra-long range harasser, the Chevalier D will out-range most opponents on the battlefield and do it comfortably while under the radar cover of [[GECM]]. Always keep the range open as the [[ELRM5]] has a minimum engagement range and the [[LtGauss]] doesn't have the punch to do much damage vs most other weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A potent early game brawler, the E can punch units out to 600 meters using it's [[AC10]]. Once it closes to within 250 meters, the 3 [[SPL|Small Pulse lasers]] provide additional pinpoint firepower to put holes in enemy armor. While it does not have additional heatsinks, it does carry a [[Free_tons|spare ton]] for autocannon ammo for combat longevity. [[GECM]] helps it get into range to use the [[SPL]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Another potent short range unit, the F trades the AC10 for an [[LBX10]]. It sheds a half ton of armor, and the ECM suite to mount an [[SRM6]] for more close range firepower. That being said, it only has a single [[Free_tons|spare ton]] for reloads. Pilots who prepare for the wrong kind of combat will find themselves retreating with low LBX or SRM bins.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Another long range harasser, the G variant does respectable direct fire damage to its enemies over 1300m away with its triple [[LBX2]]s. Once within 900m, the [[ERPPC]] brings in a significant damage boost that any enemy would be foolish to ignore. This variant's weapons do not have any minimum range, so it could deal with opponents at any range. Yet, why give your prey the chance to effectively retaliate? Just keep it at long range and laugh while you smash their armor to pieces.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Chevalier Light Tank was produced by and for the Star League. The Succession Wars devastated the stores of the Chevalier as the Successor States often cannibalized them for parts. Only Millennium Industries of Terra continued to produce the design, and that was snapped up by ComStar. Though the top speed is only 112 km/h, it is still respectable for a wheeled vehicle. It is protected by six and a half tons of armor.&lt;br /&gt;
Though the Chevalier's armament is weak compared to modern designs, it has an extremely ammunition-efficient design, allowing it to stay in the fight for longer than other vehicles from the same weight class. For long range, it mounts an ER Large Laser in its turret. A pair of front-mounted Streak SRM-2 allow it to exploit any holes it may have made in an opponent's armor.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Chevalier Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Trollrm&amp;diff=4957</id>
		<title>Trollrm</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Trollrm&amp;diff=4957"/>
				<updated>2018-11-04T00:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Created page with &amp;quot;Trollrm may refer to:  Long Range Missiles  Extended Long Range Missiles&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trollrm may refer to:&lt;br /&gt;
&lt;br /&gt;
[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Extended Long Range Missiles]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Lurm&amp;diff=4956</id>
		<title>Lurm</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Lurm&amp;diff=4956"/>
				<updated>2018-11-04T00:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Created page with &amp;quot;Lurm may refer to:  Long Range Missiles  Extended Long Range Missiles&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lurm may refer to:&lt;br /&gt;
&lt;br /&gt;
[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Extended Long Range Missiles]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Megagun&amp;diff=4955</id>
		<title>Megagun</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Megagun&amp;diff=4955"/>
				<updated>2018-11-04T00:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Machine Gun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Machine Gun]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ullie&amp;diff=4954</id>
		<title>Ullie</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ullie&amp;diff=4954"/>
				<updated>2018-11-04T00:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Uller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Uller]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Spawk&amp;diff=4953</id>
		<title>Spawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Spawk&amp;diff=4953"/>
				<updated>2018-11-04T00:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Sparrowhawk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sparrowhawk]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shawk&amp;diff=4952</id>
		<title>Shawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shawk&amp;diff=4952"/>
				<updated>2018-11-04T00:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Sparrowhawk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sparrowhawk]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Solly&amp;diff=4951</id>
		<title>Solly</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Solly&amp;diff=4951"/>
				<updated>2018-11-04T00:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Solitaire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Solitaire]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Roflman&amp;diff=4950</id>
		<title>Roflman</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Roflman&amp;diff=4950"/>
				<updated>2018-11-04T00:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Rifleman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rifleman]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Lanner&amp;diff=4949</id>
		<title>Lanner</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Lanner&amp;diff=4949"/>
				<updated>2018-11-04T00:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Black Lanner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Black Lanner]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hurasser&amp;diff=4948</id>
		<title>Hurasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hurasser&amp;diff=4948"/>
				<updated>2018-11-04T00:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Harasser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Harasser]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hepatitis&amp;diff=4947</id>
		<title>Hepatitis</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hepatitis&amp;diff=4947"/>
				<updated>2018-11-04T00:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Hephaestus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hephaestus]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Racnir&amp;diff=4946</id>
		<title>Racnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Racnir&amp;diff=4946"/>
				<updated>2018-11-04T00:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Fafnir#Variant G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fafnir#Variant G]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fastnir&amp;diff=4945</id>
		<title>Fastnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fastnir&amp;diff=4945"/>
				<updated>2018-11-04T00:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Fafnir#Variant F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fafnir#Variant F]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fatnir&amp;diff=4944</id>
		<title>Fatnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fatnir&amp;diff=4944"/>
				<updated>2018-11-04T00:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Fafnir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fafnir]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Arrowpult&amp;diff=4943</id>
		<title>Arrowpult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Arrowpult&amp;diff=4943"/>
				<updated>2018-11-03T23:59:28Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Catapult#Variant C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Catapult#Variant C]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bonar&amp;diff=4942</id>
		<title>Bonar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bonar&amp;diff=4942"/>
				<updated>2018-11-03T23:58:39Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Donar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Donar]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fatlas&amp;diff=4941</id>
		<title>Fatlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fatlas&amp;diff=4941"/>
				<updated>2018-11-03T23:58:25Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Atlas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Atlas]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cockmoth&amp;diff=4940</id>
		<title>Cockmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cockmoth&amp;diff=4940"/>
				<updated>2018-11-03T23:58:14Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Hawkmoth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hawkmoth]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Xerx&amp;diff=4939</id>
		<title>Xerx</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Xerx&amp;diff=4939"/>
				<updated>2018-11-03T23:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Xerxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Xerxes]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Visi&amp;diff=4938</id>
		<title>Visi</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Visi&amp;diff=4938"/>
				<updated>2018-11-03T23:57:50Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Visigoth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Visigoth]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rus&amp;diff=4937</id>
		<title>Rus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rus&amp;diff=4937"/>
				<updated>2018-11-03T23:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Rusalka&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rusalka]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shivy&amp;diff=4936</id>
		<title>Shivy</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shivy&amp;diff=4936"/>
				<updated>2018-11-03T23:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Shiva&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shiva]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shiv&amp;diff=4935</id>
		<title>Shiv</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shiv&amp;diff=4935"/>
				<updated>2018-11-03T23:57:16Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Shiva&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shiva]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cors&amp;diff=4934</id>
		<title>Cors</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cors&amp;diff=4934"/>
				<updated>2018-11-03T23:56:59Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Corsair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Corsair]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sair&amp;diff=4933</id>
		<title>Sair</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sair&amp;diff=4933"/>
				<updated>2018-11-03T23:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Corsair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Corsair]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawk&amp;diff=4932</id>
		<title>Hawk</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawk&amp;diff=4932"/>
				<updated>2018-11-03T23:56:35Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Created page with &amp;quot;Hawk can refer to:  The Inner Sphere VTOL Hawkmoth  The Inner Sphere Aerospace Fighter Sparrowhawk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hawk can refer to:&lt;br /&gt;
&lt;br /&gt;
The Inner Sphere VTOL [[Hawkmoth]]&lt;br /&gt;
&lt;br /&gt;
The Inner Sphere Aerospace Fighter [[Sparrowhawk]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Sparrow&amp;diff=4931</id>
		<title>Sparrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Sparrow&amp;diff=4931"/>
				<updated>2018-11-03T23:56:08Z</updated>
		
		<summary type="html">&lt;p&gt;Chairkicker: Redirected page to Sparrowhawk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sparrowhawk]]&lt;/div&gt;</summary>
		<author><name>Chairkicker</name></author>	</entry>

	</feed>